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lol, I guess you may have overestimated the intelligence and patience of your target audience :D

Nowadays people expect a lot more hand holding from games, compared to the good old times. Even I got used to the in-game helper systems, which  literally tell me everything I need to do.

The only person who bothered to throw a comment besides me, "Neversaynever" also complained about the difficulty, but his bigger problem was probably, that he got lost in the forest without a map or a magic arrow pointing in the right direction xD

Compared to him I got further :D

But to be honest, now that I think it over, giving up at the eye-monster was due to my fault, because I started to cheat when we had to kill the bandits in their big camp before the ruins.

In the event, when the bandits were quickly repedately coming at us also connects to my problem with the BGM. I was quickly 1-hit killing every bandit, eliminating them group-after-group, and it was very annoying that the BGM restarted everytime. It was supposed to be one event, there was no need to restart the BGM at each fight.

Also, please at least consider giving different battle BGMs on different maps. It is very lame, that I get to hear the same standard RPG Maker BGM both in the ancient ruins, in the forest, and in the fight with the bandits. It just ruins the atmosphere.

Maybe what about gradually increasing the speed of the on-map BGM in battles, then gradually decreasing it back to normal speed out of the battles?

And besides wether the battle music is fitting the map or not, it is annoying to hear it reset every time, because while I'm gathering stat points, I'm just doing routine work of killing monsters without thinking, so at that time I do not need hear the "We are in battle, Fight!" "impact", as I just want to chill out, stop thinking about things, and enjoy the music and the fantasy atmosphere of the game.

So back to the problem, I cheated out on the process of gathering stat points, because I felt too much frustrated to do an other monster-farming run-in-circles take-your-time feat.

Soo.... when I was at the eye-monster, I was not defeated, instead I got into an infinite loop, because my AGI was too high, the poor thing didn't even had a chance to do anything, the monster never had a turn no act. Yes, immediately after my one-hit-kill ultimate attack, it has thrown out 3 slimes, which I have defeated in the same turn I zeroed the health bar of the main monster, but after that I got stuck, repedately hitting the main monster with my ultimate strikes, still in the same first turn of the fight, and not getting through it, so I tought it is a scipted event, which the user must lose, so I got angry and rage-quitted. Sorry ;)


I'll check out later whether I can get past the eye-monster with lower AGI, and play the rest of the game later.

(+1)

Ahh, now it makes sense. That thing needs to lose 1% of his life before he starts spawning enemies. My fault, the game isn't balanced as well as I thought. I think I'll do the opposite of what I had intended for the next build, I'll lower the enemy stats and keep the requirements for leveling a stat as is instead.  The fact that people cheat so very early on says a lot about the balance. Need to work on that. 

I think I'll change the camp event as well, make it a consecutive battle instead of each battle individually. This should keep the battle bgm going until the end of the event, this way it won't be as jarring.  

Thanks :)

And uh, sorry to add this, but if you change the camp event, please also surround the camp gate with event starting points, because first I casually walked around it, right into the bandit camp, past the two guards who were supposed to be guarding the gate. I first looked into every bandit tent and checked every barrel for loot (there was nothing of course), and after I was coming out of the bandit camp, I walked into the event starting point and the guards ran to me yelling what am I doing here, like they haven't seen me casually walking past through them.

:D

(+1)

HA! That is how it was before but it got so annoying having to change the event progression slightly depending on where you where standing when you triggered the event. Will place invisible walls to keep the player from entering the camp :D