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Played through the current build. It's fun, well-written, and noticeably difficult. Strong recommend to anyone who likes Fire Emblem.

Specific thoughts from my playthrough in case they're helpful for design stuff:

-If you go straight to the setting screen before you've learned the controls and then try to exit back to menu the rpgmaker way (pressing Esc,) you instead close the game. It could be worth having a 'return to main menu' option in the settings menu for people who have just booted the game and don't know Esc is a trap.

-Petting Baldur is a spectacular mechanic. Absolute serotonin in game form. However, you may want to mention pets can be repeated, and that some chapters have talks between characters that work the same as pets. I'm pretty sure I've missed a few pets because I didn't realize this. Also the trial-and-error of mashing people next to each other to generate talk commands feels kinda frustrating. This is a part of the FE formula that I'm glad later FEs streamlined.

-Dead levels. I know they're part of the FE formula, but it would be nice to have +1 HP or +1 Luck instead of a dead level.

-Good lord map 4 is hard on normal. You're really reliant on a good rng seed winnowing down enemy numbers or having known this map was coming and power-levelling a character to formation-break your way through it. Also every time you die you have to wait through the rng fighting itself again. A map 3.5 or a shop or something to help you gear up for it would help a lot. I'm also genuinely not sure this map is possible on harder difficulties unless allied units also benefit from the stat-scaling.

-Weapons not having durability is interesting. Durability is FE's check on always-use-the-powerful-weapon gameplay, and shops are FE's check to running out of weapons and bricking your save. Without durability, I think there's room for a meta where all weapons are equally good but all do different things, but I'm not quite sure that's how they currently work.

-Oh, thieves can steal people's weapons without even risking getting countered? The game's hard, so I'm glad for all the tools I can get my hands on, but this feels mega busted. At least it's a solution for enemy mages.

-I'm on map 6, and enemy magic feels like a bit of a one-shot machine. Thrud strolled into the gigantic range of a lightning mage and got instantly crit killed from full health, and this sorta makes the only tool for dealing with mage groups the antimagic harp. And even then, you need a character who can reliably one-shot mages because they have to keep dancing back in and out of reach to refresh their buffs, and the rest of the team has to keep backpedaling to make sure the mages don't lock onto anyone else and instakill them. Because any character dying = game over, high dps enemies with decent crit potential means there's a certain amount of rng to whether you have to reset each run. I don't think this map is impossible. I can sandbag it. But even on normal it feels like it's made more for save states than for regular console play.

I'm only at map 6, and I might take a break, but I'll thread more feedback here if I'm able to play further.

Cleared chapter 6, and I can now confirm thieves are straight busted. I stole Morholt's Waterwheel and other spells, then farmed infinite hits off of him with low damage weapons.

You can also strip an enemy of weapons, body block them, and then endlessly steal a vulnerary off and onto them for massive exp.

Also, I did some more thinking, and I know that crits are part of the FE formula, but what if you just removed enemies' ability to crit? Crits are interesting on the player's side, and I don't think they're 100% a bad mechanic, but on the computer's side they're sort of just an RNG check to see whether you need to redo a map. They might not be essential to the game's balance.

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Hey there, thanks for playing the game!

There's a lot to respond to there, so I hope you won't mind if I go through all that as bullet points?

* The Esc-quit-game problem is a bug.  It should hopefully be fixed by the next update.

* Can you give a bit more information about what you mean with the Talk commands and Pets repeating?  If a conversation becomes available between characters, it should always be availible.  Moving chapters shouldn't reset it.  Likewise, Petting scenes should not be repeatable: every character has at least one unique one.  If you can tell me a bit more about what's going on there, I might be able to fix the issue.

* Dead levels is a thing I'll need to look into but thanks for raising that.

* A lot of people seem to vary on how difficult they find Chapter 4.  We're trying to re-balance it a bit.

* Thieves are being balanced out because, yeah, you aren't the first to mention the busted-ness of them.

* Magic is getting a bit of a balance.  However, you are *meant* to use the anti-magic harp to negate it.  I do agree that the buffs could be a bit longer (and I will probably incorporate that) but that is what the harp is there for.

* I might experiment with enemies not having crits, but we'll see how that goes in testing.  

* I don't know what you mean when you say "Any character dying = Game Over".  That isn't supposed to happen and no one else has mentioned that bug.  There is no permadeath, and characters come back if KO'd.  The only exceptions are Freya (the main character), and any character you need to defend as part of a mission (like Nimue in Chapter 6).  Again, if you could give me a bit more info, that would really help.

Thanks for playing the game!  I am still in the process of working on some updates and bug fixes, so I hope that you'll stay tuned for those!

Oh, I completely misunderstood the talk and pet mechanic, then. It's basically support conversations from the modern games, not the "these two characters need to talk during this map" thing that Thracia was doing. There's no bug here, I was just confused on how it worked.

Likewise, I'd misunderstood how death works, and assumed losing a character was permanent. 

This actually...maybe makes the game a lot easier. I'll keep playing and see if being able to safely lose team members takes some pressure off of missions.

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Yeah, we made the game to be friendly to newcomers: so we omitted permadeath.

I'm pretty sure the tutorials should mention that?  :o  Did you play with them on?

If they didn't show up, that'd be the first time that's happened, so I'd like to know how to amend that.