Oh hey this looks really cool! I might have to give it a try!
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Thanks for the nice words! Sorry for the late response!
They are technically side-view battlers but using Yanfly's Battle Engine Core-plugin you can adjust them. I can't remember the exact details how I did it, but there should be some pretty straigh-forward options for this kind of perspective.
Hey! Yeah the game could really use proofreading, but the problem so far has been that I don't have the script written down anywhere. This makes it difficult for any proofreader to go through the text. I've been planning on taking the time to make a script for this exact purpose, but it hasn't been high enough on the priority list so far, so it still remains to be done...
Hey thanks for the honest feedback! Really appreciate it! Sorry for the late response too, I thought I already answered this post.
You are right in that the game really doesn't explain the combat. I think this is something I should really change, but so far I wanted to avoid blatant immersion breaking tutorials, that's why there are only vague explanations like the wounded guy you mentioned.
The tip to 'guard whenever you suspect danger' is actually pretty big tip. Because that is the way to avoid most of the coin toss moves. You said you tried to guard against them and nothing happened? This might be a bug, but you have to guard on the exact turn the coin toss move occurs, otherwise it doesn't work. Also the game is really at its most unfairest in the beginning sections. As you get further you actually get more and more chances to save and the one-hit kills become more rare too.
There are not many ailments that affect your hit percentages actually. It's mostly set on around 97% hit chances, except if you try hitting something like head, which is very difficult to hit because it kills the enemy instantly in most cases. You can affect the percentages by cutting the legs of the enemy for example which makes the enemy less agile. The game does mention this, but only after you've actually cut the legs. So it does require the player to stumble upon this, which can be seen a bit problematic...
It's true that the first impressions can leave really unfair taste in the mouth of the player and this can drive many people away. But the way I also see it is that the first impressions can create a really unfair and hopeless feeling and this carries over to the sections that are otherwise more pleasant to the player. In other words I think the hopeless opening hours of the game are really important for the overall atmosphere of the game. It's a double edged sword for sure and I'm not saying the balance is perfect as it is. But it's something I keep experimenting with. It's not to disrespect the players, because every new map you manage to advance to means tons of effort from my part too.
Again thanks for the constructive criticism. The game has been constantly evolving because of similar detailed experiences. It really helps me create better experiences in the future :)
Hey sorry for the late response! Can you contact me via email so I can give you the Steam key? It's a little incovenient, but so far it's the best way I've come up with handing out the steam keys.
Hey yeah! Saving Le'garde is a lot more difficult in the demo than what it is in the full version. There was a speed running competition during those demo days and the fastest time that beat the whole demo was given to the Le'garde saving scene. It was something like 5 minutes if I remember correctly.
I'm glad you like the game! Maybe there are no ways to fix broken bones and reattach limbs? I don't know. I mean they are pretty severe ailments in real life too, no? It takes time for bones to heal.
Hey thanks for letting me know! Seem like this bug still is hanging around in some variations of the maps...
I was checking quickly your previous let's play and it seemed really cool! Thanks for the video treatment for a thousand times! :D I need to take some time to watch them properly!
I'm pretty sure it's there. There are 2 different prison layouts and the lever is in different place in each of them.
In the other it's near prison office and in the other it's in this small room in the middle of corridors.
Aaahhh right. I might know what's the problem. Did you use the book 'Passages of Ma' habre' during this playthrough? I was pretty sure that it caused the bug. Upon the Ma'habre timer running out, the screen goes black and you return to normal world. The trigger that makes the screen go black is still left there if you load the same save, but starting a new game should fix it.
If you don't want to go through the entire game again, apparently you can make things visible again by finding the beacon of the depths and using it.
Sorry for the trouble D:
Hey swallowinfinity! For many people, playing the game on Steam has fixed the saving problem. This leads me to believe it really is some permission issue that doesn't exist when the game originates from Steam.
Since you bought the game already here, I can also give you a Steam key if you are interested. Just email me!
I understand the frustration. The coin flip mechanic can feel unfair and it certainly can give some players an edge, but it shouldn't gimp players to the point of making the game impossible. There should be good items and important resources around enough to get you through. It can just sometimes be more difficult, than on the next run perhaps.
But I do like your idea of making the enemy loot more prominent too. It actually sounds very tempting and I will most likely do something like that in the coming versions.
Hi! Yeah it turned out that I didn't fix the problem correctly. You can read more about it in the latest 1.1.3 update post, but I finally managed to find its source and this time it really should be gone.
Hey Pappi! So I really think the Mac saving problems are because of some permissions and rights you can give to the game and its files. The saving problem has vanished from people who play the game on Steam. Steam naturally has more right and permissions, so that's why I think it boils down to that. If you bought the game here, you can have the Steam version too. Just email me and I'll give you the key so you can try that out. Hopefully it would help in your case too.
I've noticed that the game can sometimes lock up some items or magic in the menu for some reason. It definitely is a bug. According to my own experience, it doesn't last long though. The items and magic are usually available after few minutes of play. I'll of course try to find what's causing it.
Thanks for the heads up. I don't remember which keywords I used when I found that sound clip, but it did say that the use was alright for commercial projects too. But it does sound VERY close to zelda jingle and I actually ironically enough named the sound clip 'Zelda jingle'
I've previous found some clips from freesound that seem to be ripped from other games or movies too, without the author saying a thing about it, so it's certainly not impossible that's it's from Zelda. I'll switch it into something else just to make sure.
I never heard the tree area causing such problems before. It shouldn't be too heavy on content, but it's good that it got fixed on its own. Sometimes if you play the game for many hours straight, it can get more taxing to the computer and it can cause lag. Maybe this could be the case?
If it happens more often, let me know!
Hey thanks! :-D I'm glad you like it! I'm working on the smoothing bugs part. John Wolfe really brought a lot of people here. He's one of my favourite youtubers, so I was really excited to see the game covered by him!
But like Schneeli said, it would ruin the balance somewhat if you got all the good books for sure. The reduction of the doubling could be considered once there are more books in general. Some books (like the cook book) could easily be divided into 2 separate books to increase their numbers.
Some enemies have the headless chicken effect. It's actually a feature lol. One version had them die instantly but it made the game really a lot easier actually.
I feel bad for ruining your good run! D: the bug near the tower of endless is a new bug that came with the latest version apparently. It's a bit mysterious to me to be honest. Have you tried it again on a seperate run? I'm just curious if it happen every time you go there.
The endless loop with the Uterus definitely is a bug. I did make Uterus a lot more difficult though, because people seemed to just rush through them with no danger or worrt whataoever. Headshots don't kill it anymore as it isn't a living thing per se anyways.
The second 'bug' is a known problem, but it might need some big game engine changes to fix.
Hey I'm glad you like the game! The first impressions can be a bit harsh, but it seems like when people force through the opening areas the game starts to click more. It's great people are willing to give the game a chance regradless :-)