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vemund

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A member registered Oct 28, 2018 · View creator page →

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Thanks in part to feedback, I have updated my game. 

The following are some changes made to the game which are to be uploaded on the end of IGMC'18 (so far).

Battle:

 - Starting equip changes: 

  Vegard starts with a standard weak chest armor, making him slightly less squishy in the first dungeon.  

 - Skill changes:

  Mundr's Pick up hammer is now unusable if he has the hammer.

  - Vigor:

   Party members now always starts battle with a full HP, making vigor more crucial. 

  - Enemies: 

   First boss given a massive boost.

Field:

Now showing place names when entering all relevant locations. Place names were already existing, but never being shown.

Fixed bug in Bifrost tower, allowing player to walk onto the top wall.

Dialogue happen automatically when trying to cross a bridge which you are not allowed to cross yet.

Decreased encounter rates in locations where enemies can appear. 

Menu:

Added Mead efficiency and Avg. vigor to gold window in main menu. Added a new (currently empty) sub-menu to the main menu to be used for something currently not implemented.

Mead efficiency:  

Mead efficiency drops twice as quick.

Vigor:

Vigor also lost per battle attended at a starting value of 0.4% per battle fought, including steps party has taken.

Other:

Fixed some typos, including the currency displayed by the inn maid when resting, as well as translated text going past the screen width. Changed the text with potions received in the beginning to 20 potions (20 were already given, just not shown in the message). 

Added more NPCs.

Immediate TODO:

- Add vigor effect for incoming attacks, not only outgoing.

- Add enemy attacks. This will be done in conjunction to the bellow

- Add more NPCs.

Subclass system:

I have added a new subclass system where you can add 2 sub-classes per character. I have added a new menu item called Souls, to hold this. The sub-menu works quite well, correctly showing all stat changes when equipping/unequipping/changing a soul (read: class). 

Each soul has their own, currently working leveling system in conjunction with the character's class. It has stats (hp, mp, atk, def, matk, mdef, agi, luck) that adds to the character when equipped, much like equipment. Each soul has it's own level and experience value, and as the level goes up, the stat increase of the item goes up (quite intuitively). 

Each soul also has a set of skills that it will learn as that soul gains a level. A character who has a soul equipped will learn the skills of the soul it has equipped. Note that a soul can freely be changed around as it keeps its level even when unequipped. 

This feature leads to another big feature: 

Tiered skills. If a character equips a soul who has the same skill as that character already knows, either innately or from another soul, the already known skill is replaced by a new, stronger version of that skill. Similarly, if a character unequips a soul which has a skill, that skill is forgotten or downgraded. There are three tiers; a base one, a stronger one, and an ultimate one. 

Three things remains to do here; 

One - add mechanism for gaining new souls.  The blueprints for this is more or less clear, but unimplemented, and will largely be related to defeating enemies in a certain way. 

Two - add the souls themselves, one per defeatable enemy. The big part of work here is to balance the available skills and stats per soul.

Three - add three tiers for every new skill. The skills already in the game per now have working tiered skills.

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Hmm, you are right that the potions grow rather irrelevant a bit quickly, enough to warrant making a new potion for the second dungeon. That is a good point, actually. I will look into that.

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Thank you for the feedback!

I have already dealt with some of the things you mention; In my working version, The encounter rate has been drastically reduced. I have made the first few fights a little bit easier. Also, the starting will be a lot easier now, as I have changed it so that you always start combat with full HP (unless KO'd). 

You are right that the dialogues are a little oddly shaped; I run all text through a separate translation function, in which I did not have the time to perfect before the due date for the IGMC. I am aware of the indent that happens as a result of that function, and I will be fixing it shortly. As for the names: I was split as to whether or not to use Yanfly's message core or not for displaying the names. I like my own way too, and left it like that because I didn'thave enough time for it. I will probably change to the Yanfly plugin way of doing it, simply because having the name displayed in the message leaves too little space for the message.

As for revival items: I have intentionally left them out of the shops, because I want them to be rare, and valuable for that reason, and transitively to make KO more of a dangerous state. At the moment, there is only one revival item in the game. 

As for item descriptions: Actually, most things have descriptions. All equipment has, but not 3 of the 4 usable items. Considering there is only 1 of the last item, effectively you are right that most items lack descriptions. I have added descriptions to said items now.

You are right that the mage is killed off a bit too quick. Her death has important meaning for the underlying story, and I wanted to squeeze it in. If not for the play time being supposed to be around 1 hour, I would have had that happen at a slightly later point. 

If you mean the music in Himinbjorg, the starting city in Aasgard, that is just called Theme3, from bitter sweet entertainment's Light Novel Standard Music.

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I also noticed the exact same thing this morning, having had a sudden jump from 13 or so votes to 21 votes overnight, whilst having a total of 2 views and 1 download the last few days. Since I am fairly certain I know who that download is because he left a comment, I am also fairly certain that those votes were given by someone else who did not download the game. 

Hopefully those votes will be void anyway, as it should not be difficult to filter away votes from people who have not even downloaded the game, although the only one's who knows for certain are the organizers.

It would be nice if they could simply filter those fake votes away ASAP though, as even if they were to not count towards the final score they remove the entry from the  "Games in need of ratings" tab. Personally that is the most annoying part in my opinion, as it reduces the amount of verbal feedback I get from people who actually play the game that I can use to improve it.

Also, thank you for going through the game. I will be fixing the bugs that I see happened in your playthrough.

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You are right that there are not enough NPCs. I simply did not have enough time to add more than there are before the release date. Most buildings are also left unenterable, and most enemies have a quite empty attack pattern for the exact same reason. I have already added more in the working version.

That being said, considering that the map is as small as it currently is; I wouldn't agree that the number of NPCs are a big issue when it comes to the language in this game. After all, you can at any time refill your Mead of Poetry. It stands to reason that the language will be more pronounced the further you move away from the point where you fill up on the Mead, but the game is simply not long enough yet for that.

That being said: there should be more NPCs than there are. But not because of the language, just because it would fill up the world more.

Found, and fixed the error in the linux version. I can't upload the fix before the end of IGMC'18, though.

Thank you. By that error message what breaks it is the javascript function for translating a text into a language. It works fine in windows, and I had assumed it would not cause a problem in linux as the code itself is quite straightforward. But of course the programming gods do not always agree. I will see if I can locate the issue.

Thank you. I ran quite short of time near the end, which is why the maps are a little bare, and enemies a little simple. I am already in the process of reworking them. 

I will try to see if I can find a more reasonable encounter rate, and work it into the next update!

You might want to make the input sequence thing around 10 times easier, or make it skippable. I can't even get past that after like 10 tries.

Not to be a grammar-nazi, but cream in Japanese katakana is written クリーム. Without the ー it just looks strange.

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Note: Android version not complete, and does not contain .apk as of yet.

I'll post this here just in case:

Concept: Travel into another world, based on Norse Mythology.  Learn the local language as you go along.

The game is a jrpg in a setting of Norse mythology. A big part of the game is learning the language of the world you travel to, which has implications both for understanding what people say but also for combat, as learning a characters language gives them a cooperative benefit.

Key features:

Player has a language value which goes down as time passes, which can be recharged.

Player also has a comprehension level for each language they understand, denoting in percentage the minimum amount of understanding they can have when talking to people speaking that language. At the moment the only language working is the Aesir language, although another language is programmatically implemented (and more are intended).

Player gets weaker as he performs actions (at the moment the only action in question is movement). Player needs to rest at an inn or elsewhere to recuperate to maximum performance.

Let me know if you find any bugs, or if you have any opinions of what should be or shouldn't be in the game, as well as clear imbalances in the game!

Just released my game a while ago. You can find it here:

https://itch.io/jam/igmc2018/rate/336957

It is a jrpg in a setting of Norse mythology. A big part of the game is learning the language of the world you travel to, which has implications both for understanding what people say but also for combat, as learning a characters language gives them a cooperative benefit.

Key features:


Player has a language value which goes down as time passes, which can be recharged.

Player also has a comprehension level for each language they understand, denoting in percentage the minimum amount of understanding they can have when talking to people speaking that language. At the moment the only language working is the Aesir language, although another language is programmatically implemented (and more are intended).

Language comprehension levels in action:


Player gets weaker as he performs actions (at the moment the only action in question is movement). Player needs to rest at an inn or elsewhere to recuperate to maximum performance.

As I am the only one to have tried it so far, I am welcoming any feedback on the game (positive or negative)!

itch. io Game's Page