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Zell

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A member registered Jun 14, 2020 · View creator page →

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I appreciate the kind words. Writing has always been a weak point for me in life so I get where you're coming from. If you're curious about how it will sound going into Chapter 7's update (which will feature an entirely original soundtrack composed almost exclusively by myself), you should check out my YouTube channel, which is where I've been posting the tracks as I complete them. Currently, I am using music from other games in the game, but I've been wanting to make the soundtrack myself, so that's been the biggest delay in the update. Currently the channel has the tracks for the first two chapters of the story (Colhen and Lanox regions), but I am very close to being done with both Sander and Athantia's tracks as well so those will be live soon as well!

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Hi, I don't know where to go to see a resolution to this. My game got shadowbanned at some point without a notification as to why, and I submitted a ticket on August 7th, but I have not gotten a response yet. Its been two weeks and it's getting harder to find motivation to continue using this platform as it's more difficult to get exposure and find new players. I would at least like to know why I was shadowbanned in the first place.


Game Name: Rise of the Unfelled

Ticket ID: 300976

Game Link: https://zellogi.itch.io/rise-of-the-unfelled

Well for starters, a lot of the dialog just runs off the screen, even in the tutorial. Something that is NOT found in the browser demo.

All instances of text cutoff that have been reported have been fixed. This was caused due to a feature called "Word Wrap" not functioning as it should.

Additionally, the tutorial boss, Mammon, seems to use only skills that have no effect, ALSO something NOT found in the browser demo.

This was an oversight on my end as I had implemented one new skill for Chapter 6, which shifted all T6-T10 skill ID down by 1, which normally would not be an issue since most of the skills in a particular tier is premiered by the same Chapter with the exception of the 4 skills used by tutorial Mammon, as well as the elite in the tutorial zone Mammon's Acolyte. Their skills had been shifted by 1, giving them a set of skills that were not actually implemented yet. 

Both of these problems were not present in the browser demo because the browser demo is a vastly reduced version of the game with only the skills needed. It is a separate build from what I work in and so any changes will not be reflected in that.

Also the new gear system seems highly unintuitive and it seems much more difficult to acquire something passable. Sure you can craft some armor, but it is FAR inferior to what it used to be.

This is because back when I first implemented the equipment, I did not originally want this many pieces of equipment in the game, but as development continued, it felt silly to repeat the same thing over and over. "Oh boy, new town. Craft new gear, and now we don't have to worry about gear until next update." The way it is now I feel is better down the road as now I can add certain gimmicks to weapons such as life steal or elemental weapons that I could not before because it was your only option for a weapon, which further allows for diverse builds and more experimentation on replays.

And with this newly-supernerfed equipment, certain fights (like the mimic before the demon bosses) are barely beatable, especially with the unnecessary level cap system.

This encounter was probably the one thing I was not fully proud of simply because it was held together by hopes and dreams. Did it work as intended? Sure, somewhat. Were there many problems with it? Absolutely. Should timers in RPG Maker MZ do more than just end the battle with neither a win or a loss? Also yes. Anyways, this encounter is receiving an overhaul that does not include a timer, so the battle will hopefully be improved by this change. 

Also the level cap system, like I mentioned in two devlogs, was always intended to be in the game, and it was for a short time until I implemented the class change system which broke my original method of level caps. This allows me to better balance the game around a set level range instead of people just being "oh, fight too hard? lemme grind xp for an hour to get +20 levels". The content is beatable, you just need to use all the tools you have at your disposal.

Also Medea's weapon says it steals life, but it doesn't.

This was my fault because I used the wrong note tag for post damage evaluations. And also because I forgot she even had that weapon, so when running through the game, it didn't occur to me to double check the life stealing properties of the weapon. Regardless, I have fixed this issue and it will work as intended on the bugfix release.

The dialog in the athantia graveyard section is different, and it feels like someone reading dialog from a script instead of something improvised by a human. There wasn't anything inherently wrong with the dialog before, so I see no reason why you had to change it. 

This is probably one of the biggest moments in the game as you can probably imagine, and I felt the original dialog I had didn't properly convey the story I was trying to tell. Even after the original release of Chapter 4, I kept revisiting that event and constantly coming up with new dialog and scrapping it until I finally settled on the lines you now see in the game.


It seems you are attempting to hide these flaws with shiny new features like tooltips for status conditions or better AI (I liked my stupid enemies thank you very much), and it definitely looks like you did not playtest it at all before releasing it because the intro to the game being that messed up is definitely gonna turn people away from your game.

The stupid enemies always bothered me as it felt like you could just pray for a dumb enemy to secure an easy win. Also I like the state tooltips, and I had to write them all out for over 80 different conditions. Also I did playtest the game, but at different stages of development. On my initial run through the intro, everything worked fine because I had not made any changes to the skills yet, and the word wrapping was working, so everything seemed fine there. Then I made the aforementioned changes, but continued on the same save without expecting anything averse to happen to the stuff I have already cleared.


tl;dr

A lot of the stuff you have mentioned has already been fixed and will be available when the bugfix release goes live. Sorry you do not like some of these changes, but I hope when the bugfix goes live that you will give the game another chance.

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Im sorry you feel that way. There was no AI for the dialog, the only thing I used AI for was the dragons den boss artwork as well as the high draconian battler models. The dialog was written by hand.


What do you mean the quality went down though? 

There is still a lot of work to be done before I am satisfied with a release. I was originally hoping it would be complete by the end of the month but due to IRL circumstances, that deadline is looking less and less realistic. Sometime in June is looking more likely due to how little free time I've had to work on development the past week and a half. I apologize for this as I'm sure you are waiting for the fixes and changes being implemented. I am dedicated to finishing this project though, so it will come out eventually once I am happy with what I got!

With the way you use words, you should write your own game. Surely since I can't come up with anything original, you can? 


Also, you created your account solely to hate only on my game, since you have not posted on any other game.

Yes it is. It's a remastered version of the attack animation. But I also work a full time job (some weeks more than 60+ hours) and do not have time to learn how to use several different software to come up with a similar styled attack. Also, and this is my bad for capturing the wrong frame of that attack, it says it directly in the video that plays that its from Final Fantasy 7. It was also mostly an experiment to see if I could implement such a feature, and turns out I could, so since I already did it, might as well use it.