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False Skies

A traditional, class-based RPG with GBC stylings. · By Feenicks

The FS comment/critique thread

A topic by Feenicks created Aug 11, 2021 Views: 468 Replies: 13
Viewing posts 1 to 4
Developer

Have any changes or criticisms of things in False Skies? Put your thoughts here!

Some notes:

- There's a limit to what I'm willing or able to change, given both how deep into the project I am and the limitations of the engine I'm using. Changing a single enemy around, or modifying a portion of a dungeon are within my limits; adding additional frames to animations isn't [at least not right now].
- Don't be overly obnoxious.

(4 edits)

Hello, just wanted to leave a few suggestions and comments now that I've finished the game and had time to think things over. Feel free to ignore me if you want, to some extent I just had to get my thoughts out and my steam review wasn't really the perfect venue, it's already long enough and a lot of things are extremely minor or spoilery.

First, it would be nice if all the spirit pacts were grouped together in the add-ons list rather than spread out, would make swapping pacts smoother. More categorization among add-ons in general would be nice (gemstones and elemental rings?), but that's not as big a deal.

Also, it would be cool if at the start of the game you got the full list of portraits to pick from, it is supposed to be you, the player, so being limited to four choices like each tier 1 class is instead of having the full spread is a little disappointing. Even if I probably would have picked girl portrait #1 either way.

There were also a few things I have bouncing around in my head about the story and some spoilery things, so if you were curious, I put those in a pastebin. To avoid people spoiling themselves on literally everything, the password is the name of a certain chatty gimmick boss followed by the name of the true final boss, all lowercase, no spaces: https://pastebin.com/DZ1C0c3X

Anyway, feel free to take or leave or ignore any of this. Regardless, I really enjoyed this game, so thank you for making it.

Developer

Sure.

I went and gave the pacts their own icon so they can be sorted appropriately.

The portrait selection/determining aspect of character creation is one of those things I implemented in a fragile and convoluted manner, both in choosing the portrait and keeping track of which one was chosen. I do understand the desire to pick from all of them, though.

Here's some comments on the more spoilery comments [same password as your one]:

https://pastebin.com/hgVEPj12

Thanks for all the comments, and more importantly for enjoying the game.

Thanks for taking the time to respond, a few things are more clear to me now, though I agree everything doesn't necessarily need to be spelled out.

Also thanks for implementing the grouping of spirit pacts, future Evokers will now have a cooler time (also my modified additional playthrough as well XP).

Any chance for android version? Game looks like it would play really well on a handheld and I would greatly enjoy playing it on breaks or during slower time at work.

Developer

There is one, but it's not very frequently updated, not for sale, and isn't exactly purposefully designed for it [there's no way to enter custom names, for one].

If there is one, any chance of it being made public? Is it not for sale yet or at all? Too much trouble to bother with?

Developer

It'd probably be easiest if I got some sort of contact information so I could send you a link to the file directly.

Here's a throwaway: craprestut@wemel.site. So, can I just get it for free? What's the catch, want me to share my personal data do some qa?

Hi,

It would be nice to see more information about unique weapon effects, e.g. element, status effects.

Thank you,

Jordan

Developer

There's a ton of different weapons, so I'd have to narrow it down a little bit. Do you want some information on the various weapon types, or just some of the extra properties some of the weapons get?

Sorry for the late response. Information on the extra properties (e.g. fire) would be lovely.

As for weapon types, well, that seems more of a bookcase read or Explorer Society conversation.

Developer

Ah, alright. Here's some relatively early weapons that have special properties [as most don't]:

Breaker [Dagger}: Has an 80% chance of lowering the target's DEF.
Air [Dagger]: Deals air element damage [in addition to the dagger's usual phys/slash damage]
Luck [Claw]: Lowers the target'sEVA.
Char/Chill/Ground [all whips]: Does Fire/Ice/Earth damage [in addition to the whip's usual phys/slash damage].
Star [One each of sword, rod, and bow] Does Lux damage [in addition to the weapon type usual damage types].
Water [Hammer]: Deals Ice damage [hopefully you get the idea].
Dread [sword]: Has a chance of dealing a deathblow [the target's HP in damage, affected by deathblow resistance] to its target.
Catch [spear]: 'Surveys' [steals] an item from its target with its normal attacks.

There's a bunch more weapons with special properties, but a lot of those come later in the game, so hopefully this is a good enough overview of things.

I appreciate this. I'll note, though, that I've already completed the game! The Horoscope weapons could be figured out based on their associated sign, thankfully.