VXAce - [Demo Ver. 1.4] A Shadow's Echo [Story-Focused Dark Fantasy]

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Started by cthulhusquid 52 posts Page 3 of 3 View original ↗
  1. cthulhusquid said:
    After some feedback, I've made some changes and fixes. The updated demo is uploaded.
    Changelog
    • Made a new title screen and modified the game over screen
    • Modified skills so spamming attack is less attractive
    • Added dummy skills that show what attack and dodge actually do
    • Made Joseph comment on Draxus stealing people's stuff
    • Made the main Mountain Village pathway less snow covered so you can tell where they go
    • Changed the battle music and after combat music
    • Decreased HP, MP, and TP bar color saturation
    • Made a conditional branch that checks if you have a bow equipped or in your inventory before going into the forest
    • Changed the quest journal icons to match the player status icons
    • Fixed a few other minor issues

    Ok, so I've tried the new demo. I've got to the part where Ralir joins the party and we have a quest to go to Battle Castle. However, it seems I can't leave the Mountain Village. Whenever I try to leave through the southern road with the signpost, Draxus says "The guard said the old mine is through the forest, that's eastwards." like I'm still at the "explore the mine" stage. And there's no other exit from the village that I can find. Is that a bug or does the demo just end there?


    Anyway, here's my thoughts on what I've played so far:

    My thoughts on the Demo
    Thoughts As I Played The Demo: Alright, the prologue is much better. Draxus has better reactions to things around him, the dialogue is much more believable without being dry, there's no random people breaking into monologues or talking about their personal history like before... atleast so far. I can dig this, you really nail the feeling you seem to be going for.

    Also, that nonsensical opening from the original demo where Draxus and Joseph decide to just follow a shady cultist down a well for no reason is thankfully absent and replaced with a quest to forage for berries. When the cultist dudes show up, it doesn't feel out of place unlike in the original. Great!

    By the way, the Mountain Village look good before, but now it looks amazing! The new music is also much better fit than what was there before.

    Alright, so they find a man dressed in a cloak that perfectly conceals their features. You know, the stereotypical shady bloke. Yet when they go to report it to the guard, they don't mention how suspiciously dressed he was. Just that he was looking at some stone archway and then fled. That seems like an oversight, one would think that would be the first thing they'd notice as odd about them.

    Maybe also mention something about those berries around the stone archway being rotten? Something like "that place seems like bad news, maybe someone should have a look at it" and the guard could be like "very well, I'll see to it that the lord is aware of it" or something along those lines.

    Might be a good idea to add some flavor text to the place where the cultist fled, something like "He went into the deep forest, it's not a good idea to chase after him." or something like that.

    It seems Draxus and Joseph have switched personalities from the original a bit. In that version, Draxus unquestioningly went to whatever danger he could find, while Joseph was hesitant. Here, Draxus is the hesitant one and also a bit scared, while Joseph is eager for adventure. Interesting contrast.

    "I've become part of the mountain's shadow. Unmoving, unchanging." That line seems a bit heavy for the scene it's in, but it reveals more about Draxus's character nicely.

    Draxus and Joseph just attacking the cultist in the mine seems a bit out of place. They didn't really witness anything that warrants that reaction yet. Maybe have the two witness the cultists doing something evil beforehand or maybe have the dialogue before be more malevolent to make it obvious that these guys are bad news and a threat to the whole village to make the actions of the protagonists seem more justified.

    Draxus has an inner dialogue with himself, kinda neat.

    The Dodge skill seems pretty useless so far. Maybe I just have really bad luck, but I didn't manage to dodge anything so far.

    Might be a good idea to add an autosave before the cultist fight, so that you don't have to watch the cutscene and pick up random gemstones again if you fail. The fight isn't exactly trivial.

    The heavy exhaustion status symbol sometimes shows up even if Joseph just has Mild Exhaustion, it returns to normal when you open skill menu.

    Alright, so after talking to the Lord, they go to Draxus' house, once there, they say a few sentences, then the guard tells them to return to the Lord and suddenly Ralir is there too. This is a ridiculously short timeframe for that to happen. Makes the world feel much smaller than it should be. The village they live in is presumably some small, backwater mining settlement, not something that's stone's throw to the capital, the news shouldn't travel that fast. Or give some reason why it is like that.

    Maybe there could be a timeskip after Draxus and Joseph have their little chat in the house. Maybe Draxus could then go to sleep and have another dream like at the start, but this one is different somehow to keep the mystery going? Then after he wakes up, Joseph knocks on the door and says they have to see the Lord again. Maybe have him talk about some fancy mage that arrived to the village in the morning (Ralir).

    Or maybe have it be that Ralir was already in the village for some reason, but he was on some errand somewhere when Draxus and Joseph return from the mine and they needed to wait until he returns.

    For some reason, you can't talk to the Lord after Ralir joins the party. He could atleast say "Safe travels!" or something.

    I have a quest to go to Battle Castle. The only way out of the village seems to be the road that goes South, but whenever I try to leave, Draxus says "The guard said the old mine is through the forest, that's eastwards." This is either a bug or the end of the demo.


    Notes: Really great title screen.

    The portraits have different facial expressions depending on emotion, nice touch!

    Really great mapping, music choice and overall presentation is really good!

    That waterfall in the Mountain Village is awesome!

    Really great tileset!

    The dialogue is much better than before, Draxus and Joseph have more personality now. Draxus himself seems less naive, it fits the new tone of the game more, even if I miss the uber-pure Draxus of the original game.

    During the cutscene where Draxus and Joseph encounter the wolf, Draxus and Joseph are at the same tile after transfer, might be better to temporarily disable followers for that cutscene and have Joseph show up as an event beside Draxus. Or maybe just have Draxus take a step forward after transfer so that Joseph is visible.

    Heroism and similar skills could use a better skill description. I know what "Self-target Rate" is, but for someone unfamiliar with RPG Maker it would be much harder to deduce.

    When Draxus and Joseph are hiding from the cultist dude, might be better to have Joseph somewhere else other than the same tile as Draxus.

    The combat system is better than the original demo, pretty good and original!
  2. @Beregon
    Thank you for your response, your praise of the new demo means the world to me! :kaoluv:Getting the dialog and combat right was really challenging, but I'm proud of the end result.
    Now, as far as your specific points:

    Beregon said:
    Alright, so they find a man dressed in a cloak that perfectly conceals their features. You know, the stereotypical shady bloke. Yet when they go to report it to the guard, they don't mention how suspiciously dressed he was. Just that he was looking at some stone archway and then fled. That seems like an oversight, one would think that would be the first thing they'd notice as odd about them.

    That's definitely an oversight, and will get fixed. I'll also consider adding some more flavor to the clearing with the archway.

    Beregon said:
    Draxus and Joseph just attacking the cultist in the mine seems a bit out of place. They didn't really witness anything that warrants that reaction yet. Maybe have the two witness the cultists doing something evil beforehand or maybe have the dialogue before be more malevolent to make it obvious that these guys are bad news and a threat to the whole village to make the actions of the protagonists seem more justified.
    The cultists are trying to stay hidden from the Village, so they are avoiding any outwardly evil actions. I'll make the dialog more evil instead.

    Beregon said:
    The Dodge skill seems pretty useless so far. Maybe I just have really bad luck, but I didn't manage to dodge anything so far.

    Might be a good idea to add an autosave before the cultist fight, so that you don't have to watch the cutscene and pick up random gemstones again if you fail. The fight isn't exactly trivial.

    The heavy exhaustion status symbol sometimes shows up even if Joseph just has Mild Exhaustion, it returns to normal when you open skill menu.
    1. You did have bad luck, but the evasion chance was only at 50%. I'll bump it up to 80%.
    2. I'm not sure if that's possible, but I can look at the autosave script I'm using to see if I can do specific script calls.
    3. That's a graphical glitch, it has something do with how states refresh at the start of your turn but I have no idea how to fix it. It doesn't affect the gameplay though.
    Beregon said:
    Alright, so after talking to the Lord, they go to Draxus' house, once there, they say a few sentences, then the guard tells them to return to the Lord and suddenly Ralir is there too. This is a ridiculously short timeframe for that to happen. Makes the world feel much smaller than it should be. The village they live in is presumably some small, backwater mining settlement, not something that's stone's throw to the capital, the news shouldn't travel that fast. Or give some reason why it is like that.

    Maybe there could be a timeskip after Draxus and Joseph have their little chat in the house. Maybe Draxus could then go to sleep and have another dream like at the start, but this one is different somehow to keep the mystery going? Then after he wakes up, Joseph knocks on the door and says they have to see the Lord again. Maybe have him talk about some fancy mage that arrived to the village in the morning (Ralir).

    Or maybe have it be that Ralir was already in the village for some reason, but he was on some errand somewhere when Draxus and Joseph return from the mine and they needed to wait until he returns.

    For some reason, you can't talk to the Lord after Ralir joins the party. He could atleast say "Safe travels!" or something.

    I have a quest to go to Battle Castle. The only way out of the village seems to be the road that goes South, but whenever I try to leave, Draxus says "The guard said the old mine is through the forest, that's eastwards." This is either a bug or the end of the demo.
    I agree, it's a really short timeframe. I really like your idea of Draxus sleeping and having another dream, I can do some cool foreshadowing with that. I can also play around with other reasons for Ralir to arrive so fast.
    That is the end of the demo, so I will add an option to either go back to the title screen or keep playing if the player wants to explore more.

    Beregon said:
    During the cutscene where Draxus and Joseph encounter the wolf, Draxus and Joseph are at the same tile after transfer, might be better to temporarily disable followers for that cutscene and have Joseph show up as an event beside Draxus. Or maybe just have Draxus take a step forward after transfer so that Joseph is visible.

    Heroism and similar skills could use a better skill description. I know what "Self-target Rate" is, but for someone unfamiliar with RPG Maker it would be much harder to deduce.

    When Draxus and Joseph are hiding from the cultist dude, might be better to have Joseph somewhere else other than the same tile as Draxus.

    I'll fix the tile transfer issues as well, and change the skill descriptions to something more natural.
  3. Minor update, but it's a good one.
    • Added another dream sequence after the mine.
    • Made the mine dialog more outwardly evil.
    • Heroism now resists all Damage over Time effects so you don't die as soon as it wears off.
    • Elemental Flasks now can inflict Burning, and had an icon change.
    • Explained how the Lord's message gets to Battle Castle so fast, and how Ralir got to Mountain Village so fast.
    • Streamlined camping, it's no longer a janky mess that can crash the game (it's not usable in the demo because you cannot camp within town or village borders).
    • Fixed a few miscellaneous things.
  4. Hey there, looking forward to this game. Hope the development goes well!
  5. Beregon said:
    Hey there, looking forward to this game. Hope the development goes well!
    I took a break for awhile to work on the Cube Trail, but now that the demo's out for that I can get back to Battle Castle. No changes as far as new content, but I did a lot of things related to immersion and the general world.
    • Lots of name changes to better represent the regional cultures. For instance, Draxus is now Emil, Joseph is Anton, Mountain Village is Rudovo (Ore Village in Russian), Battle Castle is Waterford Castle, Valador is Saint Valentine (Valador still exists in the game however, but it's a spoiler to say why), Wood Village is Oakshire, etc.
    • Some sound changes to add even more immersion. Opening chests now sounds like you're actually opening a chest, taking things of a shelf doesn't sound like opening a chest, etc.
    • Gold bags will no longer crash the game when you stop opening them, and have been mechanically simplified.
    • The game title got changed.
    • A few typos were corrected.
  6. cthulhusquid said:
    I took a break for awhile to work on the Cube Trail, but now that the demo's out for that I can get back to Battle Castle. No changes as far as new content, but I did a lot of things related to immersion and the general world.
    • Lots of name changes to better represent the regional cultures. For instance, Draxus is now Emil, Joseph is Anton, Mountain Village is Rudovo (Ore Village in Russian), Battle Castle is Waterford Castle, Valador is Saint Valentine (Valador still exists in the game however, but it's a spoiler to say why), Wood Village is Oakshire, etc.
    • Some sound changes to add even more immersion. Opening chests now sounds like you're actually opening a chest, taking things of a shelf doesn't sound like opening a chest, etc.
    • Gold bags will no longer crash the game when you stop opening them, and have been mechanically simplified.
    • The game title got changed.
    • A few typos were corrected.
    Awesome! Can't wait until you release another demo that allows you to actually leave the starting village. The first demo was very long, it felt like an Act 1 plus a small chunk of Act 2 out of however many acts the game was supposed to have.
  7. Beregon said:
    Awesome! Can't wait until you release another demo that allows you to actually leave the starting village. The first demo was very long, it felt like an Act 1 plus a small chunk of Act 2 out of however many acts the game was supposed to have.
    I'm planning on the next demo for A Shadow's Echo (feels a bit weird saying the new title, lol) to include Battle Waterford Castle and Wood Village Oakshire. Both locations are going to be bigger, so it's going to take some time to make those (I'm partially done with Waterford Castle, haven't touched Oakshire yet).

    In the mean time, try out my other demo The Cube Trail. It's quite different from A Shadow's Echo, and has about 4 hours of gameplay. That's about half the game I think.
    I've also been putting in a lot of work on my post apocalyptic game The Wastes, so that as well as the Cube Trail is why A Shadow's Echo hasn't had many updates recently.
  8. cthulhusquid said:
    I'm planning on the next demo for A Shadow's Echo (feels a bit weird saying the new title, lol) to include Battle Waterford Castle and Wood Village Oakshire. Both locations are going to be bigger, so it's going to take some time to make those (I'm partially done with Waterford Castle, haven't touched Oakshire yet).

    In the mean time, try out my other demo The Cube Trail. It's quite different from A Shadow's Echo, and has about 4 hours of gameplay. That's about half the game I think.
    I've also been putting in a lot of work on my post apocalyptic game The Wastes, so that as well as the Cube Trail is why A Shadow's Echo hasn't had many updates recently.
    I'll be sure to try out Cube Trail once I have the time!
  9. Heyas, I played your demo and and enjoyed it, but I have a few thoughts on its presentation. I made it to the end of the demo without crashes, but I had a lot of trouble reading the dialogue and battle skills because of the word colors. :rswt
    Feedback
    Let's start with my biggest problem with this demo: the windowskin and color choices! You've chosen a light tan for the window, which is ok but makes reading any light-colored words (like all of the states, yellow SP, and negative red numbers) challenging to read. The lighting script you use also appears over the messages, making some scenes harder to read because a flame is flickering over the center of the message box... So while I was interested in the plot, it did end up straining my eyes so I had to keep stopping. If you want to have light-colored words on a light window, you need to give them a dark outline so they stand out.

    The story itself was fine and I do wonder about what will happen next, but I think your maps and cutscenes could use some tweaks. A lot of your interior maps are small (which definitely beats them being huge), but that means that often Emil or whoever is talking is covered by the message box. I didn't even realize there was a cultist in the forest at first because when Emil and Anton were talking the cultist was mostly covered. Adding a bit of empty space at the bottom of you maps could help.

    I'd like to comment more on the battle system, but I didn't run into enough battles to really play around with it much. It seemed like Anton threw a lot of information out during the tutorial battle with the wolf, which I think could be broken up a bit. Maybe instead of explaining exhaustion at the start, he could talk about it after the battle when the player may have mild exhaustion. You have a lot of skills and states, and from what I saw they work well together, so it's a bit of a shame there wasn't anywhere I found to really just run around and fight to my heart's content.

    I also ran into another issue with word color choices during battles in the mine, the black for the battle log was almost unreadable on the dark walls so I just ignored what the enemy was doing and hit as hard as possible. :rswt
    Overall, there's a lot of interesting mysteries in this game and I am curious where it could go. But right now the windowskin and word color choices are doing your game a major disservice and make it harder to read things.
    Good luck with your project! :ptea:
  10. hiddenone said:
    Heyas, I played your demo and and enjoyed it, but I have a few thoughts on its presentation. I made it to the end of the demo without crashes, but I had a lot of trouble reading the dialogue and battle skills because of the word colors. :rswt
    Feedback
    Let's start with my biggest problem with this demo: the windowskin and color choices! You've chosen a light tan for the window, which is ok but makes reading any light-colored words (like all of the states, yellow SP, and negative red numbers) challenging to read. The lighting script you use also appears over the messages, making some scenes harder to read because a flame is flickering over the center of the message box... So while I was interested in the plot, it did end up straining my eyes so I had to keep stopping. If you want to have light-colored words on a light window, you need to give them a dark outline so they stand out.

    The story itself was fine and I do wonder about what will happen next, but I think your maps and cutscenes could use some tweaks. A lot of your interior maps are small (which definitely beats them being huge), but that means that often Emil or whoever is talking is covered by the message box. I didn't even realize there was a cultist in the forest at first because when Emil and Anton were talking the cultist was mostly covered. Adding a bit of empty space at the bottom of you maps could help.

    I'd like to comment more on the battle system, but I didn't run into enough battles to really play around with it much. It seemed like Anton threw a lot of information out during the tutorial battle with the wolf, which I think could be broken up a bit. Maybe instead of explaining exhaustion at the start, he could talk about it after the battle when the player may have mild exhaustion. You have a lot of skills and states, and from what I saw they work well together, so it's a bit of a shame there wasn't anywhere I found to really just run around and fight to my heart's content.

    I also ran into another issue with word color choices during battles in the mine, the black for the battle log was almost unreadable on the dark walls so I just ignored what the enemy was doing and hit as hard as possible. :rswt
    Overall, there's a lot of interesting mysteries in this game and I am curious where it could go. But right now the windowskin and word color choices are doing your game a major disservice and make it harder to read things.
    Good luck with your project! :ptea:
    Thanks for trying it! I am changing the all text colors as we speak to black, so it should be easy to read no matter if its a skill cost or stat change.
    There's going to be random encounters in the next map, so you'll be able to fight enemies to your heart's content there (or not, if you disable them).

    What'd you think about the map aesthetics and the character interactions?
  11. cthulhusquid said:
    What'd you think about the map aesthetics and the character interactions?
    The maps showed the work you put into them, and I liked a lot of the details you added in the houses to make them feel more lived in. I did think the exteriors, especially the town, felt like they had a bit too much open space. I would think a town in a cold region would try to keep things all near each other, to avoid having to go out into the cold as much as possible, but it's not like the maps were too huge to navigate.

    I didn't click with the characters, but it did feel like everyone had their own unique personalities which was really well done.
  12. I've decided to finally play the latest demo. I really do like the vibe of this game and think that the two main characters are a large part of that. Draxus (well, Emil now) is a really good protagonist and Joseph (now known as Anton) is the perfect sidekick to him. Compared to the original version, the two also have more clearly defined gameplay roles instead of being basically the same "character class". The one thing I'd critique is that Emil sometimes feels a bit too reluctant and unsure of himself. Maybe tone it down just a bit.

    There's also the scene where they attack the cultists and afterwards, Emil thinks about how this was the first time he killed and such, while Anton doesn't seem to have any problems with that. A short while later, Emil and Anton sit down and talk about various things, yet this never comes up aside from Emil's internal thoughts, where he's clearly agonizing over killing someone, even if it were evil cultists. I think it would be better if when they have this conversation, Emil brought this up and they talked about it, contrasting Emil agonizing over killing those cultists with Anton being alright with "doing what needs to be done" or something similar.

    Aside from this, the game is gorgeous as always and the demo ends at just the right time. I do hope you finish this game someday!