MV - Elidriel

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Started by gabrielschade 26 posts Page 1 of 2 View original ↗
  1. Card1-2.png
    ELIDRIEL
    [embedded media]

    DEMO

    SYNOPSIS
    Elidriel is a story-driven JRPG set in a world where the politic scenario drastically changes after a coup and a tyrant became the one to rule people.
    Meet this group of characters who meet by chance and embark on this adventure across the world.

    During your journey you will face a wide array of landscapes and emotions, from forests to deserts, caves to waterfalls, friendships to foes and from happiness to grieve...

    FEATURES
    BATTLE SYSTEM

    Elidriel's battle system has a series of unique mechanics that can create powerful combinations when mastered!
    (all images and gifs were created before the battlers graphic update)
    Pressure & Staggering
    VIEW
    All enemies have a Resistance gauge below their HP. When they are hit by an element that they are weak to or when they receive a critical hit they will be under pressure:
    _tutorial-battle-intro-9-2.png
    In that state, an enemy will lower its defenses and any further hit will affect its Resistence even more, especially physical attacks. When the Resistance reach its limits, the enemy became staggered:
    _tutorial-battle-intro-10-2.png
    in this state, the enemy will have its defenses significantly lower, especially for physical attacks. Also they won't perform their actions in the following turns.

    GIF: https://imgur.com/HSFgJTD.png
    Sequences
    VIEW
    If you hit the same enemy with multiple physical attacks in the same turn, each subsequently attack wil receive a bonus damage and a bonus resistance damage.
    GIF: https://imgur.com/WOWirRC.gif
    Elemental Reactions
    VIEW
    When an enemy is hit by a magical element, it will receive an element counter until the end of the turn.

    _tutorial-battle-intro-12.png
    If you hit an enemy that already have an element counter with a second magical elemental, an elemental reaction can be triggered!
    _tutorial-battle-intro-13-2.png
    Elemental reactions can have a range of different effects, according to the combined elements. You can cause extra damage, using an Explosion (Fire + Thunder). You can can add a state to an enemy like Freeze (Water + Ice) or to an ally (Cure + Cure = Regen) and even trigger subsequental skills, like Thunderstorm (Thunder + Wind), those triggered skills also can trigger further elemental reactions!
    GIF: https://imgur.com/aC4uO0b.gif
    Battle Stances & Strategies
    VIEW
    Each character can have multiple Battle Stances, they work as a class for your character, increasing some attributes while may decrease others, like Valiant, that increases 10% physical attack, but decreases 25% magical attacks. Battle Stances also grants the character a Tactical Comand, like Prepare (to add state that increases your attack), Guard (Heals small amount of HP & MP) or Meditate (Heals medium amount of MP).
    strategies.png
    What battle stance you should set in your character? How about configure different strategies and modifying them during battle?
    In your main menu, you can configure a series of battle stances for each character, creating pre sets of your Battle Strategies.
    Don't worry, you can change them using an action of any character, just select Strategy and use it! All bonus attributes and tactical commands are updated in the same moment.
    GIF: https://imgur.com/ayYmJJE.gif
    Techniques & Combos
    VIEW
    TP works a little bit different in Elidriel, each turn will receive 1 TP (except turns you use one Technique or Combo).
    You can use techniques that your characters learn when they level up or you can use combos using techniques of two or more characters combined!
    To do that, both characters need to have the TP cost required and they must have an action available in the current turn!
    GIF: https://imgur.com/rfvc8AJ.gif

    Tools

    Tools are a very special equipement that can be used by any characters, they will change how your character interacts with the environment.
    You can use a fishing rod to catch some fishes!
    _tutorial-pescaria-5.png
    And then you can cook them to have some food to eat!
    _tutorial-cozinhar-3.png
    You can equip a pick to mine ores in some caves!
    _tutorial-mineracao-2.png
    And then use these ores to upgrade your equipments!
    You can use ropes to climb mountains and even play some songs to interact with the environment!
    GIF Playing song: https://imgur.com/LxBzH9f.gif

    Talents
    All characters have a set of unique talents, their talents can be used in battle or during exploration.
    Talents can be used to move objects, find hidden items or even bend time, depending on which caracter you are using.
    There is also talents that grants the character special usaged of a tool, like prevents a bait to be used when fishing or cook an extra meal of your favorite food!
    View Status Menu Showing Talents
    menu.gif

    WORLD

    Elidriel's world is composed of Hetios and Ankrah, two different kingdoms that had a peace treaty for several years. Everything changes after a coup that kills the current leader, in the power void, church's chancellor Arthuro O'Ciddler became idolized and make his cult, New World Eclipse became law.

    Elidriel's power that grants people the ability to perform magic is now forbidden by law for all common people. The Union is created to fight against the empire and after a while, our heroes realize that there are way more things at stake than just a throne.

    Empire's ambitions are gigantic and their thirsty for power are not only the reason for the war, but also the destruction of the whole planet.


    CHARACTERS
    Ada
    View
    Ada Corpo.pngAdaChar.png
    Ada is an former phantom agent (stealth team) of the empire, she was a mid level soldier under Helena's division. She was present in the coup's day and challenge the chancellor and the other traitors, but didn't got any success.

    With no option she left the fight to be survive and let Helena alone against them. Years later, Ada is called to fight once more, this time against the empire that she sweared defends. During her journey Ada start realizing that the empire didn't became evil, it always have had for some people.

    Kell
    View
    Kell Corpo.pngKellChar.png
    Kell is an Ankrah guardian, he was Ada's partner before the coup, during the integration program between the kingdoms. He was also present in the coup day and helped Ada to fight the traitors.
    Kell is temperamental and always hated the Hetios empire, due to their behaviours against Ankrah's people.

    Kell is one of the high-rank soldiers of the Union and the one to call Ada back to the fight.

    Erling
    View
    ErlingChar.png
    Erling is an alchemist graduated at Alberta's university, the main study center of the Hetios empire.

    He self claimed as best alchemist of the world, and he's capable of combine its magical skills and his alchemy talents with Alberta's technology.

    He uses humor and his false self confidence as defense mechanics, but deep down he question his own abilities. He met Ada and Kell by accident and became of trustful friend in their jorney.
    Emmy
    View
    EmmyChar (1).png

    Emmy has a strong connection with Elidriel, but the reason for that still a mistery. This bond grants her a unique set of abilities that can bend time.

    Emmy is a hostile person, with trust issues and she claims that the empire and the Union are not that different, just two faces of the same coin. She was kept empire's prisioner for a long time, until she met Ada when everything changes.

    Helena
    View
    HelenaChar.png

    Helena is the highest-rank phantom agent, she was training Ada in the coup night.
    She has the Phoenix fragment, that grants her the Elidriel power of the Phoenix. Using her power, she fought the traitors in that night, no one knows what happened there, but all things pointed to her death.
    During the Ada's journey, she will met Helena again, but she doesn't seem to be the same person anymore, now she fights for the empire and became a power enemy.



    SCREENSHOTS
    Title.png1.png
    _credits_7.png
    Battle4.jpg
    Menu.jpg
    Battle2.jpg
    song.jpgsimulationroom.jpg

    Battle3.jpg
    elidrasil.jpgforest.jpgindex.php

    damien.jpg


    DEMO
  2. it looks cool, so I give it a try. report maybe back if found something.

    while I played a bit, when AutoSave command is FALSE in the option,
    it still shows the text and "autopsave" the progress.

    this is a bug in YEP plugin as I dont use autosave, but it stays ON
    where it is OFF.
  3. ShadowDragon said:
    it looks cool, so I give it a try. report maybe back if found something.

    while I played a bit, when AutoSave command is FALSE in the option,
    it still shows the text and "autopsave" the progress.

    this is a bug in YEP plugin as I dont use autosave, but it stays ON
    where it is OFF.
    First of all, thanks for trying it out! Really appreciate it.
    Also, about the autosave, that’s good to know, I’ll fix it in the next revision, I just assumed it was working.
    Feel free to reach me out with any other feedback you may have about the game.
  4. its a bug, when its off, it shouldn't save at all (which I have it OFF),
    it behave the same as ON and I dont know why.

    the game further looks really nice, and the scenes are lovely.
    I didn't encounter any bugs yet, but I do enjoy it so far.

    I report if I find something.
  5. Elidriel is a great project and I have a lot of affection for it, so I'm here to be present, I hope I can always support the project closely!
  6. I beat the demo, and it's pretty nicely done and interesting story.
    while I dont use sound, but here is the bug reports (6 found in normal
    gameplay (non hardglitching)

    So I made them in order mostly.

    6 Bugs found
    Caracter should be "character" as its missing an "h"
    Typo.png

    I think "active" should say "activate", as once active further
    is correct.
    activate.png

    when I try to move the block, why is this spanish/portugese instead of English?
    english.png

    in the Menu to upgrade stuff, the Ranking is hidden, as it has to many icons? its not scrollable either,
    so move text a bit lower can fix that or does so automatically after the last stats length?
    Icon rank.png

    you can loot from the other side of the obstacle instead of next to him!
    lootAfar.png

    this has 2 issues, the text is cut off [at]Ny... whatever it should say.
    the red square is not passable but block the player on walking it (emperor room).
    2 issues.png

    While I beat the Demo, the last battle first time is something I messed up, but the 2nd time I fought it,
    he didn't attack anymore, he attacked once, than not, maybe because of the skill I used as the enemy
    didn't show up in the Order Display anymore. so it was than quite easy to kill it.

    it is an amazing game, but resizing the window cut off the font as well for some reason, not sure why.

    Good luck on this project, it looks really nice.
  7. Hey there, thank you so much for spend your time playing it and providing feedback, I really appreciate that!

    About the issues:

    The translation/text issues were simple to solve, it's just a matter to edit the json files, thanks for pointing them out.
    I'd haven't noticed the loot collection and the blocked tile, also fixed now.
    Regarding the items I put an automatically scroll on the stats window, so it will keep going up and down to show everything, it was simpler than try to fit the other commands (this list is used in a bunch of other places as well).

    I'm still trying to solve the font issue before update the demo, but besides that, everything is fixed.
  8. as for the item/stats window (if its the missing "rank item".
    it didn't scroll at all and I didn't know it could scroll!

    if it should scroll, than I think there is a typo in your plugin I think,
    but if its max items show, why not extend it a tiny bit unless later more icons
    can show up there? than a scroll mechanic can be nice.

    anyway, I might redo the game when the new demo is out, as it is a really made
    well demo, very polished and very interesting in "forcing" in gain item and craft
    when required to learn a mechanic what you need to know.

    I look forward to it, as I could beta-test it for a 99% bug free game if you
    you want me too :) (except typo's as that isn't my thing unless reconizeable).
  9. ShadowDragon said:
    as for the item/stats window (if its the missing "rank item".
    it didn't scroll at all and I didn't know it could scroll!

    if it should scroll, than I think there is a typo in your plugin I think,
    but if its max items show, why not extend it a tiny bit unless later more icons
    can show up there? than a scroll mechanic can be nice.

    anyway, I might redo the game when the new demo is out, as it is a really made
    well demo, very polished and very interesting in "forcing" in gain item and craft
    when required to learn a mechanic what you need to know.

    I look forward to it, as I could beta-test it for a 99% bug free game if you
    you want me too :) (except typo's as that isn't my thing unless reconizeable).

    I meant that I put the scroll on that scene after you point out the issue.
  10. There is a new demo available at: https://gabrielschade.itch.io/elidriel#download Helena e Ada_vertical-2.png
    • Remove the option to disable autosave (it will always be enabled);
    • Add an option to control the duration of parallel messages (messages between party members that don't block the gameplay);
    • Add an auto scroll to the item attribute list when they overflow the window height;
    • Translation issues fixed;
    • Passability issues fixed;
    Kudos to @ShadowDragon to find some issues that were fixed in this new version, really appreciate the effort to take your time to play and report them!
  11. I play a new run when I got time, as I betatest another game at this point.
    but happy to help, maybe I can find things in this version what I didn't in the
    previous one.
  12. I tried my best to play this one, but had to turn it off after the first boss sadly. The lighting effects, the weird shadow pulses in the battle backgrounds, the guard shockwave effect, and the 'screen break' effect on crits...just way too much for my eyes. I had a major headache by the time I closed the game.

    Still, here's a bit of feedback, all rolled into one list
    Spoiler
    • Don't force me to play in fullscreen. Don't. I hate fullscreen to begin with, and it just made all the screen pulses and flashes even WORSE to play through.
    • The way the tutorials are shown, with the lil scroll and multiple pages, with pictures and icons, is very clean and sleek. I would love to see a way to revisit these tutorials, as you do throw an awful lot of info at the player very quickly. In the less than hour I played, I had *deep breath* techniques, skills, combos, strats/formations, elements, element reactions, camping, cooking, equipment upgrade, on-map exploration skills, leader switching to use different exploration skills, and I feel like I'm forgetting one or two haha
    • The menu UIs are sleek overall. Easy to look through and find needed info
    • Your regular battle BGM doesn't loop properly; it cuts off, pauses, and restarts
    • The parallel conversations are great; shows character without taking up game time. Plus, players can speed them up or slow them down as liked
    • A couple lines aren't translated. Take a look at the first camping/cooking site.
    • I am the LAST person who has any right to comment on grammar; plus, this is obviously translated into English. But just a note for your full game, make sure you get someone, ideally a native English speaker, to check grammar and flow of your dialogue :) All the translated dialogue I read was perfectly understandable. Just for future reference
    • Looks like states are going to play a huge factor in your combat; I'd love a state tooltip in combat so I know exactly what each icon means
    • Your combat has a lot of depth and mechanics to it, which I appreciate and was truly looking forward to...but I didn't need to use it. I got through even your A3 sentinels with just mashing attack. Your scorpion boss (FF7 reference?) needed skills, a couple potions, and some well-timed guards. I sadly didn't need to make use of anything else
    • On a writing point: why do I care the emperor was killed? Why do I care about the three traitors? I felt connections with Ada and Helena; a bit with Kell, even if I didn't like him (personal, not writing issue) but there's no build-up to the coup. It just...happens, so it can move the plot forward

    I think this is a rather ambitious project, and I really would like to see some more of the layers you've put into your combat system. But I can't. The forced fullscreen combined with the lighting effects and pulses and shakes and everything - it just makes the game too difficult to play. Let me know if you ever put options in your game to turn those things off, and I'll give it a good and proper playthrough.
  13. Cythera said:
    I tried my best to play this one, but had to turn it off after the first boss sadly. The lighting effects, the weird shadow pulses in the battle backgrounds, the guard shockwave effect, and the 'screen break' effect on crits...just way too much for my eyes. I had a major headache by the time I closed the game.

    You played through the entire thing, actually. The demo ends immediately after the scorpion boss.

    In fact, I wanted to see what it was that you saw and took the time to play it myself for @gabrielschade's sake, especially if he plans to put this on Steam.

    Pros
    + Very cool art and menus all around. Music isn't half bad either.
    (In fact, how did you pull the item/skill/main menu off? Especially the skill menu.)

    + You're not blowing my ears out with stupidly high volume :)

    + Cool scrolling image tutorials. How did you pull that off?

    + Ooh, minimap. (In fact, the minimap helped a lot more than just trying to find the path since the path was so dark I couldn't see anything...)

    + I do like the increased emphasis on combat, but...

    + I do like the "natures" for monsters where it tells you how they will approach you on the overworld. Not a half bad idea, actually...

    + Very nice that you took the time to add lil arrows for exits.

    + Ah, your scan screen is pretty cool too.

    + Ooh, you can swap skill types by pressing left/right?

    + Love the dragonbones animations for the enemies, they're very nice looking.

    + Very good thing that you put a "don't cross until you're ready" function before you throw the player against bosses.

    + I do think the overworld puzzle mechanics are neat. Especially the fact you can hide from enemies with Ada's skill.

    + Some of the overworld effects are nice, like the shockwave FX and the moghunter particle effects. How did you accomplish the spotlight effect of the AW3 enemy?

    + The cutscenes are very cool! They have a lot going on in them.

    Observations
    = Is this an MV game or an MZ game?

    = I'd love a tooltip function that lets me know what states do too.

    = A... hunger meter that prevents you from spamming overworld food. Huh.

    Cons
    - No Keyboard Configuration, which is an automatic big strike.

    - No ability to control fullscreen outside of pressing F4. Also, please don't start the game in fullscreen.

    - Strange formatting. Why not just put it after the period?
    - "I'd like to remember you, " should be "I'd like to remind you" no comma. Also, "the" other kingdoms.

    - "Deals damage in all enemies" should be "Deals damage to all enemies"

    - "Why the alarm went off" should be "Why'd the alarm go off?!"

    - "Who'd be crazy enough to break into empire's main building" should have a "the" before Empire.

    - "Do we have any plan" should be "Do we have a plan?"

    - "But how about me" should be "But what about me?"

    - "To get items from simulation" should be "To get items from the simulation"

    - "You received all items from simulation" should be "You received all the items from the simulation"

    - "Our allies dead" should be "They got our allies!"

    - "We ain't die here" should be "We ain't gonna die here!"

    - Whoa. @Cythera was not kidding about the visuals being overwhelming.
    • The lighting is a bit much, especially when combined with the godray effect (that shows up at night for some reason?) and the blur that makes things in the distance harder to see.
    • The flickering effect for darkness during combat was VERY annoying on the eyes, like it makes everything hard to see when combined with the night lighting.
    • The chromatic abberation effect for criticals doesn't help matters either. I know the Olivia effects are very cool on a store page, but in an actual game they're a pain to sit through. (By the way, are you aware that Olivia Battle Effects actively halves your framerate? That contributes to the effects causing eye pain.)
    • The game is VERY DARK. It's hard to see anything or get invested in the environment if I have to squint regardless of how bright or dark it is in my actual room.
    • The screen flashing white when every fight is a strong flashbang effect when combined with how dark the maps are, like it actively made me not want to get into fights.

    - The framerate chugged to heck the entire time I was playing.

    - I do think it's very bizarre that you'll have all of these crazy art effects and pull out custom menus and stuff, but you still use the default victory theme. It's extremely unfitting and you should probably fix that.

    - Satiety is a bizarre word. I would use Fullness over it, to be honest.

    - I noticed that the Gab window(?) text was repeating when I was trying to do my first cooking segment.

    - Mmmm. So... a few problems with this combat.
    • It's too easy, for one. The balancing is wack - you do massive amounts of damage with your auto attack, which is a huge problem across different types of RPGs because it cultivates a "mash attack to win" mindset. Not to mention that most enemies do very little damage, which isn't very threatening. If you wanted to enforce smart play with the stances, I would make them hit harder to encourage guarding and elemental combos more.
    • The critical dealing like, three times normal damage is too overpowered. I would fix it to be 1.5x instead.
    • Why do skills have a variance of 20-30%? That's a HUGE difference in power that makes them unreliable.
    • The first boss in particular was kind of a joke between the 3x damage criticals and the stagger meter allowing me to just stun him. Not helped by the fact your super special takes out like, 40% of his health - if he didn't get double turns I would have literally auto-attacked to victory, sadly. A counterattack status that forces him to counter the normal attack would have been a huge strategic move here, since he already buffs himself up.
    • Regular enemies are dead on arrival - fights with them were very mash to win. I was clearing entire mobs because the stagger mechanic made my auto-attack do WAY more damage for free, and it was like... yeesh... oh and I didn't even have the offense stance on, which makes it worse.
      • Even the AW3 enemies were quickly dispatched by just pressing the attack command over and over, which is a shame. I would expect them to be like boss-tier enemies that you have to stagger in specific ways given how you talked them up. (You threw two of them at us in a boss battle, but it was more or less the same thing.)
    • The scorpion boss was the only real challenge and even then it was just kind of a typical attack - heal cycle. When I saw Kell had the Protect skill, it made the rest of the fight a joke because he could easily survive and heal back to full.
    • These animations take way too long. Casting fire/thunder or using the sneak attack took 6 seconds, which is way too long for the most basic actions since you'll be seeing them a LOT. You really need to speed these up, especially the casting animations.

    - There's no build up to the betrayal scene. A few factors:
    • We never met the emperor or the three council guys before, so their betrayal comes out of nowhere. Likewise, since we've been in exactly two places (a simulation and the ruins of the empire building) there's no impact to their words when it comes to political talk. In fact, it feels like we're in the middle of the plot instead of the beginning... in a bad way.
    • I would have liked to see hints of them being evil beforehand while you are forced to work under them so there's actually some build up.
    • I feel for your writing to really flourish you have to show off some regular missions before the world goes to heck - to establish what is normal for Ada, Kell and the pink haired girl.
    • It's also important for showing the lore terms before they become relevant... which is a shame because it's an extremely cool set up if you do it properly!

    Overall thoughts
    Here's the thing - it's a very cool game. It has a lot going for it, and there's a lot of variety. Unfortunately, your normal attacks are so reliable that you can just spam them and ruin the game's balance entirely. They shut down everything and it doesn't give me a reason to test things like elemental combos or stance changes, especially once the enemies stagger and if a critical hit lands.

    The only other move I used was the combo attack between Ada and Kell that does like, 4000 damage because it makes everything comically easy... and the Protect spell that fully heals Kell and makes him practically invulnerable.

    The lighting and the Olivia visual effects also made it hard to stomach - I can't imagine playing this for more than an hour without getting migraines, so they need to be trimmed back.

    The plot doesn't have the proper build up, which is a shame. If it did, I would really be into this! Cause like... a sci-fi fantasy story with political intrigue? That's right up my alley!

    That said, there is an incredible amount of potential here. With proper rebalancing, this combat system might actually be very cool. I wish you luck @gabrielschade , because deploying a game to Steam is not easy.
  14. RCXGaming said:
    You played through the entire thing, actually. The demo ends immediately after the scorpion boss.
    Ah, cool. I had to force-quit soon as I won; just couldn't take the visual effects anymore.

    Looks like we had a lot of similar thoughts on this project.
    I think the dev put a bit too much focus into extra systems before having a solid foundation - like characters, story build-up to the coup, and some combat balancing. All the combat mechanics (and yes, the OP) suggest this was intended to be a challenging game, yet mashing attack was a...viable strategy for everything?

    Though, in their defense, I will say English isn't their first language. And since this game isn't yet complete, I wouldn't ding them too harshly on a couple oddly-worded sentences. Having an editor will likely be an end-project task, when dialogue is complete for the game.
    At least the translations were all understandable, albeit a bit different to conversational tones! :yswt:
  15. Cythera said:
    Ah, cool. I had to force-quit soon as I won; just couldn't take the visual effects anymore.

    Looks like we had a lot of similar thoughts on this project.
    I think the dev put a bit too much focus into extra systems before having a solid foundation - like characters, story build-up to the coup, and some combat balancing. All the combat mechanics (and yes, the OP) suggest this was intended to be a challenging game, yet mashing attack was a...viable strategy for everything?

    Though, in their defense, I will say English isn't their first language. And since this game isn't yet complete, I wouldn't ding them too harshly on a couple oddly-worded sentences. Having an editor will likely be an end-project task, when dialogue is complete for the game.
    At least the translations were all understandable, albeit a bit different to conversational tones! :yswt:

    Bringing up all of the grammar examples wasn't to punish them - the opposite, actually.

    It's notes for them to keep track of so they know what to fix. That's what I'd want other people to do for me if they played my games, so I'm returning the favor.
  16. you 2 gave a in depth thoughts :D but I can agree on many things (I skip grammar personally)
    and sometimes they are optional as the way they speak.

    I agree on Cythera on full screen mode being force as I hate that too, I always play window mode,
    so its easier to take notes of issues/pro's and cons.

    Another + to RCXgaming to play it as well, just to see if the other was right :D

    I hope you enjoyed the story and cutscene on the end of the demo.
  17. Hey everyone!
    First of all, I'd like to thank you both for taking your time to play my project, really appreciate that @Cythera and @RCXGaming.

    Appreciate your feedback, let me explain some points and show my view on them:

    The good
    View
    • Regarding the Menus and Tutorials, it was asked how I pull them off, well, there is not much to explain, I'm a software engineer, so I did them using some combination of existing plugins + my own code.
    • Regarding the AW3 radar: some light plugins (as OcRam's) provides a function to detect if the player or an event is inside a given light source, so it was just a matter to combine this function + rotating the light to achieve that, if you want we can sync up on discord or other tool and I can show you.
    • It's using RPG Maker MV
    The Action Items
    View
    • Fullscreen wasn't automatic before, I did this change for an event the game was exposed and it went in this demo, the idea is to have an option for that;
    • Enable or Disable Shake screen will be an option;
    • Visual Effects/Pixi Filters maybe will be an option (still not sure yet);
    • Translation fixes (thanks for posting some problematic messages);
    • I like the state tooltip idea, not sure yet how to translate it to gamepad gameplay, but it seems a nice touch to add, it will go to the backlog for sure;

    General Comments

    View
    Tutorials
    Maybe there is too much tutorials, but that's a demo version to show what you can do in the game. So, since loads of the game innovation are on battle, all mechanics (or almost all mechanics, there is no summon in the demo version) are quickly introduced and they will be expanded over time during the game.
    One thing to notice, that doesn't fix the issue, but maybe is able to mitigate, is the fact you have the option to turn off the tutorials. You receive the notification and they are stored in the quest log normally, but they are not shown during the gameplay.

    BGM and SE
    There are loads of audio placeholders, like the victory SE definitely isn't the one that will be used in the final version, so there is not much to comment.

    Parallel Messages
    The parallel messages will repeat if they are visible when the scene is changed, it's just to avoid to lose them because you open the menu or start cooking. Maybe I change this behaviour and store them in a log, idk yet.

    Too Dark/Hard to see things
    In the first scene, the whole idea to have a blur to make distant things hard to see is part of the setup, the characters mention it and they had to get closer to check it. The idea was to give the feeling that you are in a dark night at a forest (the light rays are suppose to be moony beams).
    About the general feeling that it's too dark, I think I'll test it in different screens, some people are complaining about it while others are totally fine. Maybe make it a little brighter wouldn't be a setup killer and can improve the experience.

    The Big ones (Battle/Writing)

    View
    Battle
    Regarding the balance and difficulty, well, I have to say that I'm kinda surprised, my previous feedbacks regarding it are very different, but anyway, the idea here is to be a demo, that's important to highlight. This is not a version where I'm showing everything that is ready so far in the game (I have ~20h ready), it's made to be a product demo. So it's meant to show the game and its mechanics and usually it's not expected to test the player skills (at least I don't recall any demo that I play in quite a few years that is not fairly easy). Besides that, you the player really want there is the challenge mode, which is way harder than the regular mode.
    One thing to consider here, is update the name of "battle" difficulty to normal and create a new "battle" difficulty to be the same as challenge mode, but enabling the items, this would provide a more challenging battle without restrict anything (plus, it would be insanely easy to implement).
    Btw, the boss was a reference for FF7 :biggrin:

    Reduce the critical hit bonus and the skill variance are good suggestions, I'll definetely make some tests, although, 20% variance is not as much as you make it seem, considering that the regular damages are around 500 it creates a 100 variance, I agree that it is maybe more than it should, but I disagree that it's something that make a skill unreliable.

    Also agree with the casting animations, they are kinda slow indeed and they will be speed up. (It's not a fix, but as a mitigation you can speed animations up via options).

    Writing
    That's a point that I think it's on me, I was trying not to spoil anything not present in the demo (still trying), but let's see some points:
    There was no build up for the coup:
    Yes, you are dead right there isn't, but it is intentional. The idea of this beginning is put the player in a situation where it feels kinda lost, because well, it's a coup and the world of these characters are going upside down.
    The coup is the trigger to start the plot, not something in the middle, for the porpuse of the story I want to tell, it's way more relevant to see the impact of a tyrant being idolized and changing everything upside down than what lead to that, which btw will also be covered, but during the gameplay after that using flashbacks, memories and etc. The story won't be told in cronological order.
    In short, the idea was not present the traitors as regular empire soldiers and show how they create these conspiracy, it's more to present the villains and tell the backstory afterwards.

    "why do I care the emperor was killed?"
    That's actually I very good question, you don't and you shouldn't. The story that will be told is about the idea that the empire didn't became evil after the chancellor's coup, it was already evil, just got worse. It will explore the impact of an empire in a society, when people are explored and how a lot of good people like Ada are part of the issue without even realise it.

    "Why do I care about the three traitors?"
    Like a said before, it's a introduction of those characters that will be present along the whole game.

    "a bit with Kell, even if I didn't like him (personal, not writing issue)"
    Can you elaborate here, maybe there is something I can improve.

    "but there's no build-up to the coup. It just...happens, so it can move the plot forward"
    Well, I don't want to sound defensive or anything, but that's how coups are done, usually they just happens.
    I agree that I can throw some tips as: "The emperor is suffering some pressure from the people since the peace treaty, the food is more expensive now and etc", that's a good idea, but I don't want to put a scene to let the player knows that there is a conspiracy going on while the characters don't know anything about it, you know?

    I really wrote a lot of stuff, sorry about the gigantic text, haha.

    Again guys, I really appreciate your feedback and the fact you spend your time to test my project!
  18. Hey everyone!
    I worked this week on the previous feedback items and I manage to do quite a few things:
    • New Option Group called "Video Options"
      • Window Mode: an option with two settings: Window (default) and Full Screen;
      • Battle Visual Effects: Enable/Disable pixi filters during battle (blur, color break, shockwaves and so on)
      • Environment Visual Effects: Enable/Disable pixi filters outside battle (bloom filters, shockwaves and etc)
      • Shake Screen: Enable/Disable shake screen effect;
    • Translation Fixes
    • Places a little brighter
    • Skill Rebalance
      • Smaller variations (as suggested)
      • Some skills had effect changed
    • New game mode, now there are four modes:
      • Story: easier battles, focused on story and cozy gameplay;
      • Normal: medium level battles;
      • Battle: harder battles and bosses using more complex strategies;
      • Challenge: same as Battle, but items are not allowed in battle;
    • Upload the demo as Playtest on steam for now;

    You can check it here:
  19. no demo on itch? I playtest and remove games after.
    I still have the previous demo still. but nice changes thought :)
    keep up the good work.
  20. Now I've moved the demo from Itch.io to Steam, I'll keep it there to make all deployments centralized.