Eternal Dreamers | Free Battle RPG | 91% Positive on Steam

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Started by Biestmann 403 posts Page 6 of 21 View original ↗
  1. HexMozart88 said:
    All right, so I haven't managed to get very far (still figuring out a lot of things), but here are my thoughts on it thus far.

    Interesting plot. I think this could make for a very intriguing story upon playing further and I already find myself wanting to know more.
    Regarding the music, I think more could have been done there, (though this is coming from a composer so my expectations are rather high when it comes to music in games). I enjoy the song you've got right now, however the same thing looping in every single map does get a little bit overbearing and monotonous. If you wish for a similar track to be played inside of the buildings as outside, I'd suggest making some minor edits (like, adding different undertones depending on where you are). I see you added some sound effects in the lab, which is a good start. Hopefully, there will be other maps with various themes later on. The script you used for the clouds added a nice dreamlike vibe.
    As far as the battles go, I only really did one and died, so I can't really say much on that subject, but what I've seen seems to be the normal MV battle system, so as the others have stated, I'd recommend adding something more, or else using something completely new, especially as the game already uses default graphics and mostly default sound effects.

    Hi, and thank you for playing the game and your feedback! I really appreciate it! If you plan on continuing the game, I recommend downloading the new version I just made available. Thanks to a good number of major bug fixes made possible by other playtesters, you will have a much better time. The patch notes for this update will be up shortly.

    Moving on to your feedback, it seems like you haven't yet had the chance to discover the intricacies of the battle system. There is various systems in place to differentiate it from the regular combat system found in other MV games. The lack of unique music tracks has been a reoccuring critique, so I will look into incorporating more tracks moving forward.

    Thank you so much again! Rest assured, I will be adding your name to the credits!
  2. Hey, everyone!

    Today’s patch sees the overhaul of the Captain class as well as some minor changes and adjustments.

    Going forward, Glory Strike will be at the core of the Captain class, providing much needed offensive capabilities while enabling party members to use their more powerful abilities sooner. As the ability reaches higher levels, not only will its attack power increase, but also the amount of gauge bar segments obtained. This means the Captain will grow into a powerful asset over time. Buffing has been given more flavor and potency through Rallying and Defensive Maneuver. Both of these abilities cast instantly and allow to set up high damage for other party members as well as protection if needed. Tactical Retreat, the Captain’s new gauge Ability, comes free of cost and allows the Captain to replenish his AP at the cost of one charge level. This is a fairly unique ability that will allow him to spend AP more recklessly and engage in attacks more frequently as a result. Hopefully, these changes will allow the Captain to be a more dynamic and valuable addition to the party!

    Additional changes as well as bug fixes can be found in the patch notes below. Special thanks to @Heirukichi for pointing out a large number of bugs that were fixed this time around!

    virtual-reality.png
    • Added VR compability to the game
    areas.png
    • Slightly altered appearance of the garden area
    items.png
    • Ability books will be unusable if a character already has knowledge of the same or a higher level of the respective ability
    • No message will be displayed when learning a new ability
    • Added a sound effect when using an ability book
    classes.png

    Captain

    • Added new white ability Glory Strike (class-only)
      • Glory Strike: Attack one enemy with a strong attack. The party gains 2 gauge bar segments
    • Added new orange ability Rallying (class-only)
      • Rallying: Increase the charge level of an ally by one. Their Atk, Matk and Crit rate is increased for two turns (casts instantly)
    • Added new orange ability Defensive Manouver (class-only)
      • Defensive Maneuver: Call forth a shield wall, granting protection from enemy attacks for all allies (casts instantly)
    • Added new gauge ability Tactical Retreat (class-only)
      • Tactical Retreat: The user loses one charge level and recovers 50% of his AP [-] (casts instantly)
    • Removed all previous abilities
    • The captain class begins the game with the ability Glory Strike and gauge ability Tactical Retreat
    Preacher
    • Changed the effect of Heal
      • Old: Heals XX% of an ally’s maximum HP
      • New: Heals XX% of an ally’s maximum HP. The caster gains one charge level.
    Ranger
    • Increased cost of Ice Round from 3AP -> 5AP
    abilities.png
    • Changed the effect of Heal
      • Old: Heals XX% of an ally’s maximum HP
      • New: Heals XX% of an ally’s maximum HP. The caster gains one charge level.
    status-effects.png
    • Changed the effect of Soul Drain
      • Old: -12.5%HP per turn and same amount recovered for initial caster & +20% damage from dark attacks
      • New: Lose HP according to 5% max HP of the inflictor per turn & recovers the same amount on the inflictor
      • Soul Drain will affect boss-type enemies exclusively
    system.png
    • Renamed the End Game function in the menu to Shutdown
      • Added icon for the Shutdown function in the menu
    • Updated Credits
    bug-fixes.png
    • Fixed the issue that had Inner Warmth and Heal recover HP accoding to the max HP of the caster rather than the target
    • Fixed the issue that had the Lightning Spirit not grant the intended amount of agility to its user
    • Fixed a boss-type enemy spawning unintentionally in wave 4 of the third stage of the Crater area on Hard Mode
    • Fixed the issue that had the player start out with 3 instead of 4 party members as part of their active formation
    • Fixed the issue that had the Nurse turn into the ability vendor if Hard mode was unlocked
    • Fixed the issue that had the game encounter a fatal error upon accessing the manual and match-up game in the casino
    known-issues.png
    • The turn order display does not display all active battle participants under unknown circumstances
    future-plans.png
    • Implementation of Urgent Missions

    If you are interested in following the game more closely, take a look at our new Twitter or join our Discord server! Thank you for your support!


    Download the newest version here!
  3. This new version of the game is definitely much better than the previous one. After completing the whole game once again I can say that the Captain revamp brought a lot of benefits: not only did it make the Captain more useful, it also indirectly solved many issues the game had.

    Assassin
    In the previous update the Assassin was a very strong class against bosses but it did not pack much punch against normal enemies. Thanks to the captain update its Fatal Strike is now usable quite often, effectively increasing its single-target damage a lot and putting it on a level similar to that of the Hero.

    Blood Driver
    Anna was almost perfect before, she is even better now thanks to Inner Warmth and Heal being fixed. She is a bit stronger when paired with the Elementalist class because her taunting ability is a bit weak but she is now capable of self-healing quite well when paired with the Captain and her hp are replenished at a decent speed by other party members' healing skills.

    Captain
    This is the class that was most affected from this update. Potentially dangerous abilities that could break the game balance have been removed and this class has been revamped with many different utility skills. Forest (Captain) is now the fastest character in the game, thus allowing players to use his buffs as soon as the battle starts, effectively enhancing allies. The Tactical Retreat ability makes killing enemies much faster because you are no longer penalized by the missing AP regeneration. Glory Strike opens up many different possibilities making skills that use party gauge a viable alternative to those that use normal AP, even if you already have the Hero in your party. The new Rally ability solves each problem the Manipulator had with orange abilities while increasing damage as well, making Captain + Manipulator a terrific combination to deal magic damage. On top of it the skill Defensive Maneuver (I think there is a typo in the skill name as it is Manouver in-game) allows you to protect key-characters of your party by enhancing their defense beforehand. Not only does this help you keeping them alive, it also mitigates RPG-based bosses in a quite effective way.

    In my opinion the Captain is now the strongest class in the game by far, making it a must-have for each theory-crafted party composition. This, however, is not a bad thing as party compositions without it are still viable, just not as strong as if you were using it as many things are balanced by its sole presence. While being the strongest class available it is still not a game-breaking class, encouraging players to use it in the smartest possible way to get the highest amount of benefits.

    The only thing I would change right now is the amount of party gauge obtained through the usage of Glory Strike, which should be the same as the skill level increases to not break the game balance. Glory Strike II should only inflict more damage rather than giving extra party gauge bars.

    Elementalist
    This class has not been touched by this update and is one of those classes that benefit the least from the Captain update. This is a very good thing as it was a strong class before the update and it is still a solid choice for your party composition even now.

    Hero
    Once penalized because it forced you to drain a lot of bars from your party gauge, this class is now a very effective damage dealer. While it has not been directly affected by the update, it is now possible to use the Hero in combination to other classes that draw their strength from the party gauge if the Captain is in your party. This greatly increases the number of party combinations that can count the hero in their ranks as a damage dealer.

    Manipulator
    Probably one of the strongest character, second only to the Captain. Sakia is capable of stunning enemies and prolonging the duration of states on them. She is not very easy to use when you have to deal with crowds but she sure proves to be effective against each kind of enemy.

    While her speed is not as high as that of other characters, her stun is reliable and she can even remove negative states and spread them among enemies. In the current update, however, her ability to prolong states duration is a bit too strong thanks to the effect of Glory Strike. I would recommend increasing Polarize cost from 3 to 4 to balance this. It will still be useful when players are not using the Manipulator + Captain combination, but it does not make it something you can just cast each turn when paired with the Captain (provided that the Glory Strike II fix is applied).

    Practitioner
    As previously mentioned, the Practitioner does no longer fear orange skills when the Captain is in the same party. Using useless basic attacks is something no longer needed since the Captain can increase your gauge and move your other characters forward. Thanks to this you can now use skills like Darkness without having to lose one extra turn to perform a basic attack, leading to a much higher damage per turn and more dynamic game-play.

    Preacher
    Thanks to Heal being fixed (and improved) she is now a reliable character to heal other party members. On top of it, when paired with the Captain, she can see her defense being buffed, making her much more sturdy. Since Heal now increases your gauge by one you can finally stop having nightmares when your Preacher gets pushed back by one step: moving from the first row to the middle row still allows you to heal party members.

    Ranger
    Finally having her Ice Shot cost decreased, Natsume has her own niche while not being unbalanced. She offers a nice sure-strike preemptive crowd-control that can only be used a limited number of times due to the high cost of her skill. That makes her very effective in reducing damage taken early in battles while, at the same time, preventing her from being a one-character-army as in the previous version.

    She is now capable of inflicting decent area damage, she is reliable when it comes to applying states to deal damage and decrease enemies stats and she has finally her own niche. A solid option to protect your team when fighting many enemies at once and a nice add-on when it comes to dealing percentage damage to bosses.


    There are still things that could be improved and things that should be fixed, even things that were completely overshadowed by how broken the Ranger was in the previous version. All those things, however, have nothing to do with classes and are already being discussed separately.

    As far as this update goes I would say that the development team did a good job.
  4. @Heirukichi wow =D you're a great tester
  5. @CrushedMeat thanks, when I do things I try to do them thoroughly. I hope my reports prove to be useful in the end.
  6. Thank you for the kind words again @Heirukichi! He is indeed a great playtester, and provided a lot of feedback to me even on other channels. It is thanks to people like him and @MMMm that the game has come as far as it has.

    I am hard at work on the next patch already, which will stamp out remaining bugs and make some minor adjustments to droptables among other things. This will be another intermission patch before the bigger update adding Urgent Missions (previously Special Quests), which are randomly appearing quests offering unique challenges. In the meantime, have an Alexandra chibi! She is still in search of her colors, but will find them soon enough!

    biestmann-beta1.jpg

    Alexandra says 'Stay tuned!'
  7. I am glad to see that my work has been appreciated. I am looking forward to see which kind of impact these upcoming changes are going to have on the game - I sincerely hope it will be a positive one.
  8. Hey, guys!

    Work on the interim patch for the month is wrapping up, so expect the update to hit in just a few days! This patch will be focused on technical improvements, balance adjustments and bug fixes, so there isn't much for me to share with you in advance this time around. I can, however, share a small change made to the in-game manual. That's right, chibi Alexandra makes her debut!

    Capture1.PNG

    The dreaming continues in a few days!
    So long!
  9. Hey, everyone!

    Today’s patch is the hopefully last intermission before the release of Urgent Missions! Providing a smoother game experience for our players has been the focus of the last few patches and continues to be so. To that end, we have taken further steps towards game balance and routed out additional bugs. They keep coming out of the woodwork!

    Changes as well as bug fixes can be found in the patch notes below:

    character-creator.png
    • Revamped the character creation process
      • Removed sex categories
      • Rearranged appearance options
    areas.png
    • Mildly increased the amount of enemies throughout normal mode Investigation-type quests
    • Slightly altered appearance of the Spirit Summon overview area
    tower.png
    • Ability books have been removed from the droptable of the Tower
    • Reduced visual noise and audio noise on the Tower’s introductory floor
    casino.png
    • The match-up minigame has a background now
    • NPC name tags will be invisible during the match-up minigame
    • Added attendant dialogue to the match-up minigame
    items.png
    • Removed the items AGI Snack and AGI Sphere from the game as a further measure towards game balance
    • Drop rate of snack-type items from rare boss-type enemies has been reduced
    • Drop rates of AP/Regen and AP/Regen+ from Lumen have been reduced
      • Lumen on Normal Mode will drop AP/Regen instead of AP/Regen+
    • Changed the equip effects of the AP/Boost socket set
      • Old: +1/2/5 AP
      • New: +1/2/3 AP & -2/4/6% AP per turn
    • Changed the equip effects of the AP/Regen socket set
      • Old: +10/15/25% AP per turn
      • New: +3/4/5% AP per turn
    classes.png
    Captain
    • The behavior of Glory Strike on higher ability levels has been changed
      • Glory Strike will not grant additional gauge bar segments on ability levels III-MAX
      • Glory Strike will deal increased damage on higher ability levels
    • The gauge ability Tactical Retreat can no longer be used at charge level 0
    enemies.png
    • Reduced HP of the Hornet Captain/Queen Hornet by 12.5% on Normal Mode
    system.png
    • Updated the manual
    • Updated credits
    • Adjusted size and length of a number of combat animations
    • Changed game’s icon
    bug-fixes.png
    • Fixed incorrect ability description and ability book description of the Soul Drain ability
    • Fixed position of Faeris not updating to reflect her new charge level upon using the ability Heal
    • Fixed animation of Bulletrain mistakenly playing twice per target
    • Fixed incorrect drop behavior of the ability books of Glory Strike, Rallying and Defensive Maneuver on all difficulty levels
    • Fixed a regular enemy spawning in place of a boss-type enemy in the final wave of the third stage of the Crater area on Normal Mode
    • Fixed incorrect health values of the boss-type enemies on floor 35 and 45 of the Tower
    • Fixed enemies not showing in the turn order display
    • Fixed the issue that had the player exit the quest selection screen if backing out of the Tower sub-menu
    • Fixed the issue that had actor images not show in the menu upon a change in party formation
    • Fixed the awkward select window remain when playing match-up in the casino
    • Removed compiling waste
    known-issues.png
    • Removal of the Frozen state through combat has afflicted unable to move for an additional turn regardless
    future-plans.png
    • Release of Urgent Missions
    • Room Feature (In early planning phase)

    If you are interested in following the game more closely, take a look at our new Twitter or join our Discord server!
    Thank you for your support!
  10. April 10th Version

    Glitches:

    First issue I've run into. When in WASD keyboard setup, hitting E will completely mess up the window sizing. The game will pull from full screen to a window, but the game resolution will become a small box within the window surrounded in black. It doesn't seem to break any game logic but otherwise seems to not be fixed by anything other than a full reboot. I've not gotten it stay stuck constantly nor to happen consistently. The in game Menu is unaffected. (Update While Writing: It is consistent with the E button but not the discord or the website linking from the shop area.)

    A Second, rather breaking glitch, occurred in which I first went into the menus and looked over characters. I then clicked around and went to the options. I turned on Automatic Dash in the General Settings, and the screen become stuck even with the game running beyond that (Due to the sounds of me opening and closing the menu and moving about the options.) managing to return to title screen did not fix this. I have yet to recreate this.

    An Audio glitch occurs when exiting out of the shops in which the music stops playing instantly. After waiting a good 30 seconds, it does not pick back up. This glitch does not occur with the in game menu closing. Could replicate it easily and predictably till after the first fight was over.

    Grammatical/Spelling:

    The End option of the Main Menu is also not capitalized.

    At the end of battle, the text still reads press Z or X to continue, even for WASD keyboard layout.

    Suggestions:

    The ability to designate what monitor it opens on for multi-monitor set ups would be very nice. Though it opens on which ever monitor the file is launched from, it'd be nice to have the options.

    Also, the characters joining the party by merely walking up and talking to them is a bit off. It's more an issue of them just saying a few sentences and then joining. While it seems they have all agreed to join this mission, there seems to be no conflict between any of them. This strikes me as odd as I'd suspect at least some of them to have a problem with others. I've no idea as to were development of these party members is headed, to be fair, but it feels rather odd that all these people putting forth a variety of personalities not only willingly join you with hardly a word nor have any form a dislike of any of the others.

    As for the E button bringing up the current news about the game, it is becoming a mild annoyance. As I'm using WASD, many games use the E button as a way to interact with something. It is basically a learned behavior at this point for me.

    As for the device near the exit of the Hub, it's coloring and appearance at first made me think it to be a part of the water and thus a misplaced tile.

    Also, to avoid confusion, potentially changing the "Manual" option to "Tutorial" could help prevent confusion, being as "Manual" can also imply doing something yourself or a book of information on something. Alternatively, adding icons next to the options could clear it up. Say, Select Party could be an Icon of a group, Manual could be a book, ect.

    The Manual is great to have, but I'd also suggest some sort a light tutorial in the first area to explain things with the option to skip.

    General Feedback:

    The Story is fairly interesting from the outset. Plenty of "Why is this?" to make me want to see the answers. Suspecting the party members will gain some sort of character specific story, but not sure. Seeing them interact and other such things would be a good way to flesh them out as well.

    The music is generally good, though none of it stands out greatly to me. To be frank, it is enjoyable as it happens, but I won't be able to recall most of it after I close the game.

    At first I thought the entrances to the shop and the medical center were solid walls.

    Jokes (or stupid thoughts I had as I messed around):

    Sakia not tsundere enough.

    Ende's glasses aren't round, he doesn't have a gun, nor is he blonde. I rate him 4/10 Vash the Stampedes and 6/10 Dantes.

    Anna needs counselling. I think we all know for what.

    Anna doesn't punch Player Character if you talk to her 50 times in a row. (The sad part is I did check.)

    Faeris' gender is beyond me. Please leave it as such.

    Monolith is too yandere. Afraid she'll start liking me. Her favorite song should be "What is Love?"

    Cannot attempt to romance character "Nurse." Nor any other, in fact.

    Alexandra needs to understand that it's been a full week and her superiors haven't called her.

    Piano Player never stops Piano-ing. It worries me what evil The Piano Player is up to when there is no piano music yet such a being is always present at the piano. Being contained by a moat doesn't help.

    Shocking lack of Labradors in the Laboratory.

    Can't randomly hit buttons in terminal room at Alexandra's big building.
  11. @Crusixblade has joined the project's Discord since making this post, so we have had a lengthy discussion about some of the points he makes below already. I will go over them one by one in any case.

    Crusixblade said:
    Glitches:

    First issue I've run into. When in WASD keyboard setup, hitting E will completely mess up the window sizing. The game will pull from full screen to a window, but the game resolution will become a small box within the window surrounded in black. It doesn't seem to break any game logic but otherwise seems to not be fixed by anything other than a full reboot. I've not gotten it stay stuck constantly nor to happen consistently. The in game Menu is unaffected. (Update While Writing: It is consistent with the E button but not the discord or the website linking from the shop area.)

    A Second, rather breaking glitch, occurred in which I first went into the menus and looked over characters. I then clicked around and went to the options. I turned on Automatic Dash in the General Settings, and the screen become stuck even with the game running beyond that (Due to the sounds of me opening and closing the menu and moving about the options.) managing to return to title screen did not fix this. I have yet to recreate this.

    An Audio glitch occurs when exiting out of the shops in which the music stops playing instantly. After waiting a good 30 seconds, it does not pick back up. This glitch does not occur with the in game menu closing. Could replicate it easily and predictably till after the first fight was over.

    This first bug is native to either MV itself or Yanfly's Engine Core plugin. A simple fix for this is pressing F4 twice to go from fullscreen to windowed and back. I am not sure anything can be done, but I will look into the issue.

    The second bug is very peculiar indeed, and likely one of those one person encounters and nobody else. This is the first time anyone has reported this one after all! That also will make it hard to find a solution for the issue, but given it happened once and never again, I won't spend time searching for now.

    The third bug is known to me, and strangely enough only occurs once a project has been exported from the engine. It's been making it difficult for me to locate the issue, but I am on it.

    Crusixblade said:
    Grammatical/Spelling:

    The End option of the Main Menu is also not capitalized.

    At the end of battle, the text still reads press Z or X to continue, even for WASD keyboard layout.

    The missing capitalization was a stylistic choice, but I will consider making it uniform in the future.

    You raise a valid point regarding the victory screen, and I will change the prompt to be more neutral.

    Crusixblade said:
    Suggestions:

    The ability to designate what monitor it opens on for multi-monitor set ups would be very nice. Though it opens on which ever monitor the file is launched from, it'd be nice to have the options.

    Also, the characters joining the party by merely walking up and talking to them is a bit off. It's more an issue of them just saying a few sentences and then joining. While it seems they have all agreed to join this mission, there seems to be no conflict between any of them. This strikes me as odd as I'd suspect at least some of them to have a problem with others. I've no idea as to were development of these party members is headed, to be fair, but it feels rather odd that all these people putting forth a variety of personalities not only willingly join you with hardly a word nor have any form a dislike of any of the others.

    As for the E button bringing up the current news about the game, it is becoming a mild annoyance. As I'm using WASD, many games use the E button as a way to interact with something. It is basically a learned behavior at this point for me.

    As for the device near the exit of the Hub, it's coloring and appearance at first made me think it to be a part of the water and thus a misplaced tile.

    Also, to avoid confusion, potentially changing the "Manual" option to "Tutorial" could help prevent confusion, being as "Manual" can also imply doing something yourself or a book of information on something. Alternatively, adding icons next to the options could clear it up. Say, Select Party could be an Icon of a group, Manual could be a book, ect.

    The Manual is great to have, but I'd also suggest some sort a light tutorial in the first area to explain things with the option to skip.

    This is a lot to go over, and mostly technical suggestions I cannot comment on one way or another before more rigorous testing on my part. So instead, I will show off one change I have made based on your feedback already. That was adding icons to the device in the hub area to make each individual function more distinct. I think this was a neat, little suggestion!

    Capture2.PNG

    Crusixblade said:
    General Feedback:

    The Story is fairly interesting from the outset. Plenty of "Why is this?" to make me want to see the answers. Suspecting the party members will gain some sort of character specific story, but not sure. Seeing them interact and other such things would be a good way to flesh them out as well.

    The music is generally good, though none of it stands out greatly to me. To be frank, it is enjoyable as it happens, but I won't be able to recall most of it after I close the game.

    At first I thought the entrances to the shop and the medical center were solid walls.

    Thank you for praising the story! Right now, story and character development is very light, as I have been waiting for all character busts to be completed before adding more dialogue for everyone. Once they are, dialogue will play following every mission to help the player get to know the characters in their party.

    I am always looking to improve the quality of the music in the game as well as the variety of it. I hope coming changes will make the overall OST more memorable to you.

    I agree, so I have changed their appearance for the next version. I think it will be much better!

    Crusixblade said:
    Jokes (or stupid thoughts I had as I messed around):

    Monolith is too yandere. Afraid she'll start liking me. Her favorite song should be "What is Love?"

    Actually, Monolith is a boy. ¯\_(ツ)_/¯


    Getting a new perspective on the project never ceases to bring new issues and room for improvement to light, so this feedback like all before it has been truly invaluable. So I thank you so much for taking your time to play this game, and am looking forward to more feedback as you progress. I have entered your name into the credits.
  12. Hi again!

    I've played a bit of Eternal Dreamers, and I think I'm at the point where I can comment on it- I got up to the Forest King, but I kept losing to the boss.

    Here are my thoughts, as organized into pros and cons:

    Pros
    -The opening is great. Hooked me instantly. I'm a sucker for the "what is causing this deadly phenomena???" trope.
    -On the characters: I wish I could get to know them a bit more, although I acknowledge that it's still early in the story. So far, the sniper emerges as a favorite- with her eagerness to fight, she seems endearingly violent. Forest & the elf (?) standing next to him know each other? How? The other characters are strangers to one another (as far as I could tell). And what's up with the black magic user & his parents? I want to know!! Early-game theory: the parents he's taking about turn out to be villains or involved with spreading the disease, which I predict is no accident.
    -The atmosphere is very well done- the song choice, especially in battle, is great. The graphics, although RTP (is it still called that in MV? The graphics that come with the engine) fit well with the story you're telling. Although the music & dialogue gives a feeling of levity, there's the very real threat of the disease hanging over the characters... There's an intriguing duality here.
    -Oh my gosh, this game's skills are balanced! The was no one ability that I could rely on constantly- I was forced to mix up my actions due to the AP system, and with the option of buying abilities, there were so many for me to choose from. There was no way to just spam a high-level ability and take out everything like in other RPG Maker games I've played (...including my own :guffaw:)- this is a BIG PLUS! Great job on this!
    -The characters jump around, and if you hit an enemy hard, it'll be knocked back! And battles have several rounds of enemies without any glaring transitions! I love this! How in the world did you do it? Genuinely asking here- if it isn't your plugin, I might use it myself. :)
    -The AP system in general- if you ask me about Eternal Dreamers in a week/month, this is probably what I'll remember most.
    -The 8 characters each have a clearly defined niche and their character design reflects this. I had no problem identifying who does what simply from their designs.

    Cons
    -Again, it's early in the story, but I can't remember any of the characters' names (except Forest, and that's only because the first dungeon was a forest)- somehow they weren't memorable.
    -This isn't exactly a con per say, but... why is the dream a fantasy world? Will this be explained at some point? The "real world" doesn't have monsters & magical spells, just high technology, right? Or does it? Just something I was unclear on. Also, am I right in inferring that the monsters are manifestations of the disease?
    -The navigator pops up at the beginning of the first battle, but doesn't talk at all afterwards. I would've liked to see more dialogue from her & the party during battle. Do you know how in some RPGs (Chrono Trigger & Final Fantasy 7 to name a few) the party members will speak during cutscenes & depending on who's in your party, you'll hear different things & even learn different bits of lore from each character? The ability to change your party & the presence of dialogue in battle made me think that Eternal Dreamers had something like this. Perhaps you could implement it? This kind of thing adds quite a bit of replay value, at least for me- I think I've run through all the scenes in both of the games I mentioned with the entire cast of characters just to see what they'll say.
    -There was a long stretch with little dialogue starting from the end of the introduction. At least for me, this made me a bit impatient/bored- I felt like I wasn't getting anywhere, since no information was being revealed. (You can't just set up an interesting mystery like that and then not tell me a least a little bit in the opening missions. :) The party's dialogue on the main map didn't change either.) Maybe add some before/after each mission?
    -After each set of battles, the game shows the world map with my avatar on it for a moment before transferring me to the nurse- this bothered me a bit- I believe you can remedy this by fading the screen out just before the battles and fading it in right after the player is transferred to the nurse's map.
    -I realize this might not be an option, but the most glaring "these-are-RTP-assets" moment for me was when I saw the enemies- I've fought these bees, werewolves, and faeries in so many other RPG Maker games- would it be possible to at least edit them a bit, at least for the bosses?
    -The Forest King was a great big roadblock! I tried 3 times and couldn't beat it. The arrow attack does so much damage, and my party was already damaged from fighting the Minotaur in the 5th round. The difficulty increases drastically at the boss. Might it be weakened a bit? Or am I just missing something obvious that'll allow me to beat it? I couldn't do so at my level- I think as it stands, I'll have to grind.

    I can't wait to continue. (If I can just beat the Forest King...) I really want to know what's up with the disease & the dream. That's what motivates me to play the whole game.

    Overall, I enjoyed it very much, and I'll post my thoughts as I go through the game! :)
  13. The game is much more balanced without AGI snacks and spheres. The only option to increase actors' AGI being is now the lightning spirit, which only increases it by 1 and only one can be equipped on each character and is fairly hard to obtain.

    What I previously said
    Heirukichi said:
    Manipulator
    Probably one of the strongest character, second only to the Captain. Sakia is capable of stunning enemies and prolonging the duration of states on them. She is not very easy to use when you have to deal with crowds but she sure proves to be effective against each kind of enemy.

    While her speed is not as high as that of other characters, her stun is reliable and she can even remove negative states and spread them among enemies. In the current update, however, her ability to prolong states duration is a bit too strong thanks to the effect of Glory Strike. I would recommend increasing Polarize cost from 3 to 4 to balance this. It will still be useful when players are not using the Manipulator + Captain combination, but it does not make it something you can just cast each turn when paired with the Captain (provided that the Glory Strike II fix is applied).
    Current patch changes
    Biestmann said:
    classes.png
    Captain
    • The behavior of Glory Strike on higher ability levels has been changed
      • Glory Strike will not grant additional gauge bar segments on ability levels III-MAX
      • Glory Strike will deal increased damage on higher ability levels
    • The gauge ability Tactical Retreat can no longer be used at charge level 0
    It saddens me a bit to see that no changes were done to Sakia's Polarizer. If a perfect management is necessary to use her effectively, her strength makes sense. If she is incredibly strong even when you do mistakes, it loses the "high risk, high gain" sense and just becomes broken. Not to the point of the old Ranger, but still quite broken in my opinion.

    Testing the current build with the updated Glory Strike, I can tell that the cost for her Polarizer should be increased from 3 to 5 (not just 4 as I previously said). This will keep her niche intact, while making using her extremely difficult. If the cost is increased to 5 a single wrong skill cast from any party member means she can no longer use her Polarizer effectively. This might sound too unforgiving but her niche is definitely too powerful and versatile. She cannot be a forgiving character.
  14. With the amount of feedback I have been receiving as of late, I had to reevaluate the format with which I respond. Separating quotes is a lot of busy work, so I will respond in bullet points instead going forward.

    @MechScapeZH Thank you for playing my game! I really appreciate you taking the time. And I am glad you wound up enjoying the experience, given you only meant to repay a favor.

    On story and setting:
    • I am glad you enjoy the setting and story. My biggest inspiration for it is the Phantasy Star Online series. A spaceship arrives at its new home, only to find it vacant of human life, its other inhabitants turned hostile. Just what on earth happened here? That is the kind of feeling I wanted to recreate, and of course with a story of my own creation
    • Eternal Dreamers takes place within the 'Dream', but what that is exactly will be up to the player to uncover. The actual world of the characters is set mildly in the future, given the level of technology present
    • Keywords for the story are 'Advent', 'Death', 'Entropia' and 'Reincarnation'
    • That said, the game explains story beats in the most basic terms in its current state. Characters receive new dialogue after clearing an area, but that only adds so much. All of that will be expanded upon soon, only gameplay comes first. Characters will be a lot more talkative and be more involved in the events of the game. I am sure you won't have trouble remembering their names then
    On gameplay:
    • Glad to see you enjoy the battle system. It took months of tinkering around with all of the systems to achieve something truly unique and enjoyable. Balancing was a highly difficult task as well, and it is thanks to my playtesters the game could reach its current state
    • The Forest King poses a significant threat, but the right party composition will help you overcome this challenge too
    • I'll pm you the details for the plugin in question
    On assets:
    • While the game uses mostly RTP assets as far as graphics are concerned, I cannot say with certainty I have plans to replace them. I do however use unique music as you have noted, and the amount of custom art for characters will increase over time as well. I hope those additions will give this game a unique charm
    Thank you so much again! I am glad and thankful I could hear your impressions. I have entered your name into the credits. Reading stuff like this is what drives me.

    ----

    @Heirukichi has made his case regarding the Polarizer ability, and rest assured changes to it will be made with the next patch. Gauge cost isn't the only concern regarding the ability however, as it has proven perhaps too potent in boss-type encounters. That means I am investigating their lack of resistances against certain status effects and whether they should persist.
  15. Biestmann said:
    With the amount of feedback I have been receiving as of late, I had to reevaluate the format with which I respond. Separating quotes is a lot of busy work, so I will respond in bullet points instead going forward.

    @MechScapeZH Thank you for playing my game! I really appreciate you taking the time. And I am glad you wound up enjoying the experience, given you only meant to repay a favor.

    On story and setting:
    • I am glad you enjoy the setting and story. My biggest inspiration for it is the Phantasy Star Online series. A spaceship arrives at its new home, only to find it vacant of human life, its other inhabitants turned hostile. Just what on earth happened here? That is the kind of feeling I wanted to recreate, and of course with a story of my own creation
    • Eternal Dreamers takes place within the 'Dream', but what that is exactly will be up to the player to uncover. The actual world of the characters is set mildly in the future, given the level of technology present
    • Keywords for the story are 'Advent', 'Death', 'Entropia' and 'Reincarnation'
    • That said, the game explains story beats in the most basic terms in its current state. Characters receive new dialogue after clearing an area, but that only adds so much. All of that will be expanded upon soon, only gameplay comes first. Characters will be a lot more talkative and be more involved in the events of the game. I am sure you won't have trouble remembering their names then
    On gameplay:
    • Glad to see you enjoy the battle system. It took months of tinkering around with all of the systems to achieve something truly unique and enjoyable. Balancing was a highly difficult task as well, and it is thanks to my playtesters the game could reach its current state
    • The Forest King poses a significant threat, but the right party composition will help you overcome this challenge too
    • I'll pm you the details for the plugin in question
    On assets:
    • While the game uses mostly RTP assets as far as graphics are concerned, I cannot say with certainty I have plans to replace them. I do however use unique music as you have noted, and the amount of custom art for characters will increase over time as well. I hope those additions will give this game a unique charm
    Thank you so much again! I am glad and thankful I could hear your impressions. I have entered your name into the credits. Reading stuff like this is what drives me.

    ----

    @Heirukichi has made his case regarding the Polarizer ability, and rest assured changes to it will be made with the next patch. Gauge cost isn't the only concern regarding the ability however, as it has proven perhaps too potent in boss-type encounters. That means I am investigating their lack of resistances against certain status effects and whether they should persist.

    No problem- your game is awesome! (I didn't just want to repay a favor- Eternal Dreamers really did look interesting. :))

    I have heard of Phantasy Star Online, but I never played it. Based on your description, you're doing very good job recreating it.

    Those keywords really make me think... "Reincarnation & death" make me think the characters are in some sort of afterlife, but "advent" implies a beginning rather than an end- perhaps they are all children outside of the dream? I don't know what "entropia" means, (it isn't a real word, right? or is it in another language?) but it sounds like a dystopia full of entropy- is the disease chaotic somehow, or a personification of chaos? Are the monsters related to chaos somehow? Your game is just begging to be theorized about, and I'm having tons of fun doing so. :thumbsup-right: You're right, of course- gameplay first, always. Otherwise you end up with a game that's too hard/boring/buggy to complete, but with a story that makes you wish you could. As I said, the gameplay is very well balanced. I will alter my party (perhaps add the healer) and venture into the forest once again. (The creature will not be able to withstand my superior tactical planning!!!! :guffaw:)

    I got the pm- this'll help me out a lot, actually. I wasn't aware of this plugin creator... I think I can use a couple of their plugins. Thanks a lot!

    The custom art for the characters will certainly help a lot, since they're the true stars of the show. The music is stupendous- it really got stuck in my head, as RPG music should.

    You are very welcome! I'm honored to have my name in the credits. As I said, I will continue to post my thoughts as I progress through the game.
  16. MechScapeZH said:
    I don't know what "entropia" means
    In Italian it literally means "entropy". I do not know if that was put in the game as a foreign word or just because of its sound, but that is its meaning in Italian.
  17. Hey, guys!

    Development on the update is progressing smoothly! With the arrival of the first Urgent Mission, you will be introduced to a new currency in Infection Fragments. I am currently thinking about what items the very secret exchange vendor should have in stock, and could use your help to think of something new!

    The current line-up is as follows:
    • Reset Amplifier: Removes all upgrades from a piece of equipment
    That's... it? Well, I don't want to think of new items in a rush! As I am still in the process of designing this new exchange shop, let me know if there are any items you think the game is still missing. Perhaps you have a good idea or two!

    So long!
  18. Biestmann said:
    Hey, guys!

    Development on the update is progressing smoothly! With the arrival of the first Urgent Mission, you will be introduced to a new currency in Infection Fragments. I am currently thinking about what items the very secret exchange vendor should have in stock, and could use your help to think of something new!

    The current line-up is as follows:
    • Reset Amplifier: Removes all upgrades from a piece of equipment
    That's... it? Well, I don't want to think of new items in a rush! As I am still in the process of designing this new exchange shop, let me know if there are any items you think the game is still missing. Perhaps you have a good idea or two!

    So long!

    That sounds great! However, I'm not sure adding yet another currency is the best idea- I'm confused enough with the ones already in the game. Just my 2 cents.

    I played a bit more today.... Here are my thoughts:

    · Just beat the Forest King- I tried a few different party combinations and found one that worked in Faeris & Monolith- they work well together, one costing HP to use and the other restoring HP. Perhaps that could be worked into their characterization? Faeris seems like the type of person who would help a kid (right? He's shorter than the others and speaks of his parents...) like Monolith.

    · There are others in the dream!? Oh, but they’re antagonists.

    · The director is quite mysterious. I suspect his motives are less than pure.

    · The dialogue changed! Great!

    · I agree with Monolith. Can’t the party try talking to them first? Although Marlon’s (I'm remembering their names now!) dialogue suggests they aren’t really hurting them, only “dream” hurting them. Again, you showed that you could put dialogue in battle in the beginning- it seems odd that the cultists aren't speaking at all. Even if it's just "Destroy the intruders!" or something to that effect, I'd imagine this would be easily implemented- it would cement the party as heroes, at least in my opinion, if it was proven that they're only fighting humans as a last resort. I know there was a line about men not coming back from the mountains, but it'd be more effective to show this rather than tell it.

    · I know this is because each character has only one face sprite, but the sniper’s dialogue & her vacant smile really further the “insane” characterization.

    · The battles, as before, are well balanced. And there's little leaves floating around! A great effect. (That's one of Monghunter's plugins, right?)

    · The sprites for the cultists (not the green-robed ones, the ones in the 3rd round of battles), in my opinion, don’t look “evil” enough- perhaps recolor their robes to silver/black?

    · The cultists use black magic, like Monolith- does this suggest a connection between them? Are his parents cultists?

    · I cannot overstate how much I love your boss theme. It’s been stuck in my head. Who composed your music?

    · I can’t see the characters through the “frozen” status overlay.

    · Oh, the Occult Leaders have a different boss theme! …But, I just lost to them. Twice. (They keep healing themselves…) The battles are easy until I get to the bosses. There’s definitely a difficulty curve spike there- I would suggest either lowering their HP or, alternatively, making the battles before them harder to send a message to the player.

    · How do I get the spellbook tokens to buy abilities? This isn’t clear to me.

    I'll change my party like I did before and try again later... It's frustrating when I keep losing. :guffaw:

    Excited to see the resolution to this storyline...
  19. MechScapeZH said:
    · How do I get the spellbook tokens to buy abilities? This isn’t clear to me.
    Default option by recycling normal spell books you don't care about.