MZ - Llewl and the Lyre of Two Worlds

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Started by padr81 35 posts Page 2 of 2 View original ↗
  1. doomthey said:
    Your key art looks awesome and I love the tiny sprites! I'm a big fan of FFIV and FFV's style and I've been wondering how someone could update that style to be more detailed while keeping its charm and this sprite set definitely threads the needle! Looks like a joy to play!
    Thanks mate, they are from the tiny tales packs so not unique to me, I got them on itch but believe they are now official rm/komodo dlc too
  2. Capture.PNG

    RM trying to handle all the graphics!

    Occasionally lightning and rainbows appear in the wetlands rarely at the same time but the pic looked nice so I saved it.
  3. So I kinda forgot this place exists and the last few months have been insane, lots of stuff I can and can't talk about game development wise but the game has got a bit of a makeover...

    First up, new graphic style.
    We have moved to assets from Seleil the Shaper and imho the game looks much stronger for it.
    Here's some shiny new screenshots...

    First up is the wonderful new title screen logo from Nowis337.
    GNEjPcgW0AAaUY4.jpg

    Here's an in-game shot from the town of Quilt.
    GNUQo0XW4AAAfl-.jpg
    (Yes that little discord logo in the bottom right is part of the game.)

    And a screenshot from the rewritten intro, where a lot of the jokiness has been removed for a more serious tone.
    6BDpTC.png

    I'm rewriting the soundtrack as it fell into a weird middle ground between what I vsts I had and the vibe I wanted which satisfied no one. For the next demo though it'll be placeholders from BitByBit sound.

    The combat now has tutorials explaining how systems work so people will understand what's going on, though the super easy intro section remains where a person can just sleep through early encounters.

    Also in progress is removing a lot of plugin fluff.

    So thanks everyone for the feedback there was tons and hopefully next update will be soon and I'll have more time to spend on these forums going forward.
  4. New graphics look nice!
  5. I like the new and updated graphics. Much improvement, such color.

    So Llewl will now be more of a serious game? I really enjoyed the funny banters between the characters when I played it.
  6. TESTOSTERONE said:
    I like the new and updated graphics. Much improvement, such color.

    So Llewl will now be more of a serious game? I really enjoyed the funny banters between the characters when I played it.
    It will still have some humour but a lot of folk found the quips and jokes in the middle of like sadder scenes a little too Thor: Love and Thunder for lack of a better description. It'll still be there but just not during the heavy scenes anymore.
  7. padr81 said:
    a lot of folk found the quips and jokes in the middle of like sadder scenes a little too Thor: Love and Thunder
    And I think it was probably a good choice too, especially given the timely and recent release of the Concord trailer and how everyone is eye rolling at the Marvel/Guardian's banter between the heroes.
  8. TheAM-Dol said:
    And I think it was probably a good choice too, especially given the timely and recent release of the Concord trailer and how everyone is eye rolling at the Marvel/Guardian's banter between the heroes.

    For sure, I quite like the sillyness of it myself, even with Concord but in the end I'm not gonna be selling a game to 12 year old marvel fans or giant kids like myself.

    So I think moving to the more Final Fantasy style of writing (still silly in places but keeping the serious stuff serious) will suit the target audience a lot more. It'll still be a cheesy, we can do this kind of story but hopefully better balanced writing wise.
  9. August 2024 Update.
    The last couple of months have been spent on iterating, iterating over an absolute mountain of feedback and slowly adding content from later in the game that isn't in the demo.

    Working under the hood on a new tutorial system to replace Visu's plugin, a new controller/keyboard input system (thanks to Neo Soul Gamer) and a OoT styled ocarina system (albeit early days on that one).

    Here's a funny video of Yorkshire Pud playing the latest tester demo which feels dated by now, but its such a funny video and I spent as much time laughing as taking notes (there was lots of notes) I just had to post the link.



    He really drove home the point that I have to deal with all the Visu options plugin superfluous fluff at some stage and I need to stop being lazy with that aspect of the game in the most comedic of ways.

    Great video and I really enjoyed it, hope you guys do too.
  10. September 2024 (Late) Update (or Uplate if you prefer).

    Since the August update there have been plenty of changes and updates that are coming in 1.3.2 (some of these maybe have been mentioned its a 1.3.2 so far patch list.

    • Working on a music minigame similiar to Ocarina of Times, ocarina.
    • Working on an improved version of the timed input singing minigame.
    • Dialogue edit.
    • Removal of Visustella fluff from menus (superflous fonts, se's etc...)
    • Added Open Dyslexic Font.
    • Fixed some states.
    • Tweaked combat AI to have more movement.
    • Added Rebindable keys and controller inputs.
    • Fixed some areas where MP accidentally stayed in the game.
    • Tidied Item/Skill info menu.
    • Tweaked some in battle combat animations.
    • Swtiched to a different sprite style/size on world map.
    • Fixed onflict with Galvs layers, Visus event title screen.
    • Removed required user position from skills as people weren't reading and instead now added post skill movement to those skills. (Eg. instead of player having to move to same flank as enemy before using backstab, player can use backstab anywhere and Hans will move to enemy flank.)
    • Risk and reward for skills balanced to reflect this.
    • Finished the entire Guardian Class skill set.
    • Added prototype maps and biomes for Iceburg prison, GreenHaven and an as yet unnamed swap dungeon.
    • Completed design for Iceburg (thanks to @Iron_Brew who came up with the clever location name.)
  11. Hello, @padr81! I wanted to cover Llewl ever since @TheAM-Dol covered it on his stream. The Feedback Festival helped push me to make this review, but I was curious to experience it for myself due to the work you put in.

    (Also, the game’s name never fails to make me crack up. Sorry.)

    I played to the end of the demo.

    --

    Llewl Review
    + Extremely pretty title screen - Nowis337 did a great job. Really love the snow effect + the music is very soothing.

    + Oh wow you actually have keyboard rebinding in MZ!! Oh, and gamepad rebinding too. You’re really thinking ahead here.

    + I do like that MZ games tend to come with an autosave function.

    + These overworld sprites and the tilesets are pristine. Kind of remind me of golden era JRPGs. Interesting that they’re also used for combat – very Chrono Trigger of you.

    + I also like how each gal has special situation sprites (eg. sitting down, hugging, etc.)

    + It’s always interesting whenever a tutorial has these effects where they darken parts of the screen to emphasize different UI elements in combat.

    + Oooh! Very good to hear the majority of sound effects aren’t the RTP. I heard Sword2 or something in a cutscene, but that can be easily fixed.

    + Dang, Grandpa is a badass! Oh. Oh he got burned in a full screen CG.

    + I do like that when Hans says the village was burned to the ground, we actually do get to see it, complete with people actually fighting each other. Helps provide context.

    + Big props to giving our heroes a motive at the start, even if it is just “Rescue Llewl”.

    + Big fan of the snow field theme, it and the gorgeous tileset really does set up the appropriate mood.

    + You can jump and swim in this!? Pretty sick! Also, I like how trying to jump next to an inaccessible space hobbles your character. As well as how you skip bodies of water if your jump goes over them. Really good small detail, I can see speedrunners really enjoying this.

    + Very cool how your character turns semi-translucent when under a bridge. Curious how you did that.

    + This combat system is pretty sick once you understand how it works. The positioning mechanic is incredibly interesting because it forces you to think about the environment instead of just smacking the enemy to death and calling it a day.

    The thing I liked the most was how the ice bird boss had the panels light up with little angry icons to show you its attack range when it swoops. That’s cool.

    However...

    = I do think it’s odd that the text boxes are so big yet there’s barely enough text in them most of the time. I think it’d be better to have smaller text boxes that float over the characters’ heads.

    = Oh… Llewl is a person…?

    = I can see the Chrono Trigger influence from a mile away with that soundfont. Very cheeky.

    = This entire opening sequence is quite different from how it was when Nolan first covered it. I remember it starting out with the village immediately getting attacked, not with Sarah having a girl chat in the cave with Llewl. So that’s interesting.

    = I think it would benefit you if you removed the strange “click to proceed” function that happens on the equipment menu. Have the cursor appear directly on the equip slots.

    = The gameplay change with throwing the snowballs at the bird is… interesting. Not good or bad. Just kinda weird. I don’t get the point of having it. Maybe put in a mechanical reason for hitting the bird before a timer runs out so it’s weaker in the boss fight, or if you mess it up and let it go for too long, Hans gets hurt going into the boss fight.


    - For as much as I appreciate that (most of) the SFX is custom, the actual SFX used is a bit weak. Like when Sarah hits enemies with physical attacks, the animation is too slow and the SFX doesn’t feel crunchy or loud enough for it to feel satisfying. It feels like taking a bite from an apple than crushing something. (Which combined with the RTP sound effects other attacks use makes it feel weird. I hope you fix this.)

    - Many of the animations, in fact, feel too slow. Hans uses Chicken Song and his little SFX plays out before the effect is even half over. Sarah uses Light Shot and it has to wait for the entire animation to play with that sparkly effect.

    The slowness builds up after a while with all of the enemies you can run into, and it made combat feel unsatisfying.

    - My biggest issue with this combat system, other than the slowness, is that it feels unbalanced. The automatic shield system makes fights with normal enemies very easy, especially with how it regenerates after each fight – which combined with Sarah’s healing skill, makes even bosses easy.

    It’s an attempt to make it more interesting + give the player a safety net, but I feel it balances itself way too far into the “cushioned play room” direction.

    - It feels off that Hans starts off with Backstab to move characters forward, yet he needs to level up to get Chicken Song which does the reverse. You want the player to start off with all of the basic tools to understand how your system works.

    - It's strange how you have tooltips yet you don't actually describe what the states do/mean. Like what does Iced mean?

    - Likewise, I don't understand what the Moghunter Combo HUD display is for. Even during the times where attacks did combo into each other, the damage displayed/healed wasn't accurate in the slightest.

    - Stat-wise, all of the enemies take way too long to kill. Generally speaking, you want your starter enemies to die in like, 1-2 hits without any fancy set-up. The boss in particular felt like a grueling damage sponge, since you already figure out how to deal with him: Sacred Fire + Backstab/Chicken Song and the occasional heal and Light Shot.

    It felt like his fight went on for like, four turns longer than it should have. Ditto for the normal enemies. (Shoutout to hitting the beginner Snowball enemy four times with the regular attack just to kill it.)

    - Typos:
    * “What are you standing there for silly” is missing a comma after ‘for’.
    * “Don’t worry; Sarah I’ll protect you!” should be “Don’t worry Sarah, I’ll protect you!”
    * “I thought you were the guardian Sarah.” should be “I thought you were the Guardian, Sarah!?” since he’s also… you know, in the talons of a giant ice bird!? I also don’t think he’d be so casual while in this situation. This sequence is also missing a period when he gets to “Just sayin’”.

    - In fact, that entire sequence with the bird boss had the weakest writing. I didn’t find “The Blade” joke to be funny, and it didn’t have the correct emotion for what’s happening? Dude was literally strung up by a giant ice bird a few minutes earlier, and he’s quipping like this is a Marvel movie. Didn’t like that.

    - (!!) The game seems to be a bit resource intensive for my (admittedly bad) laptop.

    Llewl is the game that's gotten the closest to replicating the quintessential "golden era JRPG" out of most of the games I've played - it has the style, the interesting mechanics and it doesn't waste your time too much. (I hope you keep streamlining the rest of the game so it stays character focused instead of throwing loredumps at the player.)

    The jumping and swimming and even the snowball throwing makes the game feel alive in a way a lot of RPG Maker games don't even try, which is fascinating. The combat is also pretty cool with its position-based attacks.

    But as it is? It doesn't feel like it's there. The shield mechanics complicate the game by making it too easy if you have them but potentially super punishing if you don't, the attack animations are slow enough to make combat feel like a drag, and fighting the actual enemies themselves takes forever because they all have inflated HP values - especially the boss.

    It feels like it hasn't hit that perfect middle ground yet. That said, the fact you've gotten this close is exciting. I'd love to see where you go from here.
  12. RCXGaming said:
    Hello, @padr81! I wanted to cover Llewl ever since @TheAM-Dol covered it on his stream. The Feedback Festival helped push me to make this review, but I was curious to experience it for myself due to the work you put in.

    (Also, the game’s name never fails to make me crack up. Sorry.)

    I played to the end of the demo.

    --

    Llewl Review
    + Extremely pretty title screen - Nowis337 did a great job. Really love the snow effect + the music is very soothing.

    + Oh wow you actually have keyboard rebinding in MZ!! Oh, and gamepad rebinding too. You’re really thinking ahead here.

    + I do like that MZ games tend to come with an autosave function.

    + These overworld sprites and the tilesets are pristine. Kind of remind me of golden era JRPGs. Interesting that they’re also used for combat – very Chrono Trigger of you.

    + I also like how each gal has special situation sprites (eg. sitting down, hugging, etc.)

    + It’s always interesting whenever a tutorial has these effects where they darken parts of the screen to emphasize different UI elements in combat.

    + Oooh! Very good to hear the majority of sound effects aren’t the RTP. I heard Sword2 or something in a cutscene, but that can be easily fixed.

    + Dang, Grandpa is a badass! Oh. Oh **** he got burned in a full screen CG.

    + I do like that when Hans says the village was burned to the ground, we actually do get to see it, complete with people actually fighting each other. Helps provide context.

    + Big props to giving our heroes a motive at the start, even if it is just “Rescue Llewl”.

    + Big fan of the snow field theme, it and the gorgeous tileset really does set up the appropriate mood.

    + You can jump and swim in this!? Pretty sick! Also, I like how trying to jump next to an inaccessible space hobbles your character. As well as how you skip bodies of water if your jump goes over them. Really good small detail, I can see speedrunners really enjoying this.

    + Very cool how your character turns semi-translucent when under a bridge. Curious how you did that.

    + This combat system is pretty sick once you understand how it works. The positioning mechanic is incredibly interesting because it forces you to think about the environment instead of just smacking the enemy to death and calling it a day.

    The thing I liked the most was how the ice bird boss had the panels light up with little angry icons to show you its attack range when it swoops. That’s cool.

    However...

    = I do think it’s odd that the text boxes are so big yet there’s barely enough text in them most of the time. I think it’d be better to have smaller text boxes that float over the characters’ heads.

    = Oh… Llewl is a person…?

    = I can see the Chrono Trigger influence from a mile away with that soundfont. Very cheeky.

    = This entire opening sequence is quite different from how it was when Nolan first covered it. I remember it starting out with the village immediately getting attacked, not with Sarah having a girl chat in the cave with Llewl. So that’s interesting.

    = I think it would benefit you if you removed the strange “click to proceed” function that happens on the equipment menu. Have the cursor appear directly on the equip slots.

    = The gameplay change with throwing the snowballs at the bird is… interesting. Not good or bad. Just kinda weird. I don’t get the point of having it. Maybe put in a mechanical reason for hitting the bird before a timer runs out so it’s weaker in the boss fight, or if you mess it up and let it go for too long, Hans gets hurt going into the boss fight.


    - For as much as I appreciate that (most of) the SFX is custom, the actual SFX used is a bit weak. Like when Sarah hits enemies with physical attacks, the animation is too slow and the SFX doesn’t feel crunchy or loud enough for it to feel satisfying. It feels like taking a bite from an apple than crushing something. (Which combined with the RTP sound effects other attacks use makes it feel weird. I hope you fix this.)

    - Many of the animations, in fact, feel too slow. Hans uses Chicken Song and his little SFX plays out before the effect is even half over. Sarah uses Light Shot and it has to wait for the entire animation to play with that sparkly effect.

    The slowness builds up after a while with all of the enemies you can run into, and it made combat feel unsatisfying.

    - My biggest issue with this combat system, other than the slowness, is that it feels unbalanced. The automatic shield system makes fights with normal enemies very easy, especially with how it regenerates after each fight – which combined with Sarah’s healing skill, makes even bosses easy.

    It’s an attempt to make it more interesting + give the player a safety net, but I feel it balances itself way too far into the “cushioned play room” direction.

    - It feels off that Hans starts off with Backstab to move characters forward, yet he needs to level up to get Chicken Song which does the reverse. You want the player to start off with all of the basic tools to understand how your system works.

    - It's strange how you have tooltips yet you don't actually describe what the states do/mean. Like what does Iced mean?

    - Likewise, I don't understand what the Moghunter Combo HUD display is for. Even during the times where attacks did combo into each other, the damage displayed/healed wasn't accurate in the slightest.

    - Stat-wise, all of the enemies take way too long to kill. Generally speaking, you want your starter enemies to die in like, 1-2 hits without any fancy set-up. The boss in particular felt like a grueling damage sponge, since you already figure out how to deal with him: Sacred Fire + Backstab/Chicken Song and the occasional heal and Light Shot.

    It felt like his fight went on for like, four turns longer than it should have. Ditto for the normal enemies. (Shoutout to hitting the beginner Snowball enemy four times with the regular attack just to kill it.)

    - Typos:
    * “What are you standing there for silly” is missing a comma after ‘for’.
    * “Don’t worry; Sarah I’ll protect you!” should be “Don’t worry Sarah, I’ll protect you!”
    * “I thought you were the guardian Sarah.” should be “I thought you were the Guardian, Sarah!?” since he’s also… you know, in the talons of a giant ice bird!? I also don’t think he’d be so casual while in this situation. This sequence is also missing a period when he gets to “Just sayin’”.

    - In fact, that entire sequence with the bird boss had the weakest writing. I didn’t find “The Blade” joke to be funny, and it didn’t have the correct emotion for what’s happening? Dude was literally strung up by a giant ice bird a few minutes earlier, and he’s quipping like this is a Marvel movie. Didn’t like that.

    - (!!) The game seems to be a bit resource intensive for my (admittedly bad) laptop.

    Llewl is the game that's gotten the closest to replicating the quintessential "golden era JRPG" out of most of the games I've played - it has the style, the interesting mechanics and it doesn't waste your time too much. (I hope you keep streamlining the rest of the game so it stays character focused instead of throwing loredumps at the player.)

    The jumping and swimming and even the snowball throwing makes the game feel alive in a way a lot of RPG Maker games don't even try, which is fascinating. The combat is also pretty cool with its position-based attacks.

    But as it is? It doesn't feel like it's there. The shield mechanics complicate the game by making it too easy if you have them but potentially super punishing if you don't, the attack animations are slow enough to make combat feel like a drag, and fighting the actual enemies themselves takes forever because they all have inflated HP values - especially the boss.

    It feels like it hasn't hit that perfect middle ground yet. That said, the fact you've gotten this close is exciting. I'd love to see where you go from here.
    Thats so much man. Sorry I'm so late, lifes been crazy last couple of weeks. This is really brilliant and actionable feedback. Added every single piece to my kanban.

    All added to my notes and most of it will be implemented except, the start being ridiculously easy is by design. The first dungeon is basically a "play about dungeon", then 2nd leans into the armour mechanic more, 3rd positioning mechanic so I felt keeping it facepalm easy was a good idea but I will say feedback on the difficulty has been 50/50. I might drop enemy HP slightly by maybe 15% and increase damage to compensate, I'll run some tests.

    I'll be applying I'd say at least 99% of this, some are in already like backstab is just a backstab now and he uses songs more aptly names to move enemies "Backstep boogie" for backwards and "forward fandango" for forward.

    I am working to improve performance a lot, without overstepping tos. Visu plugins hit pretty hard and there's a ton of stuff I'm tempted to drop, like the weather plugin and lighting and just move to regular simple weather system. So where I can I'm looking for simpler solutions.

    Again thanks so much for this dude, I really appreciate it and glad you can see what the exact goal of the game is. I totally agree we're not quite there yet, closer to what it's supposed to be.
  13. Vote for Llewl, make Llewl great
    league-of-legends-internet-meme-rage-comic-troll-3574697659.jpg
    (can't really say 'again' since it hasn't existed in a finished state yet.)
  14. TheAM-Dol said:
    Vote for Llewl, make Llewl great
    View attachment 330208
    (can't really say 'again' since it hasn't existed in a finished state yet.)
    I'll take making it passable as a start.

    MLPFTFT > Maga. Make Llewl Passable For the First Time!

  15. New in house trailer!

    Also we've broken 200 Kickstarter followers!