MV - Northwall 2: Haven (version 0.4.2)

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Started by Zevia 31 posts Page 1 of 2 View original ↗
  1. Sequel to Northwall, a complete ~10 hour game made with VX Ace.
    Hey, you! Got a game in development you'd like someone to playtest? Well, so do I! I'm willing to try out your game for up to 1 hour of gameplay if you're willing to do the same for me. Just let me know.

    Check out the game as demoed by the creator!
    Creator Playthrough (Version 0.4.0)


    Download Links (in the top left, click "File -> Download" to download the .zip. Clicking the folder simply expands its contents)
    Windows: https://www.dropbox.com/scl/fi/sb6b...ey=r1ui2szdj1iqbk2wgkpv18uz0&st=pfxrgmnr&dl=0
    Mac OS X (I do not have a Mac, so I'm unable to test if this link works. If you are using Mac, please let me know if you run into any issues): https://www.dropbox.com/scl/fi/g5jojctm6cdb3khfr6a06/Northwall-2-Haven-Mac.zip?rlkey=0kwgm6c6tsxunw3ggxl125hfx&st=ske0isi6&dl=0

    Update, May 11, 2026: Version 0.4.2 released, with the following changes:
    • Re-configured the Equip Scene to try and make more use of the available space to provide more information about skills before you equip the weapon. Screenshots below of old and new versions.
    • Although the tutorial mentions that swapping weapons is a half action, it's only mentioned the once and easy to forget. To help players recognize the swapping weapons only uses a half action, the CTB prediction is updated as if your next action is Swap whenever you select it. GIF below showing the behavior.
    • Conjured Missiles nerfed to 40% MAT per missile, from 60% MAT per missile
    • A few Skills have had their descriptions updated to try and be clearer about what they do or be more consistent with other abilities' descriptions wording
    0.4.2 Screenshots
    Old layout while in the menu out of combat:
    old-spear.PNG
    New layout:
    new-spear.PNG
    Old layout while swapping weapons in combat:
    old-axe.PNG
    New layout:
    new-axe.PNG
    CTB prediction updating when hovering over Swap:
    swap-command.gif
    Update, May 5, 2026: Version 0.4.1 released, with the following changes:
    • Major changes
      • Gamepad Control menu added
        • With some players choosing to use gamepads, the Controls menu now dynamically loads either a mouse/keyboard remapping window or a gamepad remapping window, depending on what device it was opened with. If you open the Controls menu with a gamepad, then gamepad buttons are shown. If you open with a mouse or keyboard, the mouse and keyboard controls are shown
        • controls-menu.gif
      • Most skills' descriptions changed
        • I've modified my Plugins to now dynamically read more data about skills and the states they apply and to more clearly state what each skill does.
        • Example of Skill Description Changes
          old-regen.PNG
          new-regen.PNG
          old-harry.PNG
          new-harry.PNG
    • Medium changes
      • The scene walking across the desert to get Hatcher's Hood has removed questions about Haven in favor of a "Can we stop walking?" dialogue option
        • For people with accessibility needs or who otherwise find the kinetic movement of the scene distracting to the text, there is now a dialogue option of "Can we stop?" and "We can keep moving" to cause the party to stop or start walking. For those who enjoy the Aaron Sorkin walk and talk, they can leave it on and skip the option, but for those who'd really like there to not be a lot of movement on screen while trying to read text and make choices, they can just have a nice Shot-Reverse Shot
    • Minor changes
      • Camouflage adds 1 action cooldown to Track Scent
        • Track Scent sort of negates a lot of the original design of the battle, which is to make the player pay close attention to the bushes to see which ones the hunters are sniping from. It's thematic, flavorful, and cool, but I still want the player to have to pay attention to some degree - plus hunters chasing down werewolves would probably think to mask their scent as much as they can, so adding a cooldown to Track Scent after camouflage seems flavorful, too
      • Surge grants +25% Shock damage, down from +50%
        • 50% was a bit too much and made Shock the obvious spell to use after every Surge. +25% puts it in line with Oil Blast's damage, plus the removal of the cooldown means the AGI debuff can be maintained longer, so it should still be a good choice, but not necessarily the most obvious one every time now
      • Armor Breaker icon changed
        • To ensure players don't think a physical ability will do lightning damage, the icon was changed from a lightning bolt to broken equipment
      • TP renamed to Fury
        • TP's always been sort of a "makes people giggle" name and seems odd for werewolves and hothead mages to be using. Its color has been changed to red from green and is now named Fury to be more thematically appropriate
      • Battle recovery happens at the end of battle
        • There's no need to heal outside of battle because I'd been fully healing the party before each combat, but that meant that, after combat, if you opened the menu, you'd see you were missing health and MP. To ensure players don't feel anxious about not being able to heal, they'll always have full health and MP in the menu so they can be sure they're going into the next battle ready to go
      • Fixed a bug where, if you were using a gamepad and holding buttons during the tutorial, you could cause the selected menu item to get off track and throw the tutorial off. Controls should now be more consistently locked until the game is ready for input again
    If, for some reason, you encounter an error or can't reach the end of the playable content, please let me know.

    To do, updated May 5, 2026
    • Gather playtesting feedback on current version - bug reports, player satisfaction, etc. - and address it
    • Continue tweaking self-healing, auto-revive, enemy abilities, and TP generation to find good combat balance
    • Long-term goal: Build out Haven
      • This is really the heart of what needs to be done, but I've been using the current content to try and figure out where there are gaps in the basic systems of the game so I can spend less time making major overhauls in later phases so that my time is really spent within the engine and not within my code editor
    • Long-term goal: More "vicious" or "fierce" werewolf sprites and portraits. Perhaps a trade of some scripting work for an artist's time?

    The currently available content should take less than an hour to complete. Although the length of gameplay is in early stages, I've been working a lot on ensuring the game has a good base engine to work from. I'm looking for some playtesting and feedback on the systems and initial impressions. In short, is it something you would want to play more of? Why or why not?

    Primary items I'm looking for feedback on (see "Goals" for more information):
    • Does the game feel unique? There are no Plugins except ones I wrote from scratch
    • Is the combat fun?
    • Does the combat feel fair? I don't want any "easy" fights where you feel like you don't have to think, but I don't want to feel like game overs are because the game isn't being fair
    • How is the tutorial? Do you feel overwhelmed by the combat system or do you feel the tutorial did a good job getting you ready for your first fight?
    • Do you enjoy the choice system?

    Goals
    • 100% only Zevia-written Plugins. I have not included any Plugin assets whatsoever except ones written by me. No matter what needs to be done, I want to be the one behind the Plugin. Most of them have licensing that specify they are only to be used for my games or for my purposes, so my game can feel truly unique.
    • No random encounters - every battle is a boss battle. Every fight feels meaningful. Every bit of combat tests your capabilities and feels like a challenge.
    • Difficult, but fair combat. If you get a game over, you should feel like you want to reload and try again. If at any point, you reach a game over screen and feel like the game is just not fair or properly balanced, that's something I want to address and improve - though if all you do is spam attacks, I'm probably inclined to say you may just not be my target audience. Combat should be thoughtful and strategic, not rely on random chance or easy one-ability spam for success.
    • No dedicated healer party member! Every action should be an interesting decision and no one should ever feel pigeon-holed into doing the same thing every turn.

    Screenshots
    screenshot-1.PNG
    screenshot-2.PNG
    screenshot-3.PNG
    screenshot-4.PNG
    7ZyuBdb.png
    MPriq9M.png

    Synopsis (Spoilers For the First Game)
    After the events of Northwall, Tilana and Varsena traveled through the portal they found in the eastern cave and discovered a much larger continent than the one they were familiar with. With Tilana recognized as a leader among the "monsters", she found herself and her followers in need of a home. Knowing firsthand just how humans reacted to orcs, ghosts, and people like her, she decided to construct a new settlement to act as a home to those humans would dismiss as monsters, heretics, and beasts. This home would be called Haven.

    On this new continent, a "beast" has been captured and imprisoned, forced to fight as a gladiator. When another "beast" is thrown into her cell and told the two of them will be fighting together, a journey begins to reach Tilana's new sanctuary. Still, how much of a haven is it, really? And can someone who's used to being alone get used to being part of a community?

    Features
    • 100% Unique Plugins - no community Plugins whatsoever, all custom code has been written by me. As mentioned in the goals section, if JavaScript is needed to do something, I will write it myself. I've performed significant overhaul to much of the UI and default systems in an attempt to provide a truly unique game within the RM community.
    • Strategic combat - no basic attacks! The basic attack command has been completely removed, in favor of three categories of skills: Weapon, Magic, and Special. Equipping different weapons (or transforming into a new form) provides different weapon skills, while Magic and Special abilities are innate to the character using them. Combat is designed to demand counters based on abilities available to your characters.
    • Custom music score by Kevin MacLeod (incompetech.com). Please see the Credits file included with the game for all music tracks included.
    • No random encounters. Combat should be deep and intricate, just like the first Northwall game. This time around, all random encounters have been removed and every single battle has been designed as a "boss battle". Filler content, begone!
    • Significant choice system for dialogue. Almost all the main character's lines are chosen by the player from between 2 and 4 choices. As the game expands and progresses, these choices will have far-ranging impact on gameplay and story.

    Credits
    Sprites:
    Beastmen Sprites: hiddenone, Kadokawa, Avery

    Tilesets:
    Blood tiles: com_sho

    Music:
    All music modified by Steven Bateman (Zevia) to create loops within the song

    Trio for Piano, Cello, and Clarinet by Kevin MacLeod
    Link: https://incompetech.filmmusic.io/song/4547-trio-for-piano-cello-and-clarinet
    License: http://creativecommons.org/licenses/by/4.0/

    Dangerous by Kevin MacLeod
    Link: https://incompetech.filmmusic.io/song/3587-dangerous
    License: http://creativecommons.org/licenses/by/4.0/

    Prelude and Action by Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 3.0 License
    Deed - Attribution 3.0 Unported - Creative Commons
    Clean Soul by Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 3.0 License
    Deed - Attribution 3.0 Unported - Creative Commons
    Thunder Dreams by Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 3.0 License
    Deed - Attribution 3.0 Unported - Creative Commons
    Sound Effects:
    15 Thousand People by Stephan Schutze
    Link: http://soundbible.com/1767-15-Thousand-People.html
    License: https://creativecommons.org/licenses/by/3.0/
    Modified by Steven Bateman for looping background sound effect and for an alternate version for "muffled"

    Applause Sound by Mike Koenig
    Link: http://soundbible.com/988-Applause.html
    License: https://creativecommons.org/licenses/by/3.0/
    Modified by Steven Bateman for an alternate version for "muffled"

    Crowd Boo 5 Sound
    Link: http://soundbible.com/488-Crowd-Boo-5.html
    License: Personal Use

    Crowd Screaming, A.wav by InspectorJ (www.jshaw.co.uk)
    Crowd Screaming, A.wav by InspectorJ License: https://creativecommons.org/licenses/by/3.0/
    Modified by Steven Bateman to use the first 12 seconds and fade out

    Known Issues
    • During one playtest, the hunter battle had bushes continuing to rustle after two hunters were downed and the other had been revealed, when bushes are supposed to stop rustling whenever all hunters are revealed. The issue has yet to be reproduced, so I do not know what caused it the one time
  2. omg, HYPED! I absolutely LOVED northwall. I will playtest when I have a chance and give some thoughts.
  3. What sorcery is this, I think I might be more excited for this than for Cyberpunk 2077!
  4. I never thought I'd see a sequel to Northwall. It's looks great!
  5. I tried the game out quickly, its really nice, I love the choice windows though,
    really well done.
  6. Ok, I played the demo! Some thoughts....

    -As with Northwall, you have a real talent for setting the stage and immediately drawing the player in. I was hooked right away.
    -Love the dark atmosphere.
    -Story has a good balance of exposition and progression of plot - this is also something you are really good at, that I loved about the first game.

    -Combat is nice - I like the strategical options. I have a few minor criticisms, which are similar to the ones I had in the first game. Specifically...
    -I think there are a bit TOO many options - especially from the get-go. I think it's better to give the player maybe 3 or 4 skills and let them get comfortable figuring out their uses and advantages and disadvantages, and then let them start acquiring new options as the game progresses. You have 2 skills per weapon, with 4 different weapon choices, WITH transform + 2 beast skills, WITH 2 new skills upon transformation. AND, this is multiplied by the different skills for 2, and quickly 3, different characters. It's a lot to understand and keep track of, especially since many of the skills are not that clear. Which brings me to...
    -I was unsure of how some of the skills work exactly. Example, First Strike - at first I thought it meant I would act first for 2 turns, but then I saw an enemy use it and thought ok, so does it just give a free attack? Is it in addition to my normal action, or does it replace my turn as an autobattle attack? I'm still unsure. Given all of the complications, I didn't even bother trying to understand or use Oil Strike; I just rotated between shock, engulf, and magic missiles. I similarly didn't try to understand or figure out how to effectively use Surge. There were just too many options and I stuck to the few skills that were straightforward and comfortable (and I didn't understand Engulf until I used it - I thought it would do fire damage straight away and inflict burn; when I saw 0 I thought the hydromancer had made the guard immune - but no, I realized it doesn't do up-front damage, it does damage over time).

    Ok, that was kind of a wall of text, but I hope the feedback is useful to you! Overall I really enjoyed the demo and can't wait to see more. This also makes me want to replay the first game...
  7. Hey @jonthefox,

    Thanks very much for the feedback. That's exactly the sort of thing I'm looking for.

    I definitely want things to make sense without needing to pointedly pull the player aside and say, "Here is how things work." If it doesn't immediately make sense, but makes sense after one or two times of using it or seeing it, I consider that a success.
    For example, the reason engulf didn't damage the guards isn't because engulf does no upfront damage, it's because the guards have a very high magic defense. The lore ability (which doesn't use a turn or even an action) shows you their high MDF and before the battle, your mage says that she'll handle the hydromancer if you handle the guards (as a hint that the guards are difficult for the mage to handle and the hydromancer is difficult for you to handle).

    Without very pointedly saying, "THE GUARDS HAVE HIGH MDF, SO USE PHYSICAL ABILITIES," what thoughts do you have on how I could communicate that the intention is to have your mage focus on the hydromancer? Alternatively, the mage's Magic Missiles skill from her weapon does physical damage, so you could still use her to go after the guards if you use that.

    Additionally, what made abilities like Surge and Oil Strike feel overwhelming to use? Surge is the mage's only way to get healed, so I figure at the very least, that should be pretty straightforward. Is it too much text in the descriptions?

    First strike is just counterattack, except you hit first. It's not an active ability, just a passive one that fires whenever you are attacked. What do you think I could include to better communicate what it does without putting in dialogue that says, "Here is how first strike works"?

    For the weapons, I'm really aiming to make it so that it doesn't matter which weapon you end up using for the first couple battles - they all work differently, but the battles should be equally difficult regardless of which you use. That way, even if you don't know what you're doing at first, as you use weapons, you can start to understand their benefits and drawbacks for when it might make more of a difference.

    Do you think it would be better if each weapon only gave the basic ability that doesn't have a cooldown? They each provide 2 abilities - one with a cooldown and one without. The goal was to not have a basic attack command, but I worry that stripping out the cooldown ability basically just makes it a fancy attack command.

    As a follow-up: did you get a game over in either of the battles? How did you feel the challenge level was for the first two battles? I'm aiming to not have any random "trash" battles at all and for everything to basically be a boss fight. Do you think it was unfair or unbalanced at any point?
  8. You're welcome! Ok so...

    Oh wow, I really had no idea that the guards had high MDF. I did use the Lore ability, and LOVED its function! So, not sure how I missed that. I did catch that bit of dialogue, but for some reason, I dunno, I wanted to try focusing down the guards first and dealing with the hydromancer afterward, since he seemed like more of the boss enemy. It is kind of unintuitive that the guards would have high MDF - and also unintuitive that magic missiles is physical damage; I wouldn't have known that had you not told me. I think I'd suggest changing that line of dialogue to be something like, "those guards have high magic defense; you take are of them and I'll deal with the hydromancer!" This does spell it out a bit more explicitly, but I think would be appropriate for the 2nd battle of the game and the player's still learning the system.

    I think it might've been the text description yes - if Surge is simply a way for Quinn to heal, then the information can be shortened to just let the player know it's a heal. I think I also just reached my frustration threshold - I was too tired to try and understand any more skills so I decided to just use the plethora of options I already did understand.

    Ohh, for First Strike...then I'd change the description to something like, "when attacked by an enemy, you will automatically hit that enemy with a preemptive strike."

    For the weapons, I'm torn. Part of me wants to ask you well then, what's your purpose behind giving all those choices, if they're meant to be equal and the player also doesn't yet know what it's up against? At the same time, I think it's SO cool that the player chooses which weapon they want to use. Personally, I'd just take away one of the lycanthropic skills - I never used the speed one, so that feels unnecessary to start with. I'd also consider taking away one of the transformed skills - I used the feast skill to heal myself, but you already have a healing skill in the non-werewolf form, and I only needed the vicious bite when the hydromancer used water bubble. This way the player would have: 2 weapon skills, a lycanthropic skill (heal and remove bleed), the transform and the more powerful attack when transformed. Even that's a lot to start with but should be less overwhelming for the player.

    Did not get a game-over. I felt the challenge level was fair - I was close to dying a couple times. Oh, also - the protagonist had died in the first fight, and I was going to lose...but after a bunch of turns, I revived. How did this happen? I was confused by that. Does the KO state auto-remove after a number of turns? That also was not clear.
  9. The description for the magic missiles ability does say it deals physical damage - when you hover over it, it says "Element: Physical". Do you think I could do more to communicate that the magic missiles skill is physical damage?

    I'd like to not include any dialogue that references stats or is a thinly-veiled reference to stats - something like, "Those guards have high magic defense" or anything like that is something I'm really trying to avoid. I really want all the elements of gameplay to be logically included in the game without ever having to pull the player out of the moment to remind them they're playing a game and to give them "tutorials". I can try and think on how to communicate more that the mage is largely ill-equipped to deal with the guards.

    Surge is not just a way for your mage to heal - it is how she heals herself, but it also means your next spell (so not magic missiles) does more damage and lets you act again faster. The idea is that you can chain Surges together, such that you Surge, cast, Surge, cast, Surge, cast, or you could use it as soon as it's up - Surge, cast, cast, Surge, cast, cast, what-have-you. It's supposed to be a relatively cheap TP ability that you can either store up or use frequently, depending on the strategy. Do you have any ideas for how to better communicate what it does?

    When you say you reached your frustration threshold because you were tired - do you mean from the game, or from playing the game at a time that you were tired? If the former, what about the game made you feel tired?

    The idea behind giving all the weapons to choose from is that I'm really trying to impress the idea of choice on the player. They get dialogue choice options and weapon choice options - that choosing what gear to equip changes how you play the game. If I wait too long to present that, I worry that they may not understand that different weapons give different skills. But I don't want to punish them at the beginning of the game for choosing the "wrong" weapon. For that matter, I don't ever want a weapon to be the "wrong" choice - I just want it to change up the way you approach a fight.

    I can maybe change up the description on the spear to explain a little more explicitly what first strike does, that should be a pretty straightforward change.

    The speed skill (for both characters that have it) not only makes you get turns more often, but makes you immune to the harried state that both fights have. Not using it means the enemies act as often as, and often more frequently than you. It significantly boosts a character's performance - do you feel that when you use it? If not, what do you feel like happens when you use it? What would you rather it did to make it feel like something you'd want to use more?

    I don't want to take away the feast skill because your companion's only healing ability otherwise is on a long cooldown and he's much more likely to die. If I took away a transform skill, I'd want to remove the pursuit one - but I don't like the idea that transforming only gives you a single skill, especially if you go from two weapon skills down to one from transforming. It feels like a nerf.

    Still, maybe I can remove the harried state from the first couple fights so that the speed skill isn't necessary and give it at a later time. It makes the first fights a lot less interesting, but if they feel overwhelming, perhaps it's worth the tradeoff.

    My plan is to not add any revive skills or items to the game. I don't like them - they're very boring and uninteresting to me. It's just such an obvious thing to do - if player is down, spend turn using revive. There's no tactics, no strategy, no decision-making for the player to make. So yes, instead I made the knockout state be an actual knockout - it's not a death, it's a temporary state of unconsciousness. It automatically removes after 3 turns and restores the character to 33% of their MHP. I tried to communicate that knockout is a temporary state by showing that it only has a 3 turn duration on its icon (just like every other state) - do you have any thoughts on how I could communicate that "knockout" is not a death state, it's just temporary? Again, the goal is to not have to pull away from the story to highlight to the player, "Hey, if a character is reduced to 0 health, they will get up again after 3 turns, so you only lose if everyone is knocked out in a short period."

    EDIT: What if I made the character, when "downed", not actually be on the ground with the "death" animation, but just kneeling with the "wounded" animation, so they don't look like they're dead, but they're just out of commission? Do you feel like that would just make the player think, "Why am I not getting turns with this person?"
  10. Just updated the original post with links for new downloads - including one for Mac OS X. I do not have a Mac, so it'd be helpful if someone who does could confirm that everything works as expected.

    Updates include:
    • Removed the skills Lunar Speed and Adrenaline Rush. They will be given to the player later in the game.
      • Enemy slows have been reduced to compensate for losing the ability to remove them
    • Added some new dialogue that appears as an option while choosing a weapon that allows the player to ask their companion about each of the weapons to get an in character idea of the benefits of using each.
    • Added some new dialogue during the second fight where the mage more explicitly suggests to the player that the guards have defenses against magic and the mage should focus on the hydromancer
    • Expanded the description of first strike on the spear weapon and the riposte ability to help clarify that it's a passive ability granting automatic attacks.
    • The death state has had its flavor and display redesigned:
      • The state is called "Down" instead of "Knockout" or "Death"
      • The icon is no longer a skull and crossbones but spinning stars
      • Actor sprites no longer use the death animation when downed. Instead, they will use the "abnormal" animation to appear wounded.
      • There is a state overlay for the Down state to help indicate the actor is afflicted by something.
      • The face graphic for downed actors grays out in the battle status window
      • The 3 turn timer on the state icon remains
      • All the above changes should hopefully communicate that "death" is a temporary state (and that the actors are not dying or knocked out, but just "downed" and will get back up on their own)
      • If all members of the party are downed at once, then the state overlay is removed and the sprites change to the actual death animation as the game over logic is processed
    • Wolf claws magically appearing in the party's inventory should no longer happen
    I battletested both fights with these changes several times and am still happy with the level of difficulty present with the speed skills removed, but the speed debuff not being quite as effective. I'll make Lunar Speed and Adrenaline Rush abilities that are probably granted at level 2 (most likely after the intro once more of the game is developed).

    I reviewed the descriptions for Surge and Oily Strike, but don't feel they could be simplified much. I still want complex skill interactions, so for now, I'm choosing to otherwise leave abilities as is and leave it up to the player to read descriptions and test things out on their own to decide what they want to use.
  11. Not to be nit-picky but magic missile has 'magic' in the name. So having it deal physical damage is just confusing. You could change it to some kinda staff attack. Like the attacks, Gandalf uses in Lord of the Rings. It would clear up the confusion. Guards having a high defense against magic also bewilders me. You would think the spell caster would have high defense vs magic and weak vs physical attacks. Magics wear no armor. Don't use shields, etc.
    I feel that engulf should do some damage. Just to show that it worked. It's called 'engulf' So it should engulf. First strike is more of a counterstrike. First Strike makes it sound like a preemptive strike.
  12. Progress update for today: preview of a boss battle!

    After escaping jail in the opening, the protagonist, Cutter, and Quinn head for Haven. While they walk, you'll get a chance to ask questions about the story and answer questions about your character that will help determine some of your character's background via the choice square.

    Eventually, the party has to rest in Hatcher's Wood for the night before moving onto Haven the next day - but while they're resting, they're attacked by hunters.

    This boss fight features the following mechanics:
    • There are 8 bushes - as long as any hunter is still hiding, a bush will either rustle (to indicate movement), or snipe (indicating the hunter is hiding in that bush). Watch the bushes carefully to figure out which ones are hiding snipers!
    • Once a hunter has been revealed, they're not keen to fight fair, so after a short cooldown on the ability, they may attempt to camouflage themselves again and go back into hiding
    • When camouflage has been used, the bushes will respawn and the ones hiding hunters are randomized again, so the same bush is never guaranteed to hide the same hunter
    • A hunter that is on fire can't camouflage - but hunters are survivalists and they're smart enough to put out fires on themselves with the ability Stop, Drop, and Roll!
    • A good survivalist will handle wounds, too, so they can Tourniquet themselves to remove bleeds - however, if a hunter is bleeding when they camouflage, just follow the blood trail to figure out which bush they're in
    • The Hooded Hunter uses Hunter's Shot to place Focused on a party member - Focused members will have all attacks directed at them
    • The One-Eyed Hunter is a fast melee combatant once she's been revealed
    • The Masked Hunter can harry party members with Pinning Shot
    Here's a video of a playtest. There's a small bug towards the end where, even though all hunters have been revealed, bushes continue to rustle. That bug has been squashed since this recording was made.

    There's also a moment where, even though I designed the fight, I forgot an important mechanic - watch the bushes! I knew I'd just been sniped, but I didn't actually look to see where it came from, so I end up killing some unnecessary bushes.

  13. =riposte applies an icon, l dont know what that icon is*obviously now l know its first strike but theres no tutorial
    =if the combat is that strategic, you don't need random numbers on your skill damage, l just hope there is no miss/crit
    =l feel like the skills are too complicated for the first encounters
    =besides using the heal on second turn and using skills at the right order l dont feel l had to think much to win, more strategy less complicated skills
    =if states are that much of a big deal they need to be seen clearer, no scuffed yanfly , see my game plugin made by dreamx where you can show up to 6 states, separate buffs and debuffs and mouseover to see the details of that state
    =cant judge much more as the demo is way too short

  14. New minor version update - game previously ended just after escaping the arena, will now continue to the next area and include an additional boss fight.

    I've also added a brief tutorial option to the beginning of the game to give people the opportunity to see how lore and ability cooldowns work, as well as a hint that lore should be used before attacking. I'm still trying to stick to the philosophy of as few tutorials as possible and instead trying to design the game such that the way to play can be quickly figured out without being explicitly told.

    The screen flicker on the gate opening should be fixed and the bug of wolf claws appearing in the player's inventory should also be fixed. Of course, new bugs may have been introduced with additional content, but so far, I haven't encountered any known issues.
  15. Update, April 9, 2024: Version 0.3.1 has been uploaded, as well as "Creator Playthrough" video in a spoiler dropdown in the original post.

    Major version update today - cross-posting from my edited update from the original post:

    Update, April 8, 2024: Version 0.3.0 is now available! The changes include:
    • "Lore" command renamed to "Examine", can now be used to examine both enemies and party members
      • Also supports "cursor up" and "cursor down" functionality to scroll through three pages per target:
        • Stats and description
        • Positive Effects
        • Negative Effects
      • This change should make it easier to keep track of what states have been applied to everyone to change up strategy
    • New command added to every party member while in combat, "Swap". For half the cost of a normal action, an actor can swap their currently equipped weapon with a different one in their inventory
    • Starting tutorial completely overhauled. The previous philosophy of "teach by intuitive design" is simply not working out, so explicit tutorials are now available (or skippable). These include:
      • How to equip weapons and the abilities that weapons provide
      • How to swap weapons in combat with the new "Swap" command
      • How to heal and revive, since there are no "heal other" skills or items and no revive skills or items
      • How the CTB system works - turns, actions, and how the AGI stat affects it
      • How the examine command works
      • How cooldowns, MP, and TP work and interact with each other
    • If an enemy would take less than 66% of the expected damage of an attack, new cautionary warnings will appear under the estimated damage window - "Lowered (stat)" if your offensive stat has been decreased, "High (stat)" if the enemy has a high stat, either naturally or because of some state they have, and "Resistant to (element)" if the damage is reduced because of elemental resistance
    • Every enemy, weapon, skill, etc. has been reviewed to try and make descriptions more consistent and to standardize how stats are referenced and offer more informative descriptions e.g. "Slows the target" could now say "Reduces AGI by 25%, acting less often", or "Raises DEF 50%" might now say "Raises DEF 50%, reducing ATK-based damage taken".
    • HP, MP, and TP gauges in combat reworked to be a little more unique, circling around the portrait instead of horizontal bars that extend out from the portrait
    • The Down state that automatically wears off (now explained in the tutorial section) was wearing off too quickly and it seemed impossible to get a game over. In an effort to try and improve balance, Down now lasts for 4 turns instead of 3.
    • In an effort to improve balance, TP is reset to 0 when downed
    • In an effort to improve balance, TP is not preserved between battles.
    • In an effort to improve balance, TP is reset to 0 at the start of every battle, barring special interactions (e.g., in the Hydromancer fight, the protagonist starts with 15 TP, allowing them to transform right away)
    • The post-arena scenes are now available, including the walk / dialogue to Hatcher's Wood and the hunter fight
    This new version should address a number of feedback items from earlier in the thread and hopefully make the game more enjoyable for new players to dive into.

    As always, new major version updates mean save files from previous versions are not compatible - but given that the biggest change is the big overhaul to the tutorial, you'll want to start over and check it out if you've played before, anyhow!

    I've tried to do pretty extensive playtesting of all the tutorials, new Swap command, and new examine functionality, but it's fairly excessive scripting to get everything working with all the other Plugins I've written, so I'll appreciate any bug reports with reproduction steps for people willing to playtest.
  16. Small update today to correct an issue with the tutorial if the enemy is downed and some sounds not playing when they're supposed to.

    Also - since I'm looking for some more playtesting and engagement, I'm offering to trade some playtesting with anyone else who has a game in development. If you have a game-in-progress you'd like playtested for up to 1 hour and are willing to test mine in return, let me know.
  17. I'll give it a whirl.
  18. I found it odd that the players are in an arena but there don't seem to be any spectators anywhere. I don't know if these multiple-choice options make a difference other than it changes the dialogue. Seems like false choices. I named my character 'Booger' because I have the maturity of a 10-year-old. The combat is good. Music is cool. I don't like how the characters kneeled when hit with a bleed effect. It makes me think they are close to death instead. I got a 'type error can not read property of 'bind' undefined' when I die and it freezes. It has fleshed-out characters and story. Creative game strategies. Being able to combine skills for more power effects. These one-eyed hunters are giving me real trouble. IDK how to beat them.
  19. Tanarex said:
    I got a 'type error can not read property of 'bind' undefined' when I die and it freezes.
    I'll see if I can reproduce the issue and investigate the cause - I only ever encountered it at the end of the demo, so it would be nice if I can have a more reliable way to reproduce and I'll try a combat game over.
    Tanarex said:
    These one-eyed hunters are giving me real trouble. IDK how to beat them.
    Anything in-particular giving you trouble? I haven't seen anyone else try them yet, so balancing is still in early stages, but it helps if I know what people are doing during that fight. Are you defeating any of them? Is there a particular hunter that seems to be harder than the others? What abilities are you using?
  20. Just a side note but I thought the DL option was usually placed under one of the Spoilers. I was just expecting to find it there to make sure it was the latest updated version. I also get this pop-up after I die from the game file I added a screenshot below. I tried the demo again just to make sure I didn't DL it incorrectly. I still get the error after losing.
    I did beat it on the third try. I had to take a break and eat dinner and stuff after the first two tries. So I thought I should send you what I had before I ended up accidentally erasing the whole message. I realized that destroying all the other bushes didn't stop them from camouflaging and respawning the bushes. And that the rustling in the bushes was just a red herring and only the ones they were sniping from mattered. In the first fight, I had almost killed 1 then he camouflaged and it took me too long to find him again. Discovering the other two first. I was just focusing on one hunter at a time till he was dead. While watching where the others were sniping from. It didn't make sense to find and attack the others just so they could camouflage again. It's hard to keep Quinn alive due to the fact she has the weakest self-healing ability of 30 HP. While the MC has double at 60 HP recovered and Cutter has double of that at 120. The CD on MC seems to take one turn too long. I ended up dying with 1 CD left to heal. I noticed when I DL the game it doesn't create a desktop shortcut to the game. So I have to keep going back to the DL file to play it. With Quinn I was using oil and then the fire spell. I would use shock on the guy with the agility ability. I would use an ability that reduced their defense before following up with a heavy attack if possible. I'd wait until I was low on health before using a healing ability. Still usually lose one character in that fight. But there doesn't seem to be any downside since there doesn't seem to be any exp or leveling up for winning. IDK if that will change later.