Just my personal opinion, but if it was necessary that something like that an explanation was sought outside of the game (especially to the extent that it stopped a user from progressing altogether), it may not have been very well explained in-game and should likely be revisited and clarified.
The game currently has the player do a "Trial run" of the fight using a single character (you cannot win the fight at that point, but it shows you the basic layout/mechanic/consequence of the enemy and their skills).
A pop up happens every round telling the player which Row the monster will be attacking.
When the main party goes through the fight they have a dialogue window that says something along the lines of "It's about to hit the front row, we should move to the back row and use our ranged weapons/spells".
I will not be adding any additional tutorials/hints as I believe that is more than enough for a player to figure out how to defeat the boss.
@Guld
I have no problem offering constructive observations. The problem is getting me to stop.
:biggrin:
This game will obviously go retail because of its quality so far; excellent mapping and well balanced.
Here are some of my initial observations.
Spoiler
I would suggest that you advise buyers about some of the visual darkness for those who have vision issues. The cave leading to the first blue stone was dark, but I found it navigable and certainly better than using a flashlight or torch effect. Since the enemies are also dark in the dark cave...
But, don't change it. Just advise people would be my suggestion.
There are also people who will have issues with their dexterity and the QTE skills and they should be exposed to that during the demo in case it is too hard for them to steal. I like the idea that you put the keystrokes in the description before implementing the skill.
Also, this game should have a battle/game mechanics section in a free manual ( I really don't like in-game tutorials) for people like me who have never played this battle style with row changes possible during battle. I do like the UI for shops and equipment.
Icons also need some explanation in my opinion. Other than the baddie guarding the blue gem was weak to the weapons found, I have no idea what that dark swirl represents. The magic user also has that icon.
I don't know if you have "fixed" this in the full game, but there is no speed penalty for heavy armor when compared to medium armor (head gear). Other than the extra 50 coins, why would someone who could wear the better armor not want the equipment that gives an additional +1 DEF.
I'll consider a vision issue advisory, as well as an audible sensory warning. Some of the sound effects are high pitched and that can bother some players as well.
Re: QTE, there is one "mandatory" fight that requires them, so maybe I'll find a way to provide an alternative means of bypassing that.
A free manual is a great idea. I'll definitely include one with the final game.
Just dropping by to say kudos to you! You've devoted so much time to polishing up this game, and it looks outstanding. Keep it up! I watched a bit of D's stream.
Thank you very much. I appreciate the kind words!