I really like the character busts in your game. Did you draw them?
VXAce - The N.E.X.U.S. Project (8.2.0)
● ARCHIVED · READ-ONLY
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Nope, but I wish I had :pI really like the character busts in your game. Did you draw them?
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I know I haven't done anything here for a while. Just waiting for my writer to finish up the current scene, and then I'll release it!
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Keep going, Thomas! ^_^ It's okay, we can wait, take your time ;)
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New update!!!
Chapter 1 is finished!
Updates:
- Added more content.
- A new battleback by @Puruiro.
- Changed all skill and item descriptions.
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Awesome! I cannot wait to try this update, THomas!! ^_^ :)
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Hope you like it!Awesome! I cannot wait to try this update, THomas!! ^_^ :)
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I've tried the demo and the project is looking good. Here are my thoughts on it so far: (you can take them with a pinch of salt ;) )
-Story/ writing:
The characters are well written. Watching the cutscenes play out was a delight. I'm interested in how the story will develop. I'm looking forward to the next update. :)
One thing I don't really understand is how the ...
silly spoilerAlien hated me for killing all of his friends, yet I didn't squash any eggs at all. The monsters attacked me first though, it was self-defense :3
-Mapping: Giving feedback on my own maps would be silly, but it was nice to see them in action. Because of this, I'll give advice on the other maps.
I liked the introductory scene map, it was clean and simple. As for the dungeon-like area:
As for the boss area I made:dungeonThere is a heavy contrast with the outside map. In the overworld map, it was pretty open whereas the dungeon feels cramped. While i like that contrast, upon entering I noticed that the placement of rocks/ lava was a bit odd. I get that the player needs to navigate correctly but, shouldn't there be a way to reach the end without taking floor damage? It feels like an artificial difficulty spike for such an early level (notice the yellow and green circles on the right). The yellow circle on the left is only there to indicate the placement of the two rocks on the same height. Rocks are rarely ever on the same line of height. To make it more natural I suggest putting the right rock 1 down and 1 left.
I've also indicated a few things/ suggestions to improve on the dungeon map: you can make it so the lava (notice the white circles) connects to other maps - at least for the top and bottom right circles (on the top circle I also noticed a graphical error). That way the lava would give a more natural feel to the environment.
The dungeon walls on the mid-left and bottom left also have long straight lines (notice the yellow dots). To have more of a cave feel, I'd suggest adding a curve or so to break the lines as to avoid giving off a building-feel.
Boss map advice / story spoilerI could barely see the poor kidnapped girl next to the green alien. At first, I thought the two other characters were just talking to themselves. It was unfortunate, for there was so much more map left for the camera. There are multiple ways to improve it, for example you can bring the party closer to the alien and let the cutscene play as normal.
- Battle
The battle system was fun to mess around with. I like the fact you can choose which character you attack with each time. I think it would be quite the challenge balancing the game.
spoilerIn my opinion, Nova's definitely the strongest character of the demo. I can simply attack with her and use the blast ability (rinse and repeat) to win. I found the scan ability pretty useless in my opinion as I get no information on any enemy whatsoever. I did find the item searching skill from Andromeda quite neat to stock up on some healing items.
The green alien boss was also really tough, since it attacks 2-3 times per turn. That was a serious difficulty spike. Though again, I had no problem fighting it with the strategy above at lvl 2.
-The music was good, I don't have a more elaborate opinion on that.
- I encountered a game breaking bug though, when you
the game would freeze. I was unfortunately unable to continue from that point onward.spoilerdefeat the green alien boss
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Overall, I liked the premise and the game (shame of the bug), and in the end I had fun. I'm glad I could help with some of the maps and I can't wait to see what comes next. :) -
@Rabosion
Thanks so much for playing! I'll address your concerns now.
Yes, the idea was that he was incorrect/wrong when he said that. And anyway, you did technically attack his friends :guffaw: he just didn't think about why.Alien hated me for killing all of his friends, yet I didn't squash any eggs at all. The monsters attacked me first though, it was self-defense :3
Okay, thanks for all of this. I am a terrible mapper in general :| So you think that I should remove some of the lava? I agree with that. I think I'll just merge those two maps into one. Thank you, in the next demo I'll address that.There is a heavy contrast with the outside map. In the overworld map, it was pretty open whereas the dungeon feels cramped. While i like that contrast, upon entering I noticed that the placement of rocks/ lava was a bit odd. I get that the player needs to navigate correctly but, shouldn't there be a way to reach the end without taking floor damage? It feels like an artificial difficulty spike for such an early level (notice the yellow and green circles on the right). The yellow circle on the left is only there to indicate the placement of the two rocks on the same height. Rocks are rarely ever on the same line of height. To make it more natural I suggest putting the right rock 1 down and 1 left.
I've also indicated a few things/ suggestions to improve on the dungeon map: you can make it so the lava (notice the white circles) connects to other maps - at least for the top and bottom right circles (on the top circle I also noticed a graphical error). That way the lava would give a more natural feel to the environment.
The dungeon walls on the mid-left and bottom left also have long straight lines (notice the yellow dots). To have more of a cave feel, I'd suggest adding a curve or so to break the lines as to avoid giving off a building-feel.
Ah, there was? All right, in next demo I will bring the party closer :DI could barely see the poor kidnapped girl next to the green alien. At first, I thought the two other characters were just talking to themselves. It was unfortunate, for there was so much more map left for the camera. There are multiple ways to improve it, for example you can bring the party closer to the alien and let the cutscene play as normal.
Scan decreases defense. You knew that right? :)In my opinion, Nova's definitely the strongest character of the demo. I can simply attack with her and use the blast ability (rinse and repeat) to win. I found the scan ability pretty useless in my opinion as I get no information on any enemy whatsoever. I did find the item searching skill from Andromeda quite neat to stock up on some healing items.
The green alien boss was also really tough, since it attacks 2-3 times per turn. That was a serious difficulty spike. Though again, I had no problem fighting it with the strategy above at lvl 2.
Do you think I should decrease the strength of the boss?
I looked at it, and realized I had set up the movement route incorrectly x((the game would freeze. I was unfortunately unable to continue from that point onward.
I'm so sorry about that.
I will fix it in next demo.
Chapter 1 ends just a bit after that though.
Anyway, thank you for playing, I'm glad you liked it, and I will fix those issues you addressed!!! -
I played the updated demo and I noticed you used the free turn battle system! :D I love it, I used it as well and it's a really fun unique battle system. ^_^ the new background art is amazing too!
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Thank you!I played the updated demo and I noticed you used the free turn battle system! :D I love it, I used it as well and it's a really fun unique battle system. ^_^ the new background art is amazing too!
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@Thomas Smith - A couple of things I wanted to note down:
- Going off the scan ability description ("Gather biometric data to reveal more about the enemy. If they have the same interests, try asking them out"), this gave me the impression it would reveal some monster stats (like Bravely Default's 'Scan' or the like). The fact it lowered the enemy's defence wasn't mentioned.
- I actually liked the seperated dungeon maps. (In my honest opinion,) It gave a sense of dread / foreboding. Having lava and rocks spread across is also totally fine. My suggestion is just that, for such an early level, the player might want to travel the dungeon unscathed as to not feel 'cheated'. (And on top of that, figuring your way across lava pathways to travel a correct path might even be a fun little puzzle on its own ;) )
-For the boss, that depends on how you want to balance it. Not knowing all settings you made I can't give you a definitive answer, but I think (based on my experience) that the stats are fine as is. Very maybe (at least for casual players) the boss uses his 'frenzy' attack a bit too frequently. I think the most you could change is the frequency at which the boss uses that skill by a miniscule bit. (But I'm not a balancing master though so what do I know haha - I think the true battle testers might give a better opinion than mine XD )
In the end, all my babblings are mere suggestions. What matters most is that the game presents your vision, and that you have fun making it. If you think something needs to be that way in your game, then go ahead and make it that way. ;) -
Okay, thank you.@Thomas Smith - A couple of things I wanted to note down:
- Going off the scan ability description ("Gather biometric data to reveal more about the enemy. If they have the same interests, try asking them out"), this gave me the impression it would reveal some monster stats (like Bravely Default's 'Scan' or the like). The fact it lowered the enemy's defence wasn't mentioned.
- I actually liked the seperated dungeon maps. (In my honest opinion,) It gave a sense of dread / foreboding. Having lava and rocks spread across is also totally fine. My suggestion is just that, for such an early level, the player might want to travel the dungeon unscathed as to not feel 'cheated'. (And on top of that, figuring your way across lava pathways to travel a correct path might even be a fun little puzzle on its own ;) )
-For the boss, that depends on how you want to balance it. Not knowing all settings you made I can't give you a definitive answer, but I think (based on my experience) that the stats are fine as is. Very maybe (at least for casual players) the boss uses his 'frenzy' attack a bit too frequently. I think the most you could change is the frequency at which the boss uses that skill by a miniscule bit. (But I'm not a balancing master though so what do I know haha - I think the true battle testers might give a better opinion than mine XD )
In the end, all my babblings are mere suggestions. What matters most is that the game presents your vision, and that you have fun making it. If you think something needs to be that way in your game, then go ahead and make it that way. ;)
I'll change Scan to reveal enemy data, I think. -
If your intent for the scan ability was to be an enemy defense debuff, that would also be ok. Just let the description reflect what the skill does. The easiest solution would be to change the description to something like: "Gather biometric data of the enemy to decrease its defence."
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Good idea!If your intent for the scan ability was to be an enemy defense debuff, that would also be ok. Just let the description reflect what the skill does. The easiest solution would be to change the description to something like: "Gather biometric data of the enemy to decrease its defence."
I can't get the Scan skill to work the other way...:| -
New update!!!!
Here is what it entails.
- Changed title screen.
- Changed intro cut scene.
- Changed battle music.
- Changed boss music.
- Fixed fatal bug that froze the game.
- Changed description for "scan"
- Changed the cave map
- Bosses do two to three hits less often.
- The new title screen. The background is from Sci-fi battlebacks. It doesn't scroll anymore, rather it has a waving effect. Which I like more. But I may change it back if it receives negative feedback.
- The new battle music(s). These are from @DesperateMeasurez, and sound amazing!
- New cave map. It still looks almost the same, but I combined the maps into one, made the walls more interesting, and removed a bunch of lava.
Cheers! -
OMG!! Those are some big updates, Thomas! ^_^ :) I love 'em!! :o Can't wait to try it out!
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Title screen:OMG!! Those are some big updates, Thomas! ^_^ :) I love 'em!! :o Can't wait to try it out!
https://kek.gg/i/5hhnyw.png
It looks way better in game, because it is animated. -
Awesome!! It fits the game more now!! ^_^ XDD
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So glad you think so! ^^Awesome!! It fits the game more now!! ^_^ XDD