MV - Vanguard Redemption

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Started by ATT_Turan 81 posts Page 4 of 5 View original ↗
  1. The current version has been slightly updated to make some of the enemies in the penultimate area less frustrating to deal with.
  2. I played your game for the forum’s Web Feedback Festival.

    As I play it before and again, I play it a bit differently on this latest demo.
    so I start with the issue-ish?

    when I skip till the bandits, I get levels and JP and choose Fahn to the party,
    but it's also on the table (which should not, why on 2 places at the same time?
    Fahn.png

    as the NPC can help you skip, even if you go back and to the bandits and walk
    through with the quest journal command, it still give another one! while I hoped this one
    is disabled if you skip it (maybe failed the main quest for skipping!)

    also keep selecting this give mass levels and JP, so I could be level 50, than continue
    to make it is, which could be selected only once, not multiple times, or at a cost to "rewind"
    to set a specific level to start from there?

    Even on normal game play, it is still nice and challenging till the cave I played, but
    the new area on the left side border was soooooo empty (as I know its under developement).

    I keep an eye on this game as it's has replay value to test different classes.

    I can also say that some HP gauges (on elemental and bandit's) doesn't show up,
    than it does, than it doesn't and cannot tell why it does that.

    also fleeing when not touching the OK button jumps away, but if you flee and press OK
    button fast or holding it down, you don't see it at all, just fade out.

    it might be tiny bugs or glitches the default works, but it didn't ruin the gameplay.

    keep up the good work.
  3. ShadowDragon said:
    when I skip till the bandits, I get levels and JP and choose Fahn to the party,
    but it's also on the table (which should not, why on 2 places at the same time?
    That's not an issue - I'm not concerned with making things look perfect if you're using the Playtest Goddess to skip parts of the game.

    Same with the next stuff you talk about. I'm not sure why you're reporting problems with skipping portions of the game for playtesting...that's not the actual gameplay.

    ShadowDragon said:
    Even on normal game play, it is still nice and challenging till the cave I played, but
    the new area on the left side border was soooooo empty (as I know its under developement).
    Can you describe or show a screenshot of where this is? I'm not sure if you're talking about the incomplete world map or some other area that I should improve the mapping of.

    ShadowDragon said:
    I can also say that some HP gauges (on elemental and bandit's) doesn't show up,
    than it does, than it doesn't and cannot tell why it does that.
    You don't see the HP gauges until you've defeated that kind of enemy once. That's a setting built into Yanfly's HP Gauges.

    ShadowDragon said:
    also fleeing when not touching the OK button jumps away, but if you flee and press OK
    button fast or holding it down, you don't see it at all, just fade out.
    Hm, I'll have to check that out, I thought I had disabled the fast forwarding through events. I can't image what else you might mean.

    Thanks for giving it a play!
  4. ATT_Turan said:
    Can you describe or show a screenshot of where this is? I'm not sure if you're talking about the incomplete world map or some other area that I should improve the mapping of.
    this on the world map border left side (where one said something on relations.
    but in overall, it is kind of empty in overall, like placing some mountains/trees to fill up
    or obstacles somehow?

    ATT_Turan said:
    You don't see the HP gauges until you've defeated that kind of enemy once. That's a setting built into Yanfly's HP Gauges.
    it did show up after defeating it, but also hide it again when you run into it,
    same thing with bandits and other enemies having it as it like to toggle on/off
    for some reason.

    bandits => no hp gauge
    bandit killed and re-encounter => showing
    bandit after 4-6th encounter (kind of random) => no gauge
    next bandit encounter it does etc.

    so it's kind of buggy if you ask me as I see it often when testing, as the gauges
    failed to initilize somehow.

    I did both playTest NPC and normal, just to see how the NPC plays out on skipping parts.
    but could be once activated. (thats just a suggestion as I don't see why multiples can happen).
    if they struggle, they could skip it or reach a certain point.

    the but when you do the last trial to become an officer though, it says something:
    "you need to do this mission on your own" while he calls out 2 helpers anyway,
    which isn't a solo mission, maybe slightly rephrase that line as you have a party of 3.
  5. Howdy, I played your game for the Feedback Festival!
    Feedback
    I figured your game would be well put together with how you help everyone in the forums and I was correct. I think you held to your design tenants very well. There are no obvious grammatical errors. I didn't run into any collision/mapping issues. Maps are decent and serviceable. Custom battlers are a step up from the default chibis. Action sequences are short, sweet, and snappy. The combat pacing was just right. It never felt too hard or too easy or went on for too long or felt too short. I found a good groove that worked well with all the enemies I encountered.

    I chose the Male Skirmisher and was paired with Ilnaris the Archer and Caltua the Priest. I opened most fights with the Skirmisher doing backstab and Ilnaris blinding an enemy. Then just gang up on the enemies one by one. Caltua would heal when necessary and use the attack buff skill on the Skirmisher. I'd also use Caltua's TP/MP skill to keep his MP topped off. Pretty cool synergy, each character played well off each other. Didn't use any items. Ilnaris got pretty low health on the bandit boss but that was as close to death as I came. After upgrading my equipment in town and fighting off the undead guys, I got a soft lock going to talk the leader guy at the desk. My characters went up a tile and stopped moving. I suppose a Move route issue happened and it soft locked the game, so I stopped playing there because it had been forever since I had saved.

    The story was serviceable, I didn't get as much of it as I would have liked before the soft lock and it felt like it didn't have a hook to keep me invested. Although, it could be because I didn't make it far enough.

    Other Bugs: Talking to the leader guy from the LEFT side of his desk will give dialogue about the graveyard before the bandit quest is complete.

    Blank Credits on title screen.
  6. Slaughty said:
    Howdy, I played your game for the Feedback Festival!
    Thanks a lot!

    Slaughty said:
    After upgrading my equipment in town and fighting off the undead guys, I got a soft lock going to talk the leader guy at the desk. My characters went up a tile and stopped moving.
    Argh :stickytongue: I'll check it out, but you don't remember which side you talked to him from, do you?

    Slaughty said:
    Other Bugs: Talking to the leader guy from the LEFT side of his desk will give dialogue about the graveyard before the bandit quest is complete.
    Fricking seriously? Oy.

    Slaughty said:
    Blank Credits on title screen.
    Good call, I have credits accumulated but not put into the plugin parameters for that yet - I should remove it until it's ready.
  7. I just kind of ran in there and wasn't paying attention but I think from the top. I snapped a screen shot after it soft locked, not sure if it's any help.
    Screenshot
    Vanguard_SoftLock.JPG
  8. Slaughty said:
    I just kind of ran in there and wasn't paying attention but I think from the top. I snapped a screen shot after it soft locked, not sure if it's any help.
    Thanks - I just uploaded a fixed version. If you care to try any more, your save should be compatible.
  9. Nice, I want to do another run as a different character to see how it plays. It'll probably be in a few days though.
  10. Heya man! Played the game for the show, but also for the feedback festival. So here's ma write-up:

    Feedback dump
    • The combat challenged me at points and the other skills of companions were actually useful!
      • It felt like it was playtested and thought out.
    • The battlers animations and action sequencing looked good.
    • Dialogue between characters is succinct and snappy; it doesn't waste the player's time.
    • Clean, everything felt well put together.
    • Combat mechanics and map flow were intuitive so I could always figure out what to do.
    • Music choices mostly fit the tone of the game.

    • I find the default RM combat UI hard to parse. Could use something to make it clearer whose turn it is, and what enemy is attacking.
    • I know this is probably a Yanfly plugin, but I wish these Job Point UI things were easier to navigate IE less clicks.
    • Low's battlers to go with Low's sprites would help make the art more consistent.
    • The +AGI skill needs to be stronger. I didn't see it make a difference in turn order.

    • The game lacks a selling point; nothing in the story, presentation, or gameplay offers the player something new or "shiny" to make someone interested in playing.
    • I appreciate the opening scrawl being brief, but the presentation is minimal and the information is dull and redundant. You could cut this.
    • The opening is surprisingly bare. I'll talk about the story next, but I'm shocked there's no attempts at a cutscene. It's just text boxes.
    • The story lacks character and interpersonal drama. You are a soldier on a mission, nothing else is going on. I didn't get to the "twist" but the twist sounds like a guy declaring he's suddenly evil.
      • I find it a bit naive whenever a militaristic nation is the "good guy". Is there more going on here?
    • Enemy and encounter types are very repetitive with overly simple mechanics. We were getting bored 3 fights in.
    • The system design is suspiciously basic. No idea if it opens up, but seeing +1's across the board on level-up and no real upgrades in the shop makes me think this isn't that robust.
      • This means that there was no reason to chase chests.
    • The mapping was too simplistic.

    Overall, the game was not frustrating and was quite serviceable... just too simple for our tastes. Good luck with dev'ing! And feel free to rip my game apart in return :hswt:


    PS. Here is a video if you care to watch us play it.
  11. woootbm said:
    Heya man! Played the game for the show, but also for the feedback festival. So here's ma write-up:
    Thanks for the feedback.

    If you didn't get to "the twist," then it sounds like you didn't get past the prologue of the game - but as soon as specializations unlock after the first dungeon, you would already see level progressions increasing different numbers in different parameters.

    But even then, that's to make the classes more specialized between each other and growths of 1 are common - this is not a stupid-huge-numbers game.

    I'll look into the agility buff; I do see it causes my actors to take turns more frequently, but obviously it shouldn't double their turn count or anything.
  12. ATT_Turan said:
    I'll look into the agility buff; I do see it causes my actors to take turns more frequently, but obviously it shouldn't double their turn count or anything.
    Oh, interesting. I didn't keep track of number of turns. I was just looking at turn order.
  13. I've played your game for two hours, Turan. Here's what I have to say about my time with it.

    The Good
    - Combat isn't overly difficult. Enemies can hit hard, but you are generally equipped for it. I feel like you tweaked the balance from the last build I played, so good job there.
    - I like the battle sprites for the party.
    - The cut-ins for critical hits are cool. Loved that sort of thing since playing Fire Emblem: Awakening.
    - Class options for your created character allow for a player to have a character suited to their personal play style.
    - Menu sounds don't sound like default ones. Big plus on that alone.
    - Fahn is just adorable with how easily excitable and outgoing she is.

    The Bad
    - Mapping is pretty barren. I know you're aware of that, but I really think a little more time should've been put into them before putting out a demo.
    - The enemy formations are boring. It gets old running into the exact same formation battle after battle. An extra enemy in each area's group of foes would help a decent bit.
    - After defeating the Bandit Chief, his sprite is gone, but he still speaks before officially dying. Might want to keep his sprite onscreen until after his final words.
    - You can enter an NPC's home in Galer, but not only is there no good reason to do so, she can block you from leaving due to having a random move route. It isn't for long, but you should consider blocking that space off anyway.

    Dusk's Stray Thoughts
    - You might want to consider putting the initial volume levels lower for future updates. Having it start at maximum can be an unhappy surprise for folks.
    - What's with weapons costing so much? They're not even upgrades, so they should not be 500 gold. I'm not noting this as a full on negative because you don't need to buy any of them. It just looks odd.
    - I absolutely hate the default hit rate of 95%. There's no good reason everyone shouldn't be 100% at base. And if your enemies have any natural evasion too? Super annoying.
    - Is Defensive Stance worth a damn? A 5% increase sounds like all of nothing, especially when low numbers are involved.
    - Masym's sudden switch to bad guy is laughable. Normally, I'd put this in "The Bad", but the demo feels empty on purpose and more of a test of how well the classes and specializations perform, so I'm inclined to think it's something you'll fix later down the line when you start doing more with the story.
  14. @Sword_of_Dusk Thanks for the feedback!

    Improving maps is definitely on my list of things to do, it's just...mapping...

    A few bits for your knowledge:
    - Did you go to Galer before you were told to? There absolutely is a purpose to that lady. But I'll fix her blocking the door.

    - What was loud to you? All of the volume levels are at less than half the default. (there's a cool plugin for that :wink: )

    - I actually recoded the hitting because I also hate the RNG - it's a true 95%, that is, out of every 100 attacks that require hit rolls, only 5 of them will miss. There is still the slight chance for evasion to randomize that.

    - Defensive Stance needs to be fixed :guffaw: I actually changed it in my notes to decreasing a percentage of damage, which is more effective than increasing that percentage of defense, but I didn't remember to change it in the game.
  15. ATT_Turan said:
    What was loud to you? All of the volume levels are at less than half the default. (there's a cool plugin for that :wink: )
    That's hella weird. I could've sworn they did not start at half. Must be tripping.


    ATT_Turan said:
    - Did you go to Galer before you were told to? There absolutely is a purpose to that lady. But I'll fix her blocking the door.
    It was on the way to the fort. I see a town in my travels, I'm checking in.


    ATT_Turan said:
    actually recoded the hitting because I also hate the RNG - it's a true 95%, that is, out of every 100 attacks that require hit rolls, only 5 of them will miss. There is still the slight chance for evasion to randomize that.
    Good to know. I don't know what it is, but the base RNG feels off as hell.


    ATT_Turan said:
    Defensive Stance needs to be fixed :guffaw: I actually changed it in my notes to decreasing a percentage of damage, which is more effective than increasing that percentage of defense, but I didn't remember to change it in the game.
    Oh, cool. I knew something seemed real odd with only a 5% decrease.
  16. Sword_of_Dusk said:
    Oh, cool. I knew something seemed real odd with only a 5% decrease.
    Yeah, that was an early version before I finalized on my parameter values. No one's noticed before you :wink:
  17. I recently did a marathon stream in which I played 8 games for the Feedback Festa. Your game was the first game I played, so thankfully that means you got my most sober opinion.

    Vanguard redemption seems to take the steps in the right direction for a pretty good CRPG/JRPG with a strong foundation, but I do think lacks a compelling hook to grab the player.

    Over my short time with the game (I allotted 40 minutes for it) I didn't make a lot of progress, but got to at least experience picking the starting class (will come back to that) some basic story set up, and then combat.

    I was very happy with how you had decided to handle the class selection screen. Although it's really minor that I think a lot of people would not think twice about, the language used makes the class selection very low-pressure by clearing stating that the player is simply learning more information about the class, rather than being told they are making a choice. (I can't tell you the number of games I have played where the class/character selection was final without much of a chance to redo my choice, or was presented in a way where I thought the choice was going to be final).
    It's small bits of clever word choice like this that I think goes a long way.

    It's hard to give much critique on the rest of the game given my short time with it and how these facets may evolve over the length of the game.
    From my short experience I felt like I had gimped myself in the early game by picking the caster (enchanter? mage? That dude).
    This is due to the fact that any real damage from them requires a limited resource and once that limited resource has run dry, they become useless. Couple this with the fact you also get a healer in your party from the start, that basically means 2 of my members will be useless when it comes to damage.

    I am sure as the game goes on, managing your MP/TP to make the mage very powerful would offset this short-coming, but at the start, the mage is basically useless when their only skill takes 10MP and they only get 70 max MP basically meaning they get 7 shots before becoming useless.
    I would find some sort of way to help balance their effectiveness at least in the early game; perhaps their default attack could do more than pitiful damage, or maybe they could have a way to recharge MP easily (kind of like the healer), or maybe they could have a higher MP pool + a mid-damage (but low MP cost) skill. I don't know, the possibilities are endless, but for sure it feels like picking a class that can rely on their default attack skill is going to give a better starting experience than picking the class the necessarily requires resource management (beyond HP, obviously).

    I did find that nothing really gripped me from the start, it does feel pretty low stakes in the story, and without custom art or music or anything else stand out, I think it will be tough to grab people's attention. I think this is the one problem with relying on mainly RTP or RTP-styled art; this art isn't inherently a problem, but it does mean you gotta make something more captivating elsewhere to make up for it, otherwise I think it might be easy for people to bounce off it quickly.

    If you want to see my experience playing your game, you can find it in the link below. All the games have been time stamped, so you should be able to quickly jump to about when I start playing your game.
    - YouTube
  18. TheAM-Dol said:
    From my short experience I felt like I had gimped myself in the early game by picking the caster
    Hm. It might have been a build since I did it, but I most commonly play tested using that class.

    I recall you should level up by the time/right around when you'd run out of MP (assuming you didn't waste a spell on a target with a tiny bit of health left), and then you should be able to afford a TP skill before you'd run out again.

    I'll have to double check that progression.

    Thanks for the feedback.
  19. Was the download link taken down? I was going to play this as my 5th(last?) entry for the feedback festival.
  20. AquaEcho said:
    Was the download link taken down?
    Yes. Between some of the posts here and other people playtesting, I got a good amount of feedback for the current build of the project.

    And since several of them said similar things, I felt I had more than enough to work with until the next version.