Thanks so much for playing and giving such thoughtful feedback! Some of it is just stuff I'm working on or can fix, but in the interest of dev log-ish stuff for any other interested people, I'll include responses.
I do need to start with a pet peeve of mine: don't use scrolling text for intros!
Yes, that is absolutely a placeholder. I intend to replace that with a little sepia tone montage with still text on it, I just haven't made myself take the time for it yet.
you could spend a bit more time prettying up your maps.
That's also for sure on my list, and I appreciate the specific recommendations.
I do wish there were a few more cooperative skills...Having a warrior enemy use a skill that knocks an enemy off balance and then following up with a ranger skill that does extra damage to off balance foes would really make planning out what to do each turn even more interesting
That's a good idea - very Dragon Age-y, and it helps with what the skills to flesh out some of the classes could do.
items could do with some reworking. I didn't find myself using items all that often, especially early on since I could run back to the base and heal.
So I don't, like, instruct the player to do this in the game, because people can play however they want - and doing that is perfectly valid. What I consider master-level playing for the game
:cool: is you balance your MP/TP usage and spend those healing items when you get low on MP so that approximately every dungeon map you gain a level and fully restore. I usually only use an inn once or twice in a playthrough.
If there were some MP healing or TP boosting items I know I would've spent all my gold on them since they would make it easier to absolutely wreck enemy troops.
There are some MP items but they're only in chests. TP stuff is a good thought to add some variety in loot.
Equipment did its job, but I wish the starting town's weapon's shop sold some more things so that I could save up for a stronger weapon. Right now it only sells the starting weapons
Yeah - it's basically there for a bit of starting options. Like a player Skirmisher starts with knives but could use swords; a Fighter could use sword, axe, or lance, if you get Kearik or Blonun in your party they have skills that can work with a few different weapon types.
I consider getting to the next kingdom the first weapon upgrade, but I might ponder having the first shop sell a sort of in between level, also.
At the start of the game talking to Whyn across the desk doesn't start the officer training cutscene, you need to approach him from his right side. Otherwise he just gives a short line about going to visit the graveyard
That's weird, it doesn't do that for me. I'll see if I can find the logical error, but just walking to across the desk starts the correct conversation on my end.
Why is Flee listed in the Skill submenu?
Can you clarify this one? It should be in the actor command list, because I don't want to use the fight/flee battle command window (and this is a much more traditional JRPG setup). Is there an actor you actually saw it inside their skill list for?
When the Flee skill fails it says "0 failed to flee", not the party name
That I can fix
:wink:
A marker on screen for when the party is increasing or decreasing encounters would be helpful
That's a good idea.
Caltua's Inner Light doesn't seem to work properly, he still is gaining TP instead of MP when he guards or attacks. It just heals a bit of his HP
I'll just have to have a word with him about that.
Ilnaris can't equip accessories when she's a Sniper
Well, she's not a very fashionable lady.
Thanks again for all the comments, and I'm glad you enjoyed it!