Always a treat! When I first converted my save file my HP was in the negative and I was never able to heal it into the positive. The first time the enemy took their turn I auto lost the fight so I went ahead and started a new file.
The fights themselves felt really well paced this time. I would have liked to have had something to do with the polarity gauge even when Rhett wasn't around. It was kind of sitting there awkwardly and maybe if it changed into something else entirely (or was removed) when not using Rhett it would feel a little better.
I would have really liked some extra things to do "in between" fights. Maybe some more ways to interact with the crew or something else but going from the short intermission back into battle is almost tiring when you have such a wealth of characters and designs waiting to be explored in the downtime. Find ways to use them and I promise it will go ridiculously far with how charming they are! Looking forward to the next showing!
Thanks so much for taking the time to play it again! I'm sorry the save conversion didn't work out - that's the first I heard of it turning HP into a negative. I'll have to look into that. I'm glad the fights seemed better-paced. Previously I had the polarity bar disappear when Rhett wasn't active, so perhaps I'll go back to doing that.
You bring up a really good point with the hub. I'll try to think of more ways to interact with your crew. I'm really glad you like the character personalities and designs though! That makes me really happy to hear.
Hey, thanks so much for playing it! I agree that the way the demo itself is set up is not really that conducive to learning. It starts you with a level 40 party who already has a lot of skills in a boss battle. The Prologue mode has you start with a 3-man level 10 party who overall has less options so it’s easier to learn the mechanics through that mode. I’ll change the menu a bit so that players know that’s the optimal place to start despite being the second option.
Really nice and fun game! I'm not usually a big fan of turn-based battles, but I enjoyed your demo a lot. Every character feels unique and the way they compliment each other works perfectly. Characters are very likeable and interesting enough to make want to know more about them. Art is charming, sound and music always seem to fit perfectly, and everything seems very polished so far.
A couple of suggestions I could make are that being able to jump to the first skill on the list when pressing down at the last one (and viceversa) would help a lot to speed up the navigation during battles. Also it took me a while to figure out how to close Avi's thoughts and Party Talk's windows, but I can't think of any idea to make it more obvious either.
Only issue I had with the demo is that the game gets stuck during the final battle, after Mizar changes patterns (he won't attack me and I can't attack him either) so I couldn't really finish the missions.
Hope to see more of this project soon, because I really liked it!
Thanks so much for playing it! I'm sorry the game bugged out during the fight with Mizar. I already have an idea of what caused it, so I should be able to fix it without too much trouble.
It makes me happy to know that someone enjoyed the characters and art. That skill list addition makes a lot of sense - I will have to implement it. Maybe I can change the Avi's Thoughts and Party Talk windows to actually contain a close button inside (like an 'x' in the corner).
Hey again, I just wanted to let you know that I updated the build with a fix for the Mizar bug, so you should now be able to finish the battle and watch the concluding cutscene if you’re interested.
Comments
ABSOLUTELY LOVE THE NEW BATTLE UI CHANGES!! the LOG feature is pretty nifty too!
Thanks!! I'm glad the new battle UI has been well-received.
Always a treat! When I first converted my save file my HP was in the negative and I was never able to heal it into the positive. The first time the enemy took their turn I auto lost the fight so I went ahead and started a new file.
The fights themselves felt really well paced this time. I would have liked to have had something to do with the polarity gauge even when Rhett wasn't around. It was kind of sitting there awkwardly and maybe if it changed into something else entirely (or was removed) when not using Rhett it would feel a little better.
I would have really liked some extra things to do "in between" fights. Maybe some more ways to interact with the crew or something else but going from the short intermission back into battle is almost tiring when you have such a wealth of characters and designs waiting to be explored in the downtime. Find ways to use them and I promise it will go ridiculously far with how charming they are! Looking forward to the next showing!
Thanks so much for taking the time to play it again! I'm sorry the save conversion didn't work out - that's the first I heard of it turning HP into a negative. I'll have to look into that. I'm glad the fights seemed better-paced. Previously I had the polarity bar disappear when Rhett wasn't active, so perhaps I'll go back to doing that.
You bring up a really good point with the hub. I'll try to think of more ways to interact with your crew. I'm really glad you like the character personalities and designs though! That makes me really happy to hear.
Hey, thanks so much for playing it! I agree that the way the demo itself is set up is not really that conducive to learning. It starts you with a level 40 party who already has a lot of skills in a boss battle. The Prologue mode has you start with a 3-man level 10 party who overall has less options so it’s easier to learn the mechanics through that mode. I’ll change the menu a bit so that players know that’s the optimal place to start despite being the second option.
I’m glad you liked the art and animations!
Really nice and fun game!
I'm not usually a big fan of turn-based battles, but I enjoyed your demo a lot. Every character feels unique and the way they compliment each other works perfectly. Characters are very likeable and interesting enough to make want to know more about them. Art is charming, sound and music always seem to fit perfectly, and everything seems very polished so far.
A couple of suggestions I could make are that being able to jump to the first skill on the list when pressing down at the last one (and viceversa) would help a lot to speed up the navigation during battles. Also it took me a while to figure out how to close Avi's thoughts and Party Talk's windows, but I can't think of any idea to make it more obvious either.
Only issue I had with the demo is that the game gets stuck during the final battle, after Mizar changes patterns (he won't attack me and I can't attack him either) so I couldn't really finish the missions.
Hope to see more of this project soon, because I really liked it!
Thanks so much for playing it! I'm sorry the game bugged out during the fight with Mizar. I already have an idea of what caused it, so I should be able to fix it without too much trouble.
It makes me happy to know that someone enjoyed the characters and art. That skill list addition makes a lot of sense - I will have to implement it. Maybe I can change the Avi's Thoughts and Party Talk windows to actually contain a close button inside (like an 'x' in the corner).
Hey again, I just wanted to let you know that I updated the build with a fix for the Mizar bug, so you should now be able to finish the battle and watch the concluding cutscene if you’re interested.
Perfect! Could defeat him without any issues now.
Can't wait to see how the story goes on.