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Thanks again! I really like the I Am Setsuna way of handling side effects for healing moves you mentioned. I'll have to experiment with that. 

Since OT takes the place of MP/SP, and there is no item system to "replenish" resources, a cap is a little tricky. Right now, the strongest offensive skill requires 40 OT and the strongest defensive skill requires 35 OT. However, a cap to "natural" OT gain, but still allowing characters to use their OT-passing skills to bypass that cap could work. I'm not sure how far you've gotten, but Isaac and Jean have a way to share or distribute OT with others while Sparta transforms it into bonus damage. Other characters will be able to utilize it in a similar manner as well.

Also, do you mind letting me know which fight(s) you felt the game spiked in difficulty? I'm interested in knowing which encounters players found most difficult for balance purposes.

Hm I see, Jean was definitely always on the edge of OT (well, generally not, I admit it happened after Isaac died). OT sharing would be helpful. And the cap is high to allow other skills to use it. But I admit, considering OT charge speed, max OT requirement would be 10-15. Unless OT charges faster with level? Just be careful with scaling over factors of 10 between skills: it will make the first skills work with super cheap OT, and player won’t be able to compare skill values reasonably in advanced game, possibly leading to useless skills (in RPG it mostly happens with items, such as Potion healing 50HP in end game where you have 9999HP) or OP skills. But I’d need to see the whole system and skills to be sure. You can have a non-spoiler playtesting with people by having them play advanced battles without story context (the difficulty is that they need to learn all the systems and skills to be able to test properly).

The difficulty spikes were the first mini-boss where you learned Rage (maybe it’s a good thing? you have to Defend properly both normal attack and Rage to go on) and the boss after that (although that’s to be expected).

My biggest issue was the battles getting longer and longer: if Jean dies, you will die soon unless boss has little HP left, but if Isaac dies, you can survive by using Jean to heal herself, Defend, repeat in a survival way, and doing little damage. So it’s not very interesting and I gave up and allow my character to die. This is because there is no way to revive an ally, which is also true in early game of many JRPG but those have items to revive instead: this gives you a few chances to revive other characters, and once you consumed all revive items, this time you generally die pretty fast even with a healer left.

Even if you did things properly, battles were quite lengthy. After 3 loops I get the system, it’s all about repeating the same things without losing my concentration. Since the enemy HP is not displayed I don’t know how much it will last and so the battle gets more tiring until I accidentally do some mistake and lose a character. So I’d rather have short battles that ensure you win if you understood the enemy patterns correctly and did the right thing 3-4 times. Of course, with a deeper system, more characters and skills, and more boss phases you can justify a longer battle, so maybe later in game.

I do see in the Tactical Guide that there are boss phases, but to be honest I didn’t grab the subtleties of them. Real-time battle makes it harder to pause and think of course, but I do remember that even Chrono Trigger had very clear boss phases. This may require more budget with dedicated boss sprites, but I think it’s also design and UI/text indications that made them recognizable (counter-attack was very clear although not super interesting, Juggler switching between physical and magical stance was done via text but graphics could help too, Magus switching elemental barrier via an actual skill use + text).

If there are only meant to make the boss a little stronger and not meant for the player to react in a particular way, then I suppose subtle “mini-phase” changes are fine, though.

Thanks for the detailed response! OT charge remains the same, though skills increase in power every 10 levels. The majority of skills cost under 10 OT, with those exceeding it being really powerful skills that you are encouraged to be using the distribution/manipulation skills for in order to use.

I'll have to experiment with giving Isaac a Revive skill - maybe changing the 'Survival Skills' skill to have an alternate effect if the ally is KO'd since Jean doesn't get her Revive skill until 10 - though that doesn't solve situations where he's KO'd. Maybe Jean's Restore can revive an ally if they're KO'd as an additional effect. Perhaps I can change Jean's Bio Seeker effect to make an enemy's HP permanently visible if the OT gate is met (with it not affecting damage otherwise), rather than have it only display in a message after using the skill.

There's definitely a lot of things I haven't considered as I'm sure I play the game "optimally" and so don't really know how others play or struggle with it aside from 1-2 playthroughs with the modern system I've seen. I'll have to look into setting up some kind of non-spoiler battle playtest build. Right now my priority is just putting everything together and then balancing it.

Regarding battle length, I'm concern that if battles are too short, I defeat the purpose of having them, since each encounter is fixed rather than something that occurs randomly multiple times in the field. The game's biggest inspirations are Yggdra Union and Etrian Odyssey, which are both pretty challenging, though because they're turned-based it's easier to take a breather and assess the situation, rather than using the 'Pause' overlay, which may feel like an inorganic method of accomplishing that.

The "phases" are mostly weakness shuffling/Guard Point changes. There are some "phases" like bosses gaining additional actions or changing their timer after being Dizzy'd a certain number of times. Maybe I can modify part of the UI to make these changes more visible. Since the game is so fast, sometimes those messages aren't retained because the player is busy choosing actions.

Oh, I didn’t manage to make Bio Seeker work, or at least I had the impression nothing changed on screen. Was the health bar supposed to show for a few seconds? Showing it longer would help indeed!

I’m not sure about the conditions to make an opponent Dizzy. I think it was explained in the tutorial but I missed a few tuto steps and couldn’t show them back. I checked the tactical guide but it only had bosses there. A page to sum up mechanics could be helpful! (inside game or in the guide)

For Bio Seeker, a message pops up in the top left after "Jean used Bio Seeker" for a few seconds. But I'll consider having it do that every time the skill is used, and then have some kind of health bar physically appear (either permanently or for a period of time) if the OT gate is met. Like I said before, I think it can be easy to miss the messages if you aren't expecting them.

Inflicting Dizzy is how you deal the most damage to enemies (kind of like Stagger in  modern Final Fantasy or Break in Octopath Traveler if you've played those). Each enemy has 'Vulnerabilities' to certain elements (the attack element icons in boxes under their timer meter) and an amount of 'Guard Points' (the number in the shield). Hitting an enemy with an element they're vulnerable to decreases it by one (though it can be decreased by more if other conditions are met). When that number is reduced to zero, the enemy becomes 'Dizzy' for a period of time, where they receive significantly more damage, skips their next turn, and pauses Rage buildup.

Making the tutorials/mechanics visible in-game is definitely something I'd like to do at some point. It can easy to forget things or accidentally miss them.

Oh, I know Octopath’s Break system, but missed the guard number, I’ll check it next time!

Btw we released some version of Spirit Link! Still needs a lot of fixes but you can test it!