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(5 edits)

(edited for clarity and a few typos)

Hi knightmarish_Games, first time forum poster, I was very excited to see this project come up - and have played up to and just past the Tunlan character quest. I know this is a bug-reporting forum, but I hope you don't mind a bit of wider feedback/review as part of this.

(Spoilers for story and gameplay up to mid-late game?)

What I love:

  • The passion behind this, seriously, there's an excellent foundation here, and your additions felt in the spirit of Breath of Fire (added scene where Mina's coach is attacked, inner thoughts of the Capitan well monster, emerging lore around the 'role' of the Highland kingdom were nice touches). Loved that Yua has more of a place alongside the adventure - surprised you didn't opt to integrate her as a character (as opposed to Mixie). 
  • Added cross-party character dialogue. Great concept - I wonder if there could be a future 'lore/story' section that saves these little 'achievements'. When I switched areas (moving across buildings/zones) I found I accidentally cancelled some and thus missed a number of these.
  • That you are planning to expand on story aspects. I felt I progressed through sections of the game relatively quickly (dungeons are shorter: Nimfu's tower/Simafort).  I remember Taga Woods begin quite the new-player's gauntlet, and in my playthrough, I accidentally skipped it. Script is refreshed, but overall experience is shorter. To balance this, I love the fact that you coded a more open experience, with the tease of multiple endings - and thus, the quest system is great.

A couple bugs or beginner hiccups that I experienced, that are hopefully suggestions for next update (because the core concept is wonderful).

  • Glad to see StasisCell87 identify Ryu's Attack issue - same happened here, (had two Attack commands, then non) but I wasn't sure what the trigger point was. I thought it was a consequence of upgrading the DragonBrood or WrymGuard Skill trees and I am reassured that progress in one tree, isn't meant to lock you out of another. 
  • Should I have access to three carpenters, or just two (brickhome & arabic)? I couldn't enter the treehouse at Capitan, and the other carpenters did not provide explanation on what their style offered. Afterwards, the 'carpenter' home/hub in township is also locked and I cannot enter it (Arabic township style option) <-- I'm guessing this is a work in progress?
  • A number of pathways have invisible walls/barriers, and you need to find ways to 'walk through walls', or at least take unintuitive routes in order to gain access to loot/npcs. For example, Holy Shaman in Tunlan is located at the Inn, but reaching her is a puzzle. I kept coming back here trying to access her (top right by the beds). First I managed to walk west through walls, travel north through the black, then east, and then stuck. Second, I went west, then south, then east, then back up north through the wall to reach her. Another example is the loot at Rand's home town (top right building). 
  • Soft-lock: I went for Mina/Nina's Windia Great bird quest. Mina joined after dialogue with King. Instead of going into what looks like portal in Mina's recruitment room, I went exploring and accidentally triggered Mina's transformation scene in the south west tower (Opps!?) Autosave triggered immediately upon entering the room - so I was committed to this choice. The problem is, for whatever reason, I now have Mina as a playable character, but cannot transform into the Great Bird. I can trigger Jean's Frog and Rand's ball... but cannot find the keyboard or gamepad input to turn into the great bird.
  • Hard-lock: tried to revert back to an earlier save to test the Mina/Nina event. My game hard-locked on the in-game character menu screen when trying to look at Aspara's equipment (Loading... error cannot load: ryu.img).  I closed the game, and when I tried to 'continue' and re-load my save game  from start menu, it attempts to load the autosave by default and encounters the same hard-lock (Loading... error cannot load: ryu.img). So, at this point, I think I have to start a new game, or maybe even re-download/re-install the game?
  • Readme. file - can we have one?  
    • Could there be a 'beginners' file that helps to explain some of your vision and guide here? Explain the button/keyboard commands for abilities (which might help to identity if something has been locked?). I wasn't aware that I needed to 'use' monster spoils/loot for it to appear as a cooking ingredient until far later. Maybe this could be achieved via in-game prompts when new features/events are triggered (like a quest update that records some of these major developments and acts as a tutorial bank), or a .ini file that also allows us to identify/change keybindings?


  • Combat Balance:
    • Encounter rate for hybrid playstyle (on-map and random encounters) is a bit hyperactive. Should new players avoid this and focus on on-map encounters only? Early game random encounters was a bit wild and affected the pacing. Difficulty was initially high for the Ryu/Bow story segment as I was getting used to the combat systems and Mt Fuji encounters were constant. By the harpy boss fight - difficulty was straightforward, by giant cockroach and minions, a breeze. At Colosseum, Ryu felt pretty unstoppable. The township recruit with muscles was a nice feature to offer the option to turn encounters off, but its effect wasn't always consistent, or at least, by that point - I was at Level 70+ around Simafort). 
    • Level progression (got to level 115 before soft-lock). Should a level cap be introduced, so that players lean more on gems/crests/etc. to get stronger in the late game? Perhaps leveling could be linked to the quest system?
    • Equipping Sana (Fire shaman) to Ryu turned him into something godly. Lin caught up to with Devil Shaman and they just tear things up (trivialising the difficulty). Nina had a mid-game section where her Kirin was boosted to clean up anything. I realise I have to 'self-regulate' the boosts I give, but I'm not sure how best to do this without understanding or overcooking the progression system. I think the rewards/gains associated with gems and Shamans could be: reduced, removed, or maybe locked behind a late game progression event. 
    • Groups of regular mobs tend to be more challenging than boss fights. Lin (Devil shaman) or Ryu (Fire shaman) can chip away in a few hits. 
    • All the above is very tricky stuff to get right, so I still had fun, despite these swings. I guess I would want to know more about the 'intended' way to play this, according to your vision/progression. 
  • Character roster - I wanted to experiment more with the cast of characters, but with 10 characters and a huge range of equipment load-outs now, it feels like a bit of a crowded house. Personally, Aspara is 'always' in my party because I am trying to ensure I don't miss any of the lore abilities. In fact, I accidentally got her early on (before Capitan), thanks to Ryu equipped with Fire (Sana) Shaman. Would love to experiment more with characters with purposes/balances I don't quite understand (Mixie - Hex? , Bleu - small skill roster, and Rand occasional menu-based healer). Typically, Ryu - Lin - Aspara - Nina/Sten are my go-to party for fast nuking of mobs. 
  • I love the idea of Ryu's skill tree. Is there an opportunity to expand this for the other characters? Maybe completed quests give skill tree rewards instead of the dragon statue? (for managed progression). 


Again, this experience was a joy of nostalgia that I didn't realise I needed. So thank you. I'm very keen to see how this project develops further and thank you for making it publicly available. 

I greatly appreciate your kind words and taking the time for such an extensive bug and suggestion list! It is the best way for me to improve upon the game.

Looking back, I think you are right about making Yua a party member vs Nixie. The original idea was I liked the romance hints from the original game between Nimfu and Jean; however, the relationship was so toxic I wanted to do something a bit different. This is a change I definitely will be looking at next patch.

I am glad you enjoyed the party banter; I am hoping to add more dialogue between characters. I will also look into fixing the issue where moving from map to map cancels the dialogue.  I did shorten some quest lines and streamline dungeons for a more fun experience without going through mazes and encounters every 3 steps.

There should be 3 carpenters and you get to choose 1 for your style of town. Once chosen, the other two should be unavailable. The walking on walls and invisible walls is where a lot of my time is spent trying to squash them. This one is on me as I should have organized my tilesets more efficiently.

Spoiler

The Great Bird Quest has two solutions. The first is you refuse Mina to join you and you don't have enough love from Nina for her to join. Mina will then steal the seal at night time (cut-scene) and turn to the great bird. If you let Mina join you go into the dungeon and Nina gains the power to transform at will.  Use the Shift Key to call the bird and move down 1 square and hit enter to board it.  While Rand ball and Jean frog works great, the Great Bird has been giving me grief to get it to work 100%.  I will look at the Mina tower triggering when it isn't supposed to.

Spoiler End

If you are getting the Ryu.img error, go into your game folder and delete the auto-save slot (Slot 1). This is a weird error been getting reported and keeps popping up randomly and appears to be linked to the dragon transformation and dying.

I will work on a guide/walkthrough for the next patch for sure because there are quite a bit of changes and things happening not clearly explained in the game.

Regarding the encounter rate I think turning off random encounters is a more modern approach, but I left it in in case people wanted the OG experience of walking and battling. I need to look at some of the level tweaking and experience gains. Also on this patch all gems and crystals do flat amount boost vs % boost. I do believe I left the Shamans unchanged, so I will need to look into that. Honestly the balancing of the game is where I need to focus more on as I didn't have any testers this patch to try all the different builds out.

Regarding skill trees, I wanted to get feedback if people enjoyed it and wanted to see it expanded to other characters. I might have gone overboard with the customization, but I really tried to make every character viable so it was the person's choice to play the characters they wanted. Nixie's curse ability prevents healing on monsters. Basically it creates a bubble (around 3,000 HP). When an enemy is healed it instead applied to the bubble instead of their health bar. Once the bubble hits 0 it breaks and they can be healed again.

Again, I greatly appreciate all your feedback and bug reports!

(9 edits)

(edited for typos and clarity)

Wow, already an update! Appreciate your response to my previous write up, and all the improvements made for 3.1. 

I gave it another go, followed my hunch and went for 'modern' encounters and it was a much smoother experience. Got back to the Colosseum and managed to fight Bunyan this time. Look forward to finally riding the Great Bird later on, and trying out the other carpenter(s). 

Bugs:

  • I'm 'certain' I selected 'save anywhere/anytime', but I currently can only manually save at certain dragon shrines (the first ones in each town). No overworld save, so autosave is  a key feature to keep enabled. 
  • Slides/Eye Goos in first hunting zone will put both characters to sleep and soft-lock the game if you've purchased equipment upgrades as they cannot damage/connect attacks and Bow/Ryu will be stuck asleep. No biggie. 
  • Bunyan really likes to oil his axe! His AI fight pattern repeatedly added to his max total HP pool, while my Ryu chipped away at leisure. 
  • Lots of homes in 'Hometown' have tenants upstairs that keep you from going up there. Given these people are named, is there an event flag that allows access? Does getting caught/thrown out by guards have any consequence?

Balance:

  • There's so much loot in the first town (all towns, really), a couple Yum-yums  and you've got 10,000 zenny at hand and you'll never worry for money. I love the identify-loot feature, especially for the game in its current state. What if some of the high-value items (Yum-yums) stayed loot exclusive, could not be purchased, and had a sellable value of... 1 zenny?  Treating a lot of loot this way, I think,  would help to manage the economic progression. 
  • I notice that consumables and crafting/ingredients all go together in the same [items] section. Is there any value in separating these? It would help at least for quick access to the items you wanted, given the different circumstances.
  • Bow, or 'Autocross-Bow' - carries the early game against mobs so much that I forgot he had other abilities. 

Spoilers on mid-point character story arcs and possible end-game character arcs as speculative feedback on the exciting ways you are expanding on it, acknowledging I haven't made it to the end yet.  

Really interested to hear your explanation on Jean and Nimfu*/Mixie, the think the toxicity between these characters could work really well as an expanded concept, rather than something to reject by creating the 'healthy-mature' alternative relationship through Mixie. Certainly this conversation between us has kind of redeemed a portion of the game I used to dread and get stuck at. 

  • I think the 'toxicity' Jean and Nimfu's OG relationship plays into the thematic presentation of Jean.  Going off of memory here (and having a really 'charitable' interpretation on the depth of SNES era JRPG morality) Nimfu has gained power, but it has corrupted her through her use of it, leaving her feeling empty, isolated, and depressed. She's kind of like how I imagine Bleu/Dies  might have been when she was a young teen/endless (or even a young Tyr/Miria!) -  a little lost and kind of finding herself (thinking a bit of how Dies' male harem in BoF4 is a bit similar to Nimfu's boy-toy statue collection).  She's Nimfu --> Nympho, afterall - and those below are her playthings.  Jean has inherited power, but lacks desire/ambition to wield it,  embracing instead a simple carefree live.  For Nimfu, maybe that's part of her curiosity/toxicity towards him (Jean has power,  but doesn't use power in a way she understands? "Jean says he likes me, but doesn't 'conquer me', treats me like a princess, but I'm not one. He must be lying to me - so I'll curse him"). They're both living in their own heads, hence the toxicity. You could have Nimfu join at the Cat Cafe as a special dialogue option (instead of Mixie) - and then her journey is trying to learn self-acceptance from Jean, and learn from the team about 'the purpose of power' (perhaps Dies takes on a protege, and Nimfu/Nina clash due to their differing pursuits towards power). Maybe its more satirical than that, Nimfu simply accepts Jean's Quixotic attempt to  place her on a pedestal and be his damsel in distress?  


  • With Jean, what seems central to his 16-bit arc is that - he comes from royal privilege, is thus afforded the luxury of naivety and pursuit of artistic passion - but it comes at a cost. He (according to his sister Petape) is living in an irresponsible and unsustainable bubble. There will be rivals, and he has responsibilities to his people that he cannot abdicate.  When Jean2.0 comes along, he's a sort of a darwinian threat that proves the importance of the responsibility to protect that comes with power, otherwise it will be taken from you by those who want it more. In terms of demons in BoF2, I'm maybe reaching  a bit in thinking that Jean2.0  appeals to the deadly sin of Envy? Our Jean cooks and paints for his and others' pleasure, gives away royal signets to appease a melodramatic witch. Hell, Jean proves happy give his name and kingdom away if it means everyone (mainly his sister) would just mellow-out.  Alternatively, Jean2.0 sees cooking and rings as tools to hold power over others: 'Might is Right'. 2.0 would destroy the kingdom, rather than share it. While Petape tries to get Jean to 'step up' and stop being such a trust-fund baby, in trying to help Jean to 'act the prince', she instead proves herself to be the right person to lead Simafort. So Jean doesn't really save the kingdom - his sister and friends do. Does Jean going with our 'troupe' act as a sort of redemption towards becoming a better protector/leader in the world? ...or is he forever happy-go-lucky? It would seem that he does show a level of self-awareness when spoken to nearing the endgame during the Infinity guest. I can't remember if there's much else to his Township dialogue. I guess what I'm saying is that Jean and Nimfu are already rich characters, their toxicity can help them both grow as characters, and you can easily build off these conflicts.  
  • In party dialogue - Jean is still be the highborn adventurer you've presented, but one that Katt, Bow and Sten help to keep focused and his naivety in check. He has all the gentlemen skills, but now he has to use and refine them for the real world, developing maturity (the cross-party banter of fencing skills between Bow, Katt, and Sten fit into this - Jean has the 'grace', but demons don't care for the rules and everything is a fight for survival: might is right). He has to learn to become a knight so that he can protect his sister and kingdom but he's awkward and a bit of a Don Quixote? Maybe he keeps trying to treat Bow as his reluctant Sancho Panza side-kick? His dynamic with Nina also has a lot of potential - as she continues to choose duty to her kingdom, despite flat out rejection from that kingdom. At any rate, I'm having too much fun here, and probably twisting  your own creative vision too much. 

While that's my interpretation of Jean's character, and I'm just happy to see someone pick this game/story up, and have a bit of fun with it all these many years later. 

Again, I love that you've given each character a sort of flaw to work through in their cross-party dialogue. Seeing I haven't finished the game, I don't really know what value any of the below offers, but the notion that you haven't finished the story got me excited in thinking 'what could be' for these characters. 

  • Sten suffering from PSTD, using alcohol to cope?  In the original game, he had potential as the shameless womaniser as well. Again, really interested to see how Highfort becomes a plot point and your cross-party dialogue features him nicely so far when it comes to Highland tech vs Magic.
  • Rand as the superstitious/pious farmer. Does he have a crisis of conservative tradition that resulted in leaving home? I didn't get that far in your story. He was definitely chasing the excitement of the city in the original - Colosseums and Pubs tend to be dens of sin, how would he explain that to his mother, Daisy?  I wonder if Sten (faithless/broken) and Rand (wrestling with his faith) learn from one another?
  • Bow as a wannabe Don Juan (but cut from the wrong cloth and lacking social grace?). He put Ryu on the line in the first part of the game - does he carry any guilt, or mature as a consequence? If he's always chasing the next thrill (unavailable women, big heists) - Aspara is a good grounding friend for him. 
  • Katt's search for family and those she can trust? You explored this well with the Tiga scene (love vs pragmatism). 
  • Nina's learning to embrace vulnerability? Become comfortable in her own shell, not being defined by a curse? Do either Katt or Deis offer her anything for her growth?
  • Aspara - a force of nature, but struggles to connect with life and the living on a deeper emotive level? 
  • So much you can do with Yua - but I didn't make it far enough to see what you had in store for her and Ryu. It seems like your building morality system could involve her in a significant way later. Are Light/Dark Dragons born, or do they become one or the other later (explaining the schism in BoF1)?
  • Barubary was an enigma in the original game - I really like how it seems like you're developing his character further (I presume there is a reason he appears 'miniature' at the start of the game?)


Thanks again! 

I see what is causing the Save Bug. When saving at the statue it overwrites whichever setting you have chosen. I’ll have to fix that; not saving at the statue will bypass bug.

Will fix eye goo soft lock. Didn’t even think about 0 damage not waking you up.

Will tweak Bunyan’s A.I.

Getting thrown out of the house by the guards lowers your Havenshire reputation each time you do it. The people yelling at you for trespassing was kind of a throwback to BOF 1 (that one fancy house) and other rpgs where you can get in trouble for rifling through stuff.

90% of all the chests use a random loot table for your item. You are right about the Yum-Yum sauce cost. Will update that.

I will look into getting those separated out.

Bosch’s auto-crossbow is difficult to balance because it is so good. I might revisit his spell kit and build around his auto-crossbow.

Really love your insights on the different characters and suggestions. I do want to revisit the dialogue and character development once I got most of the bugs squashed and balance done. Is difficult to switch gears to writing vs essential game fixes.

Idea with Barubary is starts out small and is devouring powerful entities to “fuel his evolution.” Not to spoil anything there is a reveal with him (although I need to double check sprite size).