[Edited some typos and added detail around overworld dungeon sprites, skill trees - and their relationship to story themes and narrative mechanics]
[Spoilers]
Wow, what a change! A much smoother and more calculated experience! I won't be able to look at this again until next week, but the experience has shifted significantly (for the better).
Bugs
- I forgot to mention that the area where you meet Jean/Mixie has no encounters if you are on the 'modern' encounter version - and my memory from 3.0 remembers some flies in that area teaching a couple lores. Could the frog sprites be an encounter? Havn't faught any gobins or slug mages yet, and they are passable as frogs.
- Same issue with Nimfu's tower. What about 'shadows' on the floor for 'mob encounters' - akin to what you placed in the secret library to get Deis?
- You mentioned limited sprites in BOFII - agreed, the suggestions I gave were based on what I remember to be available in BOFII's field (Gonghead & BugBear from hunting grounds, there's a paladin sprite from underground Eva church, cockroaches & flies from simafort, even a static Lizard sprite at the top of Evrai). I don't remember much from BOFI in that respect (mice, cochroaches, frogs, Bleu's Spirit guardians, the Gremin sprite from Robot & Gust, various Dark Dragon soldiers, and... typhoon bug from the Prima? Actually, for underwater segments, could a transformed Manilla fish sprite work for encounters?
3.2 Balance: [Up to and completing rescuing Suzy the pig]
- Progression was much smoother. Since I know the original game front-to-back, an increase of difficulty/strategy is attractive and rewarding. It also fits with the idea of 'modern encounters', so I can plan the terms of engagement. I finished the first section at Level 5 - which was perfect.
- Due to low rewards of Zenny and Exp., I felt the incentive to clear the township house, the beginner quests, and the hunting grounds. How that flows on through the rest of the game, I'm excited to see as this develops (in the meantime, you've added the BOFI Ryu where players might need a boost in stats).
- I still 'cheated a bit' in selling a few yum-yums, but 500z each is more forgiveable and, now that the strategic elements have all changed, having relics and defensive equipment was a must.
- thrilled to see you implement the oils idea. Again, made fighting mobs part of the strategic plan towards prepping for boss fights. Used the freeze oil for the assassin quest in Hometown, flame for the cockroaches and it gave Ryu some strategic value.
- Could the Ranger skill tree consider changing a few skills to increase potency, duration, or 2nd tier effects of oils? For each skill tree, there are some skills that fit into the 'why bother' category. Like the first skill for ranger that is a straight +50 to health.
- You've already got a 'camping mechanic', here's a nice reason to expand on it as a zone you can wrap to and cook. Perhaps, like BOFIII/IV, recruited/guest characters are visible and continue to add value via:
- Guest progression reminders/feedback (like St Eva church)
- Maybe Bow helps you craft poisons and antidotes, Sten helps you make elemental traps
- Rand/Katt sells foraged goods?
- While that might step on the role of township, these vendors could also be available here (via same character or another npc)
- I knew to upgrade Ryu for Dragon Guard, and ensure that he could take some hits for Bow. The 'guard' command is fit for purpose (increasing CP). I still went to Mt Fuji with the upgraded weapons [Lucky Bow/Wood Sword], so I can't say if it would have been too tough if I hadn't, but I really liked that I needed to prepare ahead.
- I 'had' to use Bow's hunters paw for a counter battles - the group of five cockroaches, a group of zombies - and that's great. Healing consummables had a role early.
- First zombie encounter saw Bow die, and me escape - that was a nice early exposure to how I might need to strategise here. Backtracked to Hometown after I got some Zombie initial monster spoils to make some oil in order to delve deeper.
- Harpy fight was.... fun! If they had focused on me exclusively, I may have been toast, but the back-and-forth fight kept it interesting and I think it lasted somewhere between 8-10 rounds (compared to 3-4, that's good!) Old version, I was levels 10+ here, now I'm Level 4 - great.
- Cockroaches were a battle of attrition as fights are toughest at the start when there are lots of mobs. When you have back-to-back fights and autosave - players can find themselves in a bind if they move from one fight to-the-next at low HP/MP. This happened to me, didn't keep up Ryu's health, and so had to start the second fight with Big Roach all over again. Auto save keeps my HP/MP stats the same, so I can see potential soft-locks whereby I enter the next round with critical health and not enough speed/resources to do anything. While I like the added challenge of this sort of gauntlet, should autosave stop triggering between boss sequences, so if we die, we have to start from the beginning (and manage our resources appropriately)?
Ryu Skill trees (lots of suggestions)
- Ranger
- Suggestion of expanding the focus of oil, attacks, and options for GUTS? Guts = a range of focused tier 1, tier 2 upgrades to specialise in: counterattack up, add MP, add HP, siphon from enemies (or allies), cleanse status debuffs, charge next attack.
- Light Dragon
- The current progression forces me to have each elemental before I can upgrade individual elemental dragons. What if these were exclusive branches? Or at least the elemental dragons were branching paths that converged again at the final tiers? Meaning, I could invest 5 skill points into Flame dragon buffs without unlocking Ice Dragon, and then go back after Fire mastery, and unlock Ice. Perhaps offer an exclusive 'either' Wind or Earth dragon [support vs endorance]? Maybe these Wind/Earth aren't separate transformations... but Dragon Gene/Essence abilities that would go across transformations?
- I think there should be greater penalty for using and sustaining dragon transformations. Could breath attacks cost CP, thus Dragon Ryu cannnot reliably deal special damage each turn? What if Dragons have a single target [Elemental Claw] Attack, and a multi-target [Elemental Breath] CP? Once transformed, Ryu cannot directly select alternative transformations, but actually needs to use "Revert" first? This would be more in line with BOFI, III, IV and mean that there is a two-turn transition penalty to changing elemental strategy. Also, unlike BOFIII, Ryu wouldn't automatically "Revert" at low CP (keeping to his current mechanic), he would continue to have the basic single target Elemental Claw] and he would occasionally have to [GUARD] to recharge breath attacks. Perhaps the breath attacks are really expensive and do not lend themselves to 'early battle' access. Progress through the game/skills would alleviate that somewhat. Perhaps a Tier 2 or 3 Light Dragon is BOFIII's equivalent of Trigon, giving him access to the primary elements?
- Could the WrymGuard paladin style skills be shifted here or Ranger to build a theme around party support?
- Dark Dragon
- Would the BOFII dragon sprites have potential to find a home here as the instant nuke abilities that came at a significant user or party member cost? This would be a nice contrast to Light Dragon which rewards patience in accumulating CP for big breath attacks.
- Alternative, maybe an ability with a charge-up or party member HP/MP siphon cost that is released when Ryu reaches critical HP, party members die, or a two turn wait? (would make Bow's story role quite tragic, if so (being a loyal but broken dog)- but fits into Barubary's morality of might make right and evolving through the suffering of others/self)
- Maybe Ryu has 'barrage/confusion' abilities that give him extra attack commands, but in berserk and can target enemy/ally alike?
- Could Ladon or a late game NPC reset skill points if the skill point allocation was tightened?
I guess, what I'm suggesting here is that:
- Ranger has value and importance to all character playthroughs and styles, with a range of attack/support/debuff options. Essential for everyday mobs, and feeds into a range of party roles and boss strategies.
Following, game progression allows mastery in one of the below, but locks out/limits the other. In essence, its a sort of 'paladin/dark knight paradigm for Dragon abilities and class role'.
- Light Dragon is elemental attacks, with party support. More defensive/long battle design - focusing on CP charging and consumption for AOE elemental.
- Dark Dragon is necro/dark/poison/berserk/non-elemental nuke damage that is not party friendly. More aggressive, high risk/high rewards playstyle. You can still build as part of a group-party adventure, but now party members are more expendable resources, rather than allies (party members using HEXES, regens and elemental Bubbles to act as energy sources/conduits for Dark Dragon?).
-Perhaps some characters have less to offer a Dark Dragon Ryu? Perhaps its too risky to throw a low Defense/HP character like Katt alongside him? Or at least she can't survive a long boss battle alongside his siphoning presence? To keep with man's best friend theme, maybe Bow's "Hunters' Mark" acts as a sort of "Influence" skill we see in BOFIII where it is used to manage Rei and Failure/Infinity Ryu? For Hunter's Mark, it adds 'TAUNT/AGGRO" status to enemy target, drawing attacks from enemy and Dark Dragon Beserk Ryu? Not enough to focus all of Ryu's barrage attacks, but maybe enough to mitigate the some of risk? <-- Great for large group mob battles. Maybe Jean/Rand are HP cattle for Ryu where dark breath and dark claw attack draws and expends ally HP? <--- Good for single target Boss battles, and converting single ally HP to AOE enemy damage via Dark Breath. Mixie/Nina can be a sort of mana battery for big attacks that use MP. Nina uses bubbles to shield party against Dark Dragon all target AOE abilities, or provide a drawpoint for Ryu's siphon requirements without harming party members?
For story purposes, as the game progresses, Ryu's Dark Dragon abilities become too costly in being able to keep himself and party members alive. If he cannot siphon from party members, he draws from his own HP/MP essence? Battles might be shorter to reflect this, sacrifices greater.
It's like how Agni was presented in BOFI - a fusion of all characters lending their strength to Ryu to defeat Tyr. This time, however, Ryu draws from allies, transforms, but allies are still present on the battle field in critical condition - and Ryu's subsequent breath attacks hit all targets on field. Maybe the end light Dragon ability is a 'successful' fusion, like BOFI, or some act of self-sacrifice to empower allies (thinking about Ryu II's scream use of infinity before Deathevan.
-It would be special if the transformation towards the Dark Dragon 'berserker state' took inspiration from: BOFIII warrior gene/ BOFIV/ or BOF:DQ. Might be as simple as a sort of palate re-skinning of BOFII Ryu's battle sprite.
Integrating Light/Dark Dragon to story and economy:
- You have this morality currency that pops up (some sort of 'heart' item?). What if this was expanded? Good story actions and battle abilities reward you with radiant hearts vs poisoned hearts? Collect so many, you can trade in for thematic Dark/Light weapons/items/spellbooks: such as Kaiser vs Tyrant final Dragon Tiers? I
- You have Lin/Nina romance options, what about party mutiny/abandonment? Could you chase away a character? BOFIV had an ending where you fought your party members (if you sided with Fou Lu), I've already had to fight Sten and Katt as part of recruitment - what if I could be compelled to do so, again? Maybe the character quests that pop-up mid/late game have a Light/Dark dialogue option at their conclusion - which develops towards different outcomes?
In closing, the skill tree is already exciting, but if you wanted to expand on it, there's a lot of ways it could support the integration of story themes/party morality choices/mechanics.
Thanks!