Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(2 edits)

Hi knightmarish_Games, thanks for the latest update! Also thanks for the personal acknowledgement as part of the release. I'm amazed by what you've been able to implement and adapt in such a short period of time. I've offered as much feedback as I can, directly building on what you communicated as the 4.0 changes below, so any future updates are supported to round out the mechanics and balance as best as possible. With the exciting changes to Light/Dark Dragons, I've offered some balance suggestions between Ranger vs Dragon, and skills/skill trees. 

[Feedback is upto the Joker Boss at the end of the Joker's Lair, approx. party Lvl 14] 

4.0 Changes

Auto-Save now only saves on transitioning to new maps and no longer soft locking you in battle or certain areas.

  • Slightly Inconsistent – but much better!  It will sometimes autosave prior to engaging in a random mob fight (Joker’s Lair). When I died at the Joker boss fight, it as intended, , and autosave took me back to the beginning of the zone (without Nina in party) – what a relief!

Yua is now a recruitable party member that uses Boomerangs.

  • Looking forward to seeing how she turned out!

Cutscene with Ray in Mt.Fubi now triggers the Light/Dark Dragon choice.

  • Any chance to have this definitive choice made again later in the adventure? You know what they say: ‘just try it man, the first one’s free’.
    • What if you got a taste of both skill trees until you clear Bosch’s name and then you have to ‘pick a path’. Are you a protector, or conqueror? By the party round-table at the end of the Trout saga - You’ve had a chance to see and defeat the big bads of the world at that point (Trout, Argus, Joker, Jean 2.0) You've seen the inherent corruption/weakness of the kingdoms (Hometown, Coursair, Windia & Simafort) Does power entice?  Are these people/kingdoms worth defending if they fall to evil and their hubris so easily? 
  • It would be nice to look at both sides of the skill tree – because I wasn’t ‘in deep enough’ to make a call by Mt Fubi. Just as Ganer gave you the Dragon Tear, maybe Ray gives you something at Mt Fubi from St Eva that links to the Dark Dragon skill set?

Light and Dark Points added based off Morality choices.

  • Unclear how/when these are obtained. I had emerged with 5 Light side points after rescuing Lin, but before engaging with Argus. Can there be a prompt that explains when/how these are obtained. Also, I ended up with a Dark point – but can’t use it. Was it linked to party member deaths in battle? It later vanished.

Light/Dark Dragon Tree added.

  • For Ryu’s SOLO section, the LightDragon ability that offers +10%HP recovery made him a bit too overpowered for TagWoods and the Arena. Oils (which were essential in the last 3.2 update, were no longer needed. Ryu’s HP recovery (and evasion) outpaced enemy damage until R-66Y – who was dangerous for his barrage attacks.
  • I haven’t seen the DarkDragon Skill Tree yet, but the LightDragon skills (and regen ability specifically) seems like an added early game buff that makes Ryu overpowered, relative to (3.2). That said, I can see this being underwhelming by the nature of how combat plays out with barrage attacks soon after the Colliseum segment. Also, the LightDragon skill that gives all player allies.+100HP and +10MP does not appear to apply the MP bonus. While harder to code, what if the party buffs were more subtle like:
    • Spirit of the Brood -  adds +15% chance to party members’ case of surviving fatal attack with 1HP? Weaker version of GUTS for whole party, but is a passive skill and can be upgraded. Reminds be of GUTS stat (the flames) in the original BOFII
    • Dragon’s Valor: When Ryu uses a CP ability, allies recover CP relative to ½ of what Ryu spent
  • Something like the above will ensure that the skill retains some functionality in the late game, while not throwing off the balance in favour of the player too much in the early game.
  • I also think that whichever side (Light/Dark) you pick – four skill trees is maybe a bit of a crowd, and I would suggest that they be kept more manageable (in line with other games where skill-trees feature, usually it’s 2 or 3).

Fire, Ice, Lightning, and Earth Whelps and Dragons now have a Claw attack that uses CB to drain life and inflict Status Ailments.

  • Nice change to the dragons, I will have to see how this scales over the game progression. I suspect that Dragon-use will overtake Ranger use by endgame? Through the Bosch-to-Joker Lair sections, a (Ranger) Ryu with x2 or x3 Attack is generally the favourable strategic (better DPS), compared to dragon. As for extended battles, it seems the same. Currently this is my choice:
    • Ryu x3 attack with the Fire-Oil? 
  •  -OR- 


    •  Dragon Breath or Dragon Claw x1 attack with enflamed/siphon and CP cooldown?

  • I want to invest in Dragons, but they are the slower approach and, presently, skill trees are a zero-sum game (points in DragonBrood Tree reduce ATK, which Ranger relies on). As the majority of Ryu's combat time will be spent in human form – it seems dangerous to undermine his ATK. Instead of a 1 point to Dragon ability increase results in ½ ATK power, what if the penalties are omitted, but overall pool of skill points is reduced, instead? Basically, I want to build up Ryu for general competence in human form, and then start investing in his Dragon forms (without feeling like I sacrifice previous gains).

  • Rethinking the emphasis on DPS: The other thought is that (at present) the battle mechanics mirror BOFIII in which EX-turns (multiple actions) reign supreme. Thus, it makes sense for players to prioritise Attack x3 Ryu, with skills/BUFFs that prompt multiple-actions in turn progression – but should that be my play-style?
    • Compare 3.2 character set-ups: Bosch begins the game with Autocross-Bow, an expensive but effective 20CP attack vs. Lin’s natural 2-4 hits with normal ATK, or with Aerial Strike 2-4 hits for 5CP. Should these be toned down slightly, and base stats be raised to compensate? Individually, Ryu/Rand/Lin's ATK is average, with the multiple hits however, they stack up. 
  • The consequence of the above, towards overall party balance, means that I wasn’t using Jean/Sten much in the previous 3.2 -  partly because I had other party members (Ryu, Nina, Rand, Lin… Aspara for Lores) who were already BUFFed for barrage-style attacks/turn actions. Jean as a sort of spellsword Paladin didn't fit that strategy (inferior damage to Lin/Nina/Aspara; inferior support to Rand). Sten, while fast, lacked the 2-4 hit barrage of Lin (admittedly he was good for some AOE disrupt attacks). So, while I haven't progressed far in 4.0, this may be a problem long term. 
  • Enemy Barrage: It could be toned down for enemies as well: example, a group of 5 bandits will spam the Stealth ability (making them harder to hit, and drawing out the fight). When they do attack, it’s a barrage of 3-5 hits. These do nothing to someone like Rand, but for Lin/Nina, there’s a high chance of death as only a few need to connect for KO. If the Bandits hit just once, but more often, they still represent a significant threat, but now Ryu is covering for one hit per enemy, instead of 3-5. Lin has high evasion, but not high enough to warrant Taunt where she’s expected to dodge multiple barrages.
    • Toning this down could see it used as an easy “second wind” BUFF for mobs. Perhaps single mob enemies, or enemies in critical condition unlock the barrage mode? Same with party members. Maybe that’s a Ryu skill-tree bonus or relic that adds a +% chance for barrage attacks.

Rebalancing and rework on some useless Skills in trees.

  • I went for the skill upgrade to get improved Oils (Ranger), hoping for the revive cooked meal to turn up. After 4 points invested, it still didn’t appear, but the +400 increased health (coupled with Light Dragon HP regen BUFF), significantly reduced the difficulty of the game pre-Joker Lair.
  • What if Oil skill investment was separated from stat increase? Applied oil strikes 3 times, or last duration of 1 battle, or 20 minutes?

Ryu Dragon Whelps and Dragons cost CB to transform.

  • Nice one. I noticed I still have to unlock all three whelps before I can upgrade any specific elemental. With most enemies having numerous weaknesses, Fire seems like a safe first bet and I’d rather focus on that first, then go back and work on Ice/Thunder (perhaps).

Ryu Dragon Breath now cost CB to use

  • Dragon Whelps should have a CP-free ability, maybe with the added x3 cut that Ranger gets?

Ryu can now use Dragon Bone Swords that grants Ability Power instead of Attack Power.

  • I want to check these out, but across my playthroughs the battle mechanics seem to privilege DPS attack/evasion/speed with the x3 attack ranger ability and the emphasis of ending battles as quickly as possible (due to no revive options).

Items are ineffective when used by Ryu in all Dragon Forms except Wind Dragon which gains a +200% Boost to all healing items.

  • Great way to further differentiate the Wind Dragon – though it may seem thematically off to have chosen the Dark Dragon Skill Tree and still have access to this form.
  •  Cool! I’ll have to explore this.

Ryu reverting to human now deals Health Damage; however, grants 50 CB.

  •  Cool! I’ll have to explore this.

Mob and Boss Balancing.

  • Joker is a threat now! Or at least killed me on first attempt. Nina still hits weakness with Thunder, but not quite as hard (maybe because I didn’t have the overpowered +100% Ability power Rune this time?) Definitely was a powerful Rune (I think Wizard) and I wonder how much reliance on Runes is required to keep her relevant over time. Does the nature of random LOOT mean that Bosses are either cheesed or challenging based on LOOT RNG – instead of strategy and character natural progression?

Monster Sprite Update Throughout all Dungeons and Dens.

  • Big upgrade for immersion! I laughed when I saw Mote, however -  I suppose this head is Goblin like!

Barubary final fight is scaled correctly.

  • Still haven’t made it that far – but good move considering all the changes introduced.

Ryu face bug on Auto-Save fixed.

  • Excellent – first time players might not fully process the use of SLOT 1 for Autosave and find themselves in trouble (that was me, 3.0).

The Frogs in the Bog trigger random encounters.

            Nice one. I hope you add more 'modern-encounter' zones (both optional, and mandatory)

Giant island now has monsters for non-random encounters.

  • Revive meal has not come through in cooking list (even when upgrading the first Ranger ability x4). I’m guessing this is a BUG

Additional Oils and Gem rebalancing.

  • Revive meal has not come through in cooking list (even when upgrading the first Ranger ability x4). I’m guessing this is a BUG.

You now may Set Camp. At Camp you can romance Lin or Nina, as well companions share items with you.

  • Can we use the camp fire to cook? So far, only Ryu/Bosch’s room function as a cooking spot. I also noticed that, at some point in the Ryu/Bosch segment, the camp item stopped working (made a chime sound, but no longer loaded the camp zone). Once Ryu was progressed a bit into the SOLO segment, it started to work again.
  • When Bosch and Rand give you items – a prompt indicating what they have given you, would be helpful.

Party now heals after battle.

  • Somewhat inconsistent, and takes away some of the fun in strategic resource management (consumables). The problem is,  ‘healing at end of battle’ doesn’t revive lost allies – and without a revive consumable, added to the tedium walking back and forth between Joker’s Lair and Coursair's inn. I'd prefer no healing, with more dungeon prep required (HP and revive consumable cooking).  

Tweaked Battle A.I for most monsters.

  • The added Goblins in Mt Fubi are a welcome addition. In fact, any increase in mob diversity is lovely, as it gives you an option to extend dungeons in the future (where appropriate)
  • Overall Mob progression from Mt.Fubi to  Argus segment is much easier. Part of that is due to what’s available to him for skills (TagWoods was as cake walk due to Light Dragon's +% self-regen, and Ranger's  2x attack), and introduced  Goblin/Spider Mob group at Mt Fubi is easier than Zombie group. Oils were no longer an ‘essential part of the strategy’ as I used it once.

    That said, the RNG of barrage attacks and NOT having a consumable revive option inflates the difficulty of the early game.

Monsters now drop junk that can be vendored for extra coin.

  • If found LOOT could be reduced in value, this would help. Or, if there a way you can rebalance [bought cost vs sale price]. Presently, I can still sell Yum-yums and the odd consumable to alleviate any early game financial needs (cooking costs being omitted helps here). I think economic scaling is generally really tough in RPGs though. In 3.2, I thought the economic progression was pretty good until I got through Capitan (Great Swords dropping was a noticeable change, along with passing beyond the Coursair/Windia full party equiping load outs) 

Most cooking recipes no longer requires Zenny.

  • Welcome change, but salt is essential for both Oils and HP/MP restore items – yet the hardest to source for the early game. Might I suggest leaving salt for the HP/MP, and for the oils have oil + unique monster spoil for each of them? Like, could Eye Goos be a mob that holds ingredient for Shock oil? Zombies have ingredient for poison oil, etc…? Maybe successful attack on enemies’ elemental weakness increases chance to drop cooking ingredient for relevant elemental oil? So Nina using Flame, might result in ‘charred fur’ spoil which can be used with Oil to make FlameOil?

Cooked Items now do % healing vs flat.

  • It would seem all healing consumable (bought and cooked) heal for %. A distinction between the two would give them each their own strategic purpose. That said, I like that cooking is higher value.

Rebalanced some monster areas to be in line with no Experience growth.

  • Not sure what this means… yet. I will say that the 4.0 is much easier – until I hit the brick wall that is the Joker’s Lair.  The various bandits high HP, DEF and EVA – coupled with the frequency to be in groups of 5, make this dungeon rather tedious. In 3.2, it was the hardest dungeon in the game. For 4.0, it’s a dramatic difficulty increase from TagWoods/Arena. Lin is very frail at this point in the game and, without revives, I’ve had to walk back to Coursairs about four times to revive her. Each battle takes much longer than a typical boss encounter might.

Tweaked Runes and Crests.

  • Haven’t seen the more extravagant ones yet, but the ones I’ve used seem to be in the 15% (runes) and 5% (crests) category – good.

Fixed Rural Cabin warping.

Carpenters now explain their town properly. Buffs now applied.

Rural Town reworked for gathering.

Consumables now can be used at anytime. Buffs From Certain Spells and Items now can be used before a battle.

  • Great, tried Mina’s Revive III and that seemed to apply itself for the first round of the Joker Boss (minions), but not Joker himself.

Banter between characters is no longer randomized (Bug fixed).

  • Noticed that – excellent.
  • CAMP BUG - Just be aware that talking to Lin at the campsite will progress without plot checks (she mentioned buying tangerines with Bosch in the second encounter). Can I talk to her at campsite without automatically initiating the romance subplot. Something like a prompt – “stay out by the fire with Lin? YES/NO”

Fixed Duplicate Party Sprites at various cutscenes.

            Briefly happened when Nina is recruited to party at the magic school.

Having Ryu in different slot no longer shows other characters speaking/romancing Lin and Nina.

            I’m sure Bosch/Sten will be disappointed ;)


(1 edit)

(Part II) 

Sleep Debuff reworked to prevent soft locks.

  • Brilliant, I haven’t had an Eye Goo try it yet. The Big Roach boss kept trying to use Sleep, but always missed (wasting his action). 

Aspara can now "Observe" for easier Lore learning and to quickly gain CB.

  • Can’t wait to try this, thanks for making his fix!

Aspara's Lore Bug has been fixed. Aspara will now learn any Monster Ability that strikes them.

  • Wonderful – potential top-tier character for mob debuff/disrupting

Nixie and Aspara now level up correctly with the rest of the party.

  • Mina still joins the party at Level 40 right before Joker fight. Good for applying Revive III, if you want to have it for the group bandit encounter.  Otherwise in 3.2, she re-joined at level 28 (adjusted party level). Any reason for a Level 40 start?

All Characters now have additional Abilities.

  • I love that Bosch got the ‘throw a dog a bone ability!’ Hilarious. Initial sequence ended before I could put it to use (LightDragon Ryu)

Rand's Abilities have been buffed.

  • I figured out what the “RAGE” condition does the hard way. The pig ‘slaver’ at Joker’s Lair got hit with Rand’s earth ability (that adds RAGE and CRUSHED) and promptly ruined Lin. Much safer/more effective to use his other ability that randomly targets two enemies. Is the idea that he would use this against enemy mages? Dos it apply berserk/silence?

All Characters Abilities tweaked.

  • Look forward to seeing what you have in store for: Yua,  Deis, Mixie, and Aspara. I noticed the secret library (Deis) was sealed to my Lvl 10 Ryu – good call.  

Dens and dungeons now have roaming monsters when Traditional Encounters are off.

  • Looking good, the Gongheads are perfect, Bugbears are more appropriate than Zombies, certainly. Did I catch "Cerl" as our trio of hungry Harpies? I appreciate the colour palate variety for the thieves in Joker’s Lair. Makes me wonder if the BugBears would look better if they were colour matched to battle sprite (light green instead of grey)? Purely cosmetic. Would still love to see our ‘mascot Goblin’ on the world map to denote enemy spaces (instead of door seal)

All Character Quests now grant 5 levels instead of 10. Also power spike in Attributes removed

  • I think this is a good move here, we’ll see how things scale in the mid/late game now.

Loot Tables adjusted.

  • My cooking diet is still salt deficient -  Needs more sodium in monster drops,  or perhaps the recipe requirements shift?

All Mana Potions now regenerate additional mana.

  • I noticed this, very nice. With the auto-recovery post-battle, however, HP/MP consumables are less needed.

Ryu breath after battle should now revert back to normal.

  • Confirmed – great fix

Crescent Phoenix now absorbs Monster Abilities that deal Ability Power Damage.

            I think I experienced this, nice.

Some Story and Dialogue Tweaks.

  • The interaction with Ray and Tyr was unexpected. Reminds me a bit of the BOFIII opening where Myria and “you know who” appear before a sleeping Ryu. Since I chose the light, I was hoping for an affirming message from either Ladon or, better still, Valerie.

Many, many, many invisible walls and bug fixes.

  • So I figured out how the ‘plumbing works’ in Hometown and Coursair. As I have found 4.0 to be easier than 3.2, the relics contained seem a bit overpowered (haven’t equipped them yet). Would just the special effect be enough for these?
  • There is a targeting bug in certain battles.... but not all. Sometimes the battle will open and I can only target one MOB out of a group. Once they are dead, the targeting tends to free itself up more. Tends to happen in the Joker's lair (big groups). Thankfully, it hasn't been a big issue in terms of halting progression. 

 Hopefully these BUGS/SUGGESTIONS aren't exhausting you. I think the experience continues to improve and its natural that some more radical shifts will have impacts on the feel/balance of the wider package - but you can tell from the feedback among the BOF community at large, that people are really appreciative of your work, and enjoying the project. 

Add on [update past Windia - recruited Sten/Aspara]- Comments mainly pertain to fine tuning balance. 

Joker's Lair.

  • Once I realised what Rand's Bless does (+200% to MAG &  ATK), and the fact that MP refills after it battle, significantly sped up the bandit fights quite a bit. Battles with x5 bandits went from approx. 15minutes to 7minutes. Made the biggest difference on Lin's ATK performance. A bit of a grind later (lvl 16) and Bless was key to defeating Joker as it BUFFed both ATK and Nina/Rand's MAG. It has become my between battle spam ability. 
  • I also loaded out Mina's BUFFs prior to the battle, which helped the boss segment. No Ryu transformation or Oil for Joker applied. 
    • Because I can now apply these BUFFs before battle - it does feel a bit of a cheese. It means that a support character like Mina can remain an inactive menu-based party member who applies BUFFs between each battle. Why bring her to battle if I can use her to pre-load a DPS party with Vanish and Healing Wind?
  • I managed to complete the joker's den without any 'salt' spoils for cooking, so the Oils remain under-utilised and I have not yet been able to cook the advance oils. 
  • What they did drop, the Tomb of _____ which adds +10HP, was used liberally to increase Lin/Nina's HP. I wonder if they are suppose to drop to easily - and if their value impacts the economic progression. 

Skill Progression selection

  • I seem to have accumulated a lot of Light Dragon  points - close to on par with  my regular skill points (final tier has been unlocked before visiting Capitan). Some of these skills (+2 party levels, +200%  party experience) I have tried to avoid as it would seem to break progression too early in the game. Dark Dragon Points tend to appear and disappear periodically. 

Aspara Recruitment BUG:

  • Aspara's recruitment still skips the boss fight (Mammoth) and allows you to recruit Aspara without a fuss. Haven't used Aspara in battle yet - but note she has the Observe ability, which is great to see. 

Over-to-under-and-overpowered again?

  • Now that I have the extra characters, the Fire Shaman (still +150% to ATK), and increased skill points/equipment/gems - I expect that the difficulty will decrease from here. Hopefully, it  there's a way to preserve the 'thrill' of the 3.2 early Bosch-->Coursair segment, while ironing out the sudden wall that the Joker's Lair presents an avg. Lvl 10 party. 

I greatly appreciate you giving me more feedback and suggestions.  They are not exhausting at all, as a Breath of Fire fan I understand that compassion and fire for these games. My goal is to make the best version that I can that does the series credit, and is enjoyable for everyone to play. The only way to do that is get feedback and suggestions to make it so.  Although I must admit when I think I squashed the bugs they keep reappearing! 

I will go through these and get some more bugs squashed and tweaks made. I will also go through your questions and respond. 

Again, I greatly appreciate you taking the time to help me make this game better.

Thanks  - I just want to make clear that the game’s overall balance and QOL feel has improved greatly since 3.0. But yeah, with so many exciting changes as some things fall more snuggly into place (toning down Runes, Gems, and Character Leveling) others need to come down to match (enemies, skilltree sets, character abilities, shamans, and economic progression).

 

May be a bit of repetition with my feedback, but my main themes in a lot of combat feedback has been related to a need to: scale back the exponentials in ability/stat growth, allow greater options for strategic play. The rush towards obtaining ex-turns and barrage attack combat focus, for example, quickly replaces strategic diversity with DPS and RNG. Ironically, even though my characters are getting faster and more ‘hits’ in, the pace of combat for regular mobs tends to drag on in particular areas (Joker’s Lair). 

 

[Progress up to SimaFort]

So as I suspectd, after Joker’s Lair -  life gets pretty easy again.

Capitan: Terapin wasn’t threatening, easier than 3.2 - but certainly more difficult and interesting than 3.0. Rand’s Bless increased DPS on Well cretins significantly, Rand also learned Revive at some stage, which brought back Aspara and Lin without the hassle of backtracking (both killed via a barrage attack). Having a revive option earlier in game is essential for QOL and combat balance. Nice to see the BOFII cretin sprites used alongside the village rescue section for modern encounters.

 Rangers’ House: BOFI monster sprite (Pog: Hydra-Ostrich) is quite a bit different than what we see in the abandoned Rangers’ House. Cosmetic suggestion: Would taking BOFII Ranger and Town Guard sprites and making them ethereal (like your did with Turbo?) work nice here? Since you have Knight Armors and these weird pink ghosts as mobs – one could speculate that they are the spirits of deceased Rangers? It works with the ‘haunted’ vibe more so.

Also, compared to 3.2, Knight Armors seem much easier... I’m guessing my now liberal use of Bless +200% ATK is culprit. I would change Rand’s ability to just a +25% ATK boost to whole party, or +50% ATK boost to one target – and only useable in battle. Realistically, all BUFF spells ought to be usable only in battle to help ensure support character get time in play. Balance this with a reduction in MP cost and increased character level-up stat progression.

I noticed that the Monster Island has a ZONE for encounters – GREAT! Even had success using CHOPCHOP against a Fly. A couple more of these throughout the world map would be appreciated: still missing my Bullas/DevilKids, and Deathpedes/Lizard Archers from the OG worldmap.

 

Rand (again):

So this guy’s Bless = +200% to ATK and MAG power for whole battle. As mentioned above, this BUFF (applied in and out of battle) is problematic because:

A) it quickly became essential – and

B) it shows that my team’s natural growth is underpowered, relative to mob progression.

 In the original BOFII, MIGHT was a late game skill (Spar lvl. 36 & Medusa Shield), and deservedly so. If Bless were to stay at this intensity, I would suggest the BUFF effect was just for party members’ next action. And again, it should compliment the player design, not become the player design.

 

Aspara:

Lots of fun collecting her Lores with the extra encounters (Bog area), and Boss abilities (Quake from Terapin) were now learned. Just a much smoother experience compared to 3.2. Does Observe have a %chance to learn used Lores? It would seem that when Aspara is hit – no problem, but there have been the odd ability that was used on another party member, which Observe did not pick up. I’ve changed her equipment load out this time to increase case of being targeted, and kept her RESISTANCE down. These help to ensure she is A) targeted, and B) doesn’t evade (thus not learning LORE). A new player would not likely think to make sure of this strategy, however, so a confirmation on OBSERVE working 100% would be nice.

Nixie:

 Just picked her and Jean up, and I can see that her HEX ability also adds a couple discrete weaknesses? Any plans for her to learn spells? What if she had some necro-elemental abilities? I think she’d be wonderful with an attack similar to Ryu vs DeathEvan where it knocks off %50 of mobs’ current HP (becoming less effective the weaker the enemy is). At any rate, a witch needs a spell book to take advantage of HEX. She has the potenitla to be a good ‘opener’ to combat with gravity/status disruption abilities.

Yua:

Quickly sold crests to get gil to rescue her (just to see). I don’t think the Frogs actually took the money following the condition check (I had 55K a few battles later). She looks great, nice to see boomerangs as she weapon of choice! You’ve used her battle sprite as her menu sprite and... it works! I hope to see her gain more abilities in time with some siphon/Dragoon esq. thematic play as well. 

For continuity, would you consider the same battle-sprite as menu sprite for Mixie and Mina? I think that would be more aesthetically pleasing. At least maybe for Mina - who doesn't look much like the BOFVI icon.  

 

PROGRESSION/GROWTH STRUCTURE = exponential vs linear/natural.

Its very easy to grow Ryu’s HP from 100 @ Lvl 1 to 1,000 @ Lvl 10. Most radical gains are facilitated by Runes/Gems, skillpoints, and wider game rewards. Level up gains are comparatively marginal. What would Ryu’s naked stat growth look like? Due to the emphasis on external factors to character growth – how/when they become available is key, and this seems harder to manage than gains by level growth.  Presently, its a bit of lolly-scramble/pinata burst in terms of how stat increases present themselves, and stack. What the means is that, if I havn’t figured out how to use the latest things that’s available to me across skills-runes-gems, I’m behind. If I have used them all à I’m seriously overpowered. For example, the game seems to expect a significant increase in my party’s strengh between Argus and the first mob fight of the Joker Den – but that can only be bridged initially via statUP items, skill selection and gear. Ultimately, it was learning and using Rand’s BLESS which turned the tide.

My current playstyle is trying to exercise restraint by skipping certain overpowered skills, avoiding zero-sum trade-offs, and finding a use for different characters and situations.

Are there a stat caps in this game? Could I get this team to 1000,000 HP? Shouldn’t (in the interest of game balance) something stop me? 

 For me: I think progression feels more natural, as a player, when the rewards are incremental and hard won, as opposed to more radical super saiyan style boosts. The Gem system is toned down, which is good. As previously suggested, I still think the idea of ‘adding sockets’ to weapons and armor overtime, will help to support incremental growth as well.  

As a ‘just to see’, I spent my LightDragon points on the highest tier ability, (giving extra battle actions) and.... my whole party runs laps around the enemy. Major rebalance here required.

 

Skill Trees:

To confirm, the accumulation of Light Dragon Points is far too rapid, compared to available skills to spend on. By SimaFort, I have nearly maxed out the Light Dragon Tree.

 Presently, there’s no indication of how/when they are gained, and a Dark Dragon Skill point keep reappearing, but cannot be used.

Certain skills seem way too  dramatic, and I think a reduction of skill trees (reworking and swapping Brood and Wrym Guard Trees as part of the Light/Dark Dragons), and a reduction of skill points – will help to stagger the growth.

Basically, I know the game is currently balanced towards skills and BUFF’s offering a flat +100% bonus to abilities, but it also makes it easier to be suddenly over/underpowered. I think the progression of Fire/Lightning/Ice Whelps (4 points at 25% increments) is a better example of incremental growth to +100% that only relates to a single ability field, compared to a skills that award whole party +200% Experience or +2 levels is too much.

 

Carpenter Houses: Rewards are far too uneven, and character growth/BUFF stats should feel more organic/progressive, rather than sudden/exponential.

·      Rural Cabins = increase crops for gathering? Havn’t tested it yet.

·      Arabic/Stone = Increase in stats

o   I selected this for 4.0 and noticed a party wide +500HP and +100 MP increase – now this means that the whole party goes from approx 20-30MP, to 120-130. I think these kinds of bonuses are way too jarring before endgame. For Nina/Lin – that’s like a +50% boost in HP, and a +500% increase of MP for the whole party.

·      Brick/Township = +200% Experience?

So the rewards of across these three villages need moderating. Do they need bonuses? The tenants and different aesthetics is an amazing touch on its own.

 What if in place of direct stat increases, they offer instead something like:

-       Rural had a farmers market? Buy/sell cooking ingredients?

-       Brick had a hospital – buy temp. elemental/status resistant inoculations akin to BOFIII?

-       Stone had a random LOOT generator pay X zenny to open one of three chests for a random RUNE/GEM spoil? (similar to the TOLEN game). Maybe the Bosch Hunting game makes a return with 'target practice'? Or we go 'fishing for treasure'?

These, while not perfect, offer some differentiated 'flavour' that do not contribute much towards combat balance.  

Equipping Shamans: A new approach to BOFIII/IV’s master system.

·      At 4.0, Fire Shaman offers +150% ATK, with fire elemental.  

What if Shaman’s functioned like BOFIII masters where they facilitate stat growth on Level up? Example:

o   Fire Shaman

§  On equip: Party member gains Fire elemental attack

§  Equipped on Level up: Party member gains +2 Strength, +1 SPD, -1 DEF,

§  After 5 Levels, Shaman masters rewards Tomb of ____ strike, where party players can be taught an MP based elemental strike ability.

o   Multiple party members can apprentice to the same Shaman. This way you can guide your character’s permanent stat growth, and give a greater meaning to level gains. This would work really well if we were able to see a prompt of player stat gains on level up (as per trailer video). 

Fusing with Shamans: a moderate boost, akin to BOFII

o   On fusing, Fire Shaman gives +25% to ATK, instead of 150% (which is in line with the boosts from the original game). Sten having Fire compatibility, Fuses for +37.5% ATK

o   Fusing/Apprenticing would be separate and not be limited to either/or.