Skip to main content

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

No problem.

- Pacifist could indeed have some barrier powers, or more reliable ways to put to Sleep / Pacify. Maybe it's just the fact that healing everybody tends to slow down battle so I would rather not do anything with the Pacifist sometimes.

- Reboot takes 2 turns so I think it would be OK to recover some MP. Combined with the Destroyer I admit it may become dangerous though.

- Interesting that RMMV puts Flee on the left. Maybe you could put Guard there too. But to be honest there was Move/Defend in FF7 in the sub-menu on the right and I rarely used them, almost forgetting them after the tutorial. In modern UI it would probably be mapped to a dedicated keyboard/gamepad button with a visible hint, or it would have an special menu entry but the menu would be more compact on the screen (RMMV seems good to make classics but it's harder to be up-to-date... consider the work you'd need to make a battle HUD like Golden Sun (2001). Oh, wait. Someone tried: www.youtube.com/watch?v=YbygxWE6p5k&list=PL31xsaV0Hu8b7mmlK36d-OXuH648XXx0I)

- It's nice if there are other items to expand the swapping mechanic.

- It's not that dialogs are missing due to a bug. Just that in terms of writing, if you connect the scene before and after the battle, it seems like the characters forget to react on the battle itself, why they did it and what they wanted. For instance, the Pacifist doesn't want to kill the bees, but does it still to progress so after the battle he could say "Repose in peace" or something like that. If you pick an event battle in some RPG you'll probably see what I mean. You did it for the battle with fairies already, since the aftermath was so important.

You may not be able to continue working on this game, but I'm eager to see your next works!