Changelog Version 0.6B
Fixed vagabond class
hopefully fixed jurissa potion bug
added S/SS skips
Changelog version 0.6
New ss/s events
New Story maps
New Weapons
Paralouge Map 2
Uprising Map Broxie
Lyla,Viske, and Jurissa now have branching promotions
Units now move in windows
Non deployed units are greyed out during planning
Enemy units will now attack with different weapons (AI previously focused solely on maximum damage, disregarding statuses)
Sacred Weapons now have 40 uses instead of 30
Behind the scenes changes
Brave weapons now only double when attacking
Jurrisa's potion skill has been modified
Ignis weapons have been buffed
Harbinger, Robot Fighter base stats adjusted
Katrielle Base Stats Adjusted
Jurissa,Eclair, Fiebre, Paola, growths adjusted
Chapter 15 reinforcement rate adjusted
Cheat weapon is now infinite use
Okay, so I want to be clear that these are my opinions and ultimately they should not decided anything for you but inform!
Alright, I'll break it down by type:
Maps:
-The interiors of your buildings are big but not filled. I gather that you are trying to convey size, but Size is relative to the initial scale you set. The worst offender of this is the port building. It's a whole lot of nothing, that requires too much running around to even talk to people
-For the snow textures in town, the white square/green square is pretty noticable. There are most likely free assets you can download for blending snow and grass. Look into RPGM support sites
Gameplay:
-if you are going to make the characters comment on strength of the main character, make that evident in the way they play. Have Warren hit harder and Aurura weaker. Also she was hit and recieved zero damage, make it more apparent the difference betweent these two.
-Your characters are way to zoomed in when they are talking. I think you would benefit from descaling the image and then centering them. Koikatsu models don't look as good if they are constantly up close.
Scenes and Characters (This one is very subjective):
-Try to line up your backgrounds better, I forget the exact instance but you jumped from multiple different locations in the same set of story beats.
-Your characters have wildly varying face types. I want to be clear that im not saying variety is bad, but try to standarize things like eye size, face component positions, etc. Purple hair girl (forget her name) is the worst offender of this since without bangs it really shows the difference.
-orange hair's eyes have no highlights, which is normally used to show someone else has control over them. I would save no highlight eyes for when warren is doing his seduction on them, or when they are becoming corrupted.
-Aura's skirt is going through her shirt. This is your first character the player is introduced to, and it's a good idea to make sure that it looks high-quality from the start.
Hey, just finished playing the game, and I enjoyed it quite a bit. This definetly has a lot of potential, and I'm looking forward to how you grow from here.
The shout-out was a very nice thing to do as well :)
From one game developer to another, I do have some notes if you are up for hearing them (nothing storywise, more design advice)
I grant you the right to ask.
But in all seriousness, I'm not really sure where'd I'd go with the milestones other than add the bonus quests. I don't have the ability to work on this in a regimented fashion that would make something like early releases viable for a patreon.
I think that the current system is a nice way to give back for the support, by adding bonuses that don't overhaul the game if you play them but do add extra bits (like FE dlc).
I'm glad you are enjoying the game!
I'm also glad to hear that characters are pretty likable, I think writing is definitely my weakest zone in this game, so I really try to make it good where I can.
https://srpgstudio.com/english/help/index.html
https://srpg-studio.fandom.com/wiki/SRPG_Studio_Wiki
Best advice I can give is that it's better just to poke around and see what you can do. try recreating a starting map from an fe game as practice. The wikis are better used as supplementary than a guide.
Looking forward to seeing your game come out, It's this month right?
I am still working on it, goal right now is the first week of December, work has been taking up a lot of time lately, sorry for the delay
sure, I use koikatsu and srpg studio.
You can't transfer 3d models into the engine, but it does accept pictures. So for the characters them selves I download the character cards on to a background remover site and transfer them as jpegs. Meanwhile with the koikatsu studio I just export pictures of the scenes. Beyond that I just crawl through srpg studio resource sites for things like skill codes and sprites, and use royalty free assets where necessary.
If you post your game let me know!
No problem, comments like these really help!
I will have to respectfully decline your offer of help, I tend to find that outsourcing work generally leads to reduced quality/cohesion even if both parties are very talented.
I will encourage you to put those talents to work making something all your own! I made this because I have always wanted to play something like this. If you have the chance, try making something too! It's pretty rewarding. If you need advice, I'm happy to help
Thanks i really appreciate the compliments.
For the corruption, thats really just a by product of the game and development cycle. I could make the corruptions last longer but that would delay access to units and require more maps.
I can fix the durability on the cheat weapon.
Not really, this summer has been difficult for development, the heat killed a lot of my enthusiasm. I am still working on it, the maps are all designed and planned, with 2 completed. I need to program the rest as well as write scenes and story, plus a new paralouge map because we hit the next donation goal! So even more work to do!
I have no plans to stop working on this, but I am just one fez wearing chicken, it takes time
that's a fair critique, but the difference between those two maps is that one is meant to be a slow push, and the other is supposed to be a rush down. You are given both time and tools to manage the mage tower, but from the beginning of the map, the vibe is move quick or you will be worn down. If it helps anyone, the trigger for the reinforcements is positional, right after you enter the second chamber, not time based if you need that extra bit of help
I would like to apologize about the constant bugfixes, I got cocky and didnt test before releasing this update. I was so excited to celebrate the first donation to this game and I let that distract me from my goal of releasing a quality game. In the future I will do my best to ensure that if a bugfix is necessary, it will be need only one correction.
If you've had trouble getting the UR:MA Scene, this should hopefully fix it.
Changelog version 0.42
New additions
More maps
Paralogue Map 1 added to celebrate first donation!
New characters
New weapons
New skills
New scenes
New Changes
Mercenary, thief, rabbit and cat classes now have a +10 passive avoid boost
Impact and unstoppable reduced to +5
Gold fish game odds now 40% and costs 400 gold
Effect damage now does not kill.
Changelog version 0.4
Visible Changes
Weapon triangle!
Support system (started)
6 chapter maps
Dev map
Uprising map
New characters
New weapons
New skills
New scenes
New ss/s events
Starting a new easy game file will now grant extra bonus and gold
Argo can now Access the convoy like other protags
Behind the scenes changes
Adjusted base stats
Adjusted growth rates
Changed staff healing formula to base+1/3*magic instead of base + magic
Impact was buffed to +6 instead of +4
Killer weapon might reduced
Critical formula adjusted
Avoid formula adjusted
Hit rate formula adjusted
Changelog version 0.2
New things:
4 new chapter maps
1 new developer map
New skills, weapons, classes
Promotions for certain classes
Lore!
Corruption scenes!
SS/S events? ¯\_(ツ)_/¯
Changed Things:
Adjusted growth rates
Adjusted Exp Changed Viske’s original skill to pair better with her second skill
Hey, thanks for the compliment!
Sadly I cant give an exact interval, for two reasons. One is that the nature of this type of game is that it gets wider as it goes, more characters, more strategies, more maps, etc. All of them make it so that the game takes a linger amount of time going forward. Plus I'm learning and adding as I go (currently playing around with a support system).
The other reason is that the nature of my work doesn't give me a lot of free time, so I'm splitting game development between other things like hobbies and general life responsibilities.
I don't plan to set up anything like a patreon for the reasons above, I don't think I could reliably churn out monthly updates at a good rate without compromising on quality. Right now I think itch.io is the best platform for my work right now. (Thinking I might add paralouges if I hit certain fund milestones)
If I had to give an estimate, gun to my head, maybe the next arc update late spring, if everything works out nicely.