Thanks for letting me know! I probably wouldn't have found that before the jam ended. Turns out if a unit dies it still considers the tile occupied because I forgot to have it unset that, making it impossible to send another unit onto that tile (making that tile impossible to clear corruption from). I'll have that fixed in the next release, along with another bug where most of the top left tile is unclickable.
qed495
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Amazing how fast you came out with that bug fix! (and it seems I was beaten to it with the soul weapons). My bad with the combo skills, if I payed more attention, the library says they use 100 mp from the second character to cast (I thought it depended on the skill). However, it seems to not always work even if the second character has more then 100 mp. It wasn't just bottom duo like in this video, either. Am I misunderstanding something, or is this a bug?
Hooray, a big update, I get to play the whole game again! I ran into a few bugs. After finding Ina (last of the main party as I started with Gura, and it was in Mel's map), I couldn't access the menu after talking with her, even after battles. It happened consistently too, but it didn't happen when interacting with her from the other side of the map. After I talked to Ollie in Aqua's stage, I went back to the room with the soul weapon, then went back, but Ollie was blocking the path and wouldn't move, luckily I didn't save (also replicated it). An enemy that is time stopped and has another status seems to ignore time stop. Also, I seem to lose all my soul weapons every time I enter the office. Still in the middle of beating it again, but that's what I've found so far. About the combo skill change, it's not clear how much mp (or what other conditions) are required for the second half of the skill to go through.
I'm just someone who likes difficult rpgs and can't play games without tryharding at them (half joking). I understand that there are reasons like pacing and accessibility for a game to be easy and maybe a harder game wouldn't work well with the lighthearted story (which I really did enjoy). The reason I mentioned it was actually because there was enough depth in the combat systems for me to want to optimize in the first place. Honestly, if a postgame boss gave a real challenge, or if refighting bosses gave you the option to fight a version of them with increased stats or let you fight them like a boss rush (or some other optional point of difficulty I haven't thought of), any of those would probably do a lot to quench my thirst for optimization. Again, I still really enjoyed the game, including the combat (lining up big turns is still quite satisfying, changing attack plans based on resistances keeps things interesting, and one of my playthrough's highlights was my fight against nature idolbeast taking 36 turns due to me getting in a bad stalemate situation and having to figure out what my out is on the spot).
Cool game, really enjoyed it. The battle system and dialogue were great. While I was a little disappointed that you never get any new skills (outside of a couple items), the game was short enough and you start with enough skills for that to make sense. The items fell in a weird spot though, there was a lot of unique items, but there was never a need for any of the consumables besides the stat boosters, the materials hardly mattered, and the equipment seemed to promote tinkering and countering your upcoming opponent, but I never felt a need to prepare against a boss since they didn't pose enough of a threat to require it. Another small gripe I had was that while the animations were nice, I found a lot of them them a little slow (maybe it was my computer being slow?). Overall though, the game was really fun to play through, the tutorial area did a great job setting up the rest of the game and there weren't any dull moments throughout the whole game. The effort put into every part of the game really showed.
The game has been really fun to play through. I do think some things need to be nerfed (Shaark and either union attacks from other characters or lightning strike deals pretty crazy damage (maybe make shark last a number of hits or attacks rather than turns?), and timestop is pretty busted too (maybe make it more resource intensive?)). No idea how things are going to look in future updates, so maybe the nature of upcoming bosses makes changing these unnecessary, or maybe you have better ideas for dealing with it. Based on how good the game was so far, I'm sure whatever you come up with in future updates will be fun to play through as well! I'll be looking forwards to it!
Blazed through the game (so far) in one sitting, solid rpg, good artwork, dialogue and gameplay. At first I was surprised by the limited heals, but soon found that there are more than enough healing items to make that a non-issue, and actually an incentive to use healing items. I was also a little disappointed to find that the max party size is 4 and that there is no way to tag out mid battle, so you can't have all the holo myth girls in the same battle. Also, I found the game rather easy, sure I game over'd a number of times, but I never really had to change my strategy for a boss fight, despite also hardly grinding (I beat the game at lv32-36, idk maybe this is normal). I just damage raced every boss, so I never really experimented or even used any of the other characters. Overall though, the game was really fun to play through and I'm looking forwards to an update.
Oh cool! I have videos of my attempts, but I don't think I can shave 30 seconds with my current strats. Uh, to say what I already know, I know that you can basically fly over the tutorial area and that you can cancel dashes into jumps, as well as use this to get a lot of speed going up walls. I also know that you can double jump without using up an air jump if you do it fast enough (same as walking off a platform), and that if you have 3, you can use this to get past the part with the 3 cockatrices, without punching the thunderbird, but I haven't found this to be faster since 3 jumps requires too many eggs. For yuyuko I use dashes in phase 1, 2 dashes and 2 charge punches in phase 2, 2 charge punches in phase 3, and 5 dashes and 1 charge punch for each part of the last phase. (Sorry this kinda turned into a wall of text.) Anyways, if you have some insight that would be great! Also, I could show you my best time, but I think I'd have to upload it to youtube in order to do that, so it might take a bit of time.