Ayvuir
10/24/22 01:05AM
Mindcollector13 said:
So how do you uhhhhh

Attack?


You have to pick up the chest on the right side of the cave like the game tells you before having the option to attack.


Anyways, I've caught up to the end of the update, and in my opinion this game is quite good. It's not too ambitious but is still quite enjoyable. There's enough personality variety that it keeps the character interactions interesting. I especially liked Company Supplier. The goblin slayer naming convention felt silly at first, but it's growing on me.

In terms of gameplay I prefer the fire emblem combat system that srpg studio games use over rpg maker's more boring turn based rpg style. I thought the stages were way too easy, but that also ties to my next point.

The biggest thing I wish was different would be if level up stat gains are deterministic rather than random. I don't know if srpg studio supports that, but I think it would make game balance simpler. I always feel compelled to save scum for better level ups when it's random, and it ends up making the game way too easy as a result. If you as the developer know exactly what each character's stats can be, then I imagine it should be easier to calibrate stage difficulty.

Anyways, this was really great and there was way more content than what I expected out of a supposed demo release. I'm looking forward to the next update!
LillyTank
10/24/22 01:20AM
Soooo... Has anyone else used the Death Note cheat?
Cradily
10/25/22 06:21PM
themy said:


Does the mediafire link expire? I've honestly just been too lazy to upload it elsewhere as I'd have to check multiple places for comments.

Finishing the game is something I'm trying to do (duh!), but it's also why I'm skipping a bunch of stuff like custom plug-ins and other side-quest/ideas for now. If I still have time I can go back and add those in afterwards, but having the story unfinished leaves a bad taste in my mouth.

Ayvuir said:


Thanks! I can take hours going back and re-writing the dialogue, so it's nice to know it's different enough.

The naming convention was actually inspired by the Molester Man manga. The name is misleading and it's sort of old now, but it's a great read (and completed too)!

The random level-ups will probably stay since I feel it makes each level up interesting (GACHA GAMES!) and one can always reset to get better level-ups/make the game easier. Personally I do that too for characters I like. The balance though is based on an average.

Maybe I'll add a harder difficulty down the line, but finishing the game first is my largest priority.
Bloodly
10/25/22 07:43PM
When considering balance, you have to consider what the worst possible state is you could be in is, as it'll happen to SOMEONE.

In this case, a chain of dead levels meaning they're still at baseline statistics.
Cradily
10/25/22 08:23PM
Bloodly said:


That would mean balancing the game to a no-growth run, wouldn't it?

To clarify, yes the difficulty is balanced around 'average growth', but I give myself plenty of handicaps:

- no using their unique (ie. stronger) weapons
- no deaths/retreats/injuries
- on certain maps, not using the max deployment slots

Of course, I also have the advantage of knowing exactly what to do.

But there are multiple units in these srpg games, so if one unit just isn't working, there are other ones to take their place. As mentioned before, you can also reset for level-ups. And as a last fail-safe, there's the cheat book.

I'm still open to reducing the difficulty if it is still too hard (like I have done for the first few stages), just thought I'd explain my process a bit.
Ayvuir
10/25/22 09:04PM
Yeah, I think that's kind of the reason why I find fixed stat growths more appealing. With random stat growths you'd have to skew the game on the easier side to accommodate unlucky levelups, which means people who reset for better stats end up not getting much of a challenge. It would also save some people time resetting for levelups and probably make for a more fluid playing experience.

In the end it's your game so do what you feel is best.
Cradily
10/25/22 10:31PM
EDIT: How's this?
---------
This option exists to combat horrible level-up RNG.

Every 7 levels (Lv 7, Lv 14, Lv 21, etc), if the stats
of a unit is below a certain minimum (different for
each unit), it will be raised to the minimum.

Example: By level 7, 'Player Character' should have
at least 8 MAG. If your 'Player Character' has less
than 8 MAG, it will be raised to 8.
---------
YunaBlaze
10/26/22 12:36AM
Cradily said:
EDIT: How's this?
---------
This option exists to combat horrible level-up RNG.

Every 7 levels (Lv 7, Lv 14, Lv 21, etc), if the stats
of a unit is below a certain minimum (different for
each unit), it will be raised to the minimum.

Example: By level 7, 'Player Character' should have
at least 8 MAG. If your 'Player Character' has less
than 8 MAG, it will be raised to 8.
---------


SRPG have the function to change the probability to each lvl up stat. You can adjust the probability of a new point in certain stats at lvl up
Cradily
10/26/22 12:50AM
YunaBlaze said:


Did you mean the Growth Rates window? That's just the probability of a certain stat to increase each level up, isn't it?

Eg. There's an 80% that MAG increases by 1 each level up.

The point was to help unlucky players who don't hit that 80% multiple times, and they end up with a unit that has no MAG. But if you do get lucky and hit MAG every level up, you are not penalized.

Sorry if I'm misunderstanding.
YunaBlaze
10/26/22 01:03AM
Cradily said:
YunaBlaze said:


Did you mean the Growth Rates window? That's just the probability of a certain stat to increase each level up, isn't it?

Eg. There's an 80% that MAG increases by 1 each level up.

The point was to help unlucky players who don't hit that 80% multiple times, and they end up with a unit that has no MAG. But if you do get lucky and hit MAG every level up, you are not penalized.

Sorry if I'm misunderstanding.

Yeah that's it. The best you could try is if you have a unit to get a certain stats add them at 100% to some stats. you can change the grow rate with the "Advanced class" for the character (If you're thinking on upgrading the unit) in that new class you can have different grown rates
Cradily
10/26/22 01:15AM
YunaBlaze said:


All good. Making the growth rates 100% to force a stat on level up is essentially what Ayvuir suggested. But I would have to manually adjust the growth rate for every single stat, every single time a character levels up, for every single character.

(Other options include making the growth rate 0%, and spam either weapons that give stats, or level-locked, character-specific consumables that give stats).

But that would take all the randomness out of the equation and too much work. So that's why I was looking towards a minimum-stat check every x levels instead.
Ayvuir
10/26/22 04:39AM
Oh that's interesting. I didn't know SRPG Studio didn't have a means of simply mapping out stat gains per level without relying on probabilities or custom scripting. That does seem like it's too much work to bother with.
YunaBlaze
10/26/22 09:02PM
Cradily said:
YunaBlaze said:


All good. Making the growth rates 100% to force a stat on level up is essentially what Ayvuir suggested. But I would have to manually adjust the growth rate for every single stat, every single time a character levels up, for every single character.

(Other options include making the growth rate 0%, and spam either weapons that give stats, or level-locked, character-specific consumables that give stats).

But that would take all the randomness out of the equation and too much work. So that's why I was looking towards a minimum-stat check every x levels instead.

The thing is to have a balance you should try to divide the characters grow. For example in Fire Emblem Archer often have high probability to upgrade Skill stat while swordmaster often grow skill speed and strenght. Maybe get that same idea with the grow rates.
Cradily
11/11/22 04:50AM
Game has been updated! You can play to the end of the next arc.
laststand0810
11/11/22 07:59AM
ehhhhh, how can I Capture a monster?
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