NEOK'S PROFILE
Neok
3602
"GONE: A grim cat with fluff. It has a curling tail and moves flirtively. On the cat is the image of finely designed stripes. BEWARE ITS CLAWS. Mittens is associated with snooze, theft and murder." ... "And the angel said to him, 'Stop hitting yourself!' But he could not stop, for the angel was hitting him with his own hands." ... "Cave Story is a jumping-and-shooting action game. Explore the caves until you reach the ending. You can also save your game and continue from where you left off."
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Enelysion
So, some thoughts:
- Warp motes just seem like an inconvenience to the player. Would be better just to allow free unlimited travel between those crystals. You could have those motes instead allow you to teleport from anywhere (though it would still be better if you could just teleport from anywhere period.)
- In the cave east of the starting town, I only stumbled on the place where you could use a firebomb to open up a passage by chance. Would otherwise have had no idea that was there. I also have some difficulty determining where map exits are. Probably better to increase the lighting, or have some kind of indicator.
- With the brew choices, if there is a clearly superior option, should really just give that brew automatically instead of making the player choose (I ended up with the first choice, which was the HP increasing, and presumably the worst one)
- That dark element themed Tower where you have to collect their drops to activate the teleports... Killing X number of enemies to proceed is honestly a pretty lame dungeon gimmick. Better just to have switches that you need to reach to activate teleports.
- The Escape command is useless as far as I can tell. I don't think I've successfully escaped once, though I stopped trying pretty quickly once it became clear that all I was accomplishing was giving the enemies free turns to wail on me. Better to just have it be automatically successful, or have it be a delayed escape (aka let the enemies all have their turns, and then escape at the end of the round)
- when a party member leaves, probably better to unequip him so that he doesn't potentially run off with all the good gear.
- Better to give all the information about what each weapon does (for example, the stun effect of some of Patrick's weapons, the 2x hit effect of Durandal, etc.)
Anyways, I now have Laine running around with the 1/2 mp cost armlet, the ring that restores HP per turn equivalent to the magic stat (40'ish hp per turn, pretty sweet), and the bandanna giving 2x experience and resists a bunch of status ailments. She's also rocking all the stat-ups so far, so she's pretty loaded for bear now.
I'm now at the part where you're suppose to go into the Sidhe near the Fountainene Temple (with the medallion). When I try to open the door, it tells me I need to find (missing party member) first. Where do I find him?
- Warp motes just seem like an inconvenience to the player. Would be better just to allow free unlimited travel between those crystals. You could have those motes instead allow you to teleport from anywhere (though it would still be better if you could just teleport from anywhere period.)
- In the cave east of the starting town, I only stumbled on the place where you could use a firebomb to open up a passage by chance. Would otherwise have had no idea that was there. I also have some difficulty determining where map exits are. Probably better to increase the lighting, or have some kind of indicator.
- With the brew choices, if there is a clearly superior option, should really just give that brew automatically instead of making the player choose (I ended up with the first choice, which was the HP increasing, and presumably the worst one)
- That dark element themed Tower where you have to collect their drops to activate the teleports... Killing X number of enemies to proceed is honestly a pretty lame dungeon gimmick. Better just to have switches that you need to reach to activate teleports.
- The Escape command is useless as far as I can tell. I don't think I've successfully escaped once, though I stopped trying pretty quickly once it became clear that all I was accomplishing was giving the enemies free turns to wail on me. Better to just have it be automatically successful, or have it be a delayed escape (aka let the enemies all have their turns, and then escape at the end of the round)
- when a party member leaves, probably better to unequip him so that he doesn't potentially run off with all the good gear.
- Better to give all the information about what each weapon does (for example, the stun effect of some of Patrick's weapons, the 2x hit effect of Durandal, etc.)
Anyways, I now have Laine running around with the 1/2 mp cost armlet, the ring that restores HP per turn equivalent to the magic stat (40'ish hp per turn, pretty sweet), and the bandanna giving 2x experience and resists a bunch of status ailments. She's also rocking all the stat-ups so far, so she's pretty loaded for bear now.
I'm now at the part where you're suppose to go into the Sidhe near the Fountainene Temple (with the medallion). When I try to open the door, it tells me I need to find (missing party member) first. Where do I find him?
No good deed goes unpunished
Ahhhhhhh, Okay, I figured out that you're supposed to meet the two knights north of town, not in the town itself. There's still the cut scene error with going back inside the bar but in the meantime, going ahead.
Am now stuck at port town, trying to figure out where the bad peoples' hideout is (no idea where it is, help?) It's a weird feeling to come across a town in shambles, and just pilfer a chest there with 400 gold lying out in the open. Laine, are you sure this place doesn't need that gold more than you do right now hmmmmmmmmmmm?
Edit: Nevermind, found my way.
Am now stuck at port town, trying to figure out where the bad peoples' hideout is (no idea where it is, help?) It's a weird feeling to come across a town in shambles, and just pilfer a chest there with 400 gold lying out in the open. Laine, are you sure this place doesn't need that gold more than you do right now hmmmmmmmmmmm?
Edit: Nevermind, found my way.
Blog 28: 2nd Half of Image/Text Playthrough of Seraphic Blue + What's Next for Me?
Enelysion Review
Blog 27: Seraphic Blue English (Full Version) is Out Now!
No good deed goes unpunished
Hey, so I tried re-downloading the game with patch 2.0. I started over from the beginning, making a save every time I skipped a cut scene (or was forced to watch one.)
http://rpgmaker.net/users/Neok/locker/Enelysion_Skip_Cutscene_Saves.rar
The same error still exists with the cut scene where the man says he'll only talk to Laine, and Lane replies that's me. Had to download this to continue:
http://rpgmaker.net/users/yuna21/locker/Map081.rvdata
In file 5, if you skip the cut scene, you don't get 5000 gold or the eschaton, as demonstrated in file 6. I went back to file 5, and watched the cut scene to proceed with the goodies.
In file 8, if I try to go back into the bar, the same cut scene from before plays (the one in file 7, that you get after the 5000 gold cut scene.) This is where I got stuck last time. Any chances you could take a look and fix the save file for me? Would really love to continue playing.
Also, there were two missing files. Included the text file reporting said two files.
http://rpgmaker.net/users/Neok/locker/Enelysion_Skip_Cutscene_Saves.rar
The same error still exists with the cut scene where the man says he'll only talk to Laine, and Lane replies that's me. Had to download this to continue:
http://rpgmaker.net/users/yuna21/locker/Map081.rvdata
In file 5, if you skip the cut scene, you don't get 5000 gold or the eschaton, as demonstrated in file 6. I went back to file 5, and watched the cut scene to proceed with the goodies.
In file 8, if I try to go back into the bar, the same cut scene from before plays (the one in file 7, that you get after the 5000 gold cut scene.) This is where I got stuck last time. Any chances you could take a look and fix the save file for me? Would really love to continue playing.
Also, there were two missing files. Included the text file reporting said two files.
Blog 26: Seraphic Blue is officially in Post-Translation Stage
Project Oscine
Hey, this is super cool! Definitely love me some 'form your own party' type games, not to mention sci-fi to boot!
Initially I thought there was a bug with the input name screen, and almost just deleted it and moved on! Might be better to clarify that you need to type it in with the keyboard (I was using a gamepad.)
Currently running with an Assassin, Specialist, Berserker and Gunner. Not sure how optimal that is. I appreciate being able to re-assign skills, though being able to re-assign classes would've been good too.
Not a fan of random encounters, would much prefer touch encounters or even an indicator (often, it's like an unwelcome shock.) Battles are fairly painless though, and reviving + recovering full HP and SP at the end of each battle is great. Would prefer less random encounters, and just bump up the rewards from each one, since otherwise, they're there just for grinding purposes.
The menu asthetics are great too. Overall, feels very polished!
Initially I thought there was a bug with the input name screen, and almost just deleted it and moved on! Might be better to clarify that you need to type it in with the keyboard (I was using a gamepad.)
Currently running with an Assassin, Specialist, Berserker and Gunner. Not sure how optimal that is. I appreciate being able to re-assign skills, though being able to re-assign classes would've been good too.
Not a fan of random encounters, would much prefer touch encounters or even an indicator (often, it's like an unwelcome shock.) Battles are fairly painless though, and reviving + recovering full HP and SP at the end of each battle is great. Would prefer less random encounters, and just bump up the rewards from each one, since otherwise, they're there just for grinding purposes.
The menu asthetics are great too. Overall, feels very polished!
Done and dusted.
Eh, the cutscenes are just a little too broody for me. Not really a fan of dark, overly serious plotlines. Plus I tend to be pretty impatient :P.
Still having some trouble though. I replaced the map, but it doesn't seem like it did anything. Tried loading an old save from right after finishing the south village/forest, and tried not skipping the cutscenes. Went to the pub and saw the cutscene that ends outside Laine's house where you get the sword and 5000 bucks (though it says you only get 500). Afterwards, still can't find the 2 knights, and when I go back to the bar, the cutscene auto-starts again and leaves me trapped like before.
Still having some trouble though. I replaced the map, but it doesn't seem like it did anything. Tried loading an old save from right after finishing the south village/forest, and tried not skipping the cutscenes. Went to the pub and saw the cutscene that ends outside Laine's house where you get the sword and 5000 bucks (though it says you only get 500). Afterwards, still can't find the 2 knights, and when I go back to the bar, the cutscene auto-starts again and leaves me trapped like before.
Done and dusted.
Okay, new progress-impeding bug: I'm at the part where you're suppose to go inside the bar to report what happened after the events in the south village/forest. I skipped the cutscene, after which it tossed me in front of Laine's house. There's a new entry in the journal now talking about meeting two knights on the outskirt of town, whom I can't find, and when I go back to the bar, a cutscene starts, that doesn't end properly, leaving me trapped inside the bar behind the counter.
Edit: Hmm, I probably shouldn't be triple-posting should I..? Sorry, offended parties.
Edit: Hmm, I probably shouldn't be triple-posting should I..? Sorry, offended parties.














