NEOK'S PROFILE

"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."
Fake Happy End
In the middle of the sky, stood a... 'tower' of sorts...

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Blog 21: Early Merry Christmas! (Minor update to Seraphic Blue)

Ooh, looking forward to it. Respect for sticking it out with this project so long.

Wraith Review

Haha sweet. Here's a review I can get behind.

Blog 20: Progress Update and Special Day Today

Keep it up man. This is one of the reasons I still drop by from time-to-time.

Ill Will

Oh okay, I just thought it was weird how only Ethan gets to use traces outside his mains.

IRC's too distracting for me. Do you want to chat via PM's instead?

author=eplipswich
@Neok: Regarding falling into pits, that's why you're supposed to walk so that you'll be more careful and have less chance of accidentally falling into pits. You do so by holding Shift while moving.


Oh hey, I'd completely forgotten about that mechanic.


author=LouisCyphre
Nothing mitigates healing. Late-game heals are equal to maximum HP anyway.


I actually ended up never using the higher level heals. The one time I did with Ethan, he ran out of SP really quickly.

Ill Will

Alright, I made it all the way to the point where you

storm the castle to save Flamberge from Loki, and all his demons decide the party's the intruders and start attacking them in waves. I swear, if at the end of this, Loki comes out and says "thanks for taking care of all his guards lol", I'm going to be sooooo pissed.


Anyways, I'm kinda stuck now as that last wave is a massive cock block. Suggestions:

1. Allow the party to be able to leave the castle during the waves of monsters thing. I'm guessing you cut it off for plot reasons, but really, I doubt anyone would throw a fit, as it's a pretty arbitrarily-placed "point of no return".
2. That last monster (the skeletony-looking beast thing) really should not be put right at the end of a 3 battle wave. Every time I want to revise my strategy and try with different skills/characters, I have to slog through the two battles before it. Would instead be more ideal to be able to save before fighting the last monster.
3. And honestly, that last monster is a tool and regains way too much HP per turn for having no weaknesses and being immune to all status ailments. I pretty much have to bank on Chie scoring criticals and hoping she doesn't get killed. It's definitely possible to kill him, but right now it's such a slog of a fight that you need pretty specific setups for, at the end of two other mandatory battles that I've fought 4 times over now that I'm all bleh about wanting to try it anymore. Suggestion: Nerf his HP regain because 180 per turn is waaaaaaay too much.

Also, should probably get rid of that thunder immunity of his because it really serves no purpose other than to give the middle finger to anyone who decided to use Aaron. Well, not that he lives long enough to be of any use in that fight.


So in summary, I'm pretty much stuck now, so I think I'm going to stop there.

I'm about lvl 75 or so at this point. Tossed most of my points into Technique and Cunning, and before that Endurance, until I decided it was a useless stat now that he had a skillset rendering him immune to everything. Maybe a bit under-leveled since I started avoiding random battles whenever I could and only gunning for bosses.

My general strategy was to have Chie Dragon Claw/ Shout down enemies, then having MC Sleep/Slumber Wave everyone. I usually gave the MC enough agility that he'll go last out of the three party members, while still moving ahead of the enemies. This carried me for most of the game.

I also kinda stopped paying much attention to what skills each character's learnt/haven't learnt because there's soooooooooo many and you couldn't easily tell if a character had it or not (at least I couldn't. Don't know if I missed something.)

Overall impressions in no particular order:
- Pits are a cool idea in theory, but really aren't implemented very ideally. Most of the time, I'll accidentally walk into one thanks to most of the paths being one tile wide. When I do, sometimes I end up having to fight something ridiculous like 8 goblins when a regular encounter in that area would only consist of 3 goblins. Oh, and you can't run from those fights.

8/10 times that I fell into a pit, I resetted, and I never intentionally walked into one if I could help it. Easiest fix to this would be to make pit fights runaway-able.

- Map designs were definitely pretty. I like that each area was pretty distinct, and had its own hub area/ set of monsters. I also liked that you didn't have to fight every boss; just the main ones in the way.

Often it was difficult to figure out what was or wasn't a path. Sometimes it was so dark that I'll just walk right into a pit. Other times, I needed to walk into walls to figure out where there were/weren't paths. The entrance to

Paradiso

in particular was remotely obscure and took me a bit of searching to find. I seriously thought that was just a random useless alleyway. A good fix would be to mark exits with some kind of indicator, like an animated arrow.

Oh, that reminds me of a bug:

After beating Red King/Black Baron and they open the path to Paradiso, if you go back inside, they'll still be standing there, and all your dudes will be facing them. You can't talk to any of them.


And a lesser bug:

The cobweb in the house in Black Baron/Red King's area is walk-on-able. I noticed this in the first part of the south-most dungeon.


One more:

When you're approaching Flamberge's castle just before the point of no return, the lighting there doesn't fix itself until after the screen appears, making it a bit jarring.


And:

In the church where you find Flamberge and Loki, the picture of the door stays on screen when you leave.


I also noticed save statues became less common in later areas, and wasn't pleased about that.

- Battle system was very cool and had that sweet SMT feel. I LOVE being able to completely shut-down bosses and enemies if you're clever with your set-up. At some point, endurance started feeling like a wasted stat because at some point, it just means the difference between getting killed in one versus two hits, which sometimes didn't even matter because you had Endure and Regen or immunity to everything or you just get revived by the MC who's immune to everything.

Like I said, it was really tough trying to remember what skills I still had to learn. Some kind of indication when you pressed Alt on a trace would be nice.

I liked that everyone levelled up regardless of battle participation or alive status. But since that's the case, it might've been better to just have a general "party level" stat instead of showing everyone's individual level which was always the same. I also didn't really care what stat they threw their one point into, so it might've saved time with not having to show it.

Kinda didn't like that even if you had the levels to learn skills from a trace, you still had to level up to actually get them. Feels too grindy compared to just fighting a battle and getting it. I'd also worry about levelling too much and suddenly finding out that I missed learning a skill and having to grind to get it. Bleh.

- Story and characters are kinda blah to be honest. I liked the initial setup with the whole tossed into a strange place with no recollection of how you got there. But after that, I stopped paying that much attention and only really got the general gist. I suppose it works, but it just didn't feel very clever.

Also, the character's snarky remarks get old really really quickly and a lot of times, ruin any tension that might've built up from the environment/atmosphere. I would just axe out their comments prior to non-main boss battles.

Choosing what the MC gets to say seems kinda like window dressing. Still, I like having that better than having the MC say stuff outside what you tell him to say. I suppose it's a good way to make him not mute, while still being a "blank MC", which I think I actually prefer in RPG's.

- Not counting the MC, I'd say Chie/Frances was the most useful character thanks to her hard-hitting snuff, with Jo a distant second for her magicksy tricks.

Ethan was cool for a while, but when I started giving MC and Chie the traces that nullify physicals and healing, as well as giving the MC immunity to everything and heal capabilities, he kinda lost his utility. Plus the whole endurance only really meaning the difference between dying in 1 vs 2 hits.

Aaron is useful in some situations just for being able to go first, but he dies way too quickly in boss fights. Plus I made the MC the main ailments disher, so he also lost his utility pretty quickly, especially considering he never puts any points into Cunning.

Oh, bug:
In the change party window, three of them have the MC's sprite.

Also, game-breaking bug:
Around the time I got to Paradiso, the skill Predator started to crash the game whenever it got used (Boots you out with a window popping up saying something about a Yanfly error). Since the spiders use it, they can sometimes crash the game and throw all your hard work into the garbage.

Not as game-breaking bug:
At some point, stat buff skills started to whiff when targetting the MC. Once in a blue moon it would work, but it was like he was dodging them or something. Because he's so cunning?

Possibly bug?:
Ethan can use a lot of the same Brute traces that Chie can, but he's suppose to only be able to use the Healing traces?

TERRIBLE BUG!!!:

I found the Infernal Temptress with girls in my party and she ran away. Then I switched to all guys and found her again. I chose to have her guess what I wanted. She didn't like that and spawned reapers. I resetted and tried to find her again but she never showed herself to me after that.

I was very sad. :(


All in all, definitely a cool game. I'm probably pretty critical in my analysis since it's easier to complain about bad things than praise good things. But overall, this game's definitely got GREAT things going for it. So congrats for getting it done.

Ill Will

The graphic for the impenetrable door in the ice area disappears when you search it. Also, minor nitpick, but it's spelled wrong :)

Also, kind of a dick move to let you go back from the first and second area's big bosses, but not the third! I was fully expecting to be able to back out and save after the cutscene, but nope. Fortunately ChieFrances saved the day with her Dragon KickClaw.

I also managed to completely miss the boss that gave you the 2nd earth and fighter trance. I only realized it after I nabbed the 3rd earth and realized there should be something in-between. Whoops.

Ill Will

The SP Pain skill's description says you recover 3 MP upon getting hit. What is this MP??? :\/

I'm also kinda amused that no one ever gets any points in cunning upon lvl up, and am half-hoping that bullshit difficulty just has everyone getting nothing but cunning. Bonus points if their portraits get more villainous and twirly moustache-y as they level up.

Edit: On-map picture of the golem boss in the ice area stays on screen if you leave the area its in.

Ill Will

Made it to the second area and beat one of the bosses. Really liking the transition in difficulty. Haven't really used Motes at all. I'm guessing they'll be important for Hard/Bullshit difficulty.

Ill Will

Okay, so whenever those Strength Zone zombies use Strength Zone, they'll get +Strength Zone, immediately followed by -Strength Zone in the same turn. I guess that's not suppose to happen, especially since they'll just keep re-casting it every turn as long as they have SP.

I beat one of the big bosses and got Will a level-up, but then it showed me the traces tutorial after battle, and didn't let me select a stat for Will to go up in. Is there some screen I can go to to distribute that stat point? I looked around the menu a bit, but admittedly not very long.

Chie/Frances = ass-kicking machine ~<3

Ill Will

author=ChaosProductions
No, you didn't. In the most recent version (which is now the main download), Zombies have a wholly new attack pattern.

author=Neok
Initial impressions are definitely favoring GREAT things. Liking the ambience very much. Bugs so far:

- After the third in-game cutscene, you can access the menu and pre-maturely equip skills. Also Aaron (I think his name is Aaron. Blonde guy with green coat) was dead (as in 0 hp).
- First tutorial fight playing under normal. The zombie used its special ability 5 times in a row, me guarding each time. Then we duked it out with fisticuffs and he won :(. Oh, all the skills I had pre-maturely equipped on Will had become unequipped. :(


Did you... re-download? Again? Are they Strength Zone Zombies or the new iteration?

Ugh this is all such a mess.


Yeah, it was Strength Zone zombies. Just one. I downloaded the game, then the patch. For me, the zombie didn't attack immediately after casting strength zone.