Youhoo. Do you guys (and gals) prefer a character sheet with just the RO’s or one with all the notable characters, including the RO’s, for reference?
I think a sheet with all the notable characters would be nice! It’s helpful being able to have a refresher on who everyone is if it’s been a while between seeing them
All would be nice, since there’s only 2 ROs anyway. Especially the companions.
Very interesting, can’t wait to see more!
Nope, on the phone, the game doesn’t save anywhere.
Huh. Are you using itch, COG Demos or did you download it from one of the two?
Just my Opinion, the prologue felt way too long with too many words, i prefer personally when is straight to the point and not over explainted how the room is per say. but thats me.
I had a similar train of thought where I was thinking about people replaying the game, how it’d be a bother to go through essentially a short novel. I’m considering a skip option where you just create your avatar then it sends you off straight into the first chapter. Anyways, probably next version, unless I forget and/or procrastinate.
There is alredy a option to skip, but first time people or who want to read the lore, would have to ready a lot. not a lot lot but a lot, and another opinion maybe in the future add a number to keep track of your age, in the menu, that would be nice : ) !!! Oh didnt noticed that Bob_Ross was the Writer, thanks for the Fast Reply ^^ !!!
Update: After the prologue is much better, i really dont hate my sister per se but she can indeed became a problem in the future, and Ambrosia must me protected at all costs ^^ !!! Awesome Written character : ) !!!
Update 2: Aspect of Astaroth, is a little broken, he he XD !!! Guaranteed 12 Damage in 3 turns,
Update 3: I finished the game, very fun ^^ !!! loved everything besides the lenghty prologue, Loved the writting, the characters, and world in general, Looking foward to this, thanks a lot ^^ !!!
Every game that allows me to creater a deep character, made me feel powerful and let me help people is a very good game in my opinion and this allows that, thanks ^^ !!!
Also the more reactivity the characters have about you, be it you appereance, even if is just the color of your hair, the powers and choices of made, is very nice and make the game, world and history even better. thanks again
It’s kinda hard to comment on the story yet since it hasn’t really started but I have noticed a possible future problem for the combat: Aren’t the spells we’re gonna get later kinda going to make the early game spells pointless? And thus mean they clutter the fight UI for nothing when selecting your spell?
And if they DON’T, wouldn’t it remove any feeling of progression if your level 10 spell is about as good as your level 1 spell?
I guess a normal solution to that would be leveling up spells or something of the sort, but, not going to lie - just having a wide variety of spells to use seems a good sense of progression anyways. The difference between having a couple spells and a whole toolbox of them for different situations.
Not to mention, we also have increases in Health and Mana, as well as Potency and Expertise. It’s not all focused on spells themselves, after all. Not to count all the opportunities to raise your Combat/Speech/Intrigue.
@Dragomer Yeah, I figured the same. Usually in games, a system where you unlock stronger spells as you go but keep the old ones only works because you have a set ressource limit (like AP in Clair Obscure, for example), but having growing mana kinda invalidates that.
Like @AbyssRay suggested, I’m considering some sort of upgrade mechanic for old, weaker spells. Not massive upgrades, mind you, since I still want them to be cheaper to cast, so consequently be less powerful. As the game progresses, new spells are probably going to scale in cost faster than the player does, meaning it can get more logistically difficult to use them. So unless you’re running a Speech build, old spells are still going to be useful.
As for cluttered UI, if it really gets out of hand, I’ll implement some sort of spell loadout system or something, where you have 6-8 ish spells avaiable during combat, only modifiable outside of it.
Side note, it’s wild I’m talking about combat mechanics and balance in an IF game. Might’ve bitten off more than I can chew. Bah, makes it all the more unique, I guess. And fun.
An alternative to that could be to use a similar system to the ‘expertise’, where if you use a spell enough, it turns into a higher level spell entirely (or maybe you get a choice between two higher level spells that replace the one you had). You’d still pick entirely new spells from time to time but less so.
With less new spells and the old ones getting converted into stronger spells, everything in your arsenal should stay usable without clutter.
Kinda like in Old RPGs where you had semi-hidden quests where you could upgrade some seemingly worthless starting gear throughout the game into ‘higher forms’ to keep it relevant (and unlock the ultimate weapon but that’s not relevant here).
Like say you use Phantom Edge enough, you fill out it’s expertise and now it turns into Phantom Blade, which is a level 2 spell like those the MC probably recently got access to.
Wait, I genuinely like that idea. Thanks for the suggestion, ill probably end up implementing that one!
You’re welcome, glad I could help and it’s really an honor to have my suggestion implemented in any way!
Damm I really love this story and author sorry but not sorry, I needed to defeat Pythia
Hotfix 3: For the like 2 people that downloaded the game off Itch, it works properly now.
I honestly hate scripted defeats, they are such a waste of time.
I know right? Why would the author even bother, it’s not like they’re trying to set stakes or signal a transition. I’ll send them a strongly worded DM that me and you want none of those icky narrartive devices.
At least it’s not like in other games where you beat your opponent, only for them to lay the smackdown on you in the cutscene.