|
Post by Elkat on Jan 9, 2017 19:33:46 GMT
Feel free to post any suggestions for future updates of the game.
|
|
Crowthorne
Full Member
It's still me, I just changed my avatar!
Posts: 115
|
Post by Crowthorne on Jan 13, 2017 1:44:40 GMT
Latest version as of posting: Update (1/9/2017) v2.0 (Chapter 4, version 7) I actually think you've got a pretty good thing here. I'd rather see Chapter 5 get priority over most of these. Meta: - Stats explanation: I'm not clear on what SWF and FRT do, since crit, evasion and accuracy are all their own stats. A proper explanation for what each stat affects would be useful, maybe in an optional conversation.
- Replay cutscenes: Don't know how hard this is to do, but checking for typos would be much easier if there was an option to replay story cutscenes.
- New game +: Self-explanatory. Using my accumulated power to roll over enemies I struggled with the first time and maybe notice parts of the story that I missed the first time is something I enjoy in RPGs.
- Cheat room: I'm a little conflicted on this one. I'd rather not cheat on the save I'm actually playing the game with, but cheating can be really useful for testing things without taking the time to line up the numbers you want for the thing you're testing, which is the main reason I want it here. Would be a good substitute for the ability to replay cutscenes.
Story: - The courtyard feels a bit empty. How about some more mini-events?
- The party started to feel kinda crowded around the time of the hidden treasure room (with everyone internally monologue-ing at once)... might be good to have some optional areas, or main story subplots, which focus on particular characters? I'm happy to wait and see how you handle it, though; I'm just hoping Shizuka and Aika (who I quite enjoy the dynamic of) don't lose all their screen-time to the other 6 characters.
- Cameos of characters and areas from some of your other game ideas would make great post-game content (Disgaea-style, if you've seen some of the unlockable stuff in that), not that that's necessarily the priority right now.
Items: - An area attack magic grimoire (something like: quake, tornado, fireball, splash (already exists), flash freeze (already exists), thunder roulette (already exists), blinding flash, vortex?). Make it expensive?
- A new tier of weapons and armor for Chapter 5. Maybe even two new tiers of armor: a reasonably priced one, and a slightly better one that's way more expensive/complicated to get?
- Something to use all this money on. I'd be fine with paying 1000 HRT for +1 to a stat of my choice for one character, or converting HRT into XP at a 1:1 rate or... something.
- Stronger spells to use all this MND on. 10% MND regen gives me 6 MND per turn, but nothing costs more than 5. Maybe another grimoire for more powerful (single-target?) elemental spells?
Other: - Some way for tougher characters to deliberately protect weaker characters, aside from physically surrounding them. Amara is so squishy that if she ends the turn in range of an enemy with a physical attack she probably dies. Admittedly this is also a problem I had in Disgaea, so there you go. ARM-increasing support spells (which already exist) might be the best solution.
- Bosses with somewhat tougher stats, like the old Impress, and slightly larger clumps of mooks? Difficulty is a bit of a treacherous balancing act, but it seems like most of the later stages can be beaten with 3-4 characters (or even just one, with perfect preparation), and you get 8. I haven't failed a stage since Demon Queen Castle (replayed the third floor and failed dismally), but that had the only actual boss so far. Oh, wait, Hermina took down half my team before I managed to take her down. Hmm.
- And I guess my pet idea: Spells with tactical uses that aren't dealing damage or healing. I don't know how possible some of these are, and some of them would probably be overpowered/useless, but:
- wall of stone [summon an immobile, expendable ally to block movement? High ARM, low LOV, scale with Shizuka]. Good for Shizuka, since she can attack past it. Alternatively, perhaps a trip/bind that prevents movement, but allows attacks?
- strong wind [push/pull ally/enemy], or levitate [give an ally temporary float], or haste to increase movement?
- wall of fire [terrain hazard - can you even do that in sRPG, without pre-placing it on the map?]?
- water walk [temporarily give an ally water walking] or soak [remove burn, add minor fire resistance but lightning weakness]
- Not sure what to add to Bianca that wouldn't require the ability to affect the terrain. Maybe a melee attack with low damage but high freeze chance? Or a movement-reducing AoE slow effect?
- The ability to transfer MND to allies would be fantastic for Amara, since she has lots of it and gets stronger when she runs low. Her max MND buff is unfortunately not that great since she can't target herself, and anyone else doesn't get much benefit from it (unless they have MND regen).
- Blinding enemies seems like a natural fit for Arthur, since it protects his allies and can be done with light?
[/ul]
|
|
Crowthorne
Full Member
It's still me, I just changed my avatar!
Posts: 115
|
Post by Crowthorne on Mar 6, 2017 4:28:01 GMT
Do you have the ability to change the enemy combat AI? It might be an idea worth exploring to make it a bit more aggressive (perhaps make it start approaching when it's further away, instead of waiting until it can actually get in attack range of you?). It would speed up the levels (half as much walking before combat starts), make them more challenging (more enemies approaching at once), and make AoE attacks more valuable (enemies would be more likely to cluster around your party). Currently, it ends up being a bit of a hit-and-run skirmish across the map, with enemies mostly being picked off one by one rather than engaging in an open battle. It's less of a problem on small levels with clusters of enemies, like the Impress's throne room (chapter 3), but more noticeable on the Forest map (chapter 5).
|
|
Crowthorne
Full Member
It's still me, I just changed my avatar!
Posts: 115
|
Post by Crowthorne on Dec 26, 2017 16:48:57 GMT
I don't know how possible this is without modifying SRPG's code to add some extra bits during the attack sequence (maybe if you attach common events to specific skills? I guess you'd have to test it to make sure the order looks OK and it doesn't bug out) but it would be cool if some attacks triggered short dialogue or monologue sequences. Beckon Kami is what made me think of it; this is an awesome ability with an interesting story associated with it, so the fact that it winds up being basically just a big stat buff that's hard to use in a real fight (there's no way to generate SOL fast at the start of combat) is a bit sad. Beckon Kami: Shizuka talking to Sayuri? Awaken the Giant: Mei singing? Whatever the name of Hector's 100 SOL attack was. I mean, if it turns out to be really easy to do, then going crazy with (mostly one-time) different exchanges and one-liners, Fire Emblem style, could be fun as well... Speaking of generating SOL at the start of the fight, this might turn out to be super OP or limit the ways you can design future player characters, but a consumable item that adds +25 current SOL (or something like that; not +100 for sure) would be cool. It's not strictly better than waiting 20 turns at the start of the fight with Formal Clothes equipped, if you have 20 turns and Formal Clothes available... well, apart from I guess that gives aggressive enemies like Lance time to get to you, and enemies with SOL regen to generate some of their own, and okay, maybe it *is* too powerful. It'd be fun to try though.
|
|