Fishbong said:
I played this the first time today, and it´s excellent.
I found two bugs though: Saves seemingly only work if you enter a battle after you´ve saved and it´s not possible to pause or change the volume during the enemy´s turn.
Besides from that, it´s great, apart from a few additional graphics and sound effects missing. Oh, and maybe an editor for a storymode could be made?
S'okay, 90% of the items only appeared in this version .. the whole levelling up system, gear outs, etc is very new. (And is actually very difficult to do halfway well in a RPG setting .. ie: scaling up the opponents without making them too easy or too hard, and how fast a player levels up, and so on and so forth.)
(And as to why levels .. i) because in RPG style games, its what people are used to and thus it is somewhat intuitive; and ii) levels in all games is really jusyt a way of gauging and managing the power level of a player, so you can deal with it. ie: Going back all 30 years levelling has existed.. its not really for the player, its for the opponent scaling. ie: A 'level 50' player in any game you can basicl yassume is using certain gear ranges, certain spells, has certain hitpoint range, and so forth. So the level is a tool for scaling enemies to, really.)
The item detail description is in the Equip menu too; I will be adding it to the inventory listing as well.
Once my graphics friend get some free cycles I'll be adding multi-tab character sheet, so you can see spells on one tab, gear on anther active effects, overall status and so on. On this screen I expect to let you get details on gear and spells as well.
Story mode and so on.. down the road, maybe. For now its like street fighter ... no illusion of sotry; its already probably one of the largest projects I've done (and I've done _a lot_), but you'd never know it. The more smooth it is, the more work it is
Volume during enemy.. yeah, I don't check key inputs except during player turn (eep

; save shoudl always work .. but I will check to make sure I flush to the card and sync each time.
Less skill points? Just that you hate assigning them all? ie: you want half as many, but I coudl double the effect so you just have less effort; right now you get fine tuned control.
The skill points and spell points are also very new so need to balance out; I need to know which skills are too strong or too weak, and spells as well.
(ie: Until recently, each class had a well defined set of spells, and it never changed.)
The skill points are there so pepole can try different playstyles -- all magic, all physical, all sneaky; the spell sare there to let you have various options and to cusotmise your character (everyone has same skills, just varying strengths; but everyone has different spells.)
It seems an interesting system for customization, but it might be over-complex for even a fancy-puzzler. *shrug*
Design is really very difficult
jeff
Thanks for the feedback; keep it coming
