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Week 13 - Gameplay Demo Video!
5 years ago - Edited 5 years ago919 words
I've reached a major milestone this week! The game's complete enough in terms of general features to show off in a gameplay video, so I've upload one to YouTube!

I won't ramble on; here's the video:



It should make a lot more sense of a lot of what I've already talked about in writing over the past few weeks. This is a pre-alpha proof-of-concept build though, so the final version is likely to change quite a bit from this, especially in response to feedback.

So I'm curious what you think just based on the video alone!



Here are some comments of my own as I rewatch the video now:

All the dialogue is just silly at this point! I used it mainly as an opportunity to show how the conversation system works, or at least how it looks, but also as practice for (re-)familiarising myself with these characters' general traits and speaking styles. While the area in the video uses the Dreamcave assets, it's not a reflection of the actual dungeon/chapter as it'll appear in the final game. I'll remake the room layouts and add actual plot-relevant (somewhat more serious) dialogue for that. It seemed pretentious to add something more serious to a video like this, but I wonder if people will get the impression that all the dialogue will just be stupid quips.

The characters are caricatured, especially Steele; I reread some of my old posts about this game recently, and a couple made a point of saying he wouldn't be as cartoonishly vile as he was in MARDEK in this incarnation. That's still the plan, but the ridiculous version of him in the demo makes me laugh.

I tried to at least show all the features in the video: field movement, character switching, battles, menus, the two camera zoom levels, etc. Menus don't make for a riveting viewing experience, I know, but I felt they were important to give an idea about.

Some bits would only make sense to people who've played MARDEK and/or Taming Dreams. I wonder how many people will watch this who've played neither!

A lot of the skills and equipment aren't finished yet. All item descriptions are temporary or missing.

There's this annoying jerking thing that models (or sometimes just their heads) do when they first appear (eg on the menu when it's opened), or they appear too brightly for a frame at the start of dialogue, for reasons I understand but haven't devoted the time to fix yet!

It really bothers me that I triggered the party dialogue between Steele and Deugan twice accidentally, and I almost replayed and re-recorded the whole thing for that reason, but I probably shouldn't indulge in that insane degree of perfectionism!

I really like the Cayvern concept and execution, and its 'Bat Breath' (which has the kind of layered conceptual appeal I like)!



Obviously there'll need to be some balancing of numbers eventually. It bothers me how often assists just do zero damage; I'll probably rethink defence.

Avenges also trigger multiple times - incorrectly, I think - in response to the Cayvern's AOE attack. It seems like characters might be using the wrong concord's percentage to determine their chance.

Moods have only been visually implemented, so Steele's Crazed mood here has no actual effect.



Also, actually making a video of this was an ordeal! I thought I'd be done in an hour yesterday morning, but it took all day. Mostly that involved waiting for videos to finish processing/exporting (which takes forever), then finding out they looked and/or sounded awful due to limitations of the video editing software I was using. I almost paid for the Pro version of the program I've used for a while (Lightworks), but instead found and switched to DaVinci Resolve, which I not only find more intuitive for my needs and more aesthetically pleasing, but which also has none of the export limitations that the free version of Lightworks has, and it doesn't cost anything. So I'll be using that in future. Good.

How tiring though! I had a bunch of plans for the weekend, but such a big chunk of it was eaten up by this. Oh well, it's done now, and making new videos shouldn't be as much of an issue in future.



So yes, this is a major milestone for me! I wrote in previous posts that I'd probably have a full playable demo before the end of February, which was naive, but I'm glad I have this much in just three or four months considering I'm making everything myself. (Would you be proud if you made something like this entirely yourself in that amount of time?)

The next milestone will be when I do have enough for a playable demo. I'll actually build the proper Dreamcave section of the game for that, but I've got most of the assets already so it shouldn't take too long. There are still a bunch more left to make, but I shouldn't have to spend a lot of time building the mechanics of core features, so things should hopefully speed up from here. We'll see!

First, though, I'm going to devote next week to fixing up the old versions of MARDEK so then I can upload them to Steam. It wouldn't be alongside the Kickstarter as I hoped, but maybe now's the best time for it. I'll need to pause work on this to see to that.

35 COMMENTS

astralwolf92~5Y
Tobias game looks awesome but feel that voice acting would elevate this title to AA standard, able to contend with the best of what already exists in the market.
Great job btw!
2
Maniafig222~5Y
My thoughts, watching the video, presented in a lovely bullet point format:

-I remember how in Sindrel Song, some characters had a speech quirk where they didn't use the regular dot punctuation, they'd either end their sentences with some other punctuation or not have punctuation. It seems you're doing the same for Mardek here? I do recall people being confused about that and reporting it as typoes.

-The 'u' in the game's font looks a lot more like a 'v' than a 'u'.

-There is a Fungoblin Essence, which proves Fungoblins exist, which leads credence to the idea that maybe Goblins exist, which insinuates I am happy because Goblins are Good.

-I'm happy to see you implemented dialogue for the generic Miasmon! I'm wondering whether it'd be better if the combat music starts playing once that dialogue pops up?

-The animations are very reminiscent of the old MARDEK, I like that!

-The victory jingle is also very reminiscent of the old MARDEK, I like that!!

-What's the blue number popping up over Mardek's head at the end of combat? It might make sense if every combat won restores some Mind points, since the party's triumphed over their enemies which would boost their confidence.

-I like the dialogue between Mardek and Deugan.

-I recognize that fruit sprite from AF:C!

-I don't think I quite realized before that for every essence a petal has, it gives 5% sentimental resistance and weakness. I like the UI for the sentimental resistances.

-Tally-Ho! Mental Monsters Made Manifest!

-Oh, interesting, shift in camera view. The bird's eye view would be useful for puzzle rooms, should you add those.

-Oh, it seems you now actually can physically talk to party members on the map instead of using a menu for it. Immersive!

-Obviously Emeela is called Emeela because Emeela has six letters, and Mardek's not called Merdeek because Merdeek has seven letters.

-Very uptset the squad of Stratapillars didn't introduce themselves as four blokes. I'm hoping a squad of cultists will fill that role in the full game.

-If you'd mutlitargeted the Stratapillars you could finish them all off at once!! Thinking about it, the original game didn't have any multitargeting physical attacks, is that gonna be the case in the reboot too?

-Mardek and Deugan are resistant to their own Sentiments, but the Neuronaut's weak to its own Sentiment? I'd been confused about that, since whether people are weak to their own sentiment or not seems to shift from game to game.

-I hope you're going to add a turn order indicator! I find those really important to forming strategies in ATB games like these. The original MARDEK had a really good turn indicator.

-Oh no, Steele's ability to speak or be a human being has regressed since TD.

-Is Steele going to kick the dragon's arse? Do dragons have arses?

-Do rats exist?! Were the rats Miasma? What does Miasma taste like?! WHERE DOES THE MEAT THEY FIND IN THE CHESTS COME FROM?

-Hm, is there a reason to attack both a foe's physical and mental HP? Seems like for the Cayvern, it's best to just focus down its physical HP. Also, neat that enemies can use attacks that damage both body and mind!

-BUY SINDREL SONG

-I'm expecting there to be a scene in the full game where Steele rips off shirt shirt and flexes. Shirtless men are such a staple in your games after all, and who's really going to stop him?

Nice demo, anyway! I look forward to seeing more!
7
Tobias 1115~5Y
Late reply! It bothers me that I take forever to reply to some of your comments, even when you're the first to reply on these posts (which I appreciate!). I wish I just replied after reading a comment the first time instead of coming back days later! Oh well.

I feel that having written dialogue reflect how the characters might type text messages adds to their characterisation, though I do wonder how many people will just comment on the 'bad grammar'! I would have cared about being judged for that in the past, but now I feel sticking to the characterisation is more important.

Several people have mentioned the u/v thing, but I never noticed it; I've been using this font (Metamorphous) since... Yden, I think?? Years ago. I'd like to make my own like I did for Taming Dreams, but it's harder when they're not pixelated!

It'd feel wrong to me if battle music started when a monster saw you but before the transition, but I like the idea of an alert sound or tense music that starts to play! I'll probably do that. Kind of like with Pokemon trainers, but the same music for every monster.

The blue number at the end of combat is Mind restored due to concords! It probably shouldn't appear with just Mardek or if the value's 0.

Several of the sprites are just stolen from AFC at this point! I intend to redraw them... though maybe I shouldn't??

There's definitely going to be a group of cultists who introduce themselves as four blokes!

Since characters' primary physical attacks are tied to their weapons, I've been imagining some of those will hit all targets! I remember always wanting to give Bartholio a party-wide slash attack, but technicalities got in the way... It should be easier with 3D, I think?

You mentioned the sentiment resistance/weakness thing in a previous comment, and I thought about it but never looked into what's actually going on at the moment. Elements should be strong against themselves, I prefer that, though it does mean that the resistance essences grant would be negative, which doesn't feel like a buff? Unless they guard against their resistant element instead. HMM.

A turn order thing is on my (huge) to do list!

I don't know what you mean about Steele. I thought I wrote him as a well-rounded and sympathetic character here.

Do rats exist in the Pokemon world?!? If monsters are miasma, how could they drop body part items?!?!?

I'm unsure about the Mind/Body divide after playing around with it so far. I mentioned that in a comment reply, though I can't remember who that was to. It's something I should brainstorm more and write a post asking for thoughts about, because it's not ideal attacking one bar for essentially no effect.

Thanks as always for commenting!
1
ChuckNorris18~5Y
He's only gone and done it! Looking forward to playing the full release. Nice work, Tobias.

*Some highlights*
The fighting and inventory system. It has its own character whilst staying somewhat true to the Mardek series. Player interactions like assist/avenge seem interesting (10:15).
The monster (and Steele) dialogs gave me a chuckle ("PLEASE, LET ME KILL YOU" / "YOU SIMPLY MUST BE DESTROYED").
The 3D graphics and area transitions (although different) have a lot of potential. I'm a fan.
Music's great.

*Improvements*
The area transitions need some work. Having the area fade in from the entrance, or using a softer shadow effect instead of a hard edge at the boundary would improve it.
Maybe it's because of the area (Dreamcave), but the colours seem a little unnatural and the textures too shiny and smooth. The aesthetic needs more shadows or grit imo. Something like 'Diablo 2' gives an example of what I mean (although that's an extreme case).
4
ChuckNorris18~5Y
*SPOILERS*

P.S. The 'Annihilator' entity in Mardek 3 was one of my favourite parts of the game. This deadly and ancient being was sequestered away in the most difficult-to-reach areas of the game world, and even after getting the Bestiary entries, it was shrouded in mystery.

Having a Lovecraftian entity like 'Annihilator' hidden in the game was really cool, and I'd like to hear more about its backstory (e.g. the conflict which divided it into Physical and Aether forms). Is it possible that Karnos and Animus could feature in 'Divine Dreams'?
2
Astreon152~5Y
Nice demo !

I especially like the visual effects, both in fights and on the map.

Mania's comment was pretty complete, i'll just add something that bothered me: during physical attacks, when characters shout their attacks name, the speech bubble covers the damage number bubble. You do get a glimpse of the latter cause it lasts longer than the former, and you can still get the info by looking at the monster's health bar decreasing, but i still found it a bit annoying, plus why program this feature if it's hardly visible for the player ?

Congrats for reaching this milestone, hopefully you'll get to the playable demo milestone before summer !

3
Tama_Yoshi82~5Y
Looks really good. Definitely looking forward to the next stages.

Couple nitpicks in the demo:

THE MENUS.
The menu is very difficult to decipher for me. I think in part it's because most of the menu is either static or does not effectively highlight the data it is presenting. It is unclear what the screen at 0:57, even though it clearly is (given some meta-experience) a menu offering character selection for further information. The menu is (almost) static and it is unclear whether I am highlighting Mardek or just looking at some basic stats. 1:00 is much better because all the sections are named. The highlighting ring you use in both menus are easy to miss. At 5:53 I find that I am looking at the models a lot, so having a ring under them seems insufficient to communicate they are being selected. Maybe add a bright halo around the model, or make them strike a pose, or bring them forward, or shift them to the center of the screen in a ring-like animation... or something.

Take this for instance,
[LINK]
There is the "highlight", but the UI goes out of its way to add two "arrows" (which overlaps with other choices, but this is not a big deal either). There is even color-coding, where the selected element is green, and the stats modified by the selected element are also green. While this screen is information heavy, I feel less confused looking at it. It might even be that I am LESS confused BECAUSE there is more information (why am I looking at this? Oh, information. That's why).

I am very confused as of what's going on at 9:45-9:55. Apparently, there's a secondary equip menu that only comes up when you select the essences. It's even more confusing to me, as you appear to do nothing in this section (as far as I can tell, equipping and unequipping essences, resulting in no net changes). I feel like the "hidden" menu that appears when you select the essence is the menu of that character's equipped essences... But I also have the assumption that in a character stat screen, you only see what that character has equipped, so that would make the list of essences on the right the equipped essences. I am confused by this. Maybe this should be split in two screens (having the "equipped" elements ALWAYS stand on the right, and the selectable inventory items ALWAYS on the left, under the label "inventory").

SOUND EFFECT.
At around 12:32 You eat an item, but confusingly, the sound of you "selecting" an item is a decreasing "cancelled" menu beep, as if you'd chosen NOT to use that item. But you clearly chose to eat it, because that's what happens immediately afterwards.

Also: no big explosion when the boss dies D: (presumably just missing from the demo!)

PACE.
Are dialogue "reactions" (e.g. no text, just faces) on a timer, or can you skip them by pressing an action button? I like having the dialogue flow at my own pace, and if these "reaction shots" last this long, they might get annoying if I can't hasten them. To me, it's like having a textbox with "..." in it. A lot of dialogue-heavy games do this and I don't mind.

If anything, I'd have the basic "jump-slash" animation cycle be ever so slightly faster, since this is probably the animation I'll see the most often playing a game like this. That would mean speeding up either of the "coming", "idle" or "retreating" phase of the animation. I don't think I care nearly as much about the animation being smooth and immersive than I care about it being fast.
3
Tobias 1115~5Y
Late reply! (I actually thought I'd replied to this one a while ago; must've just been in my head.)

Regarding the clarity of menus, I suspect that the experience of using a menu is vastly different to watching someone else use it, and I can't imagine any menu appearing especially clear if you're unaware of the thought processes that are navigating it! The menus feel fine to me in-game, but I can't really follow them in this video even though I'm the one who made it! I'll be curious to see if these concerns still exist once you're able to play with the menus in an interactive demo.

I was concerned about cursor visibility, and the cursor pulses between blue and white for that reason (animation draws the eye). Maybe that's not clear from the video though?

There are a bunch of issues with sounds overlapping because they're tied to functions like for example the menu refreshing, which also triggers when the menu opens, giving the open sound and cursor move sound on the same frame. Addressing them is on my to-do list!

I've been concerned about using actual pauses rather than ellipses since I could imagine the timing not being suited to everyone. Personally I feel their meaning is lost if they can be rushed, but I could easily make that possible if it feels worse to people if they're not progressing at their own rate.

The speed of attack animations is tied to reactions, so if it were faster, the player would have significantly less time to respond! That's different to a typical JRPG where you'd just be waiting the whole time.

Thanks for your feedback, and sorry about the delayed response!
1
Ampersand68~5Y
Congratulations on making a video demo! I like that you're able to switch control on the overworld between party members- will this have any gameplay effect, such as using the "primary" party member's ability to remove an obstacle?

The amount of blur in dialogue scenes seems a tad too aggressive, and the combat sounds are a bit too "2D" if you know what I mean, though I assume they're just placeholders for now. That food-eating sound effect is absolutely perfect, however!

I'm also looking forward to the re-release of MARDEK. I'm sure there'll be more than a few people looking for the opportunity to spend a few of their hours social distancing playing it. I know I'll be certain to get it on Steam and write a positive review!
3
Tobias 1115~5Y
I've been planning to add field skills unique to each character, though I wonder whether to just omit that to save myself a lot of time; I'm still thinking about it. If nothing else, I remember playing RPGs as a child and wishing I could change who I was running around as just for the aesthetic/roleplaying appeal of it, so there's that, even if there's no functional benefit! Oh, and I suppose who you're controlling determines which dialogue you trigger with your allies, at least with how it works currently.

The blur effect feels just right to me, since the point is to completely redirect attention from anything other than the dialogue. Typically RPGs would have the dialogue box accompanying action in the world above it, so a blur would get in the way there, but I'm wondering whether to have scenes where stuff actually happens in the field function differently. Maybe they wouldn't open up the normal dialogue UI or add any blur, with speech bubbles appearing over the field characters' heads instead.

The sound effects are temporary; they're something I'll need to devote more time to learning how to make!

I'm devoting this week to sorting out the Steam re-release of MARDEK! Thanks in advance if you write a positive review!
3
MarninPL33~5Y
I love the demo - especially how dialogues look! Although, there are couple small things that it's missing in my opinion. In particular, lack of some sort of screen-flash effect when using the save crystals and lack of sounds when casting spells (you know, the moment when elemental circle appears under the character. I think every element should have its unique sound effect). Also, some skills (like the rumination) have very quiet sounds. However, I suppose this is something that would come in time eventually, so its inappropriate to write about this considering it's just a first-draft-of-a-demo, but regardless. I'm very happy with your progress!
2
Tobias 1115~5Y
Sound effets in general are something I've yet to get around to; most of the ones included here are from earlier projects like Taming Dreams or Alora Fane: Creation. I definitely want to make some more, but they're not something I'm experienced with, so I need to somehow find the time to get used to the process. I've already watched a few videos, but I'll need to do more. They're also a bit trickier than other things though because I can't just make sounds from scratch, alone; either I'll have to find some online, or make foley sounds using household objects, which is a skill in itself (and an obstacle since I don't have a microphone). So it's tricky!

The weird flash effect with the save crystal annoys me! It seems to be something to do with Unity's lighting system rather than anything I've done intentionally, but hopefully I can fix it by looking into it, when I have the time!
1
Martyr3~5Y
Tell us if you're ever open for people to try your new games!
I really like that you have gone back to your 'roots'.
Hugs from Spain.
0
MaxDes45~5Y
This looks great! Just wanted to say that I really would recommend putting up the MARDEK trilogy ASAP since that would give it the best chance to be popular; everyone's stuck at home and the two most popular and recent games, Animal Crossing and Doom, are old enough to have been beaten already. This leaves a bunch of people that would be free to replay MARDEK on steam.. If you started now, by the time you got through the Steam uploading process I think it could be uploaded with great timing.

Besides that, the video looks incredible.
2
Tobias 1115~5Y
I'm devoting this week to sorting out the MARDEK re-release!

It's non-trivial though, because the version I got ready a few months ago doesn't support Steam achievements, cloud saves, or controller input, and I can see people being disappointed by that.

I've been told that the early Epic Battle Fantasy games managed to get the Steam API working despite being coded in the same outdated language as MARDEK, so it must be possible, but it'll require some research and recoding, which takes time. Hopefully not too long though; I don't want to miss this window of opportunity!
2
JohnnyBoi45~5Y
This is very exciting! I'll share my thoughts:

- You implemented (what appears to be) changeable camera view! I would definitely mainly play in the close-camera mode, but as Maniafig said it could open up a lot of puzzle possibilities in far-camera.

- I audibly laughed at some of the ridiculous dialogue, but the best part was the facial expressions. They really capture the characters well - I'm interested to see how they might play into the more dramatic aspects.

- The monster dialogues. Just excellent.

- The victory music is back! This demo video doesn't seem to have monster drops implemented - is that something planned/will there be an extension of the music for that screen?

- Will multitargeting be a thing? I hope so, it feels like an important part of any game with multiple enemies at once. Would also love to see physical multitarget abilities as well.

- I'm a big fan of the concord mechanic - it seems like an interesting layer to the combat. The variety of effects it provides is great.

- My only critique: All magic abilities dealing mind damage seems kind of counterproductive, and it was majorly noticeable in the boss battle. Steele seemed to be the only character actually making progress on the boss. I think mind damage could be useful on specific things, but it feels weird to split the damage, especially if you only need to damage one stat to win.
2
Tobias 1115~5Y
Thanks for the feedback! I especially appreciate that you commented on and liked the facial expressions, since I'm proud of those and feel they add a lot.

I'm wondering whether monster drops should happen directly after a monter's defeated rather than at the end of battle, as I've seen in some other games.

Targetting is currently planned to be bound to the skill, so some spells target all, while others target just one. The variable targeting was something I stole from Final Fantasy, but I don't think it's typical for RPGs in general? This is one of the things I can definitely tweak if needed though.

I agree about the lack of impact Mind damage was having in that boss battle, and I've been unsure what to do about it. Technically since Mind determines the potency of that boss's Bat Breath, Emeela's spells are weakening it, but it's got so much Mind that it's barely perceptible. Reducing its Mind total might help with that, but then battles could all just end up with a not-exactly-satisfying fizzling-out intensity curve, where everything starts off trading powerful blows and ends whittling each other down with tired little slaps. I'll keep tweaking the mechanics I've already got, though I might have to rethink the general stats system entirely if it just doesn't play well in the long run.
1
JohnnyBoi45~5Y
I think either choice for monster drops is valid. Benefits of a screen include that you know exactly what you're getting and can see the full picture vs. it being slightly faster/you know exactly what monster it came from with the other system.

So I remember being skeptical about attack power being determined by current body and min stats, but I also understand what you might have been going for strategically during the boss fight. Steele was the main damage, Emeela was a debuffer of sorts, Deugan and Mardek were both supports, one for healing and one for buffing. The first thing I see is that while we have diverse roles, 3/4 of the team is only providing only support elements and no damage (not counting Mardek's 1 attack at the end.) Emeela is technically dealing damage, but it doesn't feel that way because it's only chip damage and it isn't to the pool we're really watching - health. I have a few thoughts about this.

- Maybe a solution is to give Emeela a choice somehow to deal body or mind damage. This would allow her to either contribute to the "main task" (killing the boss quickly) at the expense of sustaining a higher amount of damage for longer or to contribute to her own objective by making the boss's attacks weaker. It's a classic speed vs. safety choice.
- My other thought is to simply do away with the current stat scaling and switch to a percentage of maximum stats instead (maybe with some slight damage variance built in to be a little spicier), and make debuffs tied to specific skills as more of a status effect than a result of something else.

The more I think about the boss battle, I have basically 2 gripes, both actually coming back to the stats system:

- Emeela seemed useless (covered above)
- The bat breath skill put everyone on the defensive with no other options as they can't do any risky plays because they can't deal any significant damage with their stats low. This is exemplified when Mardek has to eat at the end before hitting and killing the boss.

I think the second one is not a problem necessarily - I distinctly remember Muriance doing something similar in ch2 due to the low party levels when you fought him. It's only an issue when it comes with the disadvantage of lowering damage, so much so that the only option is to spend the rest of the turn healing back up.
2
LotBlind53~5Y
I was watching some GDC talks and there was one about how to make your Steam game page attractive by someone who studied how people tend to shop on Steam. I know you don't like this kind of stuff but maybe you can get some good pointers from him?

[LINK]
2
LotBlind53~5Y
Side note: I don't QUITE recognize myself from the way he describes the typical buyer. I wonder if your (potential) audience works the same way? It obviously makes it sound very mechanical.
1
MaxDes45~5Y
I saw some people comment that voice acting would improve the quality of Divine Dreams, but personally I really don't like it when games in this style have voice acting. Since reading is such a big component of this game, I feel like having voice actors radically slows down the pacing. which can make it turn annoying. I'm reminded of the Fire Emblem series, which has very different gameplay to Divine Dreams but uses a similar dialogue system. Newer releases in that series use voice acting and it's turned me off.

Personally, I prefer the dialogue system that Undertale uses, where every time a letter appears in the text box, a short sound is played. I'm having a hard time describing it so I hope you know what I'm talking about, but I prefer this system since it doesn't slow down dialogue at all, and it can also add another layer of depth to a character depending on how well the system is implemented. Just my two cents.
3
ChuckNorris18~5Y
I agree - voice acting not required. If it's done badly it could detract from the game as a whole.
3
Dingding32167~5Y
I loved the demo, especially the dialogue, expressions and the visual aspects. It's also really interesting seeing the concord mechanic in action, and it's even better than I'd expected! I was also initial quite unsure about 3D but it works really well from what I can see in the demo. One thing I picked up on was the lack of a clear display for turn order, especially during the longer boss fight, at least to my perception. I remember someone also mentioning trailing characters potentially getting stuck behind objects and corners, which wasn't a huge issue here, but I wonder whether you'd reset them behind the protagonist whenever changing rooms or something in case that happened. That's not an insanely pressing concern though, the demo looks really impressive as it is!
1
Tobias 1115~5Y
I'll add a turn order thing eventually! And characters do occasionally get stuck, which is annoying since it seems to be some issue with Unity's pathfinding AI that I might not be able to solve. I'll likely just make characters teleport if they get too far away.

I'm glad you like it, though!
0
zool1236~5Y
The game is great, but most of the sound effects are not present.
I ask you permission to make a simple announcement and tell a story about your upcoming games from the site
[LINK]
Excited about your next games and good luck
0
Verdusk21~5Y
IT'S BEAUTIFUL. Seriously. I got shivers watching the video. Mostly from how well the music fits with everything else, and well, how well EVERYTHING fits with everything else, since we've only seen separate bits and pieces prior to this update.

The game also looks much more beautiful than all the GIFs posted because of the resolution and FPS. The difference is stunning! The animations look so much better in the video. I also like the look of faces that represent the emotion status of characters in battle.

The casual battle theme is so rich, and the saw instrument reminds me of Beast Signer what with the electronic feel, while as a whole the rather light-hearted yet sort of sophisticated feel reminds me of Taming Dreams. The dialogues are most reminiscent of Sindrel Song, and for some reason the food items remind me of Clarence's Big Chance, probably because they're mundane things made silly. The altered perspective on the last battle reminds me of Golden Sun.

It's very impressive that there are already so many things made and they all look very polished, even though it hasn't been very long since the start of the development. You're doing extremely well!
1
Tobias 1115~5Y
Thank you, I greatly appreciate hearing this!

It's annoying being limited to gifs usually because so much is lost there. Video's limited too; it looks even better when you're actually playing it! Hopefully it won't be too long before people can experience that themselves.
1
purplerabbits148~5Y
Im loving the demo. As I am watching, Im struck by a feeling of nostalgia for the original, all the while things have updated. It's a bit like the feeling I got when starting Pokemon ORAS it starts out with the old gba style of graphics, but then the screen moves down and you see the bright shiny 3D world. It fills me with excitement because I know the journey, but this journey won't be the same as before.

I chuckles when I saw the dialouge for the first battle, just that "Boo" was the most adorable thing I have seen.

With the battle screens, it really translated well from 2D to 3D, still having the essence of the 2D, but now brighter and smoother in the 3D world.

Even though the dialouge is a bit silly and self aware as a demo, you did a really good job at capturing the essence of the characters from back then. I was filled with the nostalgia.

Ah the descriptions for items I missed those xD

I laughed with Steele's outrage pose. The bug-eyed look, I just can't xD. Ah the [profanity] a classic xD

o0o The boss battle is a slightly different camera angle. Bat Breath So Freaking Cool.

Overall I'm hyped o/
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Tobias 1115~5Y
Thank you! I appreciate hearing what stood out to you!
1
Ptyrell37~5Y
A 14 minute demo video? Feels like Christmas! A lot of people have made some good suggestions, so I'll just make a few comments.

- I will echo the sentiment that the U's look like V's. You get used to it once you stare at it enough, but it really bugged me for like 3 minutes.
- I REALLY like how Steele looks at the camera when he says "I'm gonna smash it." Hilarious!
- The cave and the fight backgrounds are really well done. And the size transition in the battle against the large Cayvern was seamless! I see why you wanted to remake everything in this style.
- The blue numbers after each fight confuse me, but I'm guessing that will be more clear in the future.
- I agree that a turn order indicator is essential.
- I know this isn't important, but it bugs me that Mardek says Emeela's speech bubbles are rose, when they are blue.

Great work! Hope the Mardek re-release goes smoothly.
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Tobias 1115~5Y
The u/v thing is strange to me, since a few people have commented on it, but I've never noticed. I've been using that font for years (I didn't make it) and I'm quite attached to it, plus it took forever to find one that felt just right, so I don't know what to do about that.

The blue numbers are mind restoration due to concords! That would be made clearer eventually.

Emeela's name doesn't rhyme with 'rose' either! Deugan and Mardek grew up with eachother, but Deugan still finds Mardek's sense of humour too stupid sometimes.

Thank you!
1
Lildoof2~5Y
Hello! I like this new implementation overall so far! Everything feels like its going into a comfortable direction so far, like the transitions between songs from battles and the map feel very seamless. Also, the use of more classical instruments make it feel really easy on the ears. Also the transitions between rooms feels seamless as well. The visuals overall seem varied and appealing; I find myself looking all throughout the screen from time to time to notice the bright fungi or other little details.

There are a couple of things that bother me for some reason. One is the text that appears when you get an item. I'm not sure if its the spacing, the contrast, or because it "feels crammed" all just in one super tiny text box, but it's not really easy to read. It's not hard to read either but I think because of the combination of these things, its just like it doesn't feel as legible as the other text and it doesn't seem compelling to read like most other text seen in the game. Also the numbers in the descriptions of these items seem really thin for some reason.

Another slight nuance I have comes to the "voice acting" issue, or rather lack thereof. I agree it could help to have voice acting, but I think the bigger issue is that the characters are lacking a bit of personality when they're speaking. Don't get me wrong, their visual designs are beautiful, and their test-dialog has a lot of personality that I remember liking when I first played the series. They also have very well executed facial changes that. I think what might be a solution could either be adding an audio that helps differentiate and brings each character even a little more life. For they only now have a cute little blurb sound that appears when they speak, but it doesn't vary at all with the character. I think the audio inclusion could be something like minimal voice acting like a grunt, a sigh, or a single word/catch phrase like that relates to the text being said (probably a ton of work and might be still too much to ask for...). Perhaps a better idea would be to create a unique sound font per character that plays alongside as the text scrolls. What I'm thinking of can be seen in games like undertale or animal crossing where these sound bits add just enough of personality to make each character. I also feel including this sound font would also make the text that each character is saying even more compelling to read. If this doesn't also seem implementable, maybe have a differing speech bubble sound depending on who/what's speaking.

Also... Duegan's weapon covers Emeela during most of the battle commands, at least during the regular battles... although it is a very pretty weapon.

I really like the idea of changing the random encounters into discrete battles that you decide when you want to tackle them! I also wonder, will the enemies be mobile? So you can either avoid battles or strategize a surprise attack sort of thing?

Can't emphasize this enough, this game overall looks amazing in the direction it's going! ESPECIALLY, because you are the only one working really hard on it! Thank you for your good work! :D

(I hope you take the time to read this, it was very exhausting to write, and I imagine that goes for most people here too, including yourself '^_^)
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Tobias 1115~5Y
Thanks for your detailed reply! I certainly understand that it's exhausting; it's why I often can't reply or take a while (as in this case). I mean, I often have to write several long replies all back to back! Still, I do appreciate showing that I'm taking note of what people are saying, since I appreciate their words and effort and all feedback helps to make a better experience we can all enjoy.

I appreciate your specific feedback about things like UI details; I often wonder whether players care about things like that, but I have to put a lot of thought into it. I've not been entirely pleased with the getting-an-item dialogue box, and your comment here will definitely make me look into revising that.

A few people have commented that they'd like more lively dialogue sounds, which surprised me since I didn't expect it to be much of a concern for players. I'd like to have some character-specific sound that plays as the letters flow onto the screen (I've seen how Animal Crossing does it, but I've still yet to play Undertale). I can't do anything voice-acted since that'd require involving other humans, but if there's something I can synthesise somehow, I definitely will. Sound effects in general are something I've yet to devote time to since they seemed a lower priority than a lot of the other stuff.

I'm not sure whether to have mobile monsters; there's no reason why not, so maybe eventually I will!

Thanks again for commenting!
2
SacredSpirit13373~4Y
Sorry for creating an account just to immediately shower your games with praise, but this

looks

AWESOME!

The Cayvern (Cave Wyvern? Cavern Wyvern? Wave Cyvern?) looks like an awesome boss concept. The dragon breath made of live bats is actually an awesome concept, and, maybe, when the Cayvern dies, there could be a giant bat that flies out and disintegrates, perhaps to show what the two red eyes in its 'throat' belong to?

I may have mentioned before (seriously I'm sorry for bombarding you with posts, I'm just excited!) that I was a bit bitter when the Mardek saga suddenly stopped in its tracks (ooh, just when it was getting good! Even though it doesn't really match up plotwise at all, the whole thing with Rohoph influencing Mardek and being a lot more evil than he was letting on reminded me a lot of the Final Fantasy game with Cecil and Golbez and Kain, can't remember the American number for it...maybe it was because Kain became temporarily brainwashed? Anyway, I wish upon wishes that there could be a way Classic Mardek could continue (along with others such as Beast Signer, since I loved the heck out of that game, but that's beside the point), but I understand if you want to move on from it!), but your new projects are intriguing!

I actually think the derpy, overly-macho, borderline sadistic / psychotic, wall-eyed caricature of Steele is incredibly hilarious to the extreme. I remember how his entire character in the original series was that he embodied all you loathed in a character, down to his theme song, and you portrayed that very well! It was very satisfying to see him so close to getting his comeuppance before he ran off like a coward.

And the MUSIC! The music of the trilogy was awesome, and it's excellent to see that this will be a worthy successor in that regard!

Overall, while I have been sad to see the original projects go (and will definitely buy the trilogy off of Steam to feel the nostalgia all over again), I have high hopes for your new endeavors! Tally ho, and onwaaarrd! (oops, that last one was for a different indie developer!)

Take care!
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