Version 0.2 is done!
Whew... The original update had a lot more bugs/issues than I was expecting when I released it. But thanks to the feedback, I believe all of those issues have been fixed. I am very thankful for everyone giving me their inputs on the game, and I definitely hear peoples frustrations with the difficulty. This update might actually be slightly harder... But I will tone the difficulty down a little bit going forward, and nerf existing areas as needed. My intention is not to make it a super grindy experience, but I also want the player to actually lose sometimes. So I will make it easier, but not TOO much. Please give me your feedback on the difficulty of this update.
I'm going to talk a lot, so before I do that, here are two links you may be interested in:
A feedback form that I would REALLY appreciate you filling out. This will help determine development of the game, so please, tell me how you feel about it:
Click to fill out the feedback form
And the download link for the game update:
Click to download the update
Now then... The update, in a nutshell:
-Lots of adjustments and bugfixes
-New cave area with 5 new enemies.
-A new city area is accessible after the cave. It is somewhat broken because I'm adding the planned content kind of sporadically, feel free to explore it if you make it there. You'll need to do so anyways to progress further.
-Another area found in the city that has 5 MORE new enemies. I'm quite proud with how most enemies in this area turned out, I think I am getting a nice workflow going that seems to generate higher quality animations.
-The way that armor, sanity, and exhaustion damage gets calculated has been changed around a bit. Let me know if it seems like too much or too little please. I am having a hard time finding the sweet spot for this. Overall, sanity and exhaustion depletion should be a bit faster now and hopefully comes across as more of a threat.
I did say that the update would have 11 enemies, but I decided to hold off on making the last enemy because I think it will serve a different purpose later... Sorry!
I'm afraid that because of some skill adjustments I've made, your old save may be a little broken. It should still be playable, but your skills might be messed up. I'm including a save file that leaves off where the game ended in the previous update, with all job points available and at an appropriate level, so you can start from that file if you wish.
I ended up writing down some of the changes I made so I wouldn't lose track of what still did and didn't need fixed... So here, you can see most of the changes that were made to the game:
-Forest bird animation should no longer sometimes disappear mid-fight
-Stunning enemies has been fixed to no longer permanently stun them. It was kind of broken.
-Removed one of the warding stones. There was only supposed to be two but I ended up extending one of the areas and moved the item, without removing the original chest location. Oops.
-An enemy that was supposed to appear in the original version now actually appears instead of the battle ending instantly.
-Enemies animation should no longer flicker when they are stunned.
-Base TP generation has been reduced slightly.
-Mana cost of bind has been lowered.
-Draining strike has been buffed a little bit, but given a longer cooldown. Overall, it's still a stronger skill now.
-Berserk slash has been nerfed a little bit.
-Removed self inflicted attack, it's really just making unnecessary skill bloat. If you want to lose a battle, there is still the surrender option.
-Last stand now actually gives you an attack buff
-Evasion actually works now.
-Explosive arrow actually works now, and it's quite strong.
-Passive states you've learned should no longer display their icon in battle. It just clutters the battle HUD.
-Wet state for enemies was not working as intended before (It's supposed to give them a chance to attack twice). Works now.
-The leaves in a certain area are supposed to cause the player to make noise and raise suspicion. However, stepping on the leaves triggered them more than once because of a movement plugin I'm using. Should be fixed now.
-A certain enemy attack should no longer display "0" on the screen for no reason when it is used.
-Added a shop plugin that better displays the stats of the equipment you're buying.
-Some quest rewards were adjusted a little, and are made more apparent upon completion of a quest now.
-Defeat scenes are now skippable.
-MP regeneration (skill) has been removed, and instead been replaced with an attack up buff skill that costs TP.
-MP and TP costs of various skills have been adjusted.
-Big deer now has its own proper game over scene (along with every other new enemy added in this version)
-I've tried to make the early game slightly easier by adding some more resources to the forest areas. Crafting some supplies should be a little easier to do now.
-Instead of having to buy a survival knowledge book from the store at the start of the game to be able to craft, you will start the game already knowing how to craft these items. As such, shops also no longer sell this book. This should also make early game money a little less restrictive on the player.
Lastly, some rambling. I am considering redoing some of the early game enemy animations for 2 reasons:
1. You may have noticed that the movie resolution for some of the animals does not cover the whole screen. This is because when I started, I didn't even take the rpgmaker program resolution into account when making the initial animations. Animations from the cave forward will never have this issue again, but the only real fix for this is redoing the original animations from scratch. I can't make them encompass the whole screen without either cropping a portion of the animation or stretching them out and making them look weird. And I really, really hate these kinds of inconsistencies. The only exception to this is probably the rabbit, because I like the rabbit animation enough to ignore the issue lol.
2. I am unsatisfied with the quality of a few of the animations.
If I did redo some of the animals, I would probably just upload the old animations somewhere like pixiv so they can still be seen if you liked the old animations. Of course, I have not gone through with this yet, but expect that some of the animals animations may get redone in the future. Probably in the next update. This also offers an opportunity to create more enemy variety than just purely animals at the start of the game, so if you would prefer to see that then please give me feedback on what animals you might want to see replaced (and what you'd want them replaced with), because otherwise I'm not going to bother and every enemy will remain the same, just with new animations. I'm curious though - would people rather see more realistic/non-sapient depictions of beasts that highlights these features, or more cartoony/stylized depictions that give them a more 'cutesy' look? Or both?
I know this post is a ton of information already, but here's some of what you can likely expect to be coming in the next update:
-Two additional areas, it will probably become apparent on what exactly those are if you play through this release.
-A new mechanic will be added across the board for all enemies that I've been planning since the start... But have also been putting off since the start. It will sometimes make battles a little harder.
-As mentioned earlier, some existing enemies are probably going to get some new animations.
And... That's all for now! Please let me know what you think! And please tell me if something is broken!