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878002 Posts in 32898 Topics- by 24324 Members - Latest Member: Fi_designer

May 21, 2013, 01:31:56 AM
TIGSource ForumsDeveloperFeedbackFor the Medicine! - Card based RPG [Playtest build released]
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Author Topic: For the Medicine! - Card based RPG [Playtest build released]  (Read 844 times)
Tumetsu
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« on: August 26, 2011, 08:11:18 AM »

Story

Ailith is youngest of the Moglier, old family of assassins and warriors. She gots letter from her grandma living far away saying that she is very sick and needs special kind of medicine. Along with letter is recipe of said medicine and Ailith decides to collect needed ingredients and bring it to her grandma.

Gameplay

For the Medicine is card based RPG where player has to build deck of cards to battle against numerous unique enemies. How you build deck is important, since each enemy has their own decks, weaknesses and resistances so proper preparation is required to survive! By beating enemies you can gather more new cards which use to build your deck even more powerful.

Controls

You need only mouse. Everything is done by clicking cards and menus, except pausing (ESC) and skipping discussions fully (ENTER)

Some notes

Since game isn't ready there lacks some features like shops, final dialogue. Currently game has only four different enemies and 10 different cards. Backgrounds aren't final, or more precisely, there is two of them so some places have unfitting background. This release is meant to get feedback from the battle system, concept etc. Please give as much criticism as you can and tell what could be improved and also what was good in your opinion Smiley

Read more about what game will hold and it's progress from it's devlog

Screenshots



Play
To play game you need to have account on Flash game license since I intend to sell game on there.

Play on FGL

For those who want to play game without license, PM me since I need some play testers to try out my current and future builds and give feedback. Those will get their own builds from me.
« Last Edit: August 26, 2011, 08:25:18 AM by Tumetsu » Logged

Skomakar'n
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« Reply #1 on: August 28, 2011, 03:46:06 PM »

I just tried it out (after going through the hassle of updating the Flash player, restarting the browser even though I had at least twenty tabs open, and creating an account at FGL, just for you! :D). Lovely animations and lovely music. The system reminds me of that of Baten Kaitos. Pretty nice.

It might just have been me being sleepy, but I felt the text passages were a bit hard on the eyes. I think you need to increase the distance between the letters both vertically and horizontally, a little.

Also, the game should probably have some explanation about how the mouse is used to move around the map, since it has so extensive descriptions on how to fight. It wasn't completely obvious, and took a few seconds to figure out. An explanation as to who I am and what this place is and why I am fighting and why my mother taught me how would also be nice, but I guess you're planning on doing all of this in the final version.

Nice work! Keep going!
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« Reply #2 on: August 29, 2011, 07:02:01 AM »

I just tried it out (after going through the hassle of updating the Flash player, restarting the browser even though I had at least twenty tabs open, and creating an account at FGL, just for you! :D). Lovely animations and lovely music. The system reminds me of that of Baten Kaitos. Pretty nice.

It might just have been me being sleepy, but I felt the text passages were a bit hard on the eyes. I think you need to increase the distance between the letters both vertically and horizontally, a little.

Also, the game should probably have some explanation about how the mouse is used to move around the map, since it has so extensive descriptions on how to fight. It wasn't completely obvious, and took a few seconds to figure out. An explanation as to who I am and what this place is and why I am fighting and why my mother taught me how would also be nice, but I guess you're planning on doing all of this in the final version.

Nice work! Keep going!
Haha, I appreciate you went thought all that for me! Smiley

I look into text then though to me it is okay but you may be right. I'll do some experiments with it. Smiley Also, Baten Kaitos were inspiration for this game since it is one of my favorites and I have wanted to play similar games for some time and when I couldn't find many of them, I decided to make my own :D For some reason card battle systems intrigue me.

Yeah, I intend to add beginning cutscene and explain what is going on in game later. Right now it was really just game play which was to be tested. Didn't thought that map moving wasn't that obvious and I agree I should add some instruction of it in later versions.

Thank you very much for feedback!
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SundownKid
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« Reply #3 on: August 29, 2011, 07:19:12 PM »

I gave this baby a spin. The music is pretty charming, and the graphics have their own storybook aesthetic going on. I think you could even take the concept further by merging the "adventure log" with the game itself, so the battles would be a sort of "diary" representation of the actual battle that happened which would be continued by turning pages that have cutscenes, et cetera.

The graphics style of the various gauges looks somewhat modern compared to the other graphics. Perhaps you should consider making them more ornate to match the game's style. Also, the paper texture doesn't look very "papery"...

In battle, maybe there could be some representation of the enemy's cards or stats, something to strategize against rather than just mashing attack until you have to heal... similar to how, in Chocobo Tales, you see the element of the opposing cards and you have weaknesses depending on what card you play.
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Tumetsu
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« Reply #4 on: August 30, 2011, 08:10:05 AM »

Thanks for comment. I'm aware of bar graphics and they are on my to do list (though pretty low). Menus don't look very papery but IMO are okay, but they might be changed later.

Quote
In battle, maybe there could be some representation of the enemy's cards or stats, something to strategize against rather than just mashing attack until you have to heal... similar to how, in Chocobo Tales, you see the element of the opposing cards and you have weaknesses depending on what card you play.
This is something I'm working on right now. I have got some good suggestions for battle system which should make it feel a bit different and add extra layer of strategy. You can read more about it in devlog. I intend to start making changes today Smiley
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Nate Kling
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« Reply #5 on: September 23, 2011, 12:20:55 PM »

Tried the game out and I liked it so far. I tried figuring it out without reading the instructions at first and was completely lost.  I finally had to read the instructions to figure it out and it made a lot more sense.  I wish there was more of a graphical representation of my character instead of just a map to navigate or if random encounters could appear as  I was traveling to the next location.  I like the style of the graphics but as mentioned before the bars and some other graphics were of questionable quality.  It might be good to add something for the player to do in between the battles.  Maybe a little bit of story or exploration would help pace the battles a bit.  Overall its coming along really nicely it seems, I thought it was really fun already.
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Tumetsu
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« Reply #6 on: September 24, 2011, 10:00:06 AM »

Thanks! I didn't notice you had replied here at first since this topic had already sunk Smiley

I'm thinking about bars a bit, and I already renewed combo bar with different style, though I'm not sure if it is good even now. HP and timer still wait revamp. I should probably also think something for UI boxes etc. but I'm not sure how to make them using my graphical style  Huh?

As of instructions, I pretty much expected that you would be lost without them, and final versions will have tutorial told on first few enemies which explains the mechanic. Good thing though that it made sense after reading instructions and that you had fun Smiley

I'll introduce shops to map, and possibly secret areas which are opened by using certain "key" cards on certain fights. Other than that I'm not sure how I could add more exploration for game with my current resources... Perhaps I could make each level a rather small earea areas to explore with visible enemies roaming on them. That would require very much additional work though so not sure if I'm capable for that, but maybe, just maybe...
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