CorazonAzul
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« on: August 13, 2014, 06:43:58 AM » |
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« Last Edit: November 12, 2022, 02:21:21 PM by CorazonAzul »
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SolarLune
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« Reply #1 on: August 13, 2014, 07:46:52 AM » |
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Oh, this is interesting. Nice simple graphics. Any idea of the plot or story?
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tieTYT
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« Reply #2 on: August 13, 2014, 11:41:23 AM » |
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I'm liking the graphics. I'd like to know more about the battle system and why you're not using RNG.
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King Tetiro
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« Reply #3 on: August 24, 2014, 11:00:56 PM » |
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Nice! Another turn-based RPG! I thought I was the only one I like the look of this one and will be keeping a keen eye on it. I look forward to seeing a demo!
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LightEnt
Level 1
Power to the action-platformer
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« Reply #4 on: August 25, 2014, 02:59:57 AM » |
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Yes there are only fixed encounters and 21 planned. Their puzzling nature should last the player several minutes-long attempts, and hopefully winning feels fun and rewarding.
That is...intriguing. And <3 for Phantasy Star. This has my attention :0
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jctwood
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« Reply #5 on: August 25, 2014, 03:31:47 AM » |
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you had me at puzzle-like difficulty!
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ShinnyMetal
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« Reply #6 on: August 30, 2014, 02:59:31 AM » |
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God I wish I could do GB chiptune musics..
I would try though
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neko.works
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« Reply #7 on: August 30, 2014, 12:20:01 PM » |
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This actually looks awesome! The world map with the mountains reminds me of Gargoyle's Quest on the original Gameboy, my first JRPG ever :D Good luck
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debo
Level 0
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« Reply #8 on: September 01, 2014, 01:27:45 PM » |
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Hi, I just registered to say I've been checking up on this game since it was mentioned on indierpgs.com about a billion years ago, and I am unbelievably stoked to play it. Looking amazing, the music sounds great -- I can't thank you enough for starting and finishing a project with the SaGa aesthetic.
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Connor
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« Reply #9 on: September 04, 2014, 07:29:05 PM » |
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wholy crap. soul compass is out as a demo?! its been SO LONG. i think the last time i viewed this topic was around a year and a half ago. good to see your back working on it.
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debo
Level 0
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« Reply #11 on: September 05, 2014, 10:32:13 AM » |
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Works great on WINE, thankfully The game plays amazingly well for a demo. I was squinting at all the numbers and stuff before I realized that the helpful monster dude would tell me everything I need to know, and finished the first battle easily after that. Took about 15 minutes, including watching the intro. Very different than the style of game I usually like (I generally like games with a bit of randomness to them), but this seems fun. As I was hoping, you nailed the aesthetic. Just out of curiosity, are the characters avoiding contractions ("it is" instead of "it's") as a stylistic choice or was that just something you did without realizing? I didn't expect to get so much content in a demo, looking forward to the rest!!
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debo
Level 0
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« Reply #13 on: September 05, 2014, 03:23:04 PM » |
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Rad. I just posted links to the trailer and this page on the gamefaqs FFL1/2/3 boards, they're low-traffic but I think they're a target audience.
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Moth
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« Reply #14 on: September 06, 2014, 01:07:54 PM » |
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Beautiful! The game's concept is wonderful and the assets are marvelous. Love the idea of the elaborate and calculated battles, the instruction manual is awesome and the idea of earning stars is lovely!
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Pehesse
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« Reply #15 on: September 06, 2014, 11:38:02 PM » |
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The whole project looks (and sounds) very nice! I'm getting massive FFLegend vibes, thanks in no small part to the many references to a tower in the demo, and that's a good thing in my book :-D That instruction manual is also very well done!
I really like the idea of an elaborate series of fights, each individually designed as a puzzle. To be honest, it's close to one I had worked on for a while with a friend of mine, but we didn't manage to get anywhere with it. I'm really glad to see you have a similar plan, but executed very well!
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debo
Level 0
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« Reply #16 on: September 17, 2014, 01:29:17 AM » |
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Demo version 0.31 is released with the following changes from version 0.3, and is compatible with the 0.3 save file: -Added VSYNC toggle option; saves to Config.ini
-Various CPU optimizations implemented
Game now bypasses memory blitting functions while minimized, resulting in relatively no CPU/GPU use while minimized. Game now uses notably less CPU/GPU when drawing in smaller formats, and less CPU/GPU overall. Disabling VSYNC (default) will further reduce CPU usage, but enabling VSYNC should result in smoother moving images Barg, I've had too much going on recently to play much farther. Looking forward to testing out the new changes!
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debo
Level 0
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« Reply #17 on: December 29, 2014, 10:31:50 AM » |
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OK, I am going to finish this game!!!
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Connor
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« Reply #18 on: April 28, 2015, 08:29:22 PM » |
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wow, your still working at this? crazy! keep it up my friend!
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PiedPiper
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« Reply #19 on: September 03, 2017, 04:49:01 AM » |
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Popping in to say "good job!"
I remember really enjoying your demo back in the day. The puzzle aspect of combat kept me engaged as I experimented and planned out my next move.
Hoping to see more of the updates!
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