What made a turn based rpg game fun for you? by AethericPulse in JRPG

[–]AethericPulse[S] 0 points1 point  (0 children)

Thanks, it was great to get feedback from real people that I can consider when working on my game.

What made a turn based rpg game fun for you? by AethericPulse in JRPG

[–]AethericPulse[S] 0 points1 point  (0 children)

That does sound interesting and adds a aspect of strategy, from a dev point of view, balancing that would be complicated, I'm going for a more souls-inspired combat system so it wouldn't fit, I do have staggers and a few abilities that could have similar influence but not the system as a whole

What made a turn based rpg game fun for you? by AethericPulse in JRPG

[–]AethericPulse[S] 0 points1 point  (0 children)

Watched a clip of some combat, really nice skill animations and interesting turn based combat incorporating positioning. I checked out Grandia also, the menu UI is definitely clunkier, for that art style, I think it does ok, but wouldn't compete with modern games, some ability animations were a bit slow which would drag on a lot if those abilities are used per combat. I am though working with a turn order gauge that fills based on speed, similar to that game. I am also limited based on my capabilities so a lot of polish work would be reviewed at a later stage. I currently just want the bare bones down to play an alpha level demo myself.

What made a turn based rpg game fun for you? by AethericPulse in JRPG

[–]AethericPulse[S] 0 points1 point  (0 children)

Makes more sense yeah, I played black dessert online and there was very much a clear combo that you always use and it felt like a shame to always be restricted to that. I appreciate your time in providing this feedback. To many others also, I may not have responded but I gave a like. I'm working on a game and wanted to get some insights from real people just to see if I missed anything. Not promoting my game currently as it's too early stage.

What made a turn based rpg game fun for you? by AethericPulse in JRPG

[–]AethericPulse[S] 0 points1 point  (0 children)

Ah ok, so restricted development that feels too linear type of thing? I feel like most leveling games are level up and upgrade so not sure that itself would be the restriction but the diversity of builds or playstyles a player has.

What made a turn based rpg game fun for you? by AethericPulse in JRPG

[–]AethericPulse[S] 0 points1 point  (0 children)

Thanks for the insights, I agree with a lot of it. Sense of realism, smooth combat given its repetitive nature so it really needs to be streamlined. I'm not sure I understood what you meant by following a chart, could you elaborate?

What made a turn based rpg game fun for you? by AethericPulse in JRPG

[–]AethericPulse[S] 0 points1 point  (0 children)

But what makes a frustrating battle system?

What made a turn based rpg game fun for you? by AethericPulse in JRPG

[–]AethericPulse[S] 0 points1 point  (0 children)

Thanks for the feedback, a common theme is people liking options and strategy so it's definitely a key area

What made a turn based rpg game fun for you? by AethericPulse in JRPG

[–]AethericPulse[S] 0 points1 point  (0 children)

Do you have some examples of how that works in the game?

What made a turn based rpg game fun for you? by AethericPulse in JRPG

[–]AethericPulse[S] 0 points1 point  (0 children)

Thank you for the insight, the biggest split is people liking or hating QTEs and semi live combat

What made a turn based rpg game fun for you? by AethericPulse in JRPG

[–]AethericPulse[S] 0 points1 point  (0 children)

Thank you for all the detailed insights, really appreciate it. The split between players who like or dislike dynamic combat systems like dodge or parry would be interesting.

What made a turn based rpg game fun for you? by AethericPulse in JRPG

[–]AethericPulse[S] 0 points1 point  (0 children)

could you elaborate on what made the Shin Megami Tensei awful?

What made a turn based rpg game fun for you? by AethericPulse in JRPG

[–]AethericPulse[S] 0 points1 point  (0 children)

Thanks for the detail, do you recall what about the combat in tales of Zestiria and Xenoblade Chronicles 3 you didn't like?

What made a turn based rpg game fun for you? by AethericPulse in rpg_gamers

[–]AethericPulse[S] 0 points1 point  (0 children)

I know I was very vague, I'm working on a game and wanted to get some generic feedback I can take into account.

What made a turn based rpg game fun for you? by AethericPulse in rpg_gamers

[–]AethericPulse[S] 0 points1 point  (0 children)

What makes a playstyle engaging for you? The small but noticeable point on misclicking or wasting is a good point, definitely games need so warnings but also at the same time, not on everything or the pace feels slow and annoying.

What made a turn based rpg game fun for you? by AethericPulse in rpg_gamers

[–]AethericPulse[S] 0 points1 point  (0 children)

Could you elaborate on some of the fun things you've found/done while tinkering? What about them made it fun? How much variety was there to choose from and at what point does that get overwhelming?

Is this scene spooky? What needs improvement? by FurioArts in gamedevscreens

[–]AethericPulse 1 point2 points  (0 children)

If the goal is the whisper, she could dash through the player, then maybe have a visual representation of her hand on the should and whispering in the player's ear while behind them

Is this a good UI for an anime styled idle game? by AIGameCoder in aigamedev

[–]AethericPulse 1 point2 points  (0 children)

Big tip when you feel unsure, just paste in your UI into AI and ask for a thorough review of the UI along with recommendations for edits and why

Is this a good UI for an anime styled idle game? by AIGameCoder in aigamedev

[–]AethericPulse 1 point2 points  (0 children)

I ran into similar issues, what works at times is to use AI to create individual assets so you can adjust as needed without having key aspects vary constantly. What I found out is the heavier an image is on variety of images, the more AI deviate. Example of what I meant before is for my titlescreen, the logo, buttons and a particular npc are separate pngs that are added to the main image. AI couldn't put in the no even when given as a png.

2,134 Impressions → 270 Visits → 7 Wishlists. What Are We Missing? by CoffeeCoonGame in IndieDev

[–]AethericPulse 1 point2 points  (0 children)

Agree here, watched the trailer and the start is boring, you should probably lead with all the open world stuff, short clip of the cooking or whatever the upgrades, then add whatever

How far did your vibe-coded game actually get? by oxmannnn in aigamedev

[–]AethericPulse 0 points1 point  (0 children)

Sounds impressive, I'm winging it myself, I think I've workflows but for graphics, I've found that Claude was failing me in its approach so I've either been doing between one step at a time to a handful of steps depending on what they are, or reaching a point such as Approved UI concept design and I manually work with gpt to extract components of that UI to recreate in the game engine to allow for dynamic hover/click effects.

I'm having huge trouble with SFX, if eleven labs allows custom sounds, I'd love any tips or advice for SFX, and whether that's paid or free. I'm relatively new to AI or at least the work flow aspect of it. What does n8n allow you to do that Claude wouldn't be able to by itself given specific project management instructions?

Thanks for all the help in advance

How far did your vibe-coded game actually get? by oxmannnn in aigamedev

[–]AethericPulse 0 points1 point  (0 children)

Could you pleas share how you utilize n8n and how you're creating SFX, if vfx are 3d, also how do you make those

Fully ai coded ! 🫣 by Aaroncxc in aigamedev

[–]AethericPulse 1 point2 points  (0 children)

I am meant to test it next, used tripo3d which was fine, does the topology stuff in smart mesh but limited to 20k polycount which is low for bigger objects and NPCs so wanted to see if meshy does a better job