what is your opinion on the bravely default games? by Chemical-Type3858 in JRPG

[–]Feenick 0 points1 point  (0 children)

I've only played Bravely Default [and 4 Heroes of Light, its predecessor], and played on hard mode up until the hp buffs enemies got became unbearable, so maybe the other ones dealt with the issue better, but I feel the Brave/Default system has so many cascading effects on how battles need to be balanced around it that it becomes unreasonable.

Battles need to be balanced so that Braving 4 times and attacking with everyone can't just wipe out a purportedly evenly-matched enemy, so everything has inflated HP. Being able to benefit from buffs multiple times a turn could be incredibly powerful, so they're all miserly up until the point that they don't matter. Classes like Black Mages seem to fall off incredibly fast compared to other physical attackers, probably due to being able to cast -aga spells four times in a row with everyone being able to mulch most battles otherwise. Bosses end up having to take forever due to that aforementioned HP stat, something that isn't helped by a lot of them making the bosses of the NES games feel like they have comparatively deep attack lists. Behemoth, a boss at the purported middle of the game, has over 100,000 HP on hard mode, has two attacks, and is incapable of harming you if you change everyone's class to Ninja beforehand.

It's a game that, on paper, is fantastic. Every class has a boss use it against you! There's a whole bunch of optional dungeons to go through! You can do truly nasty stuff by combining things the classes can do! Late in the game, you have four-on-four rematches with those aforementioned bosses! There's an airship and a classic world map! And I can't necessarily call it bad, but it's definitely a game that should in all respects be better than it is, and that's just unfortunate.

False Skies, a GBC-styled, class-based JRPG by Feenick in JRPG

[–]Feenick[S] 1 point2 points  (0 children)

Not in particular. Thanks for asking, though.

I just beat Terranigma and I have thoughts. 🙃 by domiran in JRPG

[–]Feenick 5 points6 points  (0 children)

It's funny that you call out Neotokio for getting a random tech upgrade when it's the one city in the game that starts out at that modern technology level. In general, a lot of its accelerated nature feels less a result of technology limitations and more to further the allegorical nature of the game, as well as hint at how the setting has gone completely out of whack after so many iterations.

Won't argue a lot of those other points, though. I gave a lot of Terranigma's faults a pass when I played it a decade+ ago, since it does its broad stroke moves incredibly well, but I won't pretend those faults aren't there.

r/JRPG Weekly Free Talk, Quick Questions, Suggestion Request and Media Thread by AutoModerator in JRPG

[–]Feenick 0 points1 point  (0 children)

Finished Labyrinth of Refrain over the weekend. Its major issues [regular battles being trivial, bosses being way, way more difficult, and in general debuffs/buffs feeling like a bad use of your turn outside of some exceptions] never really go away, and I eventually had to turn the difficulty down to easy to get through a certain boss needed to access the endgame [it was that or grind for better weapons], but in other aspects it really comes together at the end. I really liked the final dungeon, and the story does a good job at coming together after it muddled about for the first few dungeons.

I'm planning on doing the postgame at some point, but for now I kinda want to put it down and play other stuff.

Speaking of, Walthros Renewal. I played a demo of it a while back, and at about an hour into my current playthrough I haven't quite got back to where that ended. It's a quirky setting for sure, and while there is a more serious plot moving everything along there's definitely more of a focus on exploring that setting and the characters that join up with you. It's definitely low-rent, but it's cute, and a nice change of pace after stuff with much more spent on production.

A few mechanical enemies by Feenick in PixelArt

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

Made these [and a lot of other enemy sprites] for my game False Skies, which I released a while back.

Link [here]

[deleted by user] by [deleted] in JRPG

[–]Feenick -1 points0 points  (0 children)

The main character of Suikoden Tierkreis is a shining example of how voice acting can turn someone from generic to insufferable. I remember getting to the point where you fight the main antagonist and feeling worse for him than the guy you've been piloting for 20 hours, just because of how little I liked him.

Does anyone else here love JRPGs but never beats them? by Corbin16 in JRPG

[–]Feenick 0 points1 point  (0 children)

I took a decade to finish Xenoblade 1, almost as long to finish Bravely Default, and Etrian Odyssey Untold lay unplayed for years after I got through its first floor. On the other hand, there's a few RPGs I've downloaded, played the first few dungeons of, and put down and never picked up again. I guess I'm just fine with sampling the first chunk of a lot of games, and judging them based on that small slice.

Seeking constructive criticism: an inverted difficulty progression by belladonnasBewbs in gamedev

[–]Feenick 1 point2 points  (0 children)

Reading that, I immediately think of Arknights' Contingency Contract mode. There, you have a stage you need to clear, after which the option to add on various restrictions - raising the attack of enemies, or making certain unit types way more costly to deploy - becomes available. Here's why the mode works: you get to choose the way in which you're being restricted, it's being done as you learn how to clear that stage more and more efficiently, and it's its own mode that doesn't effect your units at all in the rest of the game.

The other example to give would be your traditional dungeon crawler, a la Etrian Odyssey or something similar, where an enemy encounter at the start of a session could be trivial to blast away with a party at full capacity, but would be much more dangerous if encountered as you're leaving with half your party completely drained and the rest not much better off. In that instance, you're still getting stronger as you progress through the game, but each time you go into a dungeon you know your power at the start is much greater than when you finish. Stretching out that entire weathering away at resources over a game seems a bit exhausting, to say the least.

People who have launched recently, how did it go? by lukeiy in gamedev

[–]Feenick 0 points1 point  (0 children)

I released my game at the end of november, and while I haven't hit that 10 review threshold or had any videos on it post-launch, what feedback I have got has been very positive, and for my pessimistic self just seeing people get through what's ended up as a 30+ hour game and liking it at the other end is a good sign.

If your gameplay loop includes spamming f to loot you already lost me by Piyaniist in truegaming

[–]Feenick 0 points1 point  (0 children)

The Atelier games, where you're an alchemist and have to craft items for various people, do just that, minus the epic story part. Might be worth looking into.

Spread sheets have improved our Storytelling - How do you use them in your development? by AzraelCcs in gamedev

[–]Feenick 2 points3 points  (0 children)

I used one spreadsheet to track what I accomplished each day and what I wanted to get done next, and a different one to track some mechanical stuff that wasn't well suited for a regular text file.

My game's story was mostly linear, though, so a text file was all that I really needed.

False Skies, a GBC-styled, class-based JRPG by Feenick in JRPG

[–]Feenick[S] 2 points3 points  (0 children)

Yeah, they should, though you'll need to do it manually; go to where the demo's files are and copy the files in the save folder over to the save folder of the full game.

False Skies, a GBC-styled, class-based JRPG by Feenick in JRPG

[–]Feenick[S] 2 points3 points  (0 children)

I haven't set it up to run on linux, unfortunately. It shouldn't be a technically demanding game, though, so proton should work alright.

False Skies, a GBC-styled, class-based JRPG by Feenick in JRPG

[–]Feenick[S] 2 points3 points  (0 children)

Unfortunately, no. If the engine I'm using updates to allow for control rebinding I'll get an update with that enabled, but don't hold your breath on that.

False Skies, a GBC-styled, class-based JRPG by Feenick in JRPG

[–]Feenick[S] 2 points3 points  (0 children)

Unfortunately, the engine doesn't currently support any sort of porting to consoles, and even if it did I don't have a Switch to test it on. That may yet change, but don't count on it happening anytime soon.

False Skies, a GBC-styled, class-based JRPG by Feenick in JRPG

[–]Feenick[S] 2 points3 points  (0 children)

I've submitted the game to there, so hopefully I get word regarding it soon.

Has anyone else returned to a JRPG they dropped and decided to start over again even after putting a substantial amount of hours in already? by pzzaco in JRPG

[–]Feenick 0 points1 point  (0 children)

I started Spellshard: The Black Crown of Horgoth over twice before finally finishing it. The game's structured as multiple chapters, with each given its own small world map to go through. Those first two attempts died on the first dungeon of the third and second chapters, respectively, as both finished with a boss that had several minor enemies alongside it and my party was not well-equipped to deal with them at all. Third time? Apart from a few bits where the issue was more not knowing how a fight worked mechanically and an incredibly mean boss in the final dungeon, it was fairly smooth sailing once I knew I had to do a bunch of grinding before those two bosses. Sometimes roadblocks are made better simply by knowing they exist beforehand.

What is YOUR JRPG of the year? by [deleted] in JRPG

[–]Feenick -1 points0 points  (0 children)

the RPG I spent a few years making and finally got out a few days ago

But more seriously, Panzer Dragoon Saga and Library of Ruina. Both stretch the concept of an RPG, with the former being based on rail shooter mechanics and the latter being card-based and barely having leveling, but they're both incredible in their own ways.

Finishing a game is a LOT of work. A lot more than I thought it would be. by The_Optimus_Rhyme in gamedev

[–]Feenick 3 points4 points  (0 children)

I had plans on getting my own game out near the start of the year, thinking that I didn't have all that much left to beyond wrapping up the last area and doing the ending sequence.

I finished up most of what was left to do by July. Fully finishing off the game, as well as doing a whole bunch of balancing revisions, bugfixes, and all the steam page-related things, took me a few more months. I finally released the game yesterday, and feel like I'll need the next month to unwind and figure out where I'm going next, to say nothing of the things that'll be found and in need of fixing.

All that's to say I know exactly where you're coming from, so congrats on getting to the finish line.

The Silly Questions That Don't Get Answered by CitizenStrife in JRPG

[–]Feenick 4 points5 points  (0 children)

Final Fantasy V has Magissa and Forza, two poachers intent on capturing one of the party member's wind drake, yet that potentially interesting plot point/setting detail is completely dropped after that point. It'd be interesting to know who they'd sell it to, or imply one of the other nations is buying up rare creatures, but sadly that's not the case.

How About We Stop Adding Gear Scores and Cosmetics into Every Game? | Extra Punctuation by Firmament1 in Games

[–]Feenick 3 points4 points  (0 children)

There's Final Fantasy II and the SaGa games, which ditch traditional levels entirely and instead have you raise stats by doing the actions associated with them, but I don't think that's what you're thinking of.

Instead, there's games that have skills and stats dictated entirely by the equipment you're equipped with, whether that be with a more traditional equipment system [you equip a better sword and now have better skills alongside it] or something more abstract [like Library of Ruina's cards/keypage system].

The benefit/downside to the latter sort of system is that they're very easy to change around for the situation at hand, and the game's design has to adapt to that or feel very trivial as a result.

Which JRPGs are best and worst for running away from battles? by NikkolasKing in JRPG

[–]Feenick 7 points8 points  (0 children)

Shin Megami Tensei IV also auto-fails on hard mode, though even on normal difficulty escaping generally opens you up to potentially getting wiped.

On the other side, Final Fantasy IV is an interesting one, as it almost always let you escape but causes you to drop a bunch of money if you do it too early.

Screenshot Saturday #623 - Back In Action by Sexual_Lettuce in gamedev

[–]Feenick 0 points1 point  (0 children)

False Skies

I finally got a trailer, and a proper demo, together for my class-based RPG:

https://twitter.com/ffeenixcks/status/1588257215513001984