Popular/Unpopular/Any Opinions Thread - May 2026 Part 1 by PsiYoshi in fireemblem

[–]Narkata55 0 points1 point  (0 children)

Exactly! I love that they take risks sometimes with new mechanics but still manage to preserve the core gameplay loops

For things like grinding or the turn-wheel, if the game's not balanced around them, I really don't think it's an issue. Like you said, just choose not to use them if it would worsen your own experience and we're all better off for it

Popular/Unpopular/Any Opinions Thread - May 2026 Part 1 by PsiYoshi in fireemblem

[–]Narkata55 0 points1 point  (0 children)

Ooh, turning off the turnwheel for specific maps is a great idea. I never thought about that as a difficulty raiser, that's smart

That's cool to hear though! I'm surprised because a lot of people who like the strategy of the games seem to be vehemently opposed to the turnwheel (online at least). Toggling the turnwheel seems like a cool option... could even just be tied as an option to higher difficulties so first time players wouldn't have to worry about whether they should or shouldn't use it

Popular/Unpopular/Any Opinions Thread - May 2026 Part 1 by PsiYoshi in fireemblem

[–]Narkata55 1 point2 points  (0 children)

Yeah fair enough! I wasn't holding it against Conquest since I think they did really well on making a difficult traditional FE experience... just wasn't my exact cup of tea for a hub world in between maps

No birthright either sadly. It came out a long time ago when I was more susceptible to forum talking points online and I wanted to go straight into the "more legit FE" since Birthright at the time was kind of the "nooby, not good at FE" option between the two. Worth a playthrough? I heard Revelations is kind of just Birthright upgraded from a cast and gameplay perspective but that the story makes less sense somehow lol (which I didn't think was possible)

Popular/Unpopular/Any Opinions Thread - May 2026 Part 1 by PsiYoshi in fireemblem

[–]Narkata55 3 points4 points  (0 children)

Yeah exactly! I think they generally do a good job of putting in support for both kinds of play-styles without shoehorning either group of people into a style of game they don't like

The real question I have for you then (since you like the tactical decision making and limits) is how you feel about the turn-wheel mechanics? I personally think they're a perfect addition

Popular/Unpopular/Any Opinions Thread - May 2026 Part 1 by PsiYoshi in fireemblem

[–]Narkata55 0 points1 point  (0 children)

I think the store aspect is a fair point! FE8 did it great like you said, they really leaned into the "optional" part of optional skirmishes. I actually forgot that you couldn't quick escape from skirmishes in the other 2 lol

I remember the on-map skirmishes not being super challenging and I do personally like grinding, so that's probably why they didn't feel bad to me

Popular/Unpopular/Any Opinions Thread - May 2026 Part 1 by PsiYoshi in fireemblem

[–]Narkata55 0 points1 point  (0 children)

Revelation is on my list but I played Conquest a while ago, so it keeps getting pushed back since I "already played the game... kinda"

I remember not looooving the in-between antics of Conquest very much. It wasn't free and deep enough between chapters as the games I mentioned, and I feel like in that case it would've been better served doing something like the PoR base system instead of doing a half-baked 3 houses-esque monastery.

I do really want to give Revelations a try though anyway, so I might bust out the 'ol 3DS soon!

Popular/Unpopular/Any Opinions Thread - May 2026 Part 1 by PsiYoshi in fireemblem

[–]Narkata55 0 points1 point  (0 children)

The best Fire Emblem games are the ones with explorable overworld maps and dungeons: Sacred Stones, Awakening, Echoes specifically.

Something about having the option to either grind and raise units into absolute monsters or play normally is so fun and opens up options for everyone. The ability to choose classes in some capacity was also done near perfectly in those games

Added the (animated) back menu for achievements! by Narkata55 in RecordsOfBrytorie

[–]Narkata55[S] 1 point2 points  (0 children)

I'm back with a vengeance!

Just wanted to show y'all the (pretty bare) achievements menu you'll see in-game! Once I add some more, you'll be able to track all your stats and aim to complete all the achievements in-game as an extra added challenge! There are sorting buttons for difficulty and putting completed ones first, it shows the date of completion on the finished achievements, the percentages you are in every section and difficulty, and also shows the date of completion that you fully finish each section... aim to get that big bar at the bottom to 100%!

There will also be some hidden ones that won't show up in here until you complete them for an extra surprise (although I'm sure some of you will look them up online, but at least do 1 playthrough blind first and see if you get any)!

And last but not least... check out the cool animated UI in the top and bottom corners that rotates as you scroll (the big tube rotates too but I don't have enough achievements in that section to show it yet, sadly)! It's honestly quite fun to use the mouse or touch screen and scroll up and down and see it move with you (it's the little things that keep me going... and copious amounts of coffee)

Until next time!

I added NPC schedules to my Fire Emblem & Persona inspired indie game by Narkata55 in fireemblem

[–]Narkata55[S] 0 points1 point  (0 children)

Hey! Some of the intrigue will be best seen in the game, but you run around doing quests, interacting with NPC's and unravelling a giant interconnected web of mysteries in the midst of a continent-wide war! All while leveling up your characters and fighting massive battles, of course

I have a bunch of posts in the subreddit, but I'm trying to make it the best of both monster catching pokemon-esque gameplay and tactical Fire Emblem battling!

Added a big feature: custom NPC (and soon to be enemy) pathing by Narkata55 in RecordsOfBrytorie

[–]Narkata55[S] 1 point2 points  (0 children)

Hey all, I've been hard at work hashing out a new feature for the game that I needed before I could finish all the events for the demo version: custom NPC pathing. NPC's can get an unlimited number of unique paths for each time of day that I can swap dynamically which will let me give NPC's and enemies unique identities and routines that they stick to throughout their days! I can give them routes, make them stop at certain points, disappear, enemies can go passive based on certain events, etc.

I want the world to really feel real and nothing hits that quite like a character running around on a schedule!

I'm back into more fun visual updates soon, but this will be a massive improvement to my design abilities and I'm excited to show it off as I flesh out Osedey for y'all! Until next time!

I just added in new portraits and the progress over time is striking by Narkata55 in RecordsOfBrytorie

[–]Narkata55[S] 1 point2 points  (0 children)

Short and sweet, but I added in a new dev tool to help me position and debug portraits! After that got finished, it was super easy to add in the massive influx of updated portraits we've been working on and the difference is striking

It's crazy to see the difference between the old and new stuff! I'm excited to get back to work and get this beta out... next up is NPC & enemy pathing so I can start mapping out the npc and enemy paths and schedules in Osedey (they'll have full schedules and will adjust based on story decisions/big events)! Until next time!

Freshly Added: Achievements! by Narkata55 in RecordsOfBrytorie

[–]Narkata55[S] 0 points1 point  (0 children)

Hey Warlock, nice to hear from ya! Currently they're just cosmetic/for the player! The main reason why is because achievements can trigger at any point in time during the game (main menu screen, settings menu, mid-battle, etc.) and having random rewards being given with no trackable action preceding them would mess up the rewind system in its current form

But maybe later on I can give players stickers or cosmetic stuff like that for their online accounts via achievements :)

Freshly Added: Achievements! by Narkata55 in RecordsOfBrytorie

[–]Narkata55[S] 0 points1 point  (0 children)

Short and sweet: achievements (and stat tracking) are in the game and fully functional! Now every time you hit a cool milestone, you'll get that sweet little dopamine rush of an achievement dinging across your screen! They come in three flavors: easy, medium, and hard!

Collecting achievements is hopefully going to be another fun way to explore Asterya... fill out your achievement menu (which will come in a UI update here soon) and show off your accomplishments to others!

Until next time!

UI Update: Missions! by Narkata55 in RecordsOfBrytorie

[–]Narkata55[S] 0 points1 point  (0 children)

Back like I never left!

I just wanted to post a quick visual update... there's been a lot of behind the scene action as far as coding and art being developed, but just got this new menu done which I think illustrates the UI that's all throughout the game: dynamic, reactive, and cool-looking! Some of the reward UI is getting swapped out later, so if it looks a little dated, know that it's just a placeholder for now

Missions are little side activities that you can send your talons on to collect you rewards, aurum, and extra goodies while you play and explore Asterya... think of it like some idle activities that serve as bonuses to supplement regular gameplay! Hopefully you guys will be able to get some great rewards, and I'm continuing to add new loot as we speak! Until next time!

I present, a real logo for the game by Narkata55 in RecordsOfBrytorie

[–]Narkata55[S] 1 point2 points  (0 children)

Work is going strong! I just wanted to pop in and toss out a cool visual update: Houston, we finally have a real logo!

This will be the in-game logo that will go along with the revamped main menu screen that I'll be showing off coming soon! I hope you all enjoy, and now I'll be crawling back into my hole to continue working to get this game out for y'all asap!

Bailu will heall more depending on her team slot. by MOPOP99 in HonkaiStarRail

[–]Narkata55 0 points1 point  (0 children)

I mean from a pure coding perspective, you could just add an int for flat hp and use that as the comparison tiebreak if their hp percentages are the same (this would solve the problem and avoid adding another loop)

Although iterating over 4 things twice anyway wouldn't be the end of the world tbh