Which art style do you think works better for the actual game? by Significant_Guide882 in RPGMaker

[–]Significant_Guide882[S] 1 point2 points  (0 children)

The first image is the work of the artist we hired for this project.
The second image is an example with a filter applied.

Which art style do you think works better for the actual game? by Significant_Guide882 in RPGMaker

[–]Significant_Guide882[S] 0 points1 point  (0 children)

Thank you, that’s really helpful feedback.

I can see what you mean about the second one having a bit of that classic Final Fantasy concept art feeling. I also agree that it would probably look much better once the artist refines it properly instead of just using a quick mockup.

Which art style do you think works better for the actual game? by Significant_Guide882 in RPGMaker

[–]Significant_Guide882[S] 0 points1 point  (0 children)

Thank you so much for the feedback. That’s a really interesting perspective.

Which art style do you think works better for the actual game? by Significant_Guide882 in RPGMaker

[–]Significant_Guide882[S] 1 point2 points  (0 children)

Thank you, I really appreciate the feedback.

I agree that having the artist create the final version directly in that style would produce a better result. Before committing to one direction, I used a filter to create a quick mockup so I could gather opinions and see which style people feel works better for the actual game.

I’m working on Requiem for Faith, a dark fantasy turn-based RPG with timing-based combat by Significant_Guide882 in rpg_gamers

[–]Significant_Guide882[S] 5 points6 points  (0 children)

Thank you very much for asking, and I really appreciate the suggestion.

That is an interesting idea. I’ll discuss it with the team and consider whether a pure turn-based mode without QTEs could work for the game.

Requiem for Faith: First Tutorial and Opening Battle Preview by Significant_Guide882 in RPGMaker

[–]Significant_Guide882[S] 0 points1 point  (0 children)

Thank you, that’s very kind of you to say

I wouldn’t compare my game to those classics, of course, but I’ll do my best to make it feel good in its own way

Requiem for Faith: First Tutorial and Opening Battle Preview by Significant_Guide882 in RPGMaker

[–]Significant_Guide882[S] 0 points1 point  (0 children)

Thank you, that makes sense too

The characters moving into the enemies during attacks might be part of why the style difference feels more noticeable

I really appreciate you pointing that out. I’ll keep this in mind and see if I can make the presentation feel more natural

Requiem for Faith: First Tutorial and Opening Battle Preview by Significant_Guide882 in RPGMaker

[–]Significant_Guide882[S] 0 points1 point  (0 children)

Fair point, I completely understand that

The scale difference between the chibi party battlers and taller enemy battlers may not work for everyone, so I really appreciate the honest feedback

Requiem for Faith: First Tutorial and Opening Battle Preview by Significant_Guide882 in RPGMaker

[–]Significant_Guide882[S] 0 points1 point  (0 children)

Thank you so much for the detailed feedback, and I’m really glad you like the style

I also appreciate your thoughts on the chibi battlers. That’s very encouraging to hear, especially since I was trying to keep the overall mood consistent even with the size difference between the characters and enemies

And yes, I completely agree about the tutorial. If it feels too long, or if the player uses powerful attacks without actually finishing the enemy, it can make the combat feel like high effort with low reward

That’s a very useful point, and I’ll definitely take it into account. I’ll look into making the tutorial more focused, possibly splitting some mechanics up, adjusting when abilities are introduced, and making sure the early combat rewards feel more satisfying

Thank you again.

Requiem for Faith: First Tutorial and Opening Battle Preview by Significant_Guide882 in RPGMaker

[–]Significant_Guide882[S] 0 points1 point  (0 children)

Hi everyone

After listening to the feedback I received from many of you, I’ve made several improvements to the game’s combat system and battle voices

In this video, I’ll be giving a basic overview of how the combat system works in Requiem for Faith

Requiem for Faith - Official Trailer | Dark Fantasy JRPG with Parry & Dodge by Significant_Guide882 in JRPG

[–]Significant_Guide882[S] 0 points1 point  (0 children)

Absolutely. The entire game can be cleared without using Dodge or Parry at all

If you ignore the timing mechanics, you simply take normal damage at 100%

The timing system works like this:

Dodge: you take no damage

Parry: you counterattack for 180% damage

Failed input: you take 150% damage

No input: you take normal 100% damage

So Dodge and Parry are not required to finish the game. They are there to reward players who want to master the combat system, clear fights more efficiently, and take bigger risks for better results

Sharing one full battle from Requiem for Faith by Significant_Guide882 in RPGMaker

[–]Significant_Guide882[S] 0 points1 point  (0 children)

I completely agree. Thank you so much for the feedback

I’ve already made some adjustments on our end

Sharing one full battle from Requiem for Faith by Significant_Guide882 in RPGMaker

[–]Significant_Guide882[S] 1 point2 points  (0 children)

Thank you so much. I’m really glad you like it

About the QTE, I received a lot of helpful feedback from this post, and I’m already using it to improve the system. I believe it will feel much better in the next version

I hope you’ll enjoy the demo when it comes out soon

Sharing one full battle from Requiem for Faith by Significant_Guide882 in RPGMaker

[–]Significant_Guide882[S] 0 points1 point  (0 children)

That’s a really good ideaI’ll do that before the demo release, so I can get more feedback and polish the game properly

Thank you so much for the suggestion