pyromania
A few thoughts/comments.- I would have greatly appreciated it had the Divine Breath item been reusable and available early. Being able to see different builds without having to replay the game and being able to adjust your three primary members to a specific battles' situation would go a long way in making the customization more fun. It would also allow a designer to not have to worry about accommodating players who may not have taken a very good setup for their PCs. - Kudos to making the three main characters have fully customizable stats and yet making them all unique and versatile anyway. That is quite an accomplishment.- The speed mechanics were very well implemented. - The game mechanics are pretty well documented except for how damage is actually calculated. That would have been useful to know. Each move has a damage rating, but it doesn't appear to be a linear relationship between damage and power rating? (Looking at Emi's Thunder moves, here). I suppose this matters doubly for Nera since her magic/power/speed balance can be twinked in different ways to affect her damage output.- Sisily felt a little underpowered compared to the others on account of her durability. Nera has evade to supply her with durability while Gen has HP or range. Sisy couldn't really risk going head to head with enemies. I was kind of hoping she would learn map abilities like the Tarot or status effects... something to let her survive.- Saber's moon shard mission says the goal is to kill him, but you have to kill his support to end the mission even after he bites the dust.- One thing worth noting is that it seems like Perks stay the same when the Divine Breath is used. They really should be reset as right now that enables you to grab a perk, rebuild your stats a different way that would normally preclude you from using that perk, and cheat the perk requirements that way.- I intend to put an entry for this game here (http://www.rpgdl.com/forums/index.php/topic,1943.0.html) so here is hoping for unique and powerful characters with fascinating abilit
EternalLurker
1) I agree entirely that replaying the game, or even reloading saves before Divine Breath usage each time, should not be necessary to test out the builds after a first playthrough. For the sequel I suggest a Sandbox Mode of sorts that unlocks after beating the game once, basically giving the player infinite Divine Breaths.2) ^_^3) ^_^4) Some abilities have damage calculations that are linearly correlated to their corresponding stats. Others have exponential (square) relationships. For example, Neraine's Crystal Ballad has a Black damage component that increases as Power^2, while the Blue component is just proportional to Magic, not Magic^2, IIRC.5) Sisily survives in her own ways. She can fight at range, unlike Neraine, giving her perfect invulnerability to melee opponents. Going for her Blue Agility perks gives her not only the evasion that Agility supplies but also a very good Agility debuff on her opponents, reducing the number of their attacks that she has to dodge. And her White Endurance perks are all about defense and are quite powerful.6) There are indeed some dialogue mistakes in this first part of Ge.Ne.Sis. English isn't An's primary language.7) That's been mentioned quite a few times, but the probable rarity of Divine Breaths throughout parts 1 and 2 should keep that balanced. I still suggest fixing that in part 2, but if it stays as-is it won't be a big deal.8)
pyromania
QUOTE quotec4) Some abilities have damage calculations that are linearly correlated to their corresponding stats. Others have exponential (square) relationships. For example, Neraine's Crystal Ballad has a Black damage component that increases as Power^2, while the Blue component is just proportional to Magic, not Magic^2, IIRC.QuoteEndQuoteEEndThat would have been... very very useful to know.Actually if you have information on specific attacks could you post it here? I would be extremely interested in seeing it.As far as rebuilding characters goes, I wouldn't mind it being a replay-only bonus but I think it would compliment a normal game well enough. Late in the game things can get pretty nasty if you don't build your characters well, and rebuilding your characters would be a way to get around that dead-end without having to put the game on Easy or something (which I ended up doing for the shadowmaster fight).Another thing I'd like to praise while I'm at it are the battle animations. Quick and fluid and nice to look at. Extremely stylish and I look forward to more of them in the fut
an
hank you for the kind words on Ge.ne.sis, Pyro. I will take them into account for the development of the sequel. Feel free to put the game where you want. It is free to play and the goal to have as many people enjoy it as possi
EternalLurker
I may be wrong about some of these, by the way, even considering that they're all approximations that don't take into account the added random damage component. (If I'm not mistaken, Ge.Ne.Sis a random amount of damage to each attack, rather than the base damage by a random amount, so for the most part damages are fairly consistent.)Neraine:: Black damage increases with 5*(Power^2)/3.: Blue damage increases with 2*Magic.: Black damage increases with 2*(Power^2); Blue damage increases with 3*Magic.Emi:: Yellow damage increases with 9*(Magic^2)/8. Notably large random damage component here.: Yellow damage increases with 2.5*Magic.Gelyan:: White damage increases with 2*(Magic^2)/9. Pretty tiny Magic effect; the random damage part is more significant.: Black damage increases with (Power^2)/3. Seemingly fairly low, but the multiple hits help. Still, random damage is high.: Black damage increases with 8*(Power^2)/9. High base damage, tiny random damage component, reverses Defense.: Raw damage = maxHP*.99Sisily:: Black damage increases with 10(Power^2)/3. Godlike attack at respectable Power levels, for a 0-Energy attack.: Red damage increases with 2.5*Magic. No base damage...the only PC attack that, on a roll of 0 at 0 Magic, does 0 damage!: Yellow damage increases with 8(Magic^2)/9.: Black damage increases with 10(Power^2)/9. Red damage increases with 2(Magic^2)/9.Perhaps now you guys can see why I like Power-oriented Sisilies: her Black damage scales much better with Power than her Red and Yellow scale with Magic. It doesn't compensate for her poor starting Power unless you stick with Power-boosts from the very beginning, which can be tough, but if you're determined enough, the results are pretty amaz
plaguexroamer
Also, I never found out, but does the damage from Tarot Soulbursts depend on the Tarots' Magic value or the Soulburster's Ma
mokona96
he Tarot's Magic. Thus EL's Cerberus guide in which the Fool's soulburst does insane amounts of damage. GAME O
EternalLurker
everyone's Magic, so using that as an example doesn't illustrate the difference between raising the Fool's Magic and raising Gelyan's Magic; either could lead to an increase in Plasma Solstice's damage.Nonetheless, yes, the Tarots' own stats affect their Soulbursts. Otherwise a physically-oriented Sisily would make the Magician usel