Neraine has a purple ponytail with pink ribbon, anyone who knows Neraine will know its her.Besides, Neraine isn't wearing a halloween-ish costume.
lexace
QUOTE (macfluffers @ Oct 23 2010, 10:12 PM) quotecActually, the person in the orange outfit is Gelyan. (RPG androgyny syndrome, eh?) Other than that, Roamer is right. WoG is sort of an epilogue; the second Ge.ne.sis happens shortly after the first. So, ItRH starts with Sisi and Nera trusting Gelyan.Now that I think of it, if An hasn't planned the whole of the story for it yet, he should add another Gelyan betrayal scene. I find his dubious loyalty humorous.QuoteEndQuoteEEndHmm.. it does look like a girl imo D: It's hard to believe that Gelyan would go from gun to sword and shields.I think we should ask An about the person in the orange costume.Actually if you looked closely, there's a male figure shadow in the background and it actually looks like Gelyan's figure.I'd rather have someone else replace Gelyan.His betrayals makes me hate him ._. Who knows, he'd probably be a dynamic character.From evil to good ~But yeah, Nera and Sisi can't go.I love them both, even though Sisi can be an annoyance at times.
joshyface
EDIT: didn't notice the 4th page. Now, replacing Gely would not make sense for his plan in wings to come together. If gely was gone the whole storyline would be, well, changed. He's a necessary character that i would be surprised if an got rid of. Gely is like a ,umm, anti-hero. What he does may have a good outcome, but its definitely has difference motives. So basically Gely is irreplaceable; for the story line to make sense he needs to be their. Also, I hate Gely, but he's my favorite character because he fulfills his role so w
allanpike
/coloroThere was a Ge.ne.sis couples thread?colorc/co
allanpike
/coloroI'll go and check that out so I know what you guys are talking about exactly herecolorc/co
animemaster
For IttRH, Here's my 2 cents.I think it would be nice to add more guy characters to the main storyline/Party.Does anyone else think Gelyan thinks hes a pimp? I always feel like his thoughts are " Yeah! I got 4 girls to follow me. I'm such a pimp!"This always adds the possibility of plot twists, romance, and even battle between characters.If it isnt too much work, could we add more statuses, duration buffs/debuffs, and visuals on statuses.Like, in the battle with saber, i didnt realize My fool was poisoned until he died mysteriously without nothing.An example for a visual status would be like Gelyan's Jelly shot actually showing the jelly on the target when hit by it.or Add Moon Waltz effect, maybe like a blue shining/aura thing.Then for essences, add like an aura under the people that are affected by
mokona96
ey, do you think we could have more than three secondary characters? We could switch them out, and I think it would add more strategy while not confusing new players too much. This could also go along with the idea I suggested in the 'How to get the tarot Lovers?' thread about a special forum-only character. Or donation-only, whiche
macfluffers
On the other hand, it means that the players would have a larger set of tools to work with. In the first Ge.ne.sis, An knew what we were all working with, since all players in all battles started with the same stuff, with the exception of the Death tarot. It would make it harder to keep the stage design as clean as it was in the first game.But that's not a big hurdle to get over. I think a larger roster would be great, so long as it was still kept a relatively short l
chamomileess
If anything, extra tertiary characters would have to be earned through battles with them, or perhaps purchased from some dusty, rat-infested tavern somewhere. If we do go with some sort of purchasing system, then currency would have to come into play. Otherwise, we could gain some additional lackeys through sidequests that can be given at the above-stated tavern.What I'm getting at is: I like the idea /biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif
macfluffers
think that sidequest-earned companions would be much better than bought ones. I've already made my case against currency systems: they're not a bad idea, but not having them means that everything you get is crucial, which is a cool element. Besides, if they're earned via sidequests, they would come with greater investment as characters. Which would be more interesting, some guy you're paying from a bar, or someone who is following you because you saved her little brother's life? The characters would have to be unique anyway, so the means of getting them should be uni
pyromania
otta say I'm a fan of being able to reset the stats that they've been putting together. That way folks can cycle through the combinations of perks without having to replay the game several ti
macfluffers
rue, but if the second game is like the first, replaying it isn't a big d
chamomileess
I know I mentioned this a little while back (maybe a couple pages...), but I still can't get it out of my mind.Granted, taking damage is counter intuitive, but since you're going to be taking damage ANYWAYS, why not incorporate the system? The Breaks don't necessarily have to game- or even Battle-Breakers. They could very well be a nice little surprise that the player gets for keeping their characters alive through a barrage of dam
an
Chained link a lower level attack to the next stronger one and doesn't consume Energy. It is based on Dexterity. If you are really lucky and have high Dexterity, sometime Nera can pull of a 5 chain attack with a combo of over 20 hits! Enjoy!Link on youtube
mokona96
hat is amazing. Now I just can't wait to play the g
fool
Something else I'd like to see is more abilities for Tarots. Most of them get quickly outclassed by the main characters by the midgame right now, due to the fact that they only have half the abilities of the main characters. This makes their utility rather narrow, and I find their damage output to be very subpar as well in the endgame. (Especially since their lack of abilities means that they can only attack with a maximum of two elements, usually only one) Adding two more Tarots per character may mitigate this, but I'd still like to see a few more abilities on them to give them some more versatility. (I usually just Soulburst them immediately during the endgame since their regular attacks are so worthless...)Also, as I've said in my "Feedback and Suggestions" thread, I would like the ability to reset characters' stat points more easily, but since I've already written about that once I won't bother to regurgitate it here.Most of the other ideas suggested here sound pretty good, though I agree that random encounters are very, very bad in tactical RPGs. One of the reasons I hated Lake Alto in Telepath RPG.(That battle video looks nice, by the way, though I question your shift in art style. It's just as good, but I just dislike clashing or abrupt changes in art styles...)Edit: Oh, also, storyline-wise. Since I know you probably have the actual plotline mapped out, I won't make suggestions there, but I would like to see more worldbuilding and depth to characters. I consider worldbuilding to be the most important aspect of storytelling and really helps with immersion, as it makes your story feel more real and organic. (Telepath RPG, another excellent tactical Flash RPG, is an excellent example of good worldbuilding) Characters, too, are obviously very important, yet they felt rather...shallow in DtRoT. In general, they seemed to be built around a single character trait, little depth or character development except for Gelyan. (I do recognize that this is only the first half of the game though, ItRH may have more character development...) More scenes with Tarots like others have suggested would be good as w