Me too do not know if the lucky sword "bug" in the bat lair is intended. I'll coount it as a bug to check for the release ov version 1.1
...
For your information, something similar happens on the path to the coloseum.
Zitat
THe pacing down from the lucky sword is sometig I believe I can do nothing about. Maybe... For now use it less.
...
You seem to trigger an event. Can't you make it shorter or completely pass on the message box (that means, simply add the bonus GP in the background without telling the player each time). Or only trigger the sound effect, but don't keep the hero from moving.
For the Jump'n'Run section in the temple next to the dwarf village, the Maker controls are pretty rigid. Therefore I would prefer if you placed another saving statue right in front of this section.
EDIT: Oh, and an item shop (for potions and the like) at the colosseum would be convenient since it is a bit far away from the neyt town (where the supply might not even be updated as the game continues?). The items you could buy there should aknowledge how far you are into the game, so not only potions or holy waters when you are one fight away from the champion title.
Aphonia heroica: Unvermögen eines Helden, eigene Dialoge zu generieren. Prominente Fälle: Link (Legend of Zelda), Crono (Chrono Trigger), Edel (Hell Gates 2)
Pi = 2! ...zumindest in 1D...
Kutte benutzt Dinkelplätzchen. - Es ist sehr effektiv!
For your information, something similar happens on the path to the coloseum.
You seem to trigger an event. Can't you make it shorter or completely pass on the message box (that means, simply add the bonus GP in the background without telling the player each time). Or only trigger the sound effect, but don't keep the hero from moving.
For the Jump'n'Run section in the temple next to the dwarf village, the Maker controls are pretty rigid. Therefore I would prefer if you placed another saving statue right in front of this section.
EDIT: Oh, and an item shop (for potions and the like) at the colosseum would be convenient since it is a bit far away from the neyt town (where the supply might not even be updated as the game continues?). The items you could buy there should aknowledge how far you are into the game, so not only potions or holy waters when you are one fight away from the champion title.
...
For the lucky sword I believe it is too slow cause a doule event which check if its used in conjunction with the hadbag (which also give you more money)
Good idea to add a savepoint near the kump& run section. I guess why we never mond about it....
Maybe the third damsel in the coliseum will be hosting am intem shop as you said in ver 1.1,
What's the code to the chest in Pirate Girl's room? I mean, I got the clue that I have to look at the paintings and that the titles probably hint at which objects I have to count.
From my question you can tell that I rescued the first 2 girls and therefore got the means to interact with the "?"-blocks. I still think it would be nice, if the game aknowledged the possible idea of players that certain characters should be able to help with some of those things (I mentioned the blocks and the tiny doors in my first post).
For example, if Priscilla is in your party, if you check out a block, she could tell that she is able to reach it (fairy => flying) but cannot hit it hard enough or something.
And in case of the tiny doors she or Hotta might say that it's even to tight for them to get through. You could even let the hint at the actual method of getting through by the choice of there words (it still should sound natural, because the probably won't know how to to it exactly). And of course once they evolve, they are obviously too big and won't comment about this anymore.
Now that I also have access to spells the management of gears and genes sits even less well with me. Why do I have to unequip the current one and can't switch directly from one to another? It works for spells, too!
The sphinx dungeon I did not enjoy very much. That English is not my native language is probably a factor, but I could hardly solve any of the riddles by myself. Luckily they all seem to be copied fom somewhere else, so I found the solutions online easily.
I recently played another game that use this kind of obscure riddles as well, but it was less frustrating because there were several steps of hints the player could get. Maybe you could consider something like that, too.
(Also I have my qualms the most with the "2 sons, 2 fathers"-riddle because it's even more of trick question because of its ambiguity.)
Aphonia heroica: Unvermögen eines Helden, eigene Dialoge zu generieren. Prominente Fälle: Link (Legend of Zelda), Crono (Chrono Trigger), Edel (Hell Gates 2)
Pi = 2! ...zumindest in 1D...
Kutte benutzt Dinkelplätzchen. - Es ist sehr effektiv!
Anybody knows what i need to do or find so i can use those star shaped blocks?
Seems like i can't progress until i find that out since porororo sky needs that.
Edit: Ah sorry my mistake the blocks were actually walkable there.
What's the code to the chest in Pirate Girl's room? I mean, I got the clue that I have to look at the paintings and that the titles probably hint at which objects I have to count.
...
My question is still valid if anyone knows the answer (fonzer maybe, since you seem to have passed that area already).
Aphonia heroica: Unvermögen eines Helden, eigene Dialoge zu generieren. Prominente Fälle: Link (Legend of Zelda), Crono (Chrono Trigger), Edel (Hell Gates 2)
Pi = 2! ...zumindest in 1D...
Kutte benutzt Dinkelplätzchen. - Es ist sehr effektiv!
My question is still valid if anyone knows the answer (fonzer maybe, since you seem to have passed that area already).
...
To unlock the pirate girl chest use
Also Ark_x you already have spells unlocked?
I kinda don't have em yet and i am almost at the end of chapter 2 i think.So could you tell me how you unlocked spells?
Thanks, fonzer! Again (like in similar situations in other games), it was the one option I dismissed right away (counting all windows), but I feel I can't blamed too much for it because the 2 last windows in the painting are shut and therefore don't reflect any light.
@fonzer
Hope this helps!
@Game: Small convenience request. It always bothers me if the selection at the start of the game is one "Start" even if I already have a game state. Too often I rush to get the game started (wanting to continue) and then accidently start a new game. Then I am forced to reset the game and actually select "Load".
Please have the game check if there already is a savestate and if there is, put the selector on "Load" instead. It's a small detail, but still noticeble.
EDIT: I'm definitely not enjoying the minecart minigame. A big part of the frustration comes from the fact that failure means "Game over" screen, reload your save state (which at least is right next to the section, thanks a lot), click away the save guy's confirmation message (which annoys me everywhere else at least a bit as well - I want to start playing and not have to be stopped right away by some banter everytime I (re)load the game) and than walk over to the minecart and click through the ENTIRE minigame explanation again.
Two suggestions:
1) Don't trigger a "Game over" but offer a retry of the minigame right away (and if the player chooses "No", put him back to area before the minigame).
2) Offer a lower difficulty after a number of consecutive failed tries (3~4). I would prefer a lower speed of the incoming obstacles but if that's to hard for you to change, increase the life for the game.
EDIT 2: Did Max call Byna "Mela" after rescuing her from Dancon? I read the message box a little bit to fast, so I'm not sure. Junior definitely does a bit later, as well as the Oracle once you return after having rescued both girls. Did I miss something there?
And getting the Hawk-Gene right away but not using it inside the tower at all seems a bit lame.
EDIT 3: Aaaaaaaaaand another minigame made tedious - the Robobat quiz. I would prefer if there was (another) save opportunity after activating the bat so I don't have to
1) do the Enter-smashing again and again
2) click through the entire dialog.
It's no fun, so at least let me retry the quiz right away and don't punish me for not remembering every small detail of the game (because most of those quizzes' questions are not about very memorable topics).
Aphonia heroica: Unvermögen eines Helden, eigene Dialoge zu generieren. Prominente Fälle: Link (Legend of Zelda), Crono (Chrono Trigger), Edel (Hell Gates 2)
Pi = 2! ...zumindest in 1D...
Kutte benutzt Dinkelplätzchen. - Es ist sehr effektiv!
Just passed to make all of you know I'm reading your comment and suggetions and I'm taking note of them for ver. 1.1.
I do not know if every modify requested could be applied, but in a way or another we will try to do them if possible.
Thanks for your precius feedback.
Anybody knows sidequest set 1 quest 8 where i can find it?
At least it has a lot of ???
Also on the game i think i leveled up to much and the game is rather too easy now when fighting lol not like it wasn't easy before.Think Max is level 43 at chapter 3 only Hotta,Junior and Shabo are somewhere level 25 or below,since you have to level them extra.
Ah yeah i did feel like the minecart game was too fast but staying in the middle was actually easier,lost only once.Luckily i didn't need to repeat the robobat quest.
I felt kinda tedious doing the mouse climbing on those dissapearing grey blocks that let you drop if you are on them in the 2nd chapter of the game when saving Bock Lee wife,think being that carefull for so long and how many times i needed to repeat it didn't go well with me.
But all together i am enjoying the game.
Anybody knows sidequest set 1 quest 8 where i can find it?
At least it has a lot of ???
Also on the game i think i leveled up to much and the game is rather too easy now when fighting lol not like it wasn't easy before.Think Max is level 43 at chapter 3 only Hotta,Junior and Shabo are somewhere level 25 or below,since you have to level them extra.
Ah yeah i did feel like the minecart game was too fast but staying in the middle was actually easier,lost only once.Luckily i didn't need to repeat the robobat quest.
I felt kinda tedious doing the mouse climbing on those dissapearing grey blocks that let you drop if you are on them in the 2nd chapter of the game when saving Bock Lee wife,think being that carefull for so long and how many times i needed to repeat it didn't go well with me.
But all together i am enjoying the game.
...
If you are still in chapter 3 you can't still possibly unlock the eight sub quest. Wait...
Many complain about the difficult of some minigames. BUt I believe thta if they are not impossible to do a little difficulty is needed to the game or then it will be too easier and there won't be hype to see "what's next".
In any case, as I told, I'm taking notes of your suggestion in order to decrese the "tedious" factor some part could have.
So, I finished chapters 2 & 3 and am inside the Firey Tower with a really big urge to ragequit. The moving flame obstacles on the floor where you have to get 2 keys will align in a pattern after a few tries which prevent you from getting past them. The way in which the maker detects collision makes such traps a nightmare.
I have a really hard time to think that this section was actually playtested (without help from the RPG Maker), not even dreaming of the majority of playtesters concluding "This is fun!".
EDIT: I still made it through, but I would recommend to make every passage at least 3 tiles wide. 2 tiles width lead to aggravating scenarios for the player (imho).
I got 2 questions:
Anyone found the spot to use the flute? From the hint it's probably some kind of cave or small chamber.
I'm also missing the second-to-last gear in the menu (3-way shot, I suppose from Dragon Rider's list of skills). Where is the associated monster lair?
Anyway, here are my other impressions so far.
62 gold in the Pygmy village was pretty lame. Seeing it between the Charmstone and the Heartbox, I expected a ancient coin or something like that.
At least make it a bigger (more noticeable) amount of money.
The mouseblockpath in the Lavafield ruin's (leading to the 2nd purple key) could be split up in 2 or 3 segments. Let's just say that I was anything but feeling happy when I missed the timing on the very last grey tiles...
And then you even switch those grey tiles off again and keep me from a shortcut to the next room! Some german LP'ers has a term for this kind of unnecessary padding by a convoluted and longer than necessary path - "Wegverlängerungsspirale" (roughly translated as spiral path to prolong the (obligatory) route).
Minor criticism: Weights in the air should cast a shadow underneath to present the perspective better. I noticed this especially in the sunken section behind thr right of the 3 doors. (The chains connecting both to the same steel beam wasn't obvious to me at first).
Putting a lot of dead ends into a section where I can't use the Lion gene (to avoid random battles) seems like an evil intent by the developers.
Wait a minute! The Lion gene grants Max enough strength to lift the key while Bock couldn't. But Bock could lift those weights about which Max mentioned, they were too heavy to move even while I had him using the Lion gene at that time! Well, the key pedestal probably only checks for the Lion gene and not actual strength...
- If you speak again to Long Pygmy, he's called Chinese Pygmy instead.
- Party never actually splits up (proven by any cutscene of the main quest), so why force the player to swap the active party around to trigger character-specific side-quests? And why don't get all characters healed, if I rest at an inn or any other recovery point?
- In a similar vein: While I like the idea of using genes to customize Max' abilities, it's cumbersome to swap genes to interacte with certain obstacles (e.g. ?-blocks, Pygmy doors)
(Although that would make the Lava field's ruin pretty straightforward and boring - at least not outstanding)
I wouldn't mind so much if the change of genes was a lot quicker (maybe mapping it to the number keys). But around a dozen clicks per gene change is only annoying.
And after all, at least to me there is next to no feeling of acomplishment of overcoming those obstacles (and maybe it's not even intended). It's simply "Do you reckognize this kind of block and know its proper gene?" and then crawl through the menu to activate it.
- Any feedback on cooking? Amount of actual healing and status boosts are negligible and can on only be bought from the specific chef anyway.
Aside from making those items more effective, they should be more available - for example from the mole merchants. Another option would be to allow Priscilla to cook those items in ANY chef's kitchen (without the minigame, just providing the ingredients).
(On that regard, I'm very happy that ingredients can be bought from mole merchants, so one doesn't have to always go back to Xenobia after learning what they need next.)
Regarding the mole merchants: Why aren't all merchants updated, once you unlock the next "level" of moles (this would also fit with the moles appearing in more and more spots).
And regarding negligible things: While I very much like that even most bosses can be affected by "Burnt" and "Shocked", these debuffs get less useful as the game goes on because of the entirely fixed amount of damage they do - always 7 HP on every "tick", no more, no less.
With later enemies having more HP, I hopefully don't have to elaborate any more on the resulting problem...
Is Shabo supposed to be the black (or red) wizard of the party? Because after "Drain" he doesn't seem to learn any attack magic for a long time (even after his transformation).
And for being so luck-based, his "Pilfer"-move is pretty MP-pricey.
After saving Tanya and the princess I visited both of them before seeing the oracle - which told me to go to the princess. Duh!
And after acting so much like a generic villain, it was nice that Drancon had an actual bigger plan to go with. Just as well as being able to use all the other heroes for the fights with the dragons heads.
(Side note: Hawk-Man's "Sunflower"-skill says "Water attack + FROST vs all enemies", but only targets a single enemy with an ice gryphon - not very sunflower'y. The item has the same description, but I never used them so far. (EDIT: Ok, sunflowers lure the gryphon, just like those flowers for the coyotes.) And Bock has "Thunder Saber", but can't use it. EDIT The same is true for Alien and Max with Bock's Gene.)
The battle with Drancon on the other hand was really lame after this setup. First, informing the player to get everything ready, just to have been stripped of accessories just like every other Drancon battle (mind you, I don't remember if accessories were explicitly mentioned).
And that fight with Drancon was just that - like any other fight before, banning of items and accessories, but still no real challenge.
Even with this being not the final battle of the game, that was very disappointing.
"Hey, Priscilla, that was the 4th chef you learned recipes from" - " Oh, indeed it was." - "Yeah, Chameleon will welcome you." ...
[Chameleon's note] "Sry, will be back some uncertain time in the future. (trololol)"
Sry for being sarcastic, but the Ice Castle was a pinnacle of creativity regarding gameplay. Always having to go back and forth between opposite ends of corridors to activate a switch that clears the way on the other end. Very entertaining. [/sarcasm]
Fear the mighty beaver! [/sarcasm] ...floating with bunny ears [/sarcasm]
Information from Drancon's background story - greetings from "Final Fantasy IV" *sigh*
1st shooting section between stars: The right edge is a (almost) totally safe spot. It's also the best spot to shot the enemy ships fom because they pause there for a few moments but rarely seem to shot from there. Unexpectedly trivial compared to all the other mini games (although those were just so by requiring so much dexterity).
During the 2nd phase, I noticed nothing of regenerating shields! That phase was just as easy but still somewhat infuriating to me, because there was no indicator for confirmed hits on the giant enemy - no blinking after being hit neither an lifebar or something like that. So for a while I thought I had to do something special. This notion was supported by the big missiles fired occasionally, which stood out to me because of their color.
I thought, maybe I have to reflect them back at the enemy. But it was in vain, because there was no rythm to the missiles appearance, there was no spot on the grid to actually hit the missile with my laser AND THE MISSILE WAS A ONE-HIT KILL TO ME! So I had to do the whole section again, including the non-skippable cut-scene with the non-skippable explanation about the minigame.
After trying to simply shoot the UFO in general and staying out of it's reach (peace of cake since it doens't move itself) I finally noticed what a lame fight that actually was.
Yeah, Mega Man-style boss rematches! EDIT: And as weak as the original bosses, so maybe inspired by Lavos' shell from Chrono Trigger. EDIT²: Ok, so there IS a twist! EDIT³: But still no real challenge.
(And the enemies here drop potions. POTIONS! What a joke...)
The music during the first Biomeka fight was actually a nice change and then the usual boss theme returned for the 2nd pahse. Where's the first one from?
(And Biomeka is only worth 12 GP??? What a cheap boss! )
"And that's how Samus Max destroyed yet another planet."
I actually expected the reborn Drancon or maybe his brother to become the final member of the party but a random alien works too, I guess. Especially with the expectation to be able to reuse the Royal Knights! Kinda neat idea, actually.
But it feels lazy that there is no skill trivia for all knights.
Why do I suddenly have to use SHIFT for the Scanning minigame when ENTER was perfectly fine for the same kind of game to fix the spaceship? I'm using Windows and having to press SHIFT reapetdly will trigger a pop-up asking to enable SHIFT LOCK. And no, I don't want to deactivate that behaviour!
At least the time is lenient so far (4 knights scanned). EDIT: Ok, managed them all with only one retry for the 7th knight.
The cuty army was worth more than Biomeka.
Genie summoning: Talk about ear-grating music!
Pepe powers up - with whiskers.
Lost Unicorn woods: Note much of hints there to me, except a confirmation sound AFTER taking a right turn. Couldn't have told that from ending back the start when taking a wrong turn (or from Max spelling it out).
Oh, another mouse-path. At least not as long, but still denying any shortcut on the way back.
Side-note: Traps like moving flames should stop while the message boxes of the Lucky Sword or Handbag are displayed. Otherwise one may very well get caught in the trap with no chance to evade.
Aphonia heroica: Unvermögen eines Helden, eigene Dialoge zu generieren. Prominente Fälle: Link (Legend of Zelda), Crono (Chrono Trigger), Edel (Hell Gates 2)
Pi = 2! ...zumindest in 1D...
Kutte benutzt Dinkelplätzchen. - Es ist sehr effektiv!
Flute i believe,you just have to go to echo tower sign and press enter on the sign if it's the echo part,it's south of pororo island where otako is,if you need more hints above that i can say it.
I am not sure about the 2nd last gear but maybe you missed it underwater before entering poseidons domain left the grass or seaweed is stable but behind it it's actually walkable through.
I am actually at chapter 4 now pretty far into it.Looking for the rainbow key and from legendary equipment i only have the sword no other gear though so i wonder when that shows up.
Also what is up with ninja village the contestant is still at the casino even in chapter 4,i only didn't do the jankenpon tournament since i lost,i did win the karaoke one though and got some accesory.
So, I finished chapters 2 & 3 and am inside the Firey Tower with a really big urge to ragequit. The moving flame obstacles on the floor where you have to get 2 keys will align in a pattern after a few tries which prevent you from getting past them. The way in which the maker detects collision makes such traps a nightmare.
I have a really hard time to think that this section was actually playtested (without help from the RPG Maker), not even dreaming of the majority of playtesters concluding "This is fun!".
EDIT: I still made it through, but I would recommend to make every passage at least 3 tiles wide. 2 tiles width lead to aggravating scenarios for the player (imho).
I got 2 questions:
Anyone found the spot to use the flute? From the hint it's probably some kind of cave or small chamber.
I'm also missing the second-to-last gear in the menu (3-way shot, I suppose from Dragon Rider's list of skills). Where is the associated monster lair?
Anyway, here are my other impressions so far.
62 gold in the Pygmy village was pretty lame. Seeing it between the Charmstone and the Heartbox, I expected a ancient coin or something like that.
At least make it a bigger (more noticeable) amount of money.
The mouseblockpath in the Lavafield ruin's (leading to the 2nd purple key) could be split up in 2 or 3 segments. Let's just say that I was anything but feeling happy when I missed the timing on the very last grey tiles...
And then you even switch those grey tiles off again and keep me from a shortcut to the next room! Some german LP'ers has a term for this kind of unnecessary padding by a convoluted and longer than necessary path - "Wegverlängerungsspirale" (roughly translated as spiral path to prolong the (obligatory) route).
Minor criticism: Weights in the air should cast a shadow underneath to present the perspective better. I noticed this especially in the sunken section behind thr right of the 3 doors. (The chains connecting both to the same steel beam wasn't obvious to me at first).
Putting a lot of dead ends into a section where I can't use the Lion gene (to avoid random battles) seems like an evil intent by the developers.
Wait a minute! The Lion gene grants Max enough strength to lift the key while Bock couldn't. But Bock could lift those weights about which Max mentioned, they were too heavy to move even while I had him using the Lion gene at that time! Well, the key pedestal probably only checks for the Lion gene and not actual strength...
- If you speak again to Long Pygmy, he's called Chinese Pygmy instead.
- Party never actually splits up (proven by any cutscene of the main quest), so why force the player to swap the active party around to trigger character-specific side-quests? And why don't get all characters healed, if I rest at an inn or any other recovery point?
- In a similar vein: While I like the idea of using genes to customize Max' abilities, it's cumbersome to swap genes to interacte with certain obstacles (e.g. ?-blocks, Pygmy doors)
(Although that would make the Lava field's ruin pretty straightforward and boring - at least not outstanding)
I wouldn't mind so much if the change of genes was a lot quicker (maybe mapping it to the number keys). But around a dozen clicks per gene change is only annoying.
And after all, at least to me there is next to no feeling of acomplishment of overcoming those obstacles (and maybe it's not even intended). It's simply "Do you reckognize this kind of block and know its proper gene?" and then crawl through the menu to activate it.
- Any feedback on cooking? Amount of actual healing and status boosts are negligible and can on only be bought from the specific chef anyway.
Aside from making those items more effective, they should be more available - for example from the mole merchants. Another option would be to allow Priscilla to cook those items in ANY chef's kitchen (without the minigame, just providing the ingredients).
(On that regard, I'm very happy that ingredients can be bought from mole merchants, so one doesn't have to always go back to Xenobia after learning what they need next.)
Regarding the mole merchants: Why aren't all merchants updated, once you unlock the next "level" of moles (this would also fit with the moles appearing in more and more spots).
And regarding negligible things: While I very much like that even most bosses can be affected by "Burnt" and "Shocked", these debuffs get less useful as the game goes on because of the entirely fixed amount of damage they do - always 7 HP on every "tick", no more, no less.
With later enemies having more HP, I hopefully don't have to elaborate any more on the resulting problem...
Is Shabo supposed to be the black (or red) wizard of the party? Because after "Drain" he doesn't seem to learn any attack magic for a long time (even after his transformation).
And for being so luck-based, his "Pilfer"-move is pretty MP-pricey.
After saving Tanya and the princess I visited both of them before seeing the oracle - which told me to go to the princess. Duh!
And after acting so much like a generic villain, it was nice that Drancon had an actual bigger plan to go with. Just as well as being able to use all the other heroes for the fights with the dragons heads.
(Side note: Hawk-Man's "Sunflower"-skill says "Water attack + FROST vs all enemies", but only targets a single enemy with an ice gryphon - not very sunflower'y. The item has the same description, but I never used them so far. (EDIT: Ok, sunflowers lure the gryphon, just like those flowers for the coyotes.) And Bock has "Thunder Saber", but can't use it. EDIT The same is true for Alien and Max with Bock's Gene.)
The battle with Drancon on the other hand was really lame after this setup. First, informing the player to get everything ready, just to have been stripped of accessories just like every other Drancon battle (mind you, I don't remember if accessories were explicitly mentioned).
And that fight with Drancon was just that - like any other fight before, banning of items and accessories, but still no real challenge.
Even with this being not the final battle of the game, that was very disappointing.
"Hey, Priscilla, that was the 4th chef you learned recipes from" - " Oh, indeed it was." - "Yeah, Chameleon will welcome you." ...
[Chameleon's note] "Sry, will be back some uncertain time in the future. (trololol)"
Sry for being sarcastic, but the Ice Castle was a pinnacle of creativity regarding gameplay. Always having to go back and forth between opposite ends of corridors to activate a switch that clears the way on the other end. Very entertaining. [/sarcasm]
Fear the mighty beaver! [/sarcasm] ...floating with bunny ears [/sarcasm]
Information from Drancon's background story - greetings from "Final Fantasy IV" *sigh*
1st shooting section between stars: The right edge is a (almost) totally safe spot. It's also the best spot to shot the enemy ships fom because they pause there for a few moments but rarely seem to shot from there. Unexpectedly trivial compared to all the other mini games (although those were just so by requiring so much dexterity).
During the 2nd phase, I noticed nothing of regenerating shields! That phase was just as easy but still somewhat infuriating to me, because there was no indicator for confirmed hits on the giant enemy - no blinking after being hit neither an lifebar or something like that. So for a while I thought I had to do something special. This notion was supported by the big missiles fired occasionally, which stood out to me because of their color.
I thought, maybe I have to reflect them back at the enemy. But it was in vain, because there was no rythm to the missiles appearance, there was no spot on the grid to actually hit the missile with my laser AND THE MISSILE WAS A ONE-HIT KILL TO ME! So I had to do the whole section again, including the non-skippable cut-scene with the non-skippable explanation about the minigame.
After trying to simply shoot the UFO in general and staying out of it's reach (peace of cake since it doens't move itself) I finally noticed what a lame fight that actually was.
Yeah, Mega Man-style boss rematches! EDIT: And as weak as the original bosses, so maybe inspired by Lavos' shell from Chrono Trigger. EDIT²: Ok, so there IS a twist! EDIT³: But still no real challenge.
(And the enemies here drop potions. POTIONS! What a joke...)
The music during the first Biomeka fight was actually a nice change and then the usual boss theme returned for the 2nd pahse. Where's the first one from?
(And Biomeka is only worth 12 GP??? What a cheap boss! )
"And that's how Samus Max destroyed yet another planet."
I actually expected the reborn Drancon or maybe his brother to become the final member of the party but a random alien works too, I guess. Especially with the expectation to be able to reuse the Royal Knights! Kinda neat idea, actually.
But it feels lazy that there is no skill trivia for all knights.
Why do I suddenly have to use SHIFT for the Scanning minigame when ENTER was perfectly fine for the same kind of game to fix the spaceship? I'm using Windows and having to press SHIFT reapetdly will trigger a pop-up asking to enable SHIFT LOCK. And no, I don't want to deactivate that behaviour!
At least the time is lenient so far (4 knights scanned). EDIT: Ok, managed them all with only one retry for the 7th knight.
The cuty army was worth more than Biomeka.
Genie summoning: Talk about ear-grating music!
Pepe powers up - with whiskers.
Lost Unicorn woods: Note much of hints there to me, except a confirmation sound AFTER taking a right turn. Couldn't have told that from ending back the start when taking a wrong turn (or from Max spelling it out).
Oh, another mouse-path. At least not as long, but still denying any shortcut on the way back.
Side-note: Traps like moving flames should stop while the message boxes of the Lucky Sword or Handbag are displayed. Otherwise one may very well get caught in the trap with no chance to evade.
...
I had written a full reply to you but some errors occoured in the forum.
Write me at
info AT monsterworldrpg DOT com
so I won't encouter problem in rewriting it from scrap!