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The Amazing Fantastics is Final Fantasy Meets DC and Marvel

Discussion in 'jRPG Weeaboo Discussion' started by Bruce, Apr 14, 2016.

?

The Amazing Fantastics demo is

Poll closed Jul 25, 2017.
  1. 5/5, great

    4 vote(s)
    50.0%
  2. 4/5, good

    2 vote(s)
    25.0%
  3. 3/5, meh

    2 vote(s)
    25.0%
  4. 2/5, bad

    0 vote(s)
    0.0%
  5. 1/5, terrible

    0 vote(s)
    0.0%
  1. Abu Antar Tweet, tweet Patron

    Abu Antar
    Joined:
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    Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    I'm sorry that I didn't respond before! I haven't played much of the game. Formations is a nice idea. You could do some formations like you posted, but maybe also add formations with bigger boosts to something, but in return, something else will take a hit.

    Example: Attack up 15%/Speed down 10%

    Or whatever you come up with.

    A second equipment slot would add a little more to the game, too. I know you have a lot of heroes, but everything that adds to customization is nice.
     
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  2. mediocrepoet Arcane Patron

    mediocrepoet
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    Codex 2012 MCA Project: Eternity Divinity: Original Sin 2
    I think those both sound like good ideas. Perhaps the formations might also have a trade off like focusing on attack reduces defense, etc.
     
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  3. mediocrepoet Arcane Patron

    mediocrepoet
    Joined:
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    Location:
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    Codex 2012 MCA Project: Eternity Divinity: Original Sin 2
    Hey Bruce, I had some more time to kick around in the game (I had put it down for a bit to finish my run through in Pathfinder Kingmaker which takes forever).

    Now that I understand some of your interface and commands better, I find navigation much less frustrating, although I still think the in game map is a good idea for learning the city layout and for quests that don't use yellow arrows to help guide you. Now that I have a bit of an idea of how the city is laid out between looking at the map you posted and playing a bit more, I generally navigate by memory like you'd intended.

    One thing I thought was interesting is that there are a few UI elements I didn't notice at first, and I don't recall if the tutorials spelled them out and I'm just a moron / forgot because I put the game down for a few weeks.
    1) The different coloured arrows for police scanner random encounters and at least some of the quests which makes navigation far easier.
    2) That there's a "more" option on the bottom of at least some combat screens like the items menu, which if not used, may make one or more side quests very difficult.
    3) That side quests are accepted through the quest log menu rather than automatically accepted from the prompt/conversation, etc.

    I'm looking forward to the additional options you're thinking of adding and I'm still really enjoying the presentation of everything. I think that's the main selling point of the game, personally.

    EDIT: I also meant to ask: I haven't looked at the abilities *that* closely, but on Singe for instance, why would anyone use fireball instead of pummel? They cost the same amount of MP and have the same attack power and are single target abilities, but pummel has a chance to stun whereas fireball is just straight damage. If you ever do a sequel or overhaul this one, you might consider adjusting costs or damage for abilities with add-ons unless there's some sort of modifier for elemental vs. physical damage or something that I'm simply unaware of.
     
    Last edited: Mar 29, 2020
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  4. Abu Antar Tweet, tweet Patron

    Abu Antar
    Joined:
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    Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    Some thoughts.

    +music is good
    +Exploration is decent
    +I like the pixel graphics

    -Things just seem to happen
    -When I exit combat, the zoom level changes
    -The exp ring after combat is slow
     
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  5. Bruce Neon Arkade Games Developer

    Bruce
    Joined:
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    Philadelphia, PA
    Sorry, I'm just now seeing this. Thanks for the feedback! To answer your question, fireball does fire-type damage which does 1.4x damage to ice and plant-type enemies. In the ice cave at the beginning for example this comes in handy.

    An here's the trailer for version 1.2. It would have been done sooner but FF7 got in the way.


    New features:
    • New Formation mechanic
    • You can equip 2 items instead of just 1
    • There's a display added to the character cards on the battle screen to show your characters' buffs, debuffs, and status effects, and how many more turns the effects will last
     
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  6. Bruce Neon Arkade Games Developer

    Bruce
    Joined:
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    Location:
    Philadelphia, PA
    Added another new mechanic to spice up combat.

    Enemies that are continuously attacked may reach Break status, where they'll take more damage and be unable to act for a few turns.

    [​IMG]

    I've had this idea for a while but after seeing the way FF7 Remake implemented it I decided to add something similar.

    As far as mechanics I think I've added enough now to make combat more interesting, if not I'm open to more ideas. I have another update planned where you'll be able to play as any hero in the overworld and in dungeons, instead of just Singe.

    If this game flops I will try OnlyFans.
     
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    • gimme dem dolla bills gimme dem dolla bills x 1
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  7. mediocrepoet Arcane Patron

    mediocrepoet
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    Codex 2012 MCA Project: Eternity Divinity: Original Sin 2
    :what:

    I uh... I hope your game sales pick up.

    Anyway, these seem like cool additions. Are you working on new episodes or are you waiting to see how the first one does?
     
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  8. Bruce Neon Arkade Games Developer

    Bruce
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    Philadelphia, PA
    I have all the episodes planned out but I don't have the budget to get the sprites, music, etc., done. I have to recoup some first. Thankfully the first episode wasn't overly expensive to make so the sales threshold I need to hit is very doable.
     
    • Informative Informative x 1
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  9. InD_ImaginE Magister Patron

    InD_ImaginE
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    Pathfinder: Kingmaker
    I didn't realize this is released already. Bought.

    Hopefully, you find success with this. Superheroes themed RPG is a rarity.
     
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  10. Thac0 Maybe we have trash taste ... Patron

    Thac0
    Joined:
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    Location:
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    I dont think there is as much overlap between SNES JRPG fans and capeshit fans as you think there is.
    But godspeed to you, your game looks really appealing from an art/Ui standpoint.
     
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