Gaming World Forums
Creativity => Game Design & Demos => Topic started by: Allen Hunter on July 29, 2009, 08:00:53 am
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Bear with me on this: I'm not a that great with originality when it comes to plot. So I just stuck out a cliched concept that atleast makes sense. Anyway, my top talent in RPG Maker is mostly mapping. Also, this isn't a Final Fantasy fangame, just inspired by it, that is all. That doesn't mean it's going to have Chocobos, Cids, Moogles, Shiva, Ifrit, Ramuh, Bahamut, etc.
The Features:
- Fight alongside a group of rebels resisting a power-hungry emperor from causing global mayhem.
- Wonderful graphics ripped/edited from the classic Final Fantasy series.
- Up to 8 playable characters, each with their own unique personalities and storylines.
- Customize your characters' performances and abilities while in the field before the next battle by learning to use the exciting new Relic system.
- Explorable dungeons, castles, even cities, aswell as various sidequests that add up extra playing time.
The Plot:
Emperor Hilgar is an envious and power-hungry ruler who rules the country with the biggest, most developed economy in the entire world.
He had studied about the four ancient Runic Stones, in which if brought together and cast under a certain spell, may very well grant him the desired "Ultimate Power", as prophesized in the Ancient Witches' Spellbook.
Eversince then, the emperor curiously had been showing such strong desire as he started reading through the Ancient Witches' Spellbook, and he realized that he too can have this kind of power, if he wanted to rule the Earth and become a god.
But in order to be able to unlock the "Ultimate Power", he must scatter his military around the world to settle
on other peoples' lands, where protective altars for each Runic Stone are located.
The countries of Jadin (essence of Earth), Calupa (essence of Water), Sassoon (essence of Air), and Noviat (essence of Fire) are the four targets of the emperor's plan.
Calupa and Noviat have been successfully invaded and conquered by Hilgar's military, as many of the natives were forced out of their own land to settle in remote territory.
A rebellious squad named "EDGE" are sailing their ship around the world to fight off against Hilgar's military by trying to get other countries to fight with them and recover the Runic Stones that were pillaged by the ruthless invaders.
The Runic Stones are natural blessings from the Four Elemental Gods, whose spirits strengthen the four elements that make up our world: Earth, Water, Air, and Fire, from the East to the South to the West to the North of the planet.
Innocent people are wanting to know just why Emperor Hilgar is interested on collecting the four Runic Stones...
The "Relic System":
Instead of buying weapons & armor, I've changed "Equipment" to "Relics". You get to equip one ability to each six slots for each character (like in FFTactics):
1st slot is called Inflict, which is you get to equip an element or abnormal status ability for your added physical attack effect against enemies' weaknesses)
2nd slot is called Protect, which is the same as Inflict, but it's about protecting you against a bad status or absorbing an element attack)
3rd slot is called Command, which gives you a free special battle command of your choice you have in your inventory other than your initial special one.
4th slot is called Support, it's obviously whatever can boost your attack/magic/speed/defense points for battle or increasing your evasion, etc.
5th slot is called Field, pertains to nothing in the game but your walking characters on the screen, such as being able to walk over tile floor damage or watching out for traps. It takes only one field ability to be equipped to affect everyone in the team with that character on, so you get more freedom this way.
The Cast
Talon
Age: 37
Job: Leader of EDGE
Warrior Class: Thief
Weapon: Double Lance
Initial Battle Command: Steal - Take an enemy's item.
Bio: The leader of a rebellious team. Originally from Calupa, but after it was invaded and taken over by Hilgar, Talon contacted a nearby friend of his and decided to team up and look for other recruits on his friend's ship to be able to get Emperor Hilgar's men off of their land and all other affected nations.
He hopes to confront the tyrant himself one day to settle the score once and for all
Rick
Age: 20
Job: Dishwasher, EDGE member
Warrior Class: Archer
Weapon: Hunting Bow
Initial Battle Command: Poach - Turn a near-death foe into a Relic item.
Bio: A bored jobhunter who looks for new job opportunities all over the city of Regindo, a small remote island that makes fine chinaware and are famous for their food cuisine.
After a lucky meeting with Talon and Veronica at the pub he works at, Rick instantly quit his job there and joined EDGE to get paid more to travel around the world and to help fight stop Hilgar.
Veronica
Age: 24
Job: EDGE member
Warrior Class: Sniper
Weapon: Revolver
Initial Battle Command: Snipe - Assault your enemies.
Bio: She is a feisty gunner that likes to get to the point of things. Veronica was left on the streets of Damen when she was an infant, but was rescued and she was raised by a poor widow of the slums. Lacking much friends as a child, she started using a revolver to defend herself when she's out there in the crime-filled streets.
While Veronica does want to fight against Hilgar with EDGE, she also wants to find out her parents' whereabouts and interrogate them about it. Her only sources is a photograph of her folks and their full names.
Isabella
Age: 28
Job: General
Warrior Class: Knight
Weapon: Excalibur
Initial Battle Command: Swordskill - Powerful knight skills.
Bio: Isabella is the general of Sassoon Castle's Ruby Knight military. She proudly defends her land for the power and the glory of her queen. She is as bold and as brave as her heart is of gold.
As a child, she grew up from a rich family in the city who are good friends with the royals themselves. She mastered the art of swordsmanship and joined the Ruby Knights as early as at the age of 13.
Alex
Age: 25
Job: Adventurer
Warrior Class: Geomancer
Weapon: Battleaxe
Initial Battle Command: Geography - Use the earth as your weapon.
Zafar
Age: 50
Job: King
Warrior Class: Mystic Knight
Weapon: Falchion
Initial Battle Command: Magic Sword - Charge your sword into any element/status attribute to inflict on an enemy.
Kayla
Age: 19
Job: Unemployed
Warrior Class: Magician
Weapon: Scepter
Initial Battle Command: Magic - Cast a stock of spells used to protect allies and attacks enemies.
Barbara
Age: 37
Job: Unemployed
Warrior Class: Monk
Weapon: Fists
Initial Battle Command: Chakra - Unleash the hidden powers in Monks.
Screenshots
Field screen
(http://img166.imageshack.us/img166/9035/runiccipherscreenshot14.png)
Battle screen
(http://img265.imageshack.us/img265/4256/runiccipherscreenshot15.png)
Menu screen
(http://img265.imageshack.us/img265/482/runiccipherscreenshot16.png)
^ I made these portraits by myself. I'm somewhat of an artist. :)
Misc.
Here's a user bar for you if you'd like to support my game:
(https://legacy.gamingw.net/etc/img20.imageshack.us/img20/9607/runiccipheruserbar2.png) (http://rpgcrisis.net/forums/index.php?showtopic=227")
Downloads
Version 0.32 (http://www.filefront.com/14719579/Runic%20Cipher%20Demo.rar")
Comments & Criticism are always welcome! :P
PS: Please DO NOT ask to be a tester;I already have enough doing my dirty work. ;)
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Wow, this is really impressive. I am glad to see someone still use rpg maker 2003 and manage to roll out a promising game!
i'll be playing this when the official demo releases
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I didnt know rm2k3 had a transparent Menu screen?
And I give a A+ for the facesets...nice work!
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Only Calupa and Noviat were successfully invaded and conquered by Hilgar's military, as many of the natives are forced out of their own land to settle in remote territory.
SMARTLIPO MPX (http://www.laserlipoguide.com/SmartlipoMPX.php)
medical transcription company (http://www.vinfonet.com)
Do not spam my thread. Moderators/Administrators, please remove that post. Thanks.
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There is a report function below each post. It's on the bottom right.
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Doesn't look half bad! The facesets made me lawl at first, but they have effort put into them. So I will give you credit on that. The character names... well they are too formal for my taste, but if they work for you, thats fine. The story sounds a lot like Essence's really old storyline lol, but I never released that on the internet so I'm not accusing. I love how you made a 'runic' system. It's actually not half bad. Makes me want to do something similar for my game.
Yeah okay, I'll do it. I'll support this for you ^_^. Good luck!
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Hey, the demo comes out the same day my WoW membership ends. I admire games that use FFV graphics, and something about this game seems like it'll be worth giving a shot when it comes out.
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Doesn't look half bad! The facesets made me lawl at first, but they have effort put into them. So I will give you credit on that. The character names... well they are too formal for my taste, but if they work for you, thats fine. The story sounds a lot like Essence's really old storyline lol, but I never released that on the internet so I'm not accusing. I love how you made a 'runic' system. It's actually not half bad. Makes me want to do something similar for my game.
Nope, I didn't steal plot from any game! It was just something I was trying to come up using FF-styled plots and I guess a good cliche plot wouldn't be so bad. I'm glad you enjoy the concept of the Relics system, and by all means, put it in your game! A great alternative to that same ol' equip armor/sword/helmet stuff. Plus, it doesn't really change the characters' look. :P
Yeah okay, I'll do it. I'll support this for you ^_^. Good luck!
Thanks! I am working my ass off on this game just to release it soon. :)
Hey, the demo comes out the same day my WoW membership ends. I admire games that use FFV graphics, and something about this game seems like it'll be worth giving a shot when it comes out.
This will make it up. And thanks for the comment. :)
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Sorry, the release date has been pushed to September 10th. I still need to get people to test my game again before I officially release it. Plus, I have to fix many shit up.
PS: Two people's mouths are touching each other's reproductive organs.
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Looking forward to playing it! :]
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Does anyone else have anything to say about my game? I appreciate any C&C as long as it gets delivered.
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love the name "Talon" ;)
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love the name "Talon" ;)
Thanks, I like that name too. That's why I chose it. :)
Also, the version 0.30 DEMO is now out! Click here to download. (http://www.filefront.com/14509019/Runic%20Cipher.rar)
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Isn't anyone interested?
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I played the demo and I have a question and suggestion.
1. Why does it almost freeze up during battle, as in after someone attacks (such as the man with Galuf's FFV sprite) they'll walk forward and attack and then wait a second or so before walking back?
2. You should probably cut down on the wait time between some events such as when the navigator comes to tell Talon(?) that there are enemy ships following them and he becomes surprised. Events like these seem like there is a few second wait time during actions before the message appears.
EDIT: A last note... The first battle I encountered was a back attack and the enemies were doing around 56 damage to the Sniper character which at that point only has 100 HP. Needless to say, she was attacked again and died so I had to burn my Phoenix Down and a Potion to revive/heal her. I'm not sure if this was intended or if something could be changed to make death come a little slower.
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I'd be more than glad to answer those concerns for you..
1. I will be working on fixing the lag. The thing is I worked my ass off to detail each and every monster group (for features such as Steal, Poach, etc.) that you're able to fight in my demo. I've noticed lag earlier myself, so I'm not too shocked to hear about it. Again, it'll be fixed for the next release.
2. Understandable. The reason why I used so many Wait commands was because I tried to make the scenes a bit lengthier. I'll fix those too.
3. Sorry to hear that. I attempted to make the game a bit tougher for some sort of challenge. Also, I recommend that people place Veronica (the Sniper) in the back row because of her special abilities to paralyze enemies (use Knee Shot to try and stop harmful enemies from attacking).
Talon is fine enough in the front row, because he can attack twice and is naturally stronger than both Rick and Veronica. As for Rick, he seems worthy of being in the front alongside Talon, since he has better attack/defense than Veronica. (In fact, just equip Power+5 to him anyway for better attack strength, if you have it) Just make Talon attack and Steal (if you run out of certain items).
Other than Rick being used as a general fighter, he could also be frequently used partly as a healer (items) with Veronica, so it's balanced right there. If you need more Potions, fight the Goblins around the small forest area before heading to the Fork Forest. You atleast have around 4 Phoenix Downs or so when you leave EDGE HQ at the world map, so make sure to save the game right before screwing up in case someone dies.
Honestly, when I played through the Fork Forest, I didn't have much of a problem with lacking Phoenix Downs (then again, I created this game from A to Z). However, all it takes is experience and knowledge of what you're facing, and you're set to go.
Anyways, I'd like to know what you think of the demo itself so far? I hope this post has helped you out.
PS: Headhunters drop Phoenix Downs, and you can steal Phoenix Downs from Turtles, just in case you are running out of them.
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can i be a tes ter.
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Can you be on my sal ad dish?
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Nobody else tried it?
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Don't nag. It'll scare people off. People will come when they're ready.
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I'm not nagging, I just don't want my hard work to be all for nothing. Atleast some more honest C&C's, I'm fine with that.
Also, released version 0.32, just some tweaks from the first demo, but about 15-20 minutes lengthier in gameplay. Click here (http://www.filefront.com/14719579/Runic%20Cipher%20Demo.rar) to download.
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Why don't you go to www.rpgmaker.net and create a game page. That way it'll be easier for people to submit reviews for your game.
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I did that already. Currently waiting pending status.
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Try getting a new song for the intro. It's not good or fitting. I would get a better picture too, a color reduced painting doesn't work very well for it. In fact I still don't know what it is supposed to be. The scrolling is fairly fast. I guess reading rates would factor in here. I can read it and wait for new text to appear but it might seem fast to some. You can probably do something else with that part of the intro instead, or have parts of that come up in later dialogues among the characters.
The pause between the guy going tell you that there's a small ship following you is a bit awkward. "Lemme wait a bit and stare at him before alerting him of something that is rather urgent". Too much waits in this cutscene when they dock. There seems to be a bunch of waits in cutscenes in general even when they're not always needed.
You use FF graphics which is fine by me, but FF music as well seems a bit overkill. I didn't mind the overworld music since I like that theme, but the fork forest theme is really unfitting as it's meant for a slums. It's also amusing hearing these FF7 songs for a castle and stuff. I did like the Costa del Sol song for the bar, but mostly that's just because I like the song itself.
Steal takes a while for the message to come up and I always get "couldn't steal". Only once out of the many tries I used it, I got a potion. Really bad risk/reward ratio here. I'm never using it again unless there's an accessory for 100% steal rate.
The skills you get seem pretty useless. I think Poach said that you were supposed to get a relic from the enemy if they're low on HP, but I just used it as an alternative form of attack. Did more damage. Even against weak enemies Snipe doesn't seem to work much, steal didn't work for when I tried it. Maybe a new enemy dying sound that doesn't sound like a monster was killed too.
Beginning enemies hit really hard. You have about 100 HP per character and they do 30+ per hit, even the weakest enemies can hit for over 50 damage.
In the overworld near Sassoon, I got owned by a backattack of 3 poison creatures who used a multi-target poison breath. This is way too hard for the level of the characters.
"This minigame will start after you press confirm" --> You press confirm to pass the text --> You laugh and you lose!
The game seems a bit too hard anyway. It seems like it'd be a fair minigame if you had to just copy the moves, but having to remember to mirror it makes it seem more confusing.
Check the passabilities of the clock tiles. The maps aren't bad, I didn't have much complaints about them. Some maps mimic FF5 very well. I liked looting places. A lot of the barrels and crates have items, some which are pretty good. I question having 200G in an Inn that costs 20G to rest, but I'm not complaining. If there's something I like most about this game, it's treasure seeking.
Might just be entirely random but the damage you do seems like the range is really high if it goes from 40 damage to 130+. I'm almost tempted to think it's just a high critical hit rate, but if not, check your formulas or something.
Actually after you leave the forest and get your 4th party member, it seems enemies are too easy. 1 or 3 Goblins or like 2 eagles, and they'll be killed before they get the chance to attack. The only trouble I had after was when they kept missing and in the boss battle when the boss decided to pull a 200+ damage and blind attack to all.
The thief seems far too strong. While I did equip a power up relic for +5 attack, he does more damage than the knight and attacks twice.
I thought Escape was for letting me run with better chance, not for having the only chance to run in the first place! Not only that, I used it twice in a row and both times failed.
Their attacks miss really often.
Thrust isn't all that great, doing 90+ damage. While it's better than the 40 damage she usually does, the thief has been doing about 230 by normal attacks (combination of the 2 hits).
The relic system as it applies in the game so far:
In the first areas, you can buy elemental inflicts and protects, but nothing right now uses it or is weak/strong against it. That could be left until later, status effect inflicts/protects would be more useful for the early game. You find Poison/Stop protects, but the only enemy that used it in the demo that I saw was one that I would not have those protects available for at that time. Since elemental inflicts/protects are fairly costly (though I did get a few), there's no way of knowing which ones you may need first or what would be the better initial purchase. From what I played, it's so far "none".
There are few commands in the early game which is fine for that point, but my main complaint is that they're nearly all useless except for poach, which I only use for higher damage. Nothing else works reliably to be worth it. I sold Steal command for 125 G and that's more use than I got from the innate steal ability. Until you get magic or commands that are reliable/useful, then this one isn't worth it.
Only 2 supports gained so far so not much here to play with. Not that you even have magic or anything so any support you gain would only really be useful if it's power up or evade, which are the only 2 I got.
Not sure how much of a variety you'd get from the Field command but Sprint shoes are definitely needed.
I read from the post that the characters were supposed to be distinct, but I never felt that from reading the game. They seemed really similar or just didn't say much. From reading the other characters, it seems like you can get rid of the 4 and do something like having Geomancy as an acquireable command, The Mystic Knight can be replaced by the existing inflicts/protects and a command, the Archer and Sniper can be combined as they have the same basic function anyway, and then have the wizard one in there. A Monk (2x hit but low defense and a meditate command), a Knight (Good attack and very high defense with limited powerful sword strikes or possibly healing), a Wizard (Multi-target caster), and an Archer (Long range attack + status effect inflicts(+damage) and highest speed) might provide a bit more of a variation between them and help balance them a little bit more although that'd force them into roles (although it's like that currently anyway). It seems like the commands and stuff are there to provide a little bit more experimentation for the already defined characters rather than to really custom create your characters. I'm mostly just writing up whatever random thing comes to mind though since I'm sleepy.
I actually didn't beat the demo, I rescued the king and it's too late for me to keep playing so I'm leaving it as is. I think it's fairly close to end of demo anyway though I may be wrong.
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So far, you're the first person to write a long-winded C&C on my game. Because I feel it deserves my attention so much, I'll get back to you later on today. You are making really good points I haven't observed too well, and I will see to it that you'll like the next release much, much more than this current one.
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That sounds good to me! I forgot to post the other suggestion I had for the minigame: Once you exit the text for it, you can put like a 3 second timer and don't let the character act until the timer goes to 0 which then they start. That way you can avoid any other accidental *whoops I pressed confirm an extra time*.
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As I promised...
The scrolling is fairly fast. I guess reading rates would factor in here. I can read it and wait for new text to appear but it might seem fast to some.
I'm a pretty fast reader, I guess that's why it's so sped up. I may just remove that feature for now, and just have it start by skipping to the world map ship moving scene instead.
The pause between the guy going tell you that there's a small ship following you is a bit awkward. "Lemme wait a bit and stare at him before alerting him of something that is rather urgent". Too much waits in this cutscene when they dock. There seems to be a bunch of waits in cutscenes in general even when they're not always needed.
Yeah, I was in the habit of adding so many Waits there. But I did fix the part where Rick runs down to notify Talon, and their movements are more natural.
You use FF graphics which is fine by me, but FF music as well seems a bit overkill. I didn't mind the overworld music since I like that theme, but the fork forest theme is really unfitting as it's meant for a slums. It's also amusing hearing these FF7 songs for a castle and stuff. I did like the Costa del Sol song for the bar, but mostly that's just because I like the song itself.
Interesting. I'll probably replace that song on the forest anyway, but this time with songs from other RPG series, not just Final Fantasy.
Steal takes a while for the message to come up and I always get "couldn't steal". Only once out of the many tries I used it, I got a potion. Really bad risk/reward ratio here. I'm never using it again unless there's an accessory for 100% steal rate.
Actually, I'm making it so you can equip a Support Relic that increases steal success ratio, just like the Thief Gloves accessory in Final Fantasy 5. Regardless, I'm going to change the ratios up so people can easily steal more.
The skills you get seem pretty useless. I think Poach said that you were supposed to get a relic from the enemy if they're low on HP, but I just used it as an alternative form of attack. Did more damage.
Actually, Poach IS capable of turning enemies into Relics, and I've even tested that. The problem is that I don't know how to make it so even when the character attacks an enemy, they won't be dead by the time they get morphed. What do you think if I have it so when they have 10% HP or less remaining, I quickly restore their health to full and then they automatically become Relics? Battle Triggers are a pain.
Even against weak enemies Snipe doesn't seem to work much
Snipe doesn't actually do damage. Instead, Knee Shot just has a chance of paralyzing enemies, and Tranquilizer has a chance of putting enemies to sleep. Think Mustadio from Final Fantasy Tactics, and you'll understand.
Beginning enemies hit really hard. You have about 100 HP per character and they do 30+ per hit, even the weakest enemies can hit for over 50 damage.
Some people found that forest to be pretty hard, some found it laughably easy. But I dunno, I guess I'll strengthen Veronica's HPs. I usually keep her in the back row for backup.
In the overworld near Sassoon, I got owned by a backattack of 3 poison creatures who used a multi-target poison breath. This is way too hard for the level of the characters.
I'll have Poison Breath cause less damage, then.
"This minigame will start after you press confirm" --> You press confirm to pass the text --> You laugh and you lose!
The game seems a bit too hard anyway. It seems like it'd be a fair minigame if you had to just copy the moves, but having to remember to mirror it makes it seem more confusing.
The mirror thing only applies to if the model faces up or down, you face the opposite of that. And I will give time before you prepare to start playing.
Check the passabilities of the clock tiles.
FF5 did the same thing.
The maps aren't bad, I didn't have much complaints about them. Some maps mimic FF5 very well. I liked looting places. A lot of the barrels and crates have items, some which are pretty good. I question having 200G in an Inn that costs 20G to rest, but I'm not complaining. If there's something I like most about this game, it's treasure seeking.
Hehe, thanks! Mapping is pretty much my best talent with RPG Maker, and it shows. And I like to put plenty of treasures for gamers to search around, instead of just collecting treasure chests.
Might just be entirely random but the damage you do seems like the range is really high if it goes from 40 damage to 130+. I'm almost tempted to think it's just a high critical hit rate, but if not, check your formulas or something.
That's just how it is. But I have reduced the (hero) critical attack ratios.
Actually after you leave the forest and get your 4th party member, it seems enemies are too easy. 1 or 3 Goblins or like 2 eagles, and they'll be killed before they get the chance to attack. The only trouble I had after was when they kept missing and in the boss battle when the boss decided to pull a 200+ damage and blind attack to all.
I'll make it more challenging on that part, then. I too have noticed how ridiculously easy the demo gets once you have Isabella and Talon attacking like mad. Also, there is a way to avoid that special 200+ damage + blind + poison multi-target attack from ever being used in that battle while Zalgo is still there.
The thief seems far too strong. While I did equip a power up relic for +5 attack, he does more damage than the knight and attacks twice.
That'll change. :)
I thought Escape was for letting me run with better chance, not for having the only chance to run in the first place! Not only that, I used it twice in a row and both times failed.
While I liked Gauge for the faceset displays, the reason why I did not choose it was because I didn't like seeing the character command menu raised up, completely covering the enemies. I always liked seeing the windows on the bottom. And the reason why I didn't choose Alternative was because the ATB gauge was transparent, with the MP ##/## covering it.
Anyways, Escape does give you a chance to either go or not go.You can always de-equip that Relic off of Talon and strap it on Veronica, since Talon is a great physical attacker instead.
Their attacks miss really often. Thrust isn't all that great, doing 90+ damage. While it's better than the 40 damage she usually does, the thief has been doing about 230 by normal attacks (combination of the 2 hits).
Fixed, and fixed. Her swordskills will become even more useful this time around.
In the first areas, you can buy elemental inflicts and protects, but nothing right now uses it or is weak/strong against it. That could be left until later, status effect inflicts/protects would be more useful for the early game. You find Poison/Stop protects, but the only enemy that used it in the demo that I saw was one that I would not have those protects available for at that time. Since elemental inflicts/protects are fairly costly (though I did get a few), there's no way of knowing which ones you may need first or what would be the better initial purchase. From what I played, it's so far "none".
I'll be sure to add more enemies related to those Relics.
There are few commands in the early game which is fine for that point, but my main complaint is that they're nearly all useless except for poach, which I only use for higher damage.
I've used Poach, but never realized that it was actually much stronger. Poach is basically attacking, but you can receive Relics with them. I'm certain I can weaken that command so Rick and others wouldn't forget about the precious Attack command.
Only 2 supports gained so far so not much here to play with. Not that you even have magic or anything so any support you gain would only really be useful if it's power up or evade, which are the only 2 I got.
There is a third one in the demo. By mistake, I had Double Cut Relic as a Command equip, not Support. It's been changed eversince, though. Don't worry.
Not sure how much of a variety you'd get from the Field command but Sprint shoes are definitely needed.
I am still working on the code for Sprint Shoes. And not to worry, you'll start to receive some Field Relics soon.
From reading the other characters, it seems like you can get rid of the 4 and do something like having Geomancy as an acquireable command, The Mystic Knight can be replaced by the existing inflicts/protects and a command, the Archer and Sniper can be combined as they have the same basic function anyway, and then have the wizard one in there. A Monk (2x hit but low defense and a meditate command), a Knight (Good attack and very high defense with limited powerful sword strikes or possibly healing), a Wizard (Multi-target caster), and an Archer (Long range attack + status effect inflicts(+damage) and highest speed) might provide a bit more of a variation between them and help balance them a little bit more although that'd force them into roles (although it's like that currently anyway).
That may be something I can pull off. I'll re-read this paragraph again some other time whenever I work with the character setup. The Mystic Knight isn't like the one from FF5, you'll have to use the skill every time, regardless if the same skill or not. And I'll have it so both Isabella and Zafar can equip each others' own Command Relics, so they can both become mighty warriors alike.
It seems like the commands and stuff are there to provide a little bit more experimentation for the already defined characters rather than to really custom create your characters.
That's pretty much it. I just kinda wanted to pre-select some things for the players, but then it's their choice to add any more to the characters. Atleast, if you wanted an initial equipment challenge, you could just do without Relics. You'll have all of their special commands intact.
I'm mostly just writing up whatever random thing comes to mind though since I'm sleepy.
Lol, your grammar/spelling was not bad for someone who's sleepy. I'm about the same, but I don't usually type that much with correct grammar/spelling when I'm nearly asleep.
I actually didn't beat the demo, I rescued the king and it's too late for me to keep playing so I'm leaving it as is. I think it's fairly close to end of demo anyway though I may be wrong.
You're close to beating the demo.
Anyways, that's all I gotta say in my response to your C&C. Once again, I appreciate what your concerns may be, and this will definitely help improve my game. I will be releasing the demo again sometime later this month, or around November, and you'll get to notice any such changes that I have promised I would.