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Author Topic: Voidspire Tactics - FFT-like indie TRPG  (Read 9176 times)

Eldiran

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Re: Voidspire Tactics - FFT-like indie TRPG
« Reply #15 on: October 31, 2015, 05:17:52 pm »

Yep, there are random, infinitely respawning battles in certain locations.

Also, your XP gains don't diminish based on your strength relative to the enemy, so even if you 'waste' your XP on something you no longer want, it's not a big deal.
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TheLinguist

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Re: Voidspire Tactics - FFT-like indie TRPG
« Reply #16 on: November 01, 2015, 12:37:00 am »

Oooh, this looks neat. Free character customization, various skills that can be given separately to a character, characters going in individual turn order, and so on. Hopefully there's some manner of difficulty setting as well, to avoid the issue FFT had where newbies got owned and vets had to artificially handicap themselves.

It's just a shame that it's not available for Linux :(. I'll give it a follow on Steam, in hopes that it does get a Linux release at some point.
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BuriBuriZaemon

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Re: Voidspire Tactics - FFT-like indie TRPG
« Reply #17 on: November 01, 2015, 12:56:29 am »

Can you continue playing after the ending?

The game's looking great btw!
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Dostoevsky

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Re: Voidspire Tactics - FFT-like indie TRPG
« Reply #18 on: November 01, 2015, 12:17:26 pm »

Yep, there are random, infinitely respawning battles in certain locations.

Also, your XP gains don't diminish based on your strength relative to the enemy, so even if you 'waste' your XP on something you no longer want, it's not a big deal.

Thanks for the quick response. Having experienced them now, the limited number of respawning battles seems like a good middle ground between frequently getting accosted in old areas and having to carefully plan out builds in advance so you don't 'waste' XP.

Hopefully there's some manner of difficulty setting as well, to avoid the issue FFT had where newbies got owned and vets had to artificially handicap themselves.

There's two separate ways to modify difficulty: raw stat modifiers (from -60% to +60%) and letting the AI get more/less time to take its turn (longer time meaning more likely to make a smart move). Raw stat buffs to enemies personally isn't my cup of tea, so it's nice to be able to pick the two independently.

That said, the default difficulty has seemed somewhat challenging without being too rough. My only qualm thus far is that it can be pretty tough to protect squishy members of your team, to the point that I've just begun giving everybody shields and sticking with tortoise formations until a battle reaches mop-up phase.
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Eldiran

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Re: Voidspire Tactics - FFT-like indie TRPG
« Reply #19 on: November 01, 2015, 02:14:57 pm »

Oooh, this looks neat. Free character customization, various skills that can be given separately to a character, characters going in individual turn order, and so on. Hopefully there's some manner of difficulty setting as well, to avoid the issue FFT had where newbies got owned and vets had to artificially handicap themselves.

It's just a shame that it's not available for Linux :(. I'll give it a follow on Steam, in hopes that it does get a Linux release at some point.

Thanks!

Here's hoping the game is easy to port to Monogame. I have no experience with Linux, but Monogame can supposedly export to Linux, so I will definitely give it a try.

Can you continue playing after the ending?

The game's looking great btw!

Thank you!

Unfortunately not. But when you beat it, you do unlock some interesting stuff for future playthroughs ; )

Thanks for the quick response. Having experienced them now, the limited number of respawning battles seems like a good middle ground between frequently getting accosted in old areas and having to carefully plan out builds in advance so you don't 'waste' XP.

There's two separate ways to modify difficulty: raw stat modifiers (from -60% to +60%) and letting the AI get more/less time to take its turn (longer time meaning more likely to make a smart move). Raw stat buffs to enemies personally isn't my cup of tea, so it's nice to be able to pick the two independently.

That said, the default difficulty has seemed somewhat challenging without being too rough. My only qualm thus far is that it can be pretty tough to protect squishy members of your team, to the point that I've just begun giving everybody shields and sticking with tortoise formations until a battle reaches mop-up phase.

Yeah, I usually find stat boosts as difficulty boring and annoying. I think it works decently well in Voidspire Tactics, because the numbers are small to start with. "Expert" (+20% stats) mode makes enemies a lot more threatening without turning them into damage sponges.

I like how the default difficulty turned out though. Even though it can be hard to keep the squishies safe. (I definitely want to add more protective/control abilities in my next game.)
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Frumple

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Re: Voidspire Tactics - FFT-like indie TRPG
« Reply #20 on: November 01, 2015, 02:20:40 pm »

Could always add more ways to shift difficulty, though :P Or consider it for the next game, I guess.

Games like this, one of the fun (/brutal) ways is to give enemies access to more abilities and whatnot. That's one of the primary ways ToME 4, as an example, increases difficulty -- giving certain enemies player class talents, increasing strength and breadth of talents available, etc. Prefix/suffix stuff ala the diablo diable (or similar means, ala Portralis and its elite/boss monsters that get certain effects from a particular list) are a similar sort of direction to go.

Randomized/increased amount of environmental challenges is another method that doesn't involve straight number boosts. Increased numbers of enemies is a standard go-to. Reduced amount of player units is another one (extra bonus points -- you can make the one(s) removed from play randomized each fight, so you can't rely on any particular member of your party). Force-randomized class/race/ability choices is another one that can be fun.

I've been long appreciative of weird gameplay changes as a means of adjusting difficulty, too. Stuff like a pinball mode where everything inflicts knockback and your primary means of damage is ricocheting enemies off walls/environmental obstacles/each other. There's a lot you can do to shift things up that doesn't involve just stat mods or smarter enemies, heh (though the latter in particular helps a lot).
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Eldiran

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Re: Voidspire Tactics - FFT-like indie TRPG
« Reply #21 on: November 01, 2015, 04:43:46 pm »

Well, there is one thing you unlock when you beat the game... ; )

Nothing too crazy like pinball mode though : P

You can also do some self-imposed stuff. Earlier I did a solo run (if you let your companions die and then leave the area, they can get lost and have to be recovered by a certain NPC) and it was pretty entertaining and challenging.
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Ruludos

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Re: Voidspire Tactics - FFT-like indie TRPG
« Reply #22 on: November 01, 2015, 08:56:31 pm »

Hah! Went back to the Tangle with a much stronger party. I was having trouble landing Blizzards on normal targets, but it absolutely shredded the enemies there. The reward was well worth it, although I don't recall Kamina ever using a spear...

I think the most difficult fight I've had so far was the second battle with Celia. She brought three buddies with flails who kept on using Break Arms/Legs on my guys, which made it a real pain to do anything. Luckily the northeastern corner of the arena had a little corridor filled with rubble; I had my Sage and my Guardian sit at the end and pick away at the flail-users with guns while they struggled to path through the difficult terrain. I need to get a Scholar back into rotation; the lack of Prayer makes it very hard to do the consistent spellcasting I needed to remove all those debuffs.

« Last Edit: November 01, 2015, 09:57:45 pm by Ruludos »
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Eldiran

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Re: Voidspire Tactics - FFT-like indie TRPG
« Reply #23 on: November 02, 2015, 10:07:11 am »

Hah! Went back to the Tangle with a much stronger party. I was having trouble landing Blizzards on normal targets, but it absolutely shredded the enemies there. The reward was well worth it, although I don't recall Kamina ever using a spear...

I think the most difficult fight I've had so far was the second battle with Celia. She brought three buddies with flails who kept on using Break Arms/Legs on my guys, which made it a real pain to do anything. Luckily the northeastern corner of the arena had a little corridor filled with rubble; I had my Sage and my Guardian sit at the end and pick away at the flail-users with guns while they struggled to path through the difficult terrain. I need to get a Scholar back into rotation; the lack of Prayer makes it very hard to do the consistent spellcasting I needed to remove all those debuffs.

That encounter is actually partially randomly generated - you must have gotten unlucky to get so many enemy Breakers. Good strategy though. And yeah, Prayer is super useful at all parts of the game. There are only a few other methods in the game to restore MP.

Quote

That was a fun fight to design >D

Also nice work clearing that encounter so quickly. That one can go bad easily.

EDIT:
It's up on Steam!! : D

http://store.steampowered.com/app/415920
« Last Edit: November 02, 2015, 02:06:16 pm by Eldiran »
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darkflagrance

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Re: Voidspire Tactics - FFT-like indie TRPG
« Reply #24 on: November 02, 2015, 07:15:00 pm »

Difficulty levels might be better handled as more tricky enemy parties (lots of cripplers like the above party) as well as or in addition to raw stat buffs. That might force more strategy/min-maxing out of veterans and make degenerate strategies less attractive.
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Dostoevsky

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Re: Voidspire Tactics - FFT-like indie TRPG
« Reply #25 on: November 08, 2015, 01:51:30 pm »

Finished this last night; totaled a little over 16 hours, if folks are curious about that sort of thing. Found most of (probably not all of) the secret areas, too. While in early- to mid- game I felt I had to stick to shields and turtle formations, by mid- to late- more options opened up. By the end most mooks went down with little difficulty, while the bosses were still a good challenge.

Edit: by 'little difficulty' I don't mean I could go braindead, just that it wasn't too tough to stay on top of things and I was never scrambling to regain the upper hand (which definitely still happened sometimes with bosses... and certain other battles).

Lots to like about the combat and skill/class system. Like in FFT, the main/subclass/passive options allowed some fun tinkering with customization. In terms of active abilities some classes felt less useful than others, but almost every class had utility skills worth considering.

Crafting was great in its simplicity. Blueprint+Material works well, especially with being able to breakdown the item to return materials as much as you want. This meant that I generally didn't have to worry about being constrained by the loot I found.

The exploration skill stuff (vines, climbing ropes, etc.) were a nice touch and were useful/neat without being overused.

Similarly, the use of lighting I found to be excellent. Most of the time you didn't have to worry about a light source, but when you did you really did.

And finally, the fact that all battles occur directly on the map was good fun and allowed additional tactics. Had one running battle in a dark place that was notably different, fleeing toward a chokepoint while taking potshots and keeping my team within the light.

Party composition, questions, etc. in spoilers due to spoilers and just being large space.

Spoiler (click to show/hide)
« Last Edit: November 09, 2015, 07:18:36 pm by Dostoevsky »
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Eldiran

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Re: Voidspire Tactics - FFT-like indie TRPG
« Reply #26 on: November 09, 2015, 03:34:01 am »

@Dostoevsky: Awesome : ) Glad you enjoyed the game. It's super interesting to read the builds people go with; sounds like you found some neat combinations.

Spoiler (click to show/hide)
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Frumple

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Re: Voidspire Tactics - FFT-like indie TRPG
« Reply #27 on: November 11, 2015, 12:20:08 am »

Guess I should mention this here. Will transcribe the post below, in spoilers, too, though the formatting will change a lil' cause of that.

Been playing a bit. Definitely enjoying, though there are some performance issues (mostly while moving around outside of combat -- it gets a little stuttery) and I got stuck in a tree, once (took a sapling and grew it where a drop-down landed at*, thankfully I saved beforehand 'cause I had a suspicion that was going to happen :P).

Normal difficulty is definitely pretty easy, so far. I fairly regularly have one or two of my guys drop, but most of the time it's 'cause I'm too lazy to stop it, and I don't actually need everyone alive to get the job done (the worm-thing boss in the drunkbog lost ~100 HP before it took its second action XD). Crafting system is triggering all sorts of hoarding instincts, ha. Can't wait to finish getting swift hands so I can really set my crossbowsnake to work.

I think if I had to mention a disappointment, it's that I keep expecting the game to be more clever than it is. I'll dig walls, plant trees and grow grass, cast spells on surrounding terrain, stuff things in likely places (drunkbog looked like it had pedestals rising out of the water, ferex -- I figured putting some of that fruit on them would do something, but alas no. Tree thing* below would be another example) and so on and so forth, and it mostly doesn't give me any return for it. Some degree of neat interactions, it just pretty regularly feels like there should be more, like I'm missing something where there's (near as I can tell) nothing to miss. Electrocuting the the broken robot arms should make hostile robo-Things attack me or somethin', y'know? Then I'd be able to break down the remains into more iron or steel or whatev'. Stuff like that.

Anyway, definitely pretty good work. Will be keeping an eye out for future endeavors!

*In that foresty area south of the castle-thingy with the archers, iirc. Spot where it looks sorta' like a knothole or root tangle with a ray of light in the center, in the underground. It looked like somewhere you'd grow a tree and get something interesting to happen, heh.

Spoiler (click to show/hide)
« Last Edit: November 11, 2015, 12:22:10 am by Frumple »
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Eldiran

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Re: Voidspire Tactics - FFT-like indie TRPG
« Reply #28 on: November 11, 2015, 05:02:04 pm »

Quote
Guess I should mention this here.

◕▽◕

That's awesome to read. This is why I prefer making games where PCs have nondescript backstories - the player can project more meaning onto their characters than I can write.

Bummer to hear about the performance issues. If it ever becomes a serious issue, the game will lag less when the window size is smaller (the main source of lag is just from drawing all the tiles) - could be a stopgap measure to get you through a problem area.

Quote
I think if I had to mention a disappointment, it's that I keep expecting the game to be more clever than it is.

That's disappointing to me too. I wanted to add as many secrets as I could, but only a few esoteric ones - with complicated methods in the sense that you're thinking - made it into the game. I'll probably be adding a few more such things via patches when I have time.

Really glad you're enjoying it though!
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Frumple

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Re: Voidspire Tactics - FFT-like indie TRPG
« Reply #29 on: November 13, 2015, 01:14:59 am »

Nearing the end game, now, I think. And... can I just say that crossbows get... kinda' silly? Good silly, but still.  My crossbowsnake is now toting three scout rifles, a blunderbuss, two dragon pistols, and a gale crossbow (also a couple of force and ancient pistols sitting in a bag, if for some reason everything's not dead after seven rounds of >=10 power crossbow shots). It's like I take one passive (quick hands :P) and completely negate bows' one competitive advantage (not needing to reload in-combat; neither do crossbows :V). It's faintly ridiculous. Delightfully ridiculous.

... though to be fair, either of my casters pretty regularly out damages the poor guy (we'll not talk about the blade/warrior axedude, who's sadly overwhelmed for all he has a 10 strength axe), though the sage/scholar only against undead (41+ damage per heal cast, yikes). Still. Definitely going to have to try bows next round, just to see how they hold up against this silliness. Maybe just go entirely ranged... especially once the respawning stuff starts dropping pistols, it'll be pretty easy to outfit whoever you want with however many of the things y'please...

Spoiler: re: a late game fight (click to show/hide)

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