@Pottsie and @Vulgard Thank you both so much for your detailed feedback.
I’m sorry to hear that some aspects of the gameplay weren’t to your liking. I appreciate the feedback on the number of enemy reinforcements, their timing, placement, and the few ambush-like spawns in the game. No one wants to be bogged down in any chapter. With regard to the reinforcements, I guess at the end of the day I designed a hack that I would like to play - and I like defeating waves of reinforcements. I have toned down the early chapter reinforcements based on early feedback, but I understand there’s still quite a bit to wade through.
For the ambush spawns… there are a few times in the game where the heroes are legitimately ambushed. It’s never right at enemy phase so they act immediately, but it can happen in the middle of the player’s turn. Yes, that can lead to some restarts. But really, it promotes a more risk-adverse style of play. @pottsie as you noted, you had overextended units to eat up experience, assuming talking to Alos would end the chapter. But narratively, the conversation in the inn and at the chapter’s start suggests that Alos is kind of a bad dude. You took a risk, assuming the talk would end peacefully. It didn’t. Boom, combat continues! That’s (in my view) a super cool twist. Others will find it frustrating. I get that, but I’m happy with it’s design.
Similarly with party members being removed. The narrative pulls some party members away from you. Some chapters have small, forced deployments. I make sure to include relevant weapons for those characters early in those chapters, but yes, it will be awkward if you haven’t trained them up. It presents a novel challenge, in that case. Those chapters are core to the game, they won’t be changed. But I can see toning down a few parts to make them less punishing. For example, I added a new character supporting the party in Chapter 9, in v1.1, to help players if their Edric and Shorn had leveled poorly.
The game will continue to be balanced, but not reworked. Definitely feel free to use save states if you need them.
@Vulgard the ending… hey, I totally understand wanting a happy ending and feeling robbed. Honestly, it’s not a particularly unhappy ending. It’s just complicated.
Ending
Zeddard is stopped. Redenze is kept united and is saved. Edric is king, and as far as we can tell from the game we just played, he’ll probably be a good one. If he A-supported one of his romance options, his ending card suggests he’s quite happy, in the years that follow.
Yes, he is a king under false pretenses. His mother told a lie to catapult her into power, and he feels compelled to maintain the lie to avoid civil war - not for his sake, but for the sake of the people of Redenze who suffered enough during Zeddard’s tyranny.
Issues around the value and morality of succession by bloodline remain. Edric may attempt to be a reformer, but how far will he be able to push things? We don’t know. It’s a hopeful but not perfect ending for him and the kingdom. It’s imperfect because Edric’s imperfect. He admitted many times that he is not a schemer, and so he was out-schemed. He wanted to create his own fortune, but was drawn into the politics of Redenze, and ended up trapped in a position he did not truly want. Such is part of life and adulthood, to a certain extent.
As for the prophecy of the evil doings of the mysterious Queen of Dawn and King of Dusk… well, that time will come, but it doesn’t take away from the success of the moment. There’s always another challenge. Let’s just hope Tancred remains hidden.