[FE8] Hour of the Gecko (10 Chapters, Act 1 Complete) (Cerulean Crescent AU) (Feedback Wanted!)

Had to make an account just to comment on this; fantastic work.

For starters, it’s a marked improvement on Cerulean Crescent in terms of slowly increasing the mechanical complexity. Just for one example where I feel like you can see the deliberate decisionmaking behind it, Reiker and Raylin improve each other’s movements by +2 when they start their turns adjacent. Reiker wants to move very, very far to maximize his personal skill. Raylin wants to position herself next to the enemy to benefit everyone else to maximize her personal skill. You’re almost always going to place them next to each other in maps that start off very small, so without needing to check the exact mechanics of their skills every five seconds you just associate Reiker with “move far” and Raylin with “stick close”, and both of them with “stay together.”

Really glad to see the reloadable weapons from Settled By Sunrise back here! And regenerating durability solves one of my only issues with Crescent’s special weapons, that you lose them (which isn’t really an issue I’m just a hoarder lol).

The Cragscrest base segment blew my mind when I first saw it and I absolutely can’t wait to see what it spirals into when the full hack releases. I’m a tech tree fiend and the research projects have me drooling.

The restoration projects feel a little less meaty to me? I picked up Convoy and the Heal Order and didn’t use either, mostly because I just never felt like I had to but partially because the Orders are kind of easy to forget about. They seem tough to balance because they’re totally free actions that are sometimes repeatable, but the Gravity Order was used once and never again in both of its chapter inclusions.

In terms of difficulty, it’s hard to judge but I did reset less during the first 10 chapters of this than Cerulean Crescent. I would say that’s a fantastic thing though because all of the resets in CC were due to a unit dying and me immediately reloading, and I prefer the down/bleedout mechanic here a LOT more. Death feels less like a vicious punishment and more like something you can use to your advantage, albiet sparingly.

I loved the story of Cerulean Crescent and that hasn’t changed here, except for the fact that I suddenly love Gecko even more than her original appearance in CC. I cannot wait for her to either go… full tilt warlord or just break it off. Realize that what she wants isn’t what she needs and cotton on to how the adults around her (cough cough Maevyn) are using her just like she was used in the mines.

The spritework is beautiful as usual, there aren’t any bugs to be found… there’s 10 chapters of this and it’s already blowing my mind i love this hack AAAAAAA.

Thank you Rivian!!! And the entire team!!!

and thank you to tank necromancy (Harbinger is the best unit in the game (even though the best unit in the game is Yvette (or Kestrel (or Gecko because Galeforce))))

2 Likes

I’m glad that choice has been fairly tough, though taking Old Otti and regretting seems to pretty common lol

I’ve been doing the same with vulns due to HP inflation, so reducing their value is probably a good idea. In the same vein, perhaps provision prices from the Cookhouse could be reduced to be make it a bit more favourable? Wagon Trains could potentially see a price decrease, but also hoping access to supply may be useful later once there’s more gold to throw around. (In retrospect, this is a poor choice for an early game building.)

Yeah the relative ease of access is kind of a concern. As you said, for story reasons Tasel is the only one who can go to the city as battles are rarely fought near the city, but it may be worth breaking that aspect so its less a pain in the ass. Still unsure.

That’s probably true. I was a little too excited to give out one of every early game troop type. Though some effects might just be too underwhelming to remember. I certainly had no trouble remembering what Outlaws did, but Hired Blades…

For better or for worse, I’ve decided to lean away from heavy reliance on timers since CC. Could be an overcorrection, but I wanted to learn into more organic enemy threats.

Rather unfortunate but I don’t have a solution for this right now. Changing the HP bars to check for actual max HP creates a ton of a lag, and I’m just not good enough to code a new solution.

Thank you!

1 Like

Definitely check out Fisher King if you haven’t already!

I’m glad! There’s something enjoyable about writing the worst possible people to exist.

I did consider that Gecko might end up as the least interesting as she is a good bean and rather “Shounen protagonist” for the lack of a better phrase. Hopefully the next story arc gives her the chance to shine a bit more.

I’ve heard it said that Maevyn could be swapped with Ellerie with little difference, which I can definitely see. Is itthe clash in the artstyle for the sprite

Thank you!

3 Likes

Really happy you mentioned this because it was a major lesson I learnt from CC. The amount of people that got instantly overwhelmed by ch1…

Admittedly the orders aren’t that impactful, but I don’t know if they’d be too centralising if they were. Hopefully the next part of the city unlocking gives some more interesting options.

Hopefully I can deliver on this haha

Thank you for playing!

1 Like

Just finished the demo, tldr: It’s great, it’s very much poised to be a better game than CC, which is really saying something, CC is incredible. I have some feedback/thoughts about it, but wanted to start off by saying my view of the game is overwhelmingly positive, and that it was a demo that was very difficult to put down. Both dropdowns contain spoilers

Gameplay

Genuinely excellent. The earlygame is tightly balanced, has tons of room for skill expression, and drip feeds you new stuff at a very reasonable rate. I have a lot to say about some mechanics, but in general, Gecko feels like a reimagining that is different enough from CC while still feeling familiar.

Guns: Guns are probably the mechanic I am the most iffy on, though a lot of that comes down to the characters that use guns being very powerful. Guns are incredibly powerful, so much so that enemy gun users require a ton of planning to get around deathless, they have good accuracy for the most part, 1-2 range, and are, for the most part, very light, all of which are massive upsides that no other weapon type gets (magic is low might, and the mages aren’t great, bows don’t get 1 range, no other weapon type really gets 2 range, etc.). Reloading seems rough, but in actuality has been a nonissue aside from Stubby, which has only 1 use. In general, Gecko is fast-paced, but you often don’t need every unit each turn, making it fairly trivial to weave in reload turns (It also helps that Ironhand pumps out more damage in one turn than most units do in 2, that Raylin has an additional weapon type to fall back on, and that Bowman often can afford to wait a turn or two in between shots, just because he accumulates so much value when he does shoot). Also, often you don’t need to reload guns at all. If you one shot, 2 4-use guns is enough ammo for the entire map. Similarly, the hit penalty for having enemies be close to you I found almost entirely irrelevant. As I said, guns have good hit, the units that have guns have good skill (Raylin’s skill is okay, but she also has swords to fall back on) and the 2 lowest rank guns just ignore the debuff anyway. Speaking of guns…

Ironhand (and tanks in general): Ironhand is bar none the best unit in the game so far. He has the highest damage output on the team, the best defensive profile, better Mov than most units, and a guarantee that he can take 6 hits, no matter what. Genuinely, I was expecting Ironhand to either be a temporary unit or a character that leaves often, because it genuinely seems so difficult to design anything to challenge this unit. In the grain-defending map, for example, I had 3-4 units handle the top-left, 3-4 units handle the top-right, 3-4 units handle the bottom left, and I send Ironhand to deal with the bottom right. He can’t be everywhere, sure, but he has to be somewhere, and wherever he is, your other characters are going to look lame by comparison. Fighting tanks is much cooler, I appreciate having enemies that can’t just get one-rounded by most units, but they still have some major issues, namely that 3 move. Like most stationary bosses, you are completely safe when fighting the tanks so far, you have plenty of area to run, canto+ allows you to easily dance out of their range, and their Spd and Eva are both super low. I could easily see there being fun tank fights in the future, where the map design or some skills negate some of their weaknesses, but currently, they are conceptually cool but mechanically hindered IMO.

Evasion/Speed: Not much to say here other than I like the change. Speed was already too good, and this makes it weaker, but still strong. Only thing I might say is that there are very few characters that have Spd and Eva stats that aren’t within a few points of each other (mainly Reiker for Eva>Spd and Nighthound/Warinhari for Spd>Eva), but it is still neat.

Battalions/Armies: This fixes every problem I have with the Three Houses variant of the mechanic. Pretty customizable, easy to understand, and the bonus effects shown so far are all fun. My only real concern is that you get a lot of them really early, especially a lot of duplicates, and that makes them feel a bit weird and un-special. I do really like armies like the Nighthounds that give bonuses when equipped by a certain character, and I think there is a lot of design space to be found in locking/soft-locking certain battalions to character groups/class groups. I am definitely predicting that there will be a character who can expend/dismiss battalions for a benefit, or otherwise can stack the bonuses of multiple armies, and also that there will be a moment in the story where, due to poor morale, you lose a large majority of your battalions. Very cool mechanic though.

Orders: I really love this mechanic. Dropping crates is fun in the few missions you can do it, and I expect more fun options down the line. I didn’t end up picking apothecaries (I never had a unit go down on normal mode) or the explosive wagon (seemed fine, but extra food/flanking seemed more impactful), but I’m sure those are fun options to call in. I have a very similar mechanic in my FE TTRPG, I love having limited use mechanics that can turn the tide of a battle.

City: Probably my favorite mechanic so far. The options so far are pretty limited, and some of them are way stronger than others, but I really enjoy the decision making aspect of it, both in terms of allowing players the choice of what items to unlock, and having little bonuses that compete with each other to make the game more replayable. Only other thing I’d say is that it is kinda weird that Pomelo sells an item that gives Ironhand +1 Move. I don’t dislike this as an option, it’s just weird that its the only item for purchase that isn’t weapon unlocking. This system feels very Valkyria Chronicles coded, so it’s possible it’s a reference lol, but I wouldn’t mind having other character-specific buffs in the artisan pool.

Per-Map Items and Full-cost selling: Excellent. Great for experimenting, great for gameplay variety.

Cooldown Skills: Very fun. Mostly ignorable on lower difficulties though, I often forgot I had them (aside from Needle ofc). I do find it a little strange that Swarp and Snipe have the same borders as the other ones, but no cooldowns.

Characters

Gecko: Really fun as a main character. She scales hard, but is a little wimpy in the earlygame, which is fun for a main character. Still though, the frying pan lets her take hits, and galeforce/rift jump gives her a lot of flexibility that other characters don’t have. My only frustration with her is that the frying pan crit rate is really frustrating, it tends to crit only when you don’t want it to, which sucks, because it is her best weapon for tanking, but it can just kill her if you get unlucky and crit too much. On offense, again, it’s a frustrating tool, because if she doubles, it can do anywhere from 2x damage to 6x damage, which again, makes it something that you don’t want to rely on to save you on misery mode.

Starling: Effectively horseless Marlow. I just sort of don’t get this character, and mages in general in this hack. 1-3 range on anima tomes is nice, but Starling has this weird, balanced stat-spread that does him no favors, and aside from detonate, anima magic kinda sucks? Spitfire does basically nothing for him, and thunder is super low might. Even Shamans, which are slow and have low res, are not slow enough for him to kill. Blast Wave also doesn’t do a whole lot, since on normal, most units just kill things in one hit anyway. With thunder, I guess he’s okay at debuffing tanks? But aside from that he just feels outclassed.

Bowman: Now this is a character that doesn’t feel outclassed. Bowman is, quite frankly, ridiculous, and though it is in a fun way, I can’t help but think I wasn’t intended to have him finish off both bosses on the grain-defending map on consecutive turns (granted, this did involve a dance, but it still felt fairly excessive, given that there are a lot of easy ways to get debuffs on enemies at range. even aside from the spyglass (Ironhand can use the blighter, and can dive super far into enemy lines due to his bulk, Raylin can do the same with her effectively 9 Mov, Freeze/Weaken from a staffer, etc.). Snipe just allows him to be everywhere, in a way that feels very difficult to deal with.

Rosebriar: I don’t dislike this unit (as much as 2 base Mag and coinflip Mag growth is frustrating lol), but it is a bit weird that her and Needle don’t share Exp. It makes using her a little annoying, because both of them need to be fed experience seperately, but otherwise it’s probably fine.

Yvette is the last unit I have things to say about, mainly just that she’s really strong, and that reload is not really a downside when you can reload after you’ve already gotten to 0 Mov. I will also say that reloading saves triggers some weird stuff when it comes to her galeforce mechanic

I hope some part of this is helpful, I have a lot of thoughts about the hack

3 Likes

i fucking love selling vulneraries if you keep vulneraries at 500 dollars ill draw more fanart

6 Likes

To piggy back on your criticism now that I’ve thought about it some. While I understand guns being powerful, they are obscenely more powerful than every other weapon. Reloading is mostly a non issue too especially with other characters supporting the gunner.

The tank is incredibly strong. Maybe a nerf could be that electric magic deals triple damage and bypasses the damage dampener effect?

Also just getting one of each battalion makes sense. Just so there’s less clutter and more so each battalion has a unique, specific niche.

Also this is my little personal notice, but despite her prevalence I don’t think anyone bothered to say Chalice’s name till Yvette said it. She carries, shes more than just ‘the healer’.

1 Like

It’s always really helpful to hear about people’s thoughts on the experience!

I did find reload ended up being fairly unimportant when a unit can just carry 5 guns. Right now, I’m more leaning on the fact its more expensive than most other weapons. I can see some nudging of number of uses or gold price.

Funnily enough, there was some Valkyria Chronicles inspiration in that I wanted a tank to really feel like a invincible weapon of war, but there’s none of the downsides tanks did have in VC, such as using 2 command points, having a fat glowing weak point, or lancers existing… I may have tank effective weapons that ignore heavy plating later on but for now the game is oddly ‘balanced’ around Ironhand being basically immortal.

The multi-copy ones are to represent that the peasant mob/rebel rabble make up the majority of the army, but I see the argument for just giving one copy such that not everyone can carry a battalion early game.

Yep…

I’ll keep an eye out for some more diversity in this regard.

Starling does kinda fall into the Marlow niche on debuffing not being great on normal, but he has some combos with status effect units like Bowman. Anima kinda has a weird identity right now besides being the “normal” 1-2 range option. I think a good few of the tomes are overpriced and I probably need better ideas to bolster the item pool.

This is so using summons doesn’t feel like a exp drain, but also will consider making summoners/summons having boosted exp gain to compensate.

1 Like

I’m kind of caught between heavy plating being too good but also not wanting the player to have an easy out for fighting tanks. A possible idea is that Ironhand’s Heavy Plating is weak to thunder but enemy ones aren’t because they are later models?

I didn’t notice this but I think I might keep it going lol

1 Like

honestly tank is probably fine as it is ironhand gets fuckin murdered on misery mode by like anything

After some consideration, while tanks having a clear weakness is important, for the first few chapters you get Ironhand it’s totally fitting for him to be busted. He built and manages the tank himself against less competent individuals, so it makes sense he would be superior. Also, it’s a welcome tool after struggling for so long against superior forces. He is a Seth; I think it’s fair to have a Seth who does not explode three chapters after his introduction especially in these harder maps.

Later on though, enemies could adapt and introduce special electric tomes acting as tank reavers essentially. Maybe they could bypass Heavy Plating as well, but be incredibly heavy to avoid doubling. Call the tome Haywire, perhaps and either make it rare or have low usage per map. This allows player to not have an easy way to deal with tanks, but requiring them to be sensible on how they deploy theirs.

I don’t have too many thoughts on anima magic besides the accuracy for many of the tomes being low. Rosebriar and Starling both managed to be extremely useful, Rose especially after promotion, but you definitely need to keep Needle leveled up to maximize her usefulness. I do like the notion of electric being strong against machines, maybe that could apply to guns too? Wind is already strong against fliers. Cavalry get away with too much, maybe have fire tomes deal extra damage to them? Also everyone always neglects water and earth element.

I actually wanted to add how creative the Rosebriar and Needle situation is. Essentially 2 deploys in one, a fragile summoner and an immortal summon you can equip and improve. It’s even better than Harbringer basically catching enemies like pokemon and using them for himself. Controlling an extra tank was highly amusing.

1 Like