Ok, I’ll look into it ![]()
I always stock at chap15 because of the Dark Flier if Lute use lance freeze gamw but if enemy attack it always attack repeated sorry to my english. I can’t send Vid
I’m aware of it and have it fixed on my end
Just turn off animations and you’ll be ok ![]()
oh my bad i forgot about that ![]()
im really sorry
It’s ok
No worries ![]()
Azuth reaches dark weapon rank C, Azuth Arsenal empty. Promoted to Necromant, also empty.
That one is fixed on my end already
Just working on a few more things and will have another update out on that same link ![]()
Ross
Captain Class
Using Thunder Axe everytime using Crit it become error. I dont know if the same on physical weapon
Thank you for letting me know
I got that fixed on my side now ![]()
Also as an update to everyone who reads this, I am still working on the project.
Just got slammed with a lot of new Dragon Gate units. We now have over 25 Dragon Gate bonus units ![]()
Thank you so much to everyone who has participated so far ![]()
I have started back on work for V.1.0 and one of the stuff that has been done on my side is now there is an option to have Natasha to be a trainee similar to Franz
Hope to keep getting more new content done and updated. Thank you everyone!
Hey, did I post any reviews of this game in this thread?
You have not
Alright, here’s the review.
Review of opening chapters
Fire Emblem 8R Remake review notes
Selected: Crazy HP Aria Mode
Lunatic 2RN
Casual
Fixed
Chugs HARD when new game starts. This BEEF PC is a GAMER MACHINE but haven’t heard stuttering audio like this in a decade. It’s fine after a few seconds but wow.
I played this not long ago but there was an update recently so I’ll start my review by saying what I remember didn’t work about last time.
(Extreme skill bloat, personal weapons stored as “Arsenals” with more skills made parsing units and their personal weapons harder, played up to the chapter where Lute joins but was still uncertain if provoke weapons even work when equipped when an arsenal is technically multiple weapons, combat arts were affinity-based so no character-specific combat arts that need to be earned with mana or stacks of a skill, the My Unit custom OC broke the game, BEXP was overtuned, outlevelling game content was easy, elemental interactions were cool in theory but broken in practice as Eirika could blind and dodgetank anyone, Seth got buffed by using a Lance, I said no to Franz’s training arc and he was OP, Vulnerary buffed defense and healed as free actions making invincibility easier, you can initiate a Dual Strike with an adjacent ally using a Smash weapon and the mid-battle Smash hits before foes counterattack moving them too far away to counterattack, post-battle conversations allowed you to train stats with anyone so Eirika and Seth could train to raise their defense even higher and become invincible, overall many systems were added without considering their impact on game balance)
I absolutely adore that your opening sequence that infodumps about the countries shows the places mentioned. It’s so much better than a map with glowing bits. The beginning of a story is the worst time to start an impenetrable wall of text that infodumps about the world we’ve yet to get to know anyone in, but it’s a writing choice the original story made. It does a lot with a little to give a sense of “place-ness” to each location! I can tell how much effort went into polishing this. Might I suggest short scenes showcasing the personality of the rulers involved, characters important to them, and their locations that also reveals the most important world knowledge? Like the Reverie/Levely/whatever arc in One Piece but shorter and it’s your story’s first foreshadowing for Drum, Alabasta, Skypeia, the villains, and so on, building knowledge necessary to understand the story that comes next. Perhaps Eirika and Ephraim could feel differently about an upcoming meeting of rulers from around the world. Then again that’s fanfiction and might extend the opening sequence too much.
Units spontaneously turning one by one from green to red in the opening sequence feels videogamey and a bit silly, maybe they should start the scene red. Showing three reds being near three blues when they die… Might help to have the units show a fighting animation, with a few blue units getting picked off by a big wave of red units surrounding them. Or it could be Valter himself in the chapter 1 map, slashing and thrusting his way through blue units as he approaches the Castle, ending the scene, many foes trailing behind him.
VOLUME JUMPSCARE. That first “Yes” from Eirika was a bit loud compared to the OST and sound effects. A stacking sound effect error also makes it LOUD when a swarm of red units arrive. In retrospect “Use Rescue on Eirika, who won’t follow orders this map, and take her to the designated location” would make for a great playable opening tutorial stage, I know the original didn’t have Shelter but I’m surprised the original game didn’t make the opening scene part of the tutorial. Then again gating it within that canyon makes the objectives clearer.
The previous version’s choice to make a trainee out of Franz or not didn’t feel well designed, and I’m not sure making it a diegetic part of the narrative was the right call. These two are running for their lives, do they really have time to ask whether Franz earned a battlefield promotion? The zero to hero arc of Trainee units is something they’re built for, some better than others. Mozu and Donnel wouldn’t be as memorable if you could just decide they join “good enough”.
I like the overwhelming impact of that 220 damage crit.
oh shit I accidentally said yes to something. Or no, I’m not sure. Anyway, hi Anna! Sure, I’ll do the tutorial!
Graphic design is my passion, so I adore the colossal box showing unit info. Might I suggest shrinking the number and stat display, showing inventory icons, Skills, and Statuses as three separate horizontal lines?
What a gloriously intoxicating intimidation it is to look into Eirika’s inventory and see the Aegis Rapier’s text box get so huge, it just barely fits onscreen. Vantage+ and Flash Step go unexplained, and the Element box could be raised into the blank space in the top-right corner to free up an entire line. It might be a good idea to increase the screen size or decrease the text size. No, wait, false alarm, Vantage+ and Flash Step are explained, just in the Status screen. It’s a shame I can’t move the mouse over the description and over a highlighted keyword to see the explanation from one text box originate from another text box. Is the Skill Bloat really going to get so insane we need an entire screen for Class Skills and Statuses?
Might I suggest making turnwheel restrictions an option selectable at the game’s start? It doesn’t add anything to the gameplay to limit the number of turnwheel uses, it just limits the times you can “Recognize your mistake and go back to before it” without having to redo the whole map too.
Was the Vulnerary buffed? It feels buffed.
None of these enemies onscreen can hurt Eirika or Seth. Same goes for non-Boss units spawned in during the escape chapter jumpscare.
Power Chop is going to make it harder to mentally calculate damage stats. Does Seth still get a Skill-based damage reduction for using a Lance- yep. That will also make it harder to mentally calculate stats. Good call displaying the calculated bonus on some stats.
Anna’s tutorial is extremely long and those tiny text boxes don’t make memorizing info easy. Sure, we all know Fire Emblem here, but there’s a reason people recommend tutorials where you learn through doing as diegetically as possible. Then again how would you design a tutorial level to make taking advantage of every mechanic introduced to you in the first map not just optimal, but necessary and guided? Tactical Breach Wizards had a sick tutorial, it even covered AI manipulation, yet it didn’t feel like it needed to be skipped because it was setup for the world and protagonist and antagonist.
Anna’s tutorial mentions the old effect of Reduced Vision.
First blood! Seth moves in front of Eirika and increases Defense with Vulnerary, hitting that guy and the next. Zero damage taken from the paired up foes, oddly. Oh hey Seth’s glowing now and- OH MY GOD THE TUTORIAL’S STILL GOING skipping now. I’ll pair Seth to Eirika and win this. Vulnerary text box is too small for its own text when it comes to heal/defense boost.
I can recruit units? The game doesn’t charge me for them? It doesn’t allow me to see who they are or what they have before recruiting them either.
Is that a Slime Girl? This game is perfect. I’ll recruit Lyn too and make an Archer with +STR -MAG.
Franz’s voice actor needs to move the mic away from his mouth and find a pop filter or wrap a sock over the mic.
Gilliam has Affinity Strike (Enemy).
Got to go, my ride’s here.
Good morning and thank you for trying out the project.
My time is short since I have to take care of my 2 year old, but I’ll just comment on a few things.
I apologize for the game chugging for you, there was an issue with Google Drive on the latest version so I had to get third party help upload the game. It didn’t get properly chunked though so it runs slower.
The next version will run smoother and I am working on something that should hopefully make the game run smoother as well.
I’m glad you like some parts of the opening. It’s funny, since it was out of necessity since I cannot recreate parts of the FE8 opening in the engine and this is the result of my work. Story wise, this (and a future update to the final boss) are the only changes I will be making to story. Since I want the story of FE8 to remain unchanged for the most part.
Having the time wheel being optional is a very valid suggestion.
I’ll consider that once V.1.0 is about ready and all that.
The only UI thing I would like to update is the items being able to display skill info similar to EoTF. This previously off the table for a while, but a development came in where how I want it to be.
This just takes a long time to implement and I have other pressing maters at the time.
Gameplay wise, there are definitely stuff I want to refine. Though I understand that this iteration of the game is not for everyone and that’s ok. I have fun with it and if anyone else has fun with the craziness you can have with the evolving weapons and customization, then I’m happy. ![]()
Thanks again and I wish you a good day ![]()
![]()
Excellent way of thinking about it! I hope what I’ve said never came across as an attack on your vision, it’s just that the sheer combined load of all the Skills and Personal Skills and Personal Weapons and all their effects and triggers and other stuff… It was a lot to dump on the player at once, but at the same time once the player figured it all out and played the game, actual gampeplay tactics didn’t differ much from regular gameplay (expose yourself to minimal or no risk while hitting for maximum damage).
I’ve seen LT Projects add an internal Wikipedia-like system for looking up effects and key words and lore info, that might be a great thing to work into the game, and the main tutorial can mention how to open it.
Btw. Its possible to make magic spell like Slim? Its hard to mastery a magic spell. Using slim weapon on tower its easy to max the mastery
Thank you ![]()
It’s all good, no worries there ![]()
I know it can be a lot to take in, and always something that can be improved there.
At least once get a grasp of the what’s in place, there is a fun sand box where you can have a lot of variety for multiple playthroughs. ![]()
I can look into that, yeah ![]()
oh right while we’re making suggestions, do we have a forced deathless mode yet? like if anyone dies, boom game over w/o turnwheel charges(assuming turnwheel has charges like in 3h, which, was a thing that I liked, it made me think more about my undo button)?
First time I’ve ever heard a suggestion like that.
I can consider it if more people suggest it. At least for now can just make it like a game over yourself and use a turnwheel if anyone dies. ![]()
where I was going w/ the turnwheel thing is that if a lose condition is reached in 3h it forces a turnwheel use if you have one and doesn’t actually give you the game over until you hit the losecon w/o one. idk if that was clear