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Scarlet Pendant

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  1. This is what I was talking about, seems more difficult to battle in the beginning. @callmedan The song does not loop when walking around the village. Granted, it takes quite a few minutes to notice this
  2. I played the demo version already. The nostalgia really takes you back (nevermind the fact I recently replayed the original game)! I did not play the most recent one you updated, but I see you already implemented some features I am suggesting. Comments about the demo so far: The graphics and sprite improvement is sharp, to say in the least. I really like it. The music also takes you back, (it seems that the music in AP is fast-forwarded? Compared to the original audio tracks) The accuracy to the original map, whilst adding your own twist is on point. I love it. However, I think Elden, as a tutorial area, should have some wide areas (rather than tight spaces around the forest)allowing Talia to skirt around monsters, whilst the more forested Devenshire provides lots of cramped spaces. The additional scenes during the prologue really surprised me. It was a job well done compared to the wall of text in the original game! It really adds to the flavour of the base game The way you explained the game makes it still very understandable for new players who directly play the demo, a solid introduction. The heal whilst in battle function seems to be nonexistent. But I understand, this is just a demo. Autosave feature is a saviour when a sudden crash happens (which often occurs in my original AP when I try to move the character and hit the esc button at the same time) The new turn-based system definitely changes the basic dynamics of the game (As a matter of fact, I don't play the other versions of Aveyond that much). Since this is a demo, I'll just suggest to balance the speed you level up and gold you receive for the time you spent battling monsters. It feels difficult for me to defeat the monsters by myself, even the flies. As battles become longer, it gets longer to level up and collect gold The new battle system means difficulty for fighting groups of monsters in the beginning. Going to Avrail's cave seems mostly evading monsters. There is no way Talia can 1 v 3 the monsters. I had particular difficulty getting back to Grandma after being named by Avrail. I was trying to avoid all the monsters, but upon crossing the bridge, where the path is only 1 player wide, forces me to face the lone Green Snake, which I seemingly unable to defeat unless I level up Talia (Leveling herself up alone is too grindy for a demo). Again, I think this is a balance issue. The gold sacks, although common in later Aveyond games, seem odd in AP? I don't know, maybe because I'm more used to the treasure chests, barrels, and vats That's all I see. I'll update it if I see fit.
  3. Ah herbalism might be too different from the base game, as it adds another aspect, and potions in game are barely if non existent (is holy tonic, aquifolium, etc considered potions?). After many times replaying, I don't feel that the grinding is too unbearable. I'm not sure why, but perhaps I attempted to take on more difficult enemies at once, and I wasn't afraid to use lots of healing items, especially after you can buy fish from Tucker and buy Aquifolium from Witchwood. A good balance of story and fighting would be that a trip to the objective and a trip back is enough to make you advance to the next stage/objective ( for example, going to the dwarf mines to get the earth relic, straight killing every enemy once, and killing every enemy on the way back from the mines. Applicable for the Fire Cave, Water Cave, Underworld and other places which serves a linear purpose and is either too cumbersome to revisit. A good way to rephrase what I write above is: a good balance is found when you only kill monsters when you come across them, not hunt them actively. When you hunt them, this is where it gets boring fast. Regarding the XP level info, I think it's obvious enough to include the numerical value. Agree with different lockpicks, and adding character files. I should probably add that to my suggestions post, if you don't mind. An interesting aspect i found after riding the game again is that you always end up with too much money in the end game, whilst your spend so much time grinding for that Doublet in Devenshire, or that Tivanna Robe in Tar Vedron.
  4. Wow! This is my childhood game, being revamped! Definitely looking forward to this. I truly appreciate your focus towards making the final game as accurate as possible to the original whilst improving and fixing features from the original!. A couple of suggestions I might give, based on Mike Leach's AP Strategy Guide V2: Fix the bugs in the original game: The Enchantress class' Fairy Fury spell was not unlockable in the game. The disruption ring from Tar Vedron Desert does not work clearly. Myrica Infusions are prone to causing a bug when reviving a character Dialogue boxes can sometimes be invisible, especially when levelling up characters You should be able to collect more than 12 salamander skins and then allows you to make more than 1 salamander skin armour, instead of doing it one at a time. Clarify some aspects of the game: Elements are not clearly explained in-game, such as how fire spells are ineffective in Fire Cave and how dark spells are not effective against Ahriman Some magical items have no clear effect: The good luck charm? What good luck was supposed to happen? This need explanation. Sometimes making the enemy "numb," "sleep," "silence," "attraction," "trap" does not affect the enemy at all. The Illusion spell is ineffective in making enemies run away, since they can still attack. Maybe tweak that with the turn-based system? What does it mean for some items to be "Holy and "unholy," or have the "magic" special feature (For example the charmed dagger has the "magic" feature, but we'll only know that it deals AoE damage after testing it" Clarify Frederick's animal transformation effects (Such as that the dragon mode will cause AoE, etc) and make redundant shapes more useful (The bee and slime mode does not have any difference in Frederick's attack power. Maybe add the ability for slime mode to cause poison? Unless I overlooked that in game. The Chicken mode is either for joke value or is useless.) Add/change features Maybe a bestiary of monsters? So we better know their vulnerabilities and what the best counter is After being married, either for Devin and Alicia or Devin and Talia, the rewards are not that significant, considering you are already into late-game. Maybe make it add exclusive items as the gift? Since Talia's grandmother will gift a tornado ring (for a tornado spell, which can be bought) and the Pendragons simply give rubies and diamonds (whilst you are at this time supposedly already rich) Remove the Priestess spell "create food" and replace it with something else, since it is wholly redundant by the time you become a priestess. Create a bread with 30 MP? Absolute travesty. Much better if what was created was something like an aquifolium. Or replace the spell entirely with a spell that deflects enemy attacks (That will be cool opposite to Witch guild's vampire blade) Ice protection in particular is quite redundant, since no bosses really deal ice damage, except Zorom's 2nd encounter & the Succubus. The ice sword you can buy in Glenvale is more expensive than the Templar sword but deals less damage. Make it cheaper for Devin. The enemies in the final set of rooms before facing ahriman drop gold which is redundant at that point. Maybe make them drop more healing items and disable them from respawning? The 2nd confrontation with the wicked witch that stole Grisilda's broom (forgot her name), should be made more interesting. Maybe drop a powerful single use weapon for Talia to weaken Ahriman (maybe reduce his attack power or speed), or a special spell that allows Talia to be temporarily invulnerable. That is all for now. I may add more as I replay through the game.
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