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erikabyte

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  1. Wow wild about the spoiler fight. I had to reset a ton there during my intense run and never saw that- what a neat shiny. Still your reasoning makes sense and it is why I feel like I am chasing my tail trying to grind for it. I'd call it if it weren't for the fact that the shadow pokemon have the shiny sprite, and I can't see why they would have it if they can't be a shiny pokemon.
  2. I did know about the rift den shiny pokemon, but I appreciate the response ^.^
  3. Been soft resetting to see if I can get a shiny shadow pokemon and one hasn't shown up yet. Looked through old forum posts and saw one that had Jan saying because shadow pokemon were predetermined they couldn't be shiny. however that was a way old post and from what I could find in a newer one said that nothing in the game was shiny locked. There is also the fact that in the graphics files for sprites all the shadow pokemon have shiny sprites as well. Just want to make sure I'm not wasting my time, can anyone confirm or deny that shadow pokemon can be shiny. In particular the vanillish you get from snagging in the xen grunt fight in caratos mountain. thanks
  4. Odd, because the other rift dens behave correctly for me. Still thanks for the reply.
  5. unlike other rift dens on route 4 when choosing not to fight the first pokemon and saying no to clearing the den to see what the second pokemon will be, the game instead clears the den. I've tested other dens and they work just fine, it appears to only be this one, which becomes an issue when trying to catch a ditto. bug is viewable in this gif I captured. https://i.gyazo.com/47d15d01aa8ef04bc4ad82cb6afbe3b2.mp4 just wondering if this is something other people have experienced, I have also made a bug report in the google sheet.
  6. Just curious if there is a resource or way in game to look at what A. Misdreavus learns so I don't miss out on a potential move before evolving it like with the normal form.
  7. Just a quick question. So Venam just showed up on terajuma island and during the conversation with Melia mentioned some sort of engineering thing you could help her with. I went and looked around the island that I have acsess to (right before the sky trial) and didn't see anything I could do. I'm just a bit paranoid about missing out on side content so I thought I'd ask here.
  8. Might be a stupid question but the Gearen sewers that geodude can be found in would be the same abandoned sewers in the early game correct? Just been running around for a bit after finding mankey in the park and have yet to run into a geodude and was wondering if I was in the wrong place possibly. Just took a while to show up
  9. Unless jan had this planned out when v12 came out I'd be highly suprised if it was the case. But who knows what it will end up being.
  10. I think this could all be refering to something Jan said in an old dev blog post about there being a special suprise for v13 due to the long wait. He did say it would be secret and this could all just be a teaser for it. I could, of course, just be misremembering or really far off base.
  11. I mean the release depends entierly on how beta testing goes. It's easy to say the first phase took around 25 days so closed beta will take that long, and I certinally hope that is the case. It's just good to remember that unexpected stuff can come up.
  12. Internal testing was going on, but I wager closed beta testing is a whole different affair. Still we can all dream for a release soon (god please I can't wait to play v13), but my guess would be an end of July release like the other poster guessed.
  13. Torn between hype as hell for a (possible) release soon for v13, and keeping myself in check saying it'll be here when it'll be here lol. Regardless the art looks fantastic as always, and your and all the devs work is super appreciated.
  14. Just finished my run through of the demo and I enjoyed it quite a bit. I come from the perspective of an avid fire emblem fan and other tactics like games such as luminous arc and much like the other poster I found this to be a more active and refreshing take on the genre. tackling different aspects one by one: gameplay- As I briefly mentioned it is a refreshing thing to be a more active participant in a tactics/jrpg/strategy game rather then just pushing a button and hoping all goes well. Making use of the cardinal direction wait system for defensive/parry benefits also was a nice addition. I'm going to make the assumption that if you are being attacked from behind that you are not supposed to be able to double tap the crits to negate them fully in order to make sure the player receives some damage and can't just run roughshod through the game if they have fantastic timing. or I just need to git good :shrug:. regardless the "rhythm" combat as the other poster put it feels good to execute, especially when the blocks are smaller in size, and not overly punishing. moreover it gave me the motivation to get better at the system- as opposed to something like fire emblem where you kind of just sigh and restart when getting hit by a 1% crit. I guess another shorter way of putting it is the gameplay feels interactive and in a good way. I can only assume that my already high opinion of it will only be higher when as a player I can have more depth with class and (possible?) weapon systems. I am interested to see how level ups will factor into the game design as you have seem to made the approach of having the player being more active, not that having a little bit of rng is a bad thing, just purely curious to see what kind of system is adopted. music- I wouldn't expect anything different as reborn's music is excellent but I found SD's music to be fitting and well used. Maybe its just because I played this late into the night and didn't notice because tired brain, but a way to possibly improve further is to add a "b track" of sorts to switch to while in combat that is a little more faster tempo rather then keeping the same track playing. It could go even further to have different variations for bosses and defending and attacking. Granted I understand fully this is a first look demo and you may already have plans along these lines. Art- the background/battlemap is beautiful and it looks like a lot of love and time went into it. The character art is done well and helps to bring the characters to life giving them a style and substance to set them apart. story/writing- I found the story engaging and the writing helps to give it that edge. The story was dark but gripping and the darkness of it helped to sell the stakes and keep me invested to see the demo through. there were a lot of nice little touches that I noticed when I accidentally exited out of the save menu and loaded an auto save to finish off the boss again- things like all the different boss conversations, and even different dialogue when the boss is defeated by different people. as well as (his name escapes me) when the pet guy and his companion are separate or together they have different escape dialogue as well. UI- this is where my only real gripe lies and its a small one. Again this may have more to do with me playing late at night, but the menus did feel a little clunky to navigate. it also felt like some things took a couple of confirmations like attacking or selecting arts to use, but then a single button press after opening the item menu will use an item. overall its not a bit deal and with some time I got used to it, and really its to be expected with any new game experience. Overall I'm very excited to see where the project goes and can't wait to play more of it! oh also on my run through everything seemed to run smooth as best I could tell, nor did I run into any bugs or issues.
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