Will buy my first XBLIG today. Most games are so shallow that once you play the demo, you've done it all. Very much looking forward to BoD VII. Any word how many copies you need to sell in order to secure BoD VIII? Maybe it could be an MMO?
Really wanted Tri, but dammit I don't have 1000 hours to commit to it. With Galaxy 2 coming out in a month, my summer will be full. I will grab a Classic Controller Pro, though.
Also very intrigued by the Afterburner game. 1up loved it. The demo is waiting for me at home.
Will buy my first XBLIG today. Most games are so shallow that once you play the demo, you've done it all. Very much looking forward to BoD VII. Any word how many copies you need to sell in order to secure BoD VIII? Maybe it could be an MMO?
Really wanted Tri, but dammit I don't have 1000 hours to commit to it. With Galaxy 2 coming out in a month, my summer will be full. I will grab a Classic Controller Pro, though.
Also very intrigued by the Afterburner game. 1up loved it. The demo is waiting for me at home.
If you like shmups, there are several really excellent Indie Games (Shoot 1up, Echoes+, Biology Battle), and people really seemed to like Miner Dig Deep as well.
Only got to play a few minutes 'cause I have to go to work, but...the ability to initiate a battle at any time you want on the world map?
That is fucking cool as hell. Where'd you guys come up with the idea for that?
RainbowDespair came up with the gameplay design in this game. The Fight command is great IMO too because random encounters go down to 0% rate as your reputation in an area increases. In other words, you're not forced to grind -- unless you want to!
Yeah I think that the XBox Indies would be great in general for retro style games. Most of the larger publishers aren't going to spend resources doing this kind of thing because it doesn't have a vast mainstream appeal, at least not at lower prices. These kinds of games are pretty ideal for smaller teams, like an indie dev.
And based on the last update, we've got 61 user ratings with an average of 4.5/5. That'll get us on the top ratings list for sure! Hopefully, it'll keep going up.
It's okay. Over time, there are going to be a lot of people that don't "get" the idea of a retro-style RPG, or an RPG in the style of an 8-bit one. There will also be a lot of people that just don't like "retro" stuff at all and prefer newer looking games. There will also be people that simply think it looks stupid.
That's okay. Having a trailer is good to have people who do care about the type of game, or genre, to know about it.
So we might end up with a low rating or get a lot of negative comments, but it's okay. There will be plenty of positive ones as well.
I'm really confident in the quality of this game. It's got a solid gameplay foundation and we polished and balanced the heck out of it. Once people who are looking for an RPG or retro RPG experience start playing it, it'll all be worth it.
gonna buy BoD so hard tonight
the trailer's music is pretty sweet, did you guys make it?
The music is great; we actually licensed it from several different people. I'm just glad we could find music that fit our game as well as it does.
Yeah, from the little bit I played I loved the music selection with only one exception. I'm not a big fan of the victory fanfare. Everything else is great selections, though.
So far I like that the game's old school in an 8 bit way, but still with some cool innovations to it. It's like an alternate history almost, since those innovations are almost useless to a more modern game, but they work well in this style. I'm mostly talking about the fight command. Great idea there. The combo system is pretty great too. And the attacks that use multiple characters are not so much a very new innovation, but it is something that came afterwards and seems innovative in a game that feels older than that.
My one nitpick so far is that the world map is kind of busy. At least so far it seems like you guys were afraid of using a more blank tile for a bit. It's kind of hard to tell where you can pass and where you can't at first, and even when you figure that out it's still slightly weird.
gonna buy BoD so hard tonight
the trailer's music is pretty sweet, did you guys make it?
The music is great; we actually licensed it from several different people. I'm just glad we could find music that fit our game as well as it does.
Yeah, from the little bit I played I loved the music selection with only one exception. I'm not a big fan of the victory fanfare. Everything else is great selections, though.
So far I like that the game's old school in an 8 bit way, but still with some cool innovations to it. It's like an alternate history almost, since those innovations are almost useless to a more modern game, but they work well in this style. I'm mostly talking about the fight command. Great idea there. The combo system is pretty great too. And the attacks that use multiple characters are not so much a very new innovation, but it is something that came afterwards and seems innovative in a game that feels older than that.
My one nitpick so far is that the world map is kind of busy. At least so far it seems like you guys were afraid of using a more blank tile for a bit. It's kind of hard to tell where you can pass and where you can't at first, and even when you figure that out it's still slightly weird.
I'm glad you're liking it so far As for the fanfare music, you know, you're probably the 2nd or third person to mention it, and while I personally like it fine as it is, it would have been awesome if we could just just the right tune for that. But given our resources we picked one that we both liked and think it works, but opinions on that particular tune have varied understandably. Fortunately it's only a small part of the soundtrack; all the good stuff is the world, towns, dungeon music and what not
Also I find your feedback on the world map very interesting (mostly since I made the world map :P). It started out quite a bit more plain and blank I guess you can call it... but I decided that in the interest of gameplay, I varied it up a lot more than it was so that the player would be able to traverse a few more different environments than the grasslands in getting from point to point. And also have the player maneuver around things rather than taking straight shots to each destination. But I can totally see where you're coming from.
Any chances of seeing BoD on the zune or WinPhone7?
Given that I'm the programmer and own neither of those, it's highly unlikely.
What about just PC? I own neither of those, nor an xbox, but this game sounds outstanding.
Heheh, I've talked to RBD about this personally, and about other platforms. But we both thought about it and did some research, and we discovered a few things. The problem with porting is that we could be spending that time making another game, essentially. There are only 2 of us, after all. And secondly, we're both a bit wary of piracy issues on the PC. But over all our experience has taught us that Xbox Live Indie Games is an extremely welcoming platform for indie developers. It's got the comfort of universal hardware (so if your game works in testing it works for everyone), it has far less of an issue with piracy than other platforms, and it has a fantastic XNA community group of individuals that all help each other out with every step of the development process. And while MS takes 30% of revenue and doesn't promote XBLIG as a service that much, it still goes up on the marketplace and up on the dashboard (if your game does well enough).
Plus RBD (and now me) have a lot more experience working with the 360 and the XBLIG service and it's just a lot more comfortable and smoother to stick where we are.
gonna buy BoD so hard tonight
the trailer's music is pretty sweet, did you guys make it?
The music is great; we actually licensed it from several different people. I'm just glad we could find music that fit our game as well as it does.
Yeah, from the little bit I played I loved the music selection with only one exception. I'm not a big fan of the victory fanfare. Everything else is great selections, though.
So far I like that the game's old school in an 8 bit way, but still with some cool innovations to it. It's like an alternate history almost, since those innovations are almost useless to a more modern game, but they work well in this style. I'm mostly talking about the fight command. Great idea there. The combo system is pretty great too. And the attacks that use multiple characters are not so much a very new innovation, but it is something that came afterwards and seems innovative in a game that feels older than that.
My one nitpick so far is that the world map is kind of busy. At least so far it seems like you guys were afraid of using a more blank tile for a bit. It's kind of hard to tell where you can pass and where you can't at first, and even when you figure that out it's still slightly weird.
I'm glad you're liking it so far As for the fanfare music, you know, you're probably the 2nd or third person to mention it, and while I personally like it fine as it is, it would have been awesome if we could just just the right tune for that. But given our resources we picked one that we both liked and think it works, but opinions on that particular tune have varied understandably. Fortunately it's only a small part of the soundtrack; all the good stuff is the world, towns, dungeon music and what not
Also I find your feedback on the world map very interesting (mostly since I made the world map :P). It started out quite a bit more plain and blank I guess you can call it... but I decided that in the interest of gameplay, I varied it up a lot more than it was so that the player would be able to traverse a few more different environments than the grasslands in getting from point to point. And also have the player maneuver around things rather than taking straight shots to each destination. But I can totally see where you're coming from.
I think it's more of the look of some of the things. I don't have it on now, but I remember some paler looking hill things that I didn't think you could walk over at first, because they don't really look like something that you could in an old RPG like this, but then I discovered you could. It's just kind of odd, but it is a very very small nitpick.
I think it's more of the look of some of the things. I don't have it on now, but I remember some paler looking hill things that I didn't think you could walk over at first, because they don't really look like something that you could in an old RPG like this, but then I discovered you could. It's just kind of odd, but it is a very very small nitpick.
Ah i know what you're talking about. There are little smaller orangish mountains that you can cross. I see what you mean.
Your game's been out for like twelve hours and it's already the fifth highest-rated indie game on XBL
It's pretty exciting! We put tons of love into this game (as well as blood/sweat/tears), so it's great to see that our efforts we spent polishing things are showing through. The playtesting phase really helped a lot, the XNA community is great and provided lots of feedback which in turn helped us to polish the game and improve it in lots of ways.
mntorankusuI'm not sure how to use this thing....Registered Userregular
edited April 2010
I bought Breath of Death too. I like it!!
One thing I don't like is how you regain all of your HP after a battle. It works as a disincentive to ever, ever use magic or techs during random battles because there's no value in preventing (non-mortal) damage to your characters.
But I'm a game design snob, so heck. The battle system is great either way.
The first section of the game is rather easy (by design) to get the player acquainted with the game. You'll notice that you'll need to start using magic and techs in random battles pretty soon once you pass the first "big" dungeon (graveyard mountain pass), I think. Anyway my recommendation is to keep going and as you gain some techs and other party members, the difficulty will have sloped upward and you'll start using Magic and techs quite a bit. (the reason being is that enemies start getting tougher and you end up not being able to just use the default attack; and if you don't start doing damage, the rounds pass and enemies start buffing really fast, and if you don't start using combo-powered techs you might start getting hammered heavily by enemies).
Congratulations on the release, though I have no 360. :P
I don't know the details exactly, but here's what I'm pretty sure of: Your game starts to sell. Then every quarter of the year, MS tallies up the sales. MS takes 30% of the sales revenue. The rest goes to the developer. I believe they just send a check, but I'm not sure on that.
The first section of the game is rather easy (by design) to get the player acquainted with the game. You'll notice that you'll need to start using magic and techs in random battles pretty soon once you pass the first "big" dungeon (graveyard mountain pass), I think. Anyway my recommendation is to keep going and as you gain some techs and other party members, the difficulty will have sloped upward and you'll start using Magic and techs quite a bit. (the reason being is that enemies start getting tougher and you end up not being able to just use the default attack; and if you don't start doing damage, the rounds pass and enemies start buffing really fast, and if you don't start using combo-powered techs you might start getting hammered heavily by enemies).
Well, I don't have a problem with the difficulty in general, and when the enemies are capable of killing you, it's a great battle system. But it's the nature of an RPG like this that enemies become easier to kill as you get stronger, and when you're fighting easy-enough enemies, there's no reason at all to do anything besides mash A. In other games, you'd have to make a choice between taking some damage from the enemies, or wiping them out using your magic/techs.
I just think the best RPG battle systems are the ones where even easy battles reward you for using strategy. It's a relatively small complaint, though, and hell, most other RPGs are worse about this kind of thing anyway.
I have four party members already. That's all of them, right?
Posts
:^::^: Will buy right away. Ironically will be shelving FFXIII for a bit to try it out. :P
Really wanted Tri, but dammit I don't have 1000 hours to commit to it. With Galaxy 2 coming out in a month, my summer will be full. I will grab a Classic Controller Pro, though.
Also very intrigued by the Afterburner game. 1up loved it. The demo is waiting for me at home.
Switch - SW-3699-5063-5018
If you like shmups, there are several really excellent Indie Games (Shoot 1up, Echoes+, Biology Battle), and people really seemed to like Miner Dig Deep as well.
Nintendo Network ID - Brainiac_8
PSN - Brainiac_8
Steam - http://steamcommunity.com/id/BRAINIAC8/
Add me!
http://marketplace.xbox.com/en-US/games/media/66acd000-77fe-1000-9115-d802585504bd/
And bought!
Let me know if you add me, and I'll add you back. (I'm also on the Roster)
That is fucking cool as hell. Where'd you guys come up with the idea for that?
Will be buying tomorrow night!
Here is the link again for fun:
Buy Breath of Death VII The Beginning, by RainbowDespaire and Slash000, support PA G&T indie development! Only a Buck!
RainbowDespair came up with the gameplay design in this game. The Fight command is great IMO too because random encounters go down to 0% rate as your reputation in an area increases. In other words, you're not forced to grind -- unless you want to!
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Yeah I think that the XBox Indies would be great in general for retro style games. Most of the larger publishers aren't going to spend resources doing this kind of thing because it doesn't have a vast mainstream appeal, at least not at lower prices. These kinds of games are pretty ideal for smaller teams, like an indie dev.
If you guys get a chance rate the game too
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
http://www.youtube.com/watch?v=32pvg8I2rgI
And based on the last update, we've got 61 user ratings with an average of 4.5/5. That'll get us on the top ratings list for sure! Hopefully, it'll keep going up.
Zeboyd Games Development Blog
Steam ID : rwb36, Twitter : Werezompire, Facebook : Zeboyd Games
First comment makes me sad.
Zeboyd Games Development Blog
Steam ID : rwb36, Twitter : Werezompire, Facebook : Zeboyd Games
Heh :P
It's okay. Over time, there are going to be a lot of people that don't "get" the idea of a retro-style RPG, or an RPG in the style of an 8-bit one. There will also be a lot of people that just don't like "retro" stuff at all and prefer newer looking games. There will also be people that simply think it looks stupid.
That's okay. Having a trailer is good to have people who do care about the type of game, or genre, to know about it.
So we might end up with a low rating or get a lot of negative comments, but it's okay. There will be plenty of positive ones as well.
I'm really confident in the quality of this game. It's got a solid gameplay foundation and we polished and balanced the heck out of it. Once people who are looking for an RPG or retro RPG experience start playing it, it'll all be worth it.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
the trailer's music is pretty sweet, did you guys make it?
The music is great; we actually licensed it from several different people. I'm just glad we could find music that fit our game as well as it does.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Zeboyd Games Development Blog
Steam ID : rwb36, Twitter : Werezompire, Facebook : Zeboyd Games
Yeah, from the little bit I played I loved the music selection with only one exception. I'm not a big fan of the victory fanfare. Everything else is great selections, though.
So far I like that the game's old school in an 8 bit way, but still with some cool innovations to it. It's like an alternate history almost, since those innovations are almost useless to a more modern game, but they work well in this style. I'm mostly talking about the fight command. Great idea there. The combo system is pretty great too. And the attacks that use multiple characters are not so much a very new innovation, but it is something that came afterwards and seems innovative in a game that feels older than that.
My one nitpick so far is that the world map is kind of busy. At least so far it seems like you guys were afraid of using a more blank tile for a bit. It's kind of hard to tell where you can pass and where you can't at first, and even when you figure that out it's still slightly weird.
What about just PC? I own neither of those, nor an xbox, but this game sounds outstanding.
Once I get the chance to plug my 360 into the internet, I'll be downloading me some BoD. :winky:
I've got a bad case of lovin' you.
I'm glad you're liking it so far As for the fanfare music, you know, you're probably the 2nd or third person to mention it, and while I personally like it fine as it is, it would have been awesome if we could just just the right tune for that. But given our resources we picked one that we both liked and think it works, but opinions on that particular tune have varied understandably. Fortunately it's only a small part of the soundtrack; all the good stuff is the world, towns, dungeon music and what not
Also I find your feedback on the world map very interesting (mostly since I made the world map :P). It started out quite a bit more plain and blank I guess you can call it... but I decided that in the interest of gameplay, I varied it up a lot more than it was so that the player would be able to traverse a few more different environments than the grasslands in getting from point to point. And also have the player maneuver around things rather than taking straight shots to each destination. But I can totally see where you're coming from.
Heheh, I've talked to RBD about this personally, and about other platforms. But we both thought about it and did some research, and we discovered a few things. The problem with porting is that we could be spending that time making another game, essentially. There are only 2 of us, after all. And secondly, we're both a bit wary of piracy issues on the PC. But over all our experience has taught us that Xbox Live Indie Games is an extremely welcoming platform for indie developers. It's got the comfort of universal hardware (so if your game works in testing it works for everyone), it has far less of an issue with piracy than other platforms, and it has a fantastic XNA community group of individuals that all help each other out with every step of the development process. And while MS takes 30% of revenue and doesn't promote XBLIG as a service that much, it still goes up on the marketplace and up on the dashboard (if your game does well enough).
Plus RBD (and now me) have a lot more experience working with the 360 and the XBLIG service and it's just a lot more comfortable and smoother to stick where we are.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
I think it's more of the look of some of the things. I don't have it on now, but I remember some paler looking hill things that I didn't think you could walk over at first, because they don't really look like something that you could in an old RPG like this, but then I discovered you could. It's just kind of odd, but it is a very very small nitpick.
Ah i know what you're talking about. There are little smaller orangish mountains that you can cross. I see what you mean.
Well anyway.. you can cross those!
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
will probably have time to play and rate it over the weekend
Your game's been out for like twelve hours and it's already the fifth highest-rated indie game on XBL
That'd be awesome! I love hearing feedback from everyone
It's pretty exciting! We put tons of love into this game (as well as blood/sweat/tears), so it's great to see that our efforts we spent polishing things are showing through. The playtesting phase really helped a lot, the XNA community is great and provided lots of feedback which in turn helped us to polish the game and improve it in lots of ways.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
One thing I don't like is how you regain all of your HP after a battle. It works as a disincentive to ever, ever use magic or techs during random battles because there's no value in preventing (non-mortal) damage to your characters.
But I'm a game design snob, so heck. The battle system is great either way.
Also, I enjoyed
The first section of the game is rather easy (by design) to get the player acquainted with the game. You'll notice that you'll need to start using magic and techs in random battles pretty soon once you pass the first "big" dungeon (graveyard mountain pass), I think. Anyway my recommendation is to keep going and as you gain some techs and other party members, the difficulty will have sloped upward and you'll start using Magic and techs quite a bit. (the reason being is that enemies start getting tougher and you end up not being able to just use the default attack; and if you don't start doing damage, the rounds pass and enemies start buffing really fast, and if you don't start using combo-powered techs you might start getting hammered heavily by enemies).
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Congratulations on the release, though I have no 360. :P
I don't know the details exactly, but here's what I'm pretty sure of: Your game starts to sell. Then every quarter of the year, MS tallies up the sales. MS takes 30% of the sales revenue. The rest goes to the developer. I believe they just send a check, but I'm not sure on that.
Steam ID: slashx000______Twitter: @bill_at_zeboyd______ Facebook: Zeboyd Games
Well, I don't have a problem with the difficulty in general, and when the enemies are capable of killing you, it's a great battle system. But it's the nature of an RPG like this that enemies become easier to kill as you get stronger, and when you're fighting easy-enough enemies, there's no reason at all to do anything besides mash A. In other games, you'd have to make a choice between taking some damage from the enemies, or wiping them out using your magic/techs.
I just think the best RPG battle systems are the ones where even easy battles reward you for using strategy. It's a relatively small complaint, though, and hell, most other RPGs are worse about this kind of thing anyway.
I have four party members already. That's all of them, right?
If you want a game that is about a hojillion times better than FFXIII, give BoD a try