u/MissItalia2022

Image 1 — Troop Pages Not Turning Off Switches
Image 2 — Troop Pages Not Turning Off Switches
Image 3 — Troop Pages Not Turning Off Switches

Troop Pages Not Turning Off Switches

I've tried to implement some combat achievements for defeating bosses using various restrictions, as per my last post. I've decided the first combat achievement to add would be "Party Pooper", where you defeat the boss without using the Life of the Party skill that the game is balanced around.

But, using these troop pages, the switch was not turned off even in a battle in which I used Life of the Party several times. If anyone could offer some advice as to how to implement this properly, it would be greatly appreciated!

u/MissItalia2022 — 1 day ago

Under what circumstances would you be willing to repeat a boss fight/content?

Just as the title says, under what circumstances would you be willing to repeat a boss fight/piece of content? What threshold for intrinsic (i.e. how fun it is) and extrinsic value (item rewards) is sufficient to make you willing to fight a boss again?

reddit.com
u/MissItalia2022 — 2 days ago

Under what circumstances would you be willing to repeat a boss fight/content?

Just as the title says, under what circumstances would you be willing to repeat a boss fight/piece of content? What threshold for intrinsic (i.e. how fun it is) and extrinsic value (item rewards) is sufficient to make you willing to fight a boss again?

reddit.com
u/MissItalia2022 — 2 days ago
▲ 10 r/gamedev

Should I add an optional tutorial skip?

I recently created a playtest version of my game so repeat testers could skip the tutorial (~10-15 minutes) and I was thinking maybe I should add this option to the base game.

Of course, this would come with a warning that new players are HIGHLY encouraged to not skip the tutorial, but I'm not sure how good an idea that is.

In my opinion, as long as I have the option to skip the tutorial and tell new players they REALLY SHOULDN'T skip it, I've done my due diligence, but I can definitely imagine some new players skipping it, having no clue why they're wiping on turn 3 of a boss fight, and ragequitting/being mad at the game for their decision. What do you guys think?

reddit.com
u/MissItalia2022 — 2 days ago

Classic-inspired JRPG seeking playtesters and feedback!

Queen of the Dead by italia2022

Hello, everyone! We just released an updated demo of our project Queen of the Dead and we would appreciate it if you could give the game a play and provide some feedback.

For those who don't know, Queen of the Dead is a JRPG focused primarily on gathering, crafting, and tactical combat. The game has hundreds of unique crafted consumable items and our Life of the Party system makes these items apply to your whole party: making one skill hundreds of different skills, limited by only your knowledge of and interaction with the crafting system.

We also have 9 different summons in the game currently that all have unique level up learnsets and roles in combat that completely change the way you play the game and increase the already vast number of important decisions to be made on a turn-by-turn basis.

We're primarily looking for feedback on the UI (this has been our primary focus in the last week), on the various gathering and crafting methods in the game, boss encounters, repeat boss encounters using the elemental weapons provided from the dungeon quests, dialog, and overall feel of the game: though all feedback is appreciated and will be taken into consideration. Of course, if you find any bugs, do let us know and we will tend to them as quickly as possible!

Thanks!

u/MissItalia2022 — 5 days ago

Updated demo of Queen of the Dead!

Hello everyone, we've got a new update to our demo of Queen of the Dead with a lot of quality of life improvements and bug fixes. This week has been UI week mostly, with the following changes:

Encounter rate dropped by 50%.

 All UIs now use the cancel button to return to the previous UI or the main menu (depending on where in the UI you are).

 Old Man River now gives you hints where you can find different fish.

Nissa now gives you hints where you can find different drops for contracts.

UI color changed to a less saturated blue (subject to future changes).

There are now Scan and Status menu options for each battler in battle so you no longer have to cancel all previous choices to see the state of both your party and the enemies.

The cursor now properly moves when using Ally Swap and Teleguard, so you no longer have to cancel previous choices made to choose an action for the caster of these abilities.

 There is now a tooltip for the rat and lasher to tell you what they specialize in (rat is physical offense, lasher is magical offense).

Emma's Blinding Light spell changed to 5 MP to be in line with the MP cost of other stuns. 

Fixed bug where Blinding Light was not once per battle. 

Fixed bug were Slime starts with Poison Heal (Poison Heal now properly unlocked at level 6).

Fixed bug where Fluffy did no damage in combat. Elemental staves you get for completing the Culling quests now have a 45% chance to hit twice when casting the appropriate school of magic and the elemental foods now give a 25% chance to hit twice with their associated element. This makes them way better than the starting Staff when casting against an enemies elemental weakness, but worse than using the starter Staff when casting against an enemies' elemental weakness without the appropriate elemental staff, so the starter Staff and the elemental staves each have their situational uses throughout the game: which is where we want the balance between the two to be.

Fixed a bug where the summons's Instant Cast abilities were not once per turn.

Of course, thank you for reading this far into the Devlog! For more updates about the game, follow us here on itch at italia2022 - itch.io and join the Discord https://discord.gg/4watCKYYP for more news! The game's being actively updated every day and updated versions of the game roughly once a week, so don't miss out!

u/MissItalia2022 — 5 days ago

Is there a way to program a game or a plugin to download to remember the last cursor position?

For example, you go to a choice list and it shows a text box then jumps to the specified label so it returns you to the same UI but the cursor returns to the default position specified by the choice box instead of keeping the cursor on the last choice you made.

That's a bit problematic for me, as there are some rather long lists in some of my choice lists using HIME Large Choices and the cursor not remembering the last choice you selected is quite inconvenient.

reddit.com
u/MissItalia2022 — 7 days ago

Hey everyone, I'm having an issue with a nested UI. The crafting UI flow is to run a common event that displays a choice list. Foods and potions work cleanly, but the Soups (by food) and Soups (by potions) don't.

These submenus use HIME Large Choices to place them in a scrollbar since there's so many crafting options, and using the cancel button during these menus does not return the player to the parent UI but instead closes the common event.

No matter what I do, I can't make the cancel button return to the parent UI. I tried using labels, break loop, a switch that autoruns a common event that runs the Recipe Book common event and turning the switch off immediately afterwards, none of it has worked! What else can I do to make the cancel button return the player to the parent UI?

u/MissItalia2022 — 9 days ago

Look at that: I can actually show gameplay flows and not just showing one image of my game characters being sus! God, I'm such a Reddit boomer...

u/MissItalia2022 — 12 days ago
▲ 34 r/JRPG+3 crossposts

We've made a ton of updates to the game! You can find the devlog here New Queen of the Dead Patch just dropped! - Queen of the Dead by italia2022 and try the newest demo here Queen of the Dead by italia2022 give it a play! Give some feedback! Feed Emma! Even your meat (the healing items). Follow us on X Queen of the Dead Official (@QotDDevTeam) / X , on itch italia2022 - itch.io and join the Discord https://discord.gg/4watCKYYP for future updates!

u/MissItalia2022 — 13 days ago

As of now, one set of healing items in my project heals 4 total whether only HP, MP, or 2 HP and 2 MP. I want to introduce some higher EV items that can heal 5 (2-8 for HP and MP only items and 0-5 for HP and MP items) on average (so 25% better) but obviously has the chance of healing significantly less than a "safe" item.

I think this is a fair trade off (the player will be told what the range of these items are) and the player is making a calculated risk when they use them so it gets around some RNG frustration that comes when the RNG is involuntarily forced on a player, but maybe this would still be frustrating when players low roll and blame the game? What are your thoughts on the matter.

reddit.com
u/MissItalia2022 — 14 days ago
▲ 2 r/JRPG+1 crossposts

Hello, I'm the project lead for Queen of the Dead and we'd love to add some more OSRS players to the project! We've got talented people that are doing some great work, but I feel like non-OSRS players don't always quite get the vibe I'm looking for, ya know?

The game draws a lot of inspiration in dialog and the humor, as well with high and low intensity gathering methods (with fishing and scavenging being AFKable for over 13 hours!), with one of the core questions the game asks is "What if Potion Share wasn't dead content?" which led to the Life of the Party system which I think is one of the most unique healing systems in any RPG!

All this to say, if anyone is interested in joining a turn-based RPG Scape-like or has any questions, please post below or DM me. We'd love to hear from you!

https://italia2022.itch.io/queen-of-the-dead

u/MissItalia2022 — 13 days ago