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yes there is respecing for levels somewhat after starting zone, once you pass the dungeon that opens up after 3 crystals found.
you can toggle passives freely.
you can chance classes at save points.
there is lot of side bosses and max level content to do.
there is no ng+
Thanks for the reply! So no permanent mistakes? Sounds great!
Hope they add ng+ eventually.
The developer has said he's working on some kind of NG+/challenge mode. He also mentioned that he wants to create an official randomizer at some point too.
NG+ is cool and all, but I'd rather have a randomizer mode personally. I think a "Four Job Fiesta" style'd mode where you start out with 4 random classes and all the crystals give a random class would be really fun. Maybe bosses and your spawn location could be shuffled too.
That's right! You should be able to play without having to worry at all about missables and such, and then later on when you do feel like optimizing and going for 100%, you should find that nothing will be blocked off or permanently messed up.
At this point it is actually looking like I'll be able to release ng+ and the randomizer at the same time. The randomizer is pretty tricky to implement in some ways (mainly concerning ensuring a file is able to be completed when absolutely everything is randomized), but what you describe (aside from spawn location - I haven't actually thought of that yet) is totally going to be in it.
I wasn't sure if you had actually decided to go forward with creating a randomizer mode or not so it's nice to have you confirm that it's in the works for now.
Thinking about how the random spawn location would work I would tie it into the home point system you already have. I would flag home points as safe or unsafe that way you can disable certain home points from being selected as the start of a seed.
As an additional anti-softlock feature if randomized spawn is enabled, I would set the seed's original spawn point as an unchangeable home point, that way the player can always return to the start of the seed if needed.
You probably thought of this already but being able to flag your chests based on what mount or mounts are required to access them would be very useful. That way the game knows what the player can and cannot access, so as to avoid putting key items in inaccessible chests.
Actually you're right, this ended up being totally necessary. I did a lot of work today on this very thing after testing a roll and ending up with some convoluted but impossible sequences (eg, Owl Drum behind Overpass Map Scraps, which were purchased from the Quintar Vendor, but the Babel Quintar required the Owl).
Lol Wow. That sounds amazing and terrible. That sort of craziness makes me excited to play it myself once it's ready.
One thing your game does that I really like is having the chests color coded based on what they contain. Would it be possible to give chests containing a mount instrument a unique color? Maybe it could be a black chest with gold trim or something. The idea would be to have any chests that contain a mount instrument stand out considering how important they are.
It would also be nice to have a way to see how many chests are left in a given region. Something as simple as a counter with a chest icon next to the minimap would work.
Alternatively maybe you could make an alternate version of the treasure finder that only works in a single region? Call it "<Region Name> Treasure Map" or something.
That sounds a little *too* randomized, tbh.
It's also an excellent illustration of why randomizing a game sounds simple, but actually isn't. A randomizer can't be 100% true random because, as the example illustrates, the game can put important items where you won't be able to access them through normal play.
No, I mean that it's randomizing too many things and undermining the mechanics of the game. Randomized Jobs and Crystals is excellent, and equipment randomizing in chests/shops could also work, but randomizing tools is something I consider as way too far.
So, as much as I'd absolutely love to have randomized jobs/crystals for every single run, if it's lumped in with randomized tools, that's a 100% dealbreaker for me. Optimally, each class of randomization would have a toggle on world creation (Jobs, Crystals, Loot, Tools, etc).
Considering the developer has been willing to add additional assist options post launch (most in direct response to player feedback) I'm going to guess that he will likely allow us to choose what aspects of the game we want randomized.
I'm glad you brought this up! There will definitely be toggles to choose what you want randomized. Here's the current work-in-progress randomizer menu:
https://i.imgur.com/I1JCdYw.png
Yes, I didn't doubt that that it'd eventually get worked out, but I did want to mention it just in case it hadn't occurred yet.
That looks very interesting. There's some there that I hadn't considered myself, but upon reflection, probably will use. Dammit, I've already recommended Crystal Project to all my friends, keep this up and I'll have to start gifting it to people. Bad, dev, bad, don't go making me even think such things!
That "innate passive" toggle there....I hadn't thought of that. I can see that enabling some very fun and interesting stuff.
You can actively scale the power of equipment and monsters? Very cool. I was wondering how that would work.
I just had a thought after looking at your screenshot again. Do bosses count as enemies?
Then again it's probably best if bosses in general can only change spots with other bosses. It would be a bit....rude...to be running around in the overworld only to get jumped by a boss that's changed spots with a field spawn. Though maybe that could be another toggle for anyone who enjoys that sort of surprise.