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Maniafig219~3Y
It's good to hear you've been getting things done last week!

When playing the game I wasn't sure how final all the dialogue was, there were a lot of mechanics that barely got an explanation. Even the explanation of elements was pretty vague, it only really mentioned what Bliss was good against, which isn't really helpful for the five other elements.

I wonder what that Manifest Mind skill would make if twas used on Savitr. Probably some kind of SUPER POWERFUL BOSS MONSTER, I bet.

I like the addition of the ATB bars, that should make it a bit easier to gauge how exactly turn order works, and whether raising/lowering someone's excitement is likely or not to push them forward/back in the turn bar.

Anyway, I like how this tutorial sounds! It both fleshes out the characters and setting more while also serving as a proper tutorial for the basics in encounters.

The next bits of tutorials sound good too. Excitement, elements and runes form the basics of the combat throughout the demo.

I talk about this more in my video, but I had a hard time figuring out how the Potions tab actually controls, and I also didn't like how you have to trial and error potions to figure out what they do. My two suggestions for the potions was to either just have all possible potions you can make be revealed as soon as you have the necessary reagents, or the ability to craft potions outside of combat so you're not wasting your turns trying to figure out what potions do.

Another thought I had which I didn't cover in my video was whether the multiple wave concept of Maelstroms should be more common, several testers felt there were too many battles, and I wondered whether consolidating some battles together into multiple-wave battles (probably just 2 waves, one small wave and one big wave) would be more interesting.

Interesting how concepts can get scrapped and then come back later during development!

I did just google cartoon rat, and one thing that did stick out is how most of them have very contrasting colours for their noses and their noses tend to be very shiny, to make them stick out. The Ignorat's purple nose blends in more, and might even look a bit like a tongue.

I was able to find one droopy-nosed rat, very creatively called Ratso. From that Brave Little Toaster movie, apparently! [LINK]

I do think there's something to be said for the current snappiness of the intro, I do hope that if you do add an intro it's kept pretty to-the-point and mostly serves as an establishing shot, to then segue into the sudden reveal of Pierce when they do board the island.
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Tobias 1104~3Y
I intended much of the dialogue in the tester version to be mostly complete with room for just some tweaks, but I've essentially rewritten a lot of it - or added new scenes I suppose - now because of the tutorial stuff I've been adding, so it's quite a different experience, I think! I feel that the revisions and additions I've made would make a difference, so I'm eager to get it finished and hear what you and others think.

I've mostly neglected potions! If experimentation isn't any fun though, I could change that. There's a job in Bravely Default II which specialises in merging expendable ingredients for effects you have to figure out yourself... I think, though I never even bothered using it myself because I'm put off by the uncertainty of it (weird that I added such a thing to my own game then?). But the fact that it exists means at least some people enjoy that, right??

I just changed the Ignorat's nose to black because why not! It looks weirder to me now, but it's probably because I'm not used to it.

That Ratso looks VERY similar to what I've been picturing, but not quite, frustratingly... I'm sure I've seen something somewhere with a nose drooping so much it's a right angle!
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