one last thing. I had everything nice, neat, and easy to read. But this chat company insists that kind of thing isn't needed and that people prefer unformatted text vomit. Sorry for the mess - it's not my fault.
wishlist part 4
7) Not have settings reset. As an example if I click to filter for hats, and then click to another character it unfilters. Along a similar vein, when I go to sell something, the focus goes back to the first tile - which is really annoying when you are trying to sell multiple items in the same row.
8) Traps annoy me. It seems a waste of time to use a flying potion on something that does so little damage. It bugs me even more that you can't dodge them or consider them 'used' after hitting them once.
9) A clear indication of when something is undead. I am never sure whether or not the spell that damages only dead can be used - this is made worse by the fact that spells/attacks sometimes fail or don't fire for reasons that are often too unclear.
Anyways that's plenty for now I'm sure. Again, thank you for time and effort you've put in on your game and for taking the time to read this lengthy wish list.
flying also help you prevent damage :P All you said is really good points. I only got week end to improve this so trying to do my best. Many new players are confused so its what I want to work next. Also adding 2 new character
wishlist part 3
3) Potion availability during fights
4) Some indication of how long a potion or spell will last
5) Base damage/protection of an item at level 0. After they are enchanted up it's not clear how they compare to new items received that are not of equal enchantment
6) The ability to clear a level even if it respawns when you return to town. I get the storyline that things just keep spawning but as a personal preference, I get a greater sense of accomplishment from emptying everything from a level.
wishlist part 2
2a) More clear explanation of damage and defense. As an example who is is using magic attack (including and especially my own guys) vs who is doing some other attack. Along similar lines, it's not clear if someone is using a magic attack, is there any benefit to putting points into Force beyond making items available to use.
2b) More transparency to combat mechanics - especially in regard to spells. As an example I have no idea how likely a spell is to be successful, what kind of damage to expect, and more. Similar issues with non-spell attacks. With out that information it's .... challenging .... to judge which attack/spell might be better than an another.
Despite myself I've been finding myself playing this game. It has some elements I enjoy and others .... I don't.
Wish list (part 1 because the post was too long):
1) more story as you progress.
2) more explanation of what things do. I figured out (I think) that Fairy potion is a mass heal. But there is so much that is not clear. As an example, I have no idea what increasing a spell level does - more damage? less mana cost? longer duration? All of the above?
there is an apparent bug where the skeleton key does not appear. I finally found it after checking *spoiler alert*
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after one of the skeletons I had checked previously multiple times. This may be related. I went back to the tent where you recruit the new people, got the message to speak with the gravekeeper a second time, spoke with him, got all theexperience and scroll message a second time, went back in to the grave hole (all the monsters remained dead - did not have to fight them again) and re-checked everything I had already previously checked multiple times.
On a related note, in the hole you can check crates whereas out of the hole you can't - this can be very misleading potentially
@VasantJ Thank you for a fun game. I do want to see the next episode. And even though this a comic, satirical thing you're doing, (mild spoiler alert) the romantic in me hopes you will follow through with that relationship. Happy endings make me ... happy. Thank you again for a fun game!
Fun game. I still have only vague ideas what the requirements are for most of the buildings. But I have finally found all the buildings so I am done. It was frustrating at times but I did enjoy the game for the most part.
Spoiler:
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I found the hardest building to get to be potion factory level 3 - that was REALLY hard.
This game needs a walkthrough. I can't figure out how to produce tech except by randomly clicking on things until a building that produces tech appears.
I guess I'm not smart enough to find another combination of flowers that works. I zoomed in on my screenshot and all the flowers are touching for whatever that is worth.
Have a look at the walkthrough here:
https://moshimushi.net/2018/06/28/tales-of-nebezem-four-fates-ending-4-join-praxipolis-walkthrough/ -- you can see a picture of the solution to the flower puzzle there.
sorry for the multiple comments. The stupid chat tool they use here does not allow edits, screenshots, etc. Here is a link to a screenshot to the flower thing: http://prntscr.com/k6aq74
Hey, you almost got it - except the pot in the bottom-right corner has one flower pointing down, outside the field, so that one is not touching anything. And also the middle pot in the top row of blue pots has a flower pointing up, not connected to another blue flower. You have to rearrange then a bit more.
@Beranek also I odn't know if it's a bug or I am doing something wrong. I appear to have solved the flower puzzle - all of the same color are touching. The game is saying that he's not satisfied though.
Allying with the Veraces is the most "purely" loyal path. Joining Praxipolis is also relatively loyal - you will leave your clan to join the army, but in doing so, you will save your chief as well as the clan. Then there's a path where you basically stay loyal to the clan, but not the chief. And lastly, there's a path of complete betrayal. I hope I haven't spoilt too much here :D
He skips his turn