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    Thracia 776

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  1. [FE8] Vision Quest (v.03 FEE3 Demo Live)

    Thanks for playing and sharing the feedback, glad you enjoyed it overall. And you're right, there are loads of polish issues I am working through in prep for the next release, which I hope to get out before the spring here in the US. RE: Chapter 8, which tile caused this? I caught the unlimited item thing, but I didn't notice the random tile. I've been going through as you've said, but it is hard for one person to catch everything, so I appreciate the report. Glad you like the gameplay - good to hear the level curve isn't too punishing. Which chapters in particular stood out to you as good or bad? Admittedly, I am a huge fan of FoW, but also know it isn't super well-liked. Glad the resources make it more bearable. Most of the FoW chapters are frontloaded, there are only 2-3 more planned for the rest of the game after the 3 in Part I. Glad you like the warp staff too, I received some feedback that it is too OP, but think it opens up some more interesting strats early on and allows you to move faster or compensate for mistakes that get made. Keep the feedback coming, really appreciate you taking the time to play and share your thoughts.
  2. [FE8] Vision Quest (v.03 FEE3 Demo Live)

    Fair point, will take a look at this again.
  3. [FE8] Vision Quest (v.03 FEE3 Demo Live)

    @(s)ad touch very helpful, thanks for the feedback. On 1-1, I tried widening the corridors or removing houses to open it up, and found that it made the map a bit more difficult than I wanted for an opener, since none of your units are particularly bulky from the get go. Good feedback on the reinforcements, I can make that clearer. Ha, get your point on the exposition. It becomes more important as the story goes on - the goal is to highlight that these people are poor, they're being taxed oppressively, and they're turning to banditry to protect themselves and their families. It tees up the initial conflict of the game, so I apologize if that is unclear. On 1-2, yeah this one I had issues with too. I redid it from the previous version. There's the one archer that Natsuko has to worry about with the longbow, but other than that she is good in this chapter. You can thank circleseverywhere and his team for the skill, I didn't make it. Could make the brigands a bit tougher, but felt the difficulty drop from chapter 1 was justified since you go from fighting town guards that are trained soldiers to a group of opportunistic bandits. Will look into this more, I played around with this chapter a lot and found it difficult to balance as well as I'd like to, but I'm satisfied with the overall flow. It's chapter 2 so I'm not trying to do anything too crazy just yet. Keep this coming, super helpful for me.
  4. [FE8] Vision Quest (v.03 FEE3 Demo Live)

    This is an FE8 hack
  5. [FE8] Vision Quest (v.03 FEE3 Demo Live)

    Excellent - enjoy! All feedback is helpful.
  6. [FE8] Vision Quest (v.03 FEE3 Demo Live)

    It looked fine on my end, could be an access issue? Try this link: Quest v03 FEE3 Or this:
  7. [FE8] Vision Quest (v.03 FEE3 Demo Live)

    @(s)ad touch how do you mean busted? link not working? edit: I tested the download link and patched a clean FE8 rom, are you sure you have the right type of rom? let me know what the issue is so I can troubleshoot for you. Thanks!
  8. [FE8] Vision Quest (v.03 FEE3 Demo Live)

    Hey all - FEE3 Demo v.03 is now live! There are a few additional changes, but the major issues with gameplay (Natsuko's level 10 cap) are resolved. Download Vision Quest v.03 here! This will be showcased at FEE3, stay tuned! Additionally, I am looking for artists to help out with mug sprites - we have some great concepts now and are looking for someone to take it to the next level and help with talking/blinking frames. Message me here or on the Discord channel if you're interested in helping us out. Thanks again.
  9. [FE8] Vision Quest (v.03 FEE3 Demo Live)

    Thanks for the feedback! Helpful to know - the art issues should be partially resolved in the latest release, need to spend more time to spruce up the music a bit.
  10. [FE8] Vision Quest (v.03 FEE3 Demo Live)

    Hmm let me play around with this - thanks for sharing.
  11. [FE8] Vision Quest (v.03 FEE3 Demo Live)

    No worries. I appreciate the feedback. Hard mode hasn't been touched yet, that's on me - I should've advised against that.
  12. [FE8] Vision Quest (v.03 FEE3 Demo Live)

    Thanks for sharing. Will look into Chapter 1 and fix enemy placement. I am doing some work to open it up a bit as well. Yeah, I see what you mean. The forests are more or less there to slow down the rate at which enemies come at you rather than a place for you to fight in. Where would you recommend reinforcements come in from instead in 1-3?
  13. [FE8] Vision Quest (v.03 FEE3 Demo Live)

    Hey man - there's no need to caps lock when sharing feedback. I hear you. Some good points, I'll tweak the hand axe, but both Marlen and Larisa have enough bulk to survive a few turns. There's another way to save the top right village, but it may not be as obvious of a first move to do so. You can recruit Marlen with both Lera and Storch, so you have flexibility in who you send up. EDIT: Oh realized that the talk screen doesn't show this, but Larisa can also be recruited by Storch. You can recruit her with Marlen too, but that's just a talk conversation.
  14. [FE8] Vision Quest (v.03 FEE3 Demo Live)

    Got it - I'll experiment a bit more with the map. Currently moving around some enemies to mix up the flow and seeing how that plays out. Yeah I'll get rid of the hatchet then, thanks. I see what you mean, Arckady is def a standout unit, but you also don't really get a proper Jeigan and his defense is lackluster so you can't overextend him (At least in theory and from the playtesting I've done). It's funny you say that, I felt the first chapter was way better, but I suppose difference in style/opinion. Will look into replacing Natsuko's skill, wasn't sure what to give her. Haven't learned how to do custom skills yet.
  15. [FE8] Vision Quest (v.03 FEE3 Demo Live)

    Thanks for sharing the feedback. Will try to address your points as best I can. - I'll look into changing the enemy AI a bit. I wanted to avoid enemies charging too much and clogging you up at specific chokes. Part of the reason for the one-tile chokes are to make it so your squishier units don't have to face as much EP combat. - The boss is set up as such because I view dealing with him to be optional, I think making him move could be interesting. will experiment. - Have to figure out how to change seize -> escape, so bear with me on that. - I wanted to design the class to be like sword mercs with axes (so FE5 fighter), you get a more traditional axe user in a subsequent chapter. - You get a lance unit in Chapter 3, didn't want to give the player the full suite of options up front. - Turn 1 is important since it's where you decide who goes where... can understand what you mean, will play around. - I'll look into terrain options. - Yeah, I want to make the music work but I can understand not everyone likes pan flutes as much as I do. I'll look into fixing this or removing it.