Here is a small video showing how combat looks in Tears of Magic. We are still working in some auxiliary systems, like tag attacks, parallel attacks, skills and items, as well as voice acting and SFX. What do you think?
Oh my lord. I just heard about this game tonight. Im sad you didnt reach your kickstarter backing but super glad youre still working on it! I gave up on ever seeing breath of fire again over a decade ago, but this would be an amazingly close substitute! Youre wishlisted on steam
Animations are incredible. I like that the enemies attack from their current positions and close the distance to the enemy. If there is one thing that sticks out that I think might deserve some extra attention - the sound design sounds a bit too 'light'. Attack hits feel like they're missing the impact and weight we'd expect from these kinds of games - but I know this is an early prototype. Just giving feedback on what I can see. I'm sure you're feeling it a bit too.
Something else that isn't at all in line with breath of fire is the main protagonist's arrogant / stupid faces they look like villains instead of heroes that have still a bit of innocence or naiveté in them like ryu and other protagonists of the bof series, outside of the sprites, the character's portraits are incredibly cheap / deviant art level looking and in a bad way
Very excited to see work on this game continuing. BoF3 is one of my all time favorite JRPGs, and I've been interested in this spiritual successor ever since I heard about it back with the Kickstarter. Love how the enemies are technically on the field before you start combat and that there is a super fluid transition into combat when you engage them. Makes me think of another of my all time favs, Chrono Trigger. Keep up the excellent work!
You have no idea how badly I've wanted a new Breath of Fire game! If Capcom won't do it themselves, then this is the next best thing! Looks amazing, and I cannot wait to see more!!
Wow, not to joke but this make me cry, but t was a cry of joy. You took even the fact that at BOF there was some weird annoying angles (probably due hardware limitations) and made the trees transluscent. Love it so much. I wish all the best for your project.
This is looking so amazing and an update on my birthday for what will probably be one of my new favorite games made my day. Cant wait to play it myself someday the team is doing some great work.
Will there be evolving battle animations? Like in BoF3, when he first just wiggles his weapon, then a little later does a proper jab? Cause this animation looks like an inexperienced fighter, sooo... i kinda got my hopes up^^
1:33 automatically facing the remaining enemies or facing the attacker I assume is planned for finishing touches, but it kinda took me out of the moment. Reminds me of breath of fire 4 aesthetic so I dig it. I like the simplistic battle menu as well.
I love it! I'm excited for when this comes out! Though, the animation of getting hit feels like it's lacking a bit of 'Ooomph'. Would love to see a lil bit more exaggerated hits that feels impactful. Sorry for the Backseat feedback.
This looks incredible first off. Animation is fluid, designs are awesome, music is cool, enemies look great! My question is, I know since the beginning of time, we play as some sort of iteration of a “Ryu / Nina” starting characters. Is there a selection as to who the main is, like male / female version of characters?
Graphics and animations have improved considerably. I would recommend increasing the run speed by .5. Unless there is a sprint button that speed will turn off players. I would also recommend a different attack animation. The overhead swing just makes it look like our hero doesn't know how to fight. Unless that's intended like bof3, in which case that's freaking awesome.
The attack animation was intentionally made to look unrefined, since Kaiser has only 15 years during the prologue. It later becomes an adult and gets a better sprite, with fancier armor.
Looking good! I would like to see some innovations to the classic formula. For instance, one of the reasons I did not use magic as much as I could have in the old games, is because I would set out, fight maybe 20 battles, and after five or ten of them I would completely run out of MP and then having to rely on ethers (or their counterparts). This led me to put more faith into a physical combat party and hoard MP towards bosses, simply because it was that much easier to sustain HP than HP + MP. So, I believe MP based magic is kind of boring, would be nice to have some sort of revamp on that. Cooldowns perhaps, or let the spellcasters play around with runes (similar to BoF3 gene system). And, of course, combo attacks with other party members. You probably thought lots of this already, just putting out some random thoughts :) Oh, and if you can, would love to also have Earthbounds system where most weak enemies will run from you and perhaps an option to auto-win weak enemies for 1% HP damage or something? This is when you are like 20 levels above the monster or so, and you still risk poison and other stat ailments.
About MP, you heal some health and mana after each battle based on the food you have "equipped". You can also put hotkeys on your favorite spells to make it easier to cast. And there is a system of combo where if two characters attack the same target, their skills can merge into a tag attack, which is stronger than both original attacks combined, sometimes with an added effect.
I am pretty excited to try this, but I do hope they can maybe add a vary of attack animations rather than seeing the same one a thousands times or speed it up slightly, especially for crits or abilities even spells.
Don't worry, we will add new animations and visual effects as we add skills. Also, there are ten different characters, so even basic attacks will not get so repetitive.
Thank you for the input! The camera has to be wide enough so you can see enemies before engaging them, since combats happen without transition in the map.
Looks fantastic! Maybe bump up those enemy damage numbers a bit. I always love when I need to pay attention rather than just go through the motions. Game looks great!
Thanks! Those are just normal attacks, but every enemy has some stronger skill to use, including some you can learn with the protagonist if you defend.
The kickstarter page says this wasn’t funded, but it looks like you’re still developing? I hope so cuz this looks great. After a bit more development, for a flashier trailer, you could probably run another kickstarter and get more funding.
Looks great. Shouldn't the character turn in the direction of the thing that attacks it after being hit (especially when it's the last remaining enemy on screen 1:32) to give a sense that the character is actively responding to the battle situation? Slight nitpick but I think it would be an improvement. Maybe I'm wrong.
Thanks for the suggestion. We already fixed so it changes direction when a target is chosen, instead of when an action is executed. That also includes when an enemy dies and the action is retargeted.
They have different animations as adults. About crit hits, the numbers have a different animations, and we will also add sharper sounds when they happen.
i can't tell, do you manually choose to Engage! or does it just happen automatically when you're close? also, i'm sure you're locked into, like, kickstarter promises and stuff, but i can't think of anything a game like this needs less than voice acting
We already got some voice actors. About engaging, it is automatically when you get close, but the music changes to "danger" a bit before that, to warn you so you can retreat.
so you basically just spam the same single sword slash animation all the time? will there be any kind of flashy skills or any other battle animations besides that sword slash that you keep spamming? would love to see some variety. Besides that everything else looks promising
That is just the basic attack, but the game will have several skills. Keep in mind that the game is still in development, so skills will come with time.