Game analysis - Tales of Aetherial - so apparently the demo wasn't over XD (part 5). Still it's not!

2 years ago
14

Hello there folks, back again with another video on Tales of Aetherial!
Was given a * hint * that the demo actually ain't over and I was like o.O
Oh, okay, so I decided let's giff it a try. Fortunately I didn't bump into grinding requirements, and as little combat as possible, since I am not too sympathetic of turn-based combat, not because of the mechanics themselves, but rather because of certain design issues:
- too much grinding required for certain story points. This is a thing which designers kind of screw, because what do you do if the play farms more than you'd think they would? Or what if they get bored/ it's not worth (time spent versus reward). This is something too variable, so I'd rather not dive into it when it comes to own projects.
- too simple AI.
- skills are too simple, etc.
There are so many things I could find for this game, I think this series of "episodes" I could put as mini-documentaries of how to improve own game.

Take care, enjoy, you are appreciated! :3

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