Well, rollernauts, I am finally beginning to accept that my original vision for Rorasuketo was entirely too bold, and it's time to scale things back. I keep hearing that having an okay product done is better than having an amazing product never done. Therefore, I am taking out the battle system in Rora . It breaks my heart, but so does having something perennially unfinished sitting on my hard drive for the rest of my life! The battle system is the last thing I was really working on during my previous academic break, and here's the thing. There was never any ability to "level grind" in Rorasuketo . Battles were events that came and went at specific points in the story. Seemed cool. However, trying to figure out what was statistically fair and balanced, while still making some item/skill gains optional, was a huge pain in the neck. Making art has been fun. Building towns has been fun. Writing dialogue has been fun. But testing battles over and over again was ...
Progress of the JRPG-inspired game "Rorasuketo," a journey of friendship, mental health recovery, and roller derby.