Firstly, thank you so much to all of you for your posts, especially hectate. It desperately needed some play testing. I'll now jump to all the issues in that short demo.
Balance: This is fixed drastically in the new beta2 demo, and stats are entirely changed. If you got used to the last demo, this may feel slightly alien, but testing determined that it was much more balanced, and the foes got a bit easier as you leveled up, but not too drastically easy as before.
Random Battles: Firstly, there will always be random battles here. I will not impliment wandering foes (like FF XII had) or anything of the like. Random battles is the true RPG style and is what is properly meant for this classical style RPG. The only exception is that some special foes, such as optional bosses or special enemies (ie: an enemy that's supposed to be avoidable) will wonder the map, either randomly, trying to keep away from the player, among a path, or heading towards the player. For the overworld, it seems fine, as was the cave entrance. I am thinking, would you guys prefer it if the cave used much less encounters (or none) when you need to escape from the prince (but the normal amount every other time)?
On the characters' backstory's: Fear not, as the entire story is very lengthy and worthy of maybe an oscar or two. The characters' backstory's, such as their past, including their families (dead of course), are primarily revealed through talking with the NPCs. The keypoints are revealed through the storyline, but many finer details are learned when you talk to NPCs. For example, much is learned about how magic works and the history of the land in the elven city, while the Pharos holds much information on the characters themselves, primarily their families and 'destiny'. Of course, you don't know what either of those locations are, so it looks like you're gonna be hanging while developement continues.
Detail in the Waterfall Cave: Good idea. For the next testing beta, I think I'll improve usage of tiles from set B and onwards. I also think I might split the cave into two parts, since that will certainly make the cutscenes DRASTICALLY easier (notice how the party didn't split apart when they talked to the prince like they did in the beginning? That needs to be fixed, yet there's no easy way to do so. Having multiple versions of the same map (ie: the room where the prince is found) may make the cutscene's easier, especially since you visit this place three times in the game, twice in the very beginning and once near the end.
On the boss battle: The boss's of the Waterfall Cave are slightly modified in stats now. Firstly, here's the secret to beating them: Notice that they can cast fire (note: they cast is far more often in the new beta2, and rather rarely in the old demo) which hints they're the fire element. Casting Lott's torrent (water based) or Truget's Blizzard (ice based, learned on lvl 2) does 1.5x the damage. Also, Capa's Butterfly Cut and Sword Dance do very good damage (though sword dance is a bit heavy on MP, making Butterfly cut more practical for long battles). Sanate should be healing, and attacking when everyone is good and healthy. The recommended lvl for this fight is lvl 3 or higher (4 is recommended). You will almost always be at least lvl 2 or higher when you reach the boss, since the cave's random battles will give you XP. You SHOULD train outside of the castle or town for a level or two so that the cave will be safer and you can afford to purchase items from either the shop in Boyet or the lone shopkeeper of Clacen Castle.
On finding the waterfall cavern: Good idea, I think I'll have that girl in Boyet mention the waterfall cavern is around the other side of the mountains, to the east).
On mashing the button twelve times to win: See first response "Balance".
On similarity to Final Fantasy: Exactly! Many spells (ie: firaga), enemies (ie: goblin), items (ie: phoenix down), and weapons (ie: ragnarok), etc are the same name and function as their Final Fantasy counterparts. The main reason for this is because it makes learning the game easier for seasoned players and vice versa.
On ninjutsu: Well, this is based on Edge from FF IV (one of the best Final Fantasy's, after IX). While it doesn't quite fit its proper definition, it is basically a set of ninja magics which always affect all enemies (but to some degree weaker). Sample moves include the starting move "Torrent", the next move "Icicle Blades", and includes many more powerful techniques including Epidemic and Armageddon (note: Armageddon is one of the last learned moves in the game, and deals massive damage to all foes. While it can't match some of the 'always 9999' damage attacks (there's only one, plus the dark matter item), it affects all enemies and is very useful, except for the fact that the MP cost is astronomical (by the time you get it (late lvl 80's), you will be using about a quarter of your MP per cast!
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but maybe provide a way to recharge your health and mana before the fight?
Hmm, that may actually be a good idea. What should it be? Should it be an NPC that volunteers to heal the party that one time, a chest/jar/object that will restore the party to perfect health when touched, or just invisibly heal the player as they enter the room (or something completely different)? What would YOU prefer to see when you're playing the game?
PS: MP is Magic Points, not Mana Points.
You've done well with the RPGMaker creator.
Thanks, though I really am still learning and previous areas probably will be improved as I get more experienced.
Your story starts off strong and gives the player clear direction on what their next task is - a thing that many people forget. I'm not sure how much story you have left to tell, but obviously (without giving out spoilers to everyone else) since it's incomplete it feels like there should be just a little bit more.
I'd like to know more about the characters. Who are they? Why are they together? How did they survive? Where are they from? Did they know anybody that died in the beginning? Why do they care about finding the prince? Why are they such good (and quickly learning) fighters and healer(s)? Maybe this information will come out later but (IMHO) it needs to be near the beginning - preferably even before the first "boss" battle.
See above: "On the characters' Backstory". This is one of those games where you start with knowing almost nothing about the characters, but slowly learn more and more over time. For example, you notice that you don't realize why the prince did what he did until you talk to the governor. Of course, expect to learn a lot more about the character's on the second trip into the caves, as well as in the next town you encounter.
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The beta2 will be released shortly. I am uploading right now, and estimated time remaining is 15 minutes...The beta2 is now released. Note that it was created before I replied above, so only fixes what I specified fixed, and everything else I specified I'd do above, will be for the next release.
No storyline advancement yet, that's next, after a major revamp of the waterfall cave. Biggest changes:
-Battle backgrounds, not that weird swirly thing that VX uses as a default
-Bug fix for the waterfall caverns
-Various battle transitions, not just one swirl.
-Lots of new, great music for all areas!
-Damage pops up on the foe rather than be in the text box.
Download Here:
http://www.mediafire.com/?ddmk2dh2xmd