1.1 feedback

1.1 feedback

Postby freem » 28 Sep 2019, 18:45

Just built and ran the game today using 22f70bf87ffb067c78a29f5b398340089d46485e.

First of all, translations didn't compile, so I disabled them. Then, I needed this patch:

{l Code}: {l Select All Code}
diff --git a/src/engine/system.cpp b/src/engine/system.cpp
index 6c71adf..e28b1b0 100644
--- a/src/engine/system.cpp
+++ b/src/engine/system.cpp
@@ -58,6 +58,11 @@ const char* gettext(const char *text)
     return text;
+const char* ngettext( const char *singular, const char *plural, unsigned long int number )
+   return number > 1 ? plural : singular;
 std::string Translate(const std::string& text)

since ngettext was not defined. Except those small issues, no real problem building/playing.

The upgrade system works nice, but it could use a way to move faster across the "map".
The trade system is interesting, too, even I didn't understood how it worked at first (didn't thought the components dropped by monsters are the things to trade).
Moving around in the party menu could be made faster/easier, notably to cast spells (heal/buf): needing to validate each move with the "enter" seems extreme to me, simply moving down with the down key would be more intuitive imho.
In that menu, it could be nice to have a way to know which buffs/debuffs are affecting characters, maybe how many time before they fade away too. I think the icons are not telling much.
Finally, I would say that I could finish the chapter 1 without using any potions except to fight Arlequin. I had to use a lot of them on Kalya, but even if so, I still had a huge stock of those after. Don't even know where I got those. Except against him, potions were not needed since Kalya regenerates her SP and have a heal spell. About this SP regen, I think maybe it would force the player to use potions if it was instead a SP drain from monsters: thus, one would have to fight to regen SP, which implies taking risks. Just an idea, though.

Congrats for the release again.
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Re: 1.1 feedback

Postby GunChleoc » 28 Sep 2019, 18:57

I'm wondering whether you ran into the problem that we're discussing in https://github.com/ValyriaTear/ValyriaTear/issues/341

That change was introduces after the release so https://github.com/ValyriaTear/ValyriaT ... /tag/1.1.0 should hopefully work out of the box regarding translations.
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Re: 1.1 feedback

Postby Bertram » 02 Oct 2019, 13:28


I indeed confirm that I shamelessly and stupidely broke the translation system right after release. You can use either the tag or the 1.1 release branch to have a stable experience.

I'll check also to include your patch for when translations are disabled.
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Re: 1.1 feedback

Postby Wuzzy » 14 Feb 2020, 04:43

Hello, I recently played and finished VT v1.1 on normal difficulty.

I don't really know what to say, but it was fun to play an oldscool RPG again. I played the entire game in one sitting. Playing time: ca. 6-7 hours.
It's a relatively simple RPG but it has been nice fun anyway. There's nothing truly unique or special about this game, to be honest, but it does its job … although it feels incomplete.
The story is not very interesting IMO, and the characters feel quite “generic”; I don't feel attached to them.
The game was not too hard and not too easy. My strategy at the beginning was to return to the healing statue over and over again … :D
The skill tree system is pretty interesting, I notice it boosts your stats very fast, often every 1-3 fights.
The GUI is solid, the only thing I'm missing is an explanation of the status icons (but I eventually figured out. It's displayed in combat, but nowhere else).

I notice it was very linear. I was a little disappointed to learn at the end that this is not the full story, despite the 1.1 version number. How many episodes do you expect for the full story? The game includes systems that are not fully explored, especially the shop system, which is not very important. The shop at the starter point lets you trade in your items, but it's ultimately pointless because as soon you got the required items, you are forced to escape from town, and all other shops no longer allow trading. So yeah, I think this game needs more content in future, obviously. :)

I only found one tiny bug (but nothing else): When you're in the area of climbing up Mt. Elbrus (BEFORE the collapsing bridge), there are some stone tiles on the floor that are partially transparent, you can see the background through. Sadly, I have no screenshots, so you need to find it yourselves.

I was forced to play in English because the German translation was incomplete, and it's really driving me mad when German and English texts appear with 50% chance … So I have no review of the translation.

Thanks for making this. :)
Bitcoin contributions welcome: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH :-)
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Re: 1.1 feedback

Postby Bertram » 27 Mar 2020, 12:17

Thanks for honest review of it. :)

I must say that to know you finished it is already a personal satisfaction. ;)

Most of the "untapped potential" of feature is supposed to be more used in what's next. I must say I'm mostly in front of the "world map" design/pixel art wall atm.
Depending on how the lock-down situation evolve for me, who knows, I might have more time for this.

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