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UPDATE 7/4/21


Happy Fourth of July to all fellow Americans!

This week I found that there were quite few sites that had posted my game without my knowing. While this is really nothing new, reading up on some of the comments posted on those sites was enlightening. I know many of you have played the game several times at this point and understand how the game works, but to someone jumping in, not really familiar with RPGs, and really only playing it for the "main content", the game can be pretty challenging. There are still lots of complaints of difficulty, especially early on. Well, this has been a long time coming, but with the upcoming version 4.0, I will be introducing Narrative Mode.

At the very start of the game, you will be presented with 2 difficulties, Narrative and Standard, with Standard being the default. As the in-game picture describes, this is a mode for those who just want to play the story and don't care for the gameplay, which I'm sure is fairly large percentage of the silent player base. Personally, I enjoy making Crimson Veil a fun RPG with challenging battles that require preparation to complete, so I will continue to make fights as I always have. But now, CV is more accessible than ever, without the need to use the cheats available in the developer room.

Additionally more art has been completed, including that of a major villain...

Faye's enigmatic Mistress will finally be making her debut in this chapter and several revelations will come to light. I hope you're as excited as I am for this 4th main story chapter!!

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Comments

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Narrative mode is probably a good addition, but I think for the problem you're describing it's overkill. My main issue with the game early on was that being infected with vampirism is just a completely random death sentence. I felt the need to save before every single ghoul encounter because my holy water reserves were just far too limited to use them on a non boss encounter.

Furthermore, this turned into a habit that made me play overly cautious even when holy water became more abundant. My idea how to solve this most effectively would probably be too much work. Maybe if there was a gauge that, once full, will cause you to be infected it would feel a bit less random? Instead of just one bad "roll" you'd need several to be affected, and that could also be used as a balancing tool, with stronger vampires having a larger chance to fill the gauge or filling it by more, compared to weak ghouls. The big question that remains then is whether this gauge should empty again by itself and when. Having it drain completely after every encounter would require some tighter balancing, but having it remain until holy water is used would make eventual infection far more of a certainty. The middle road would probably be the worst. If it drained slowly while out of combat, then that would just cause players to stand around waiting.

I think you're going for difficulty with a good deal of realism, but this could still be explained by special training or treatments providing Noctornia's members a higher resistance.

Actually, for this upcoming update I'm going to lower the frequency of when the earlier mob enemies use the bite attack slightly. The idea behind the bite skill being so deadly is that I want even weaker enemies to be a potential threat and to teach the player to always be prepared. While playing the beginning chapter, did you find the slime ranch that gives you the ability to grind for money

Yes, I found that and grinded about 20 slimes early in the game and more later. To be honest, it's been a while since I've played. I don't remember everything. It could be that I preferred buying armor over consumables. I guess then it would be my fault that I had to be so worried about being infected, but I simply value general upgrades more than something I have to use up against a weak enemy (especially when that can be avoided with save scumming). Unless I am mistaken my first reaction when fighting one of the ghouls was surprise at how much damage they dealt. Not that that's bad, but it would explain why I wanted armor so desperately, especially with multiple (mini-)bosses on that mountain.

But decreasing the frequency of the bite attack early on would probably help. Of course, there's the possibility of it having the opposite effect in a few cases. Some players might end up using most of their holy water on the way up the mountain because it feels like a rarer occurrence, and then they have less for the bosses.

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Early on I found the need to carry more than 3-5 holy waters at a time to be unnecessary, and later on I keep about 20 on me, and haven't found there to be a need for more than that, even late in the game

I spent more than 7 hours in the game harvesting and the new mod will make it more interesting. But will there be "rewards" for people who put in the extra effort and accept the challenge?

The reward is the friends you made along the way.

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I killed/most of them died on the way, so we have to make up for another consolation prize to honor them. They were a good XP support source

Interesting idea the new mode   

Do you think Is possibile to do a hard mode? Because i would love it

Maybe down this line? I’m not sure how I would approach a hard mode without making the game frustrating, especially the beginning where your options are so limited.

Well early on, the only issue is the vampirism bite, most of the early enemies aren't too tough if you can avoid getting bitten.  The solution to making it more frustrating is to have holy water be more accessible early on, not too accessible, as you still want a challenge, but accessible enough that it's not insane difficulty, maybe Mila is given extra holy water early on, or there are more chests with holy water available in the early areas.

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I am liking the narrative mode and several revelations huh? Like do vampires really sparkle and does Faye sing My Little Pony songs at the middle of the night NO LOL JK JK