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>> No.10198537 [View]
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10198537

>>10198531
>with money and a car

>> No.9226314 [View]
File: 156 KB, 516x440, 1644913556473.png [View same] [iqdb] [saucenao] [google]
9226314

>>9226301
>Aeris was not.

>> No.7840390 [View]
File: 157 KB, 516x440, 1603289240464.png [View same] [iqdb] [saucenao] [google]
7840390

>>7840003
>don't come! don't come!
so that's where i got that fetish...

>> No.6850026 [View]
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6850026

>>6848135
>mean it was probably too hard for it's target audience
>but it's not a difficult game by any stretch of the imagination
>Can't stretch your imagination far enough to take into account the target audience, despite it being the first thing you said

>> No.3945582 [View]
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3945582

>>3945331
Obvious bait, but the small amount of doubt is a mountain of disbelief

>> No.2532596 [View]
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2532596

If I had to design an SRPG where the leveling and statistics system takes a backseat, I would make the battle based around the important of maneuvering your units into stronger positions. Instead of a new move dealing +x greater damage, I would have it help reposition the enemy or ally units on the field for greater field control.

This would require that maps be more thought out, but would make strategy more important than brute statistical strength. It would go far beyond "walk ally behind enemy and press attack." It would need to be something like "2 allies must simultaneously control the guard tower" or "the hill must not fall to the enemy while your elite squad sneaks around the mountain to capture the dignitary in the rear lines."

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