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Nuestros Casinos Favoritos CASINO DEL MES. Matt, i still wonder what the crossed part below the skills part of each character is?? The Viking Monolith should have a higher catch rate. I had the Viking Monolith at 28 hp, I equipped no legs with full explorer armor as well as the flair that boosts catch rate, and he had the status good luck.

whatever it is i would be glad to know your answer :wut: Thank you :yay: Bye :smirk:. We know what the classes of Matt, Natalie, Lance, and Anna are.

Does his class change depending on his weapon? So far I think nolegs is going to be more of a support character. He also has the highest base evade of all characters, so he would really help with surviving against bosses. man i loved playin ebf 3 and 4 they were seriously friggin awesome!!

also appreciate the sexy nattalie limit break :love First off, found an error come up while playing the game. Keep up the amazing work 😀 :stars: :stars:.

Mage Dog summon: Hits all foes with evil holy magic which curses them. Or something else entirely. For me, next to every girl I know both online and irl is taken, and the rest I know have no interest in me like that 😥.

Great, but one minor thing. When you check whether the skill is physical or magical, magical attacks show the icon for Magic Defence, rather than Magic Attack.

Also, not a fan of 7th Heaven. I have a question. I do not believe single-target buffs should have a recharge time, because if you want to buff a lot of characters you will be spending several turns anyway, thereby already fulfilling the role of staggering out buffing.

The same goes for single-target debuffs. Also, I am not sure why switch player still has an icon in the tactics menu, as you can switch in one click by just clicking on player you want to switch.

All mass healing skills should have the option to target one player with no cooldown as opposed to the standard spread. Arrow Rain and Combo Shot could be combined into one skill. Screamer should have a single target version. When a character is revived by an effect that would otherwise give auto-revive status to a living player, it would be nice for them to get the status, plus the revivication.

Finally, could you give the percentage chance for capture when attempting against a foe? Thanks and good luck! Make sure to get the right site. Can you modify that? If Anna uses it, NoLegs must abide by the same cooldown counter, despite having not used the move himself.

No clue if this issue affects enemies in any way, though. Pretty much any enemy with basic circular eyes can still blink. Dogs, Bushes, Bears, etc.

The Fallen — The thumbs on their free hands lightly fidget. Beheaded Fallen — Head bobs up and down. Burned Fallen — Sword glow radiates. Bears — Ears and tail wiggle. Worms — Wings flap. Eyes pulsate. Voodoo Dolls — Hair moves. Matt Doll — Feather moves.

Slimes — The various appendages and doodads sticking out of the top of their heads move. For certain slimes, their mouth moves eg. Big Sand Slime. Slime Mouse — Ears wiggle. Electrical sparks appear. Slime Bunny — Ears wiggle. Bushes — Leaves and branches sticking out the top of their heads move.

Cats — Ears wiggle. Hair curls move. Stone Idol — Arms move up and down. Eyes move. Metal Idol — Eyes move. Leaves sway. Mage Dog — Cowl moves back and forth. Rescue Dog — Ears wiggle. Obsidian Boulder — The gem at the top of its head gleams occasionally.

Electric Bat — Parts of their wings move up and down. Jet Fish — Jet glow radiates. Demon Mirror — Disconnected bits on each side float up and down.

Seaweed Chomper — Eye is shifty. Seaweed on the back still moves. Probably similar issues with other chompers. Blue Creep — Eyes pulsate.

Jaw moves. Probably similar issues with other creeps. Pink Squid — Eyes pulsate. Ear-like appendages move. Probably similar issues with other squids. This issue works both ways, by the way. So something i did was do a 5 man team, but make it so no legs is the only one alive, and see how far he goes.

I equipped the berserker hat, the syringe weapon, goku clothing, navi, cat tail, and the morale pin. he lasts for a very long time.

What difficulty did you do it in? html BTW, here is what BUG i found. XD you know like fatness increase defense and some element resitance or something like that, but keeping that aside, imagine the next escene … You use that item on Natalie … now is Fatalie XD and oh wait, youre in danger and Fat-alie has her Limit Break gauge full!

Pretty dumb huh? XD And nice work on new Lance style, i like it but i guess his face got pretty round or maybe its his eyes, idk but i feelk it cool yet weirdish 😐 🙁.

IT WAS AWSOME AND I CANT WAIT FOR THE FULL GAME, I HAD A AWSOMES TIME :love: :love: :love: :love: :love: :love: :love: :love: :love2: :love2: :love2: :love2: :love2: :love2: :love2: :stars: :stars: :stars: :stars: :stars: :stars:. But next attack Nolegs died as if he still has low hp, and this buff seemed to apply to Matt only at next turn.

And… Is it a bug or should be that way? lance uses the scouter when debuffing foes, that is fine. BUT when scanning foes over may pop up, the main problem is lance DOES NOT use the scouter when scanning foes, isnt that what it is for? I have a concern about the cooldown system.

If all of a characters elements can be covered by skills with no cooldown, how would the standard attack not be pointless? The skills would just always be better in every situation. Also Lance would have the only cooldown-less all-targeting healing skill.

To be honest, I am not really sure why it is kept. Well, you can use it while Syphoned. Also Chance to get those special effects and spells, debuffs etc. The backup characters should be able to change their equipment.

I really really love this game! Please hurry!!!! Just a few pretty small things that I ran into the second one may be a mistake on my part.

On side notes. Feels better than the mana system imo and allows for better balancing. The weather system is a neat addition too. Overall, good work so far.

Will we be able to switch outside of battle? I gotta say I am very impressed with how far this game series has come. And I also like a lot of the new changes that have been made, especially the the turn cool down system implemented in the special skills. So let me just section my thoughts on the battle system right now.

Special Skills — Alright so I believe that replacing mana with a turn cooldown was an excellent choice and improves this game a lot. With the cool down system this makes the game more difficult and challenging. I also like the new skills I am seeing.

With Matt, I feel there is more variety in the type of elemental physical attacks with the new bomb and wind element attacks.

Nathalie feels the same in her skills but the skills I love the most was the Rainbow Blast. Now NoLegs in his skills are very surprising and can be used as both a very strong support character and even a heavy hitter.

Skills such as the Nine Lives skill that heals and grants auto revive was very useful in a tight situation, the Sushi cat was a very good healing skills as well as granting luck, the haste skill helps give more strategy if I want to use a skill from another ally, and his attacking skill combos are very useful and powerful as they can clear a whole wave.

In general I love the skills implemented here and the amount of changes made. I found myself both loving the weather benefits and also hating how much I get punished for not paying attention to the weather or it just completely screws by either debuffing me or putting me in a position where I am vulnerable to certain attacks but in a good way.

This also makes the bless status more useful, as there are many times I was afflicted by negative status effects. Enemies — Now I will say that I am not overall the most excited about the designs of the enemies as I feel they are about the same I would expect in previous games.

What I am really excited for is the amount of new possibilities these enemies bring in battle. What I mean by that is, is that with the new type of status effects as well as new attacks I am seeing it brings much more difficulty. But what really makes this game more difficult is the more stronger enemies.

This just makes me more afraid of machine enemies in general now. I also want to say that the nukes are now always something I worry about because they can one shot the characters with wrong equipment and preparation.

The dragons, golems, monoliths, and other minibosses I feel are more difficult in this game. Even if I had the right equipment to deals with these guys, the new attacks, buffs or debuffs by these guys proved to make a challenge, as in previous games, I could handle enemies more efficiently because of the skills I could use constantly.

But with the cool down and the constant debuffs and health and stats management, I think my characters died more in this game than in previous games. All of that being said I enjoy this change for its difficulty. Equipment — I actually found myself to experimenting more different types of equipment in this game than in previous games, as equipment was a very huge factor in trying to have more powerful skills, debuff enemies, having more attack or defense, and in general just being able to defeat the enemies.

But the new type of equipment i found to become more useful especially in different scenarios. Now I gotta say that I like the fact that some equipment improves defending by buffing a character, as I never really used defending in previous games and now they are more useful.

Characters or just NoLegs — Now I already enjoy the characters in the games and I really do not need to explain the others as they already have the same feel to them as in previous games, but the new skills and equipment they bring are still interesting.

Now NoLegs in general is just fucking adorable and cute in this game and is very powerful and useful. Now despite having very powerful support skills, NoLegs is a heavy hitter and even has a high evade to dodge attacks. The combo attack of having to hit 3 times and hitting all other targets while gaining an extra hit for each killed enemy is useful for clearing waves.

This is also very helpful as NoLegs has different elemental takes with the same properties. In combination with the right equipments he can do more physical damage to the enemies, even more so than Matt. The problem with using him is that he is a glass canon as he has the lowest HP in general compared to the whole cast.

But then I see NoLegs one shotted and I am like oh shit I have to revive only as he is very useful and I needed him for support. Overall NoLegs is a great addition to this game that so many people wanted. I especially love the equipment as weapons he has as they are both powerful and very fitting for NoLegs.

Overall I think this is a great change in the battle system and I hope to see more. the rainbow question mark means random effect BUT WHY DOES IT NOT OVERRIDE THE EFFECT OF THE MOVE USED? divine judegment with curse 😡. why are some foes such as golems and monoliths like impossible to capture?

was it horrible luck, i took 25 tries with good luck status and failed to capture it at low hp then it died from a counter attack. If it is supposed to res those in the back… well that ya go. A few people have mentioned it before, but we got ourselves a Phaser Squid! Had fun tho. Poor bugger was stuck in my web… until I decided to try and stick it in my web.

Had HP left… and I stupidly summoned Putrid Worm on it, forgetting that that does damage, killing my prize. For all that those Monoliths incite fear..

let it never be said that David the Worm slew the mighty Monolithic Goliath. Has Lance always had a tail? Are you the scary guy in the screamer talent? LoL :yay: :yay: :yay: :yay: :yay:. I understand some foes simply cannot be captured, but will there be a message or something that alerts you to whether or not something resists being caught?

For example, this Topaz Golem. Just a minor issue. So you cannot actually catch the golem?! I have been trying for the past 30 minutes. So first bugs i found. They dissapeared after she got hit though. It becomes hard to notice.

Would be nice to see him charge his gun to know that the laser can be fired. The squid tentacles also just cut off but you can extend them off till off-screen. The dragons necks ends could be hidden behind:-make neck long enought till it goes off screen, give some dragons a mane or spike than cover the neck cut,..

etc Just saying. You are not forced to do it. I preferred the design of Vlakyrie over the new tank. Takes a lot of the impact out. It takes a lot of impact out when he first walks in front of everybody then does it.

Seeing his charged gun fire suddenly in EBF4 gives the feeling that the gun became unstable and had to fire immediately instead of the walking in front of team then firing thing. Everything else is good though. Animation, music, Etc.

My criticisms is that some of the original feel is gone. Been following your games since Brawl Royal.

The Multi Slash Limit Break has lost its punch kind of feeling if the player walks then slashes away. Those are my opinions. I will try to find other bugs but if i do, should i comment here or on your twitter? Making changes to a game is extremely tedious but please consider.

Got an error! Music: Epic Battle Fantasy II — Traverse the Woods New Version Version 2. Fast Version :yay: I love that things in old nostalgia are new too :stars:. lol the moment i heard that, i checked down in the comments to see if anyone else had pointed it out.

kudos to you, phyrnna :yay:. I love the battle music, I could jam to and drive my brother insane with this. Game looks great so far at 24 waves. I got a taste of it. I noticed a minor problem with the description of the tree goop enemy.

You used hallowed, which is a word that could be used to describe an item of worship such as the bible. I believe the word you were looking for was hollowed. I was slightly caught off-guard by the replacement for Kyun.

Having a ton of fun with trying to survive with a max physical attack Natalie, max magic attack Matt, and tank NoLegs. Instead of having the squid arms disappear into nothingness, they could be connected to the main squid body. I know before, you had the tentacles go off the screen, but I think having the tentacles attach to the squid body is better.

I think it would be kinda cool to somehow put these characters in EBF5, like NPCs for example, they could make some interesting conversations. Other than that, I find everything here very awesome. I really like how everything is thought with a lot of detail and the new artstyle is very cool.

i used Arrow Rain like ten times with the Alchemist Bow and i keep getting Doom :skull:. its kinda fun seeing the foes slowly die from the effects :smirk:.

Can you decrease the chances of Doom alittle and increase the chances on the other effects alittle on that bow? and can you do arrow rain like you did on EBF4, like every hit is a chance on a [random] effect?

I like nolegs, i will probably use him a lot, nice how his abilities have cool downs. It looks really good so far, but I have a few visual things you might want to change. Also, I like the fact that enemies drop their items in small bubbles, but I think having the items fly towards the players when collected is weird.

Instead, maybe have the bubbles pop or dissapear when the mouse hovers over them, because the player technically IS the one controlling the party members, and it makes more sense for the player to collect the items, rather than the party members.

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Is freezing only supposed to happen if you first wet and then chill the enemy? Hi, this might be a bug: When fighting the wise mirror which reflects damage the damage is not reflected upon the character that hit the mirror, but always on Anna who is in the bottom row in my case.

I would put a space in between the sign and the word or make the sign longer. I caught the kitten summon that gives cherry blossom weather. I used him and now all of my characters have 2 turns without having the haste effect.

I reccomend you fix this. BUG REPORT: Matt, Anna, and Lance were active. The enemy wave was 3 blood bats front and 2 marble boulders back. As such I could not send my screenshot here.

allows him to charge and use it Hyper Beam on the same turn! Upshot is, Viking Monolith costs SP and Encore has a cooldown. Still can fit in a few more uses of Hyper Beam in longer battles! NOTE: this is my opinion; as such, it may be changed or disagreed on!

I personally agree about damaging summons being underpowered in lategame. Probably the only summons that are even moderately useful in damage dealt by this point are the Protector and Cosmic Monolith, and only if they hit enemy weaknesses. Or even more handicaps to the guaranteed capture can be added to balance it, such as things like requiring all three characters to use capture foe on the same turn and such.

ELIMINATE ANY AND ALL CHANCE! and potential grindfest!! Multi hit skills hit for less damage than one hit skills. I suggest the summons using the higher of the magic attack and attack stat of either the caster or average over your team as the base power multiplier.

I LOVE the cooldown based skill. MP always feels like a redundant resource in most RPGs. Only RPG that managed it well imo is a mid battle regen based one where you have no MP restoration items works like cooldown that way.

And now EBF5 by ditching it altogether lol. Are the references gonna be in the field or battle? Matt Roszak my favorite character is Matt :stars: :stars: :stars: :stars: :stars: :stars: :stars: :stars: :stars: :stars:.

I was playing with Matt. Please notice! Oh yeah also besides that, the demo was so much fun! I absolutely loved playing it and I just wanna say keep p the good work!

So hyped! But the only real question I have is why get rid of MP? I mean I get players now have to be more strategic with their skills, but then when you work extremely hard to get that one skill that has good damage or hits every enemy, no matter what you do every skill can only be used a certain amount of times.

When EBF5 is finished, can this demo still stay on the website? i like this whole idea of, survive infinite waves, and make yourself as OP or as underleveled as possible, and its genuinly fun to go through these infiinite levels like this, id love for this to stay on the site!

This is actually fantastic. Awesome :hurray: i could finally play that gamme soon thanks :smirk: brother MATT to establish this game i am ALLEN from the Philippines. The EBF battle system has always a cut above the rest. It adds another layer to what otherwise could have been just another turn-based RPG the throw onto the pile.

Adjustments such as the addition of focusing certain attacks or spreading them among foes is a nice touch, as are skill cooldowns, and the addition of NoLegs as a playable character is comedic while still adding further depth, variety, and fun to the game.

Anyway that was me nitpicking about phonetics, amazing job as always. This demo has me :love: :love: :love:. The EB4 summons were GREAT! I think it would be cool to have more than 1 battle music eg the player can choose or the music depends on area.

Great work btw :yay:. Surrendering foes will always be caught. OMG I just noticed it when listening to the EBF2 soundtrack! Im nerding out right now.

Matt you sneaky son of a Mage Dog. I doubt that you are really going to care about suggestions this far in, but can you make it so that healing on the map is just instantaneous?

You could use items, but why bother when just waiting a few seconds would accomplish the same thing? The healing takes a moment to encourage you to take a short break between battles and upgrade stuff! Max Attack Matt: Giant slayer, Death mask, Viking fur, Sword medal, Battle paint total attack stat.

Max accuracy anna: Eagle eye, cat ears, ninja skirt, target badge, mini drone total accuracy stat. Keep up the good work! i hope you will make soul eater sword from EBF3 because i have play all 4 season i love that sword so much, hope you bring that back :love: :love: :love: :love: :love: :love: :love: :love: :love: :love: :love: :love: :love:.

im BIG fan of ebf.. i am very hyped for this :yay:. Nice work so far! Or am I typing too soon and the rest only appear on higher difficulty settings?

You should remove the cooldown system in some abilities like the healing ones. It would be a probllem if your hp is low, you cannot heal and the enemy kills you :bleh:. One of the main reasons why cooldowns would help balance the game out is due to revive spam and healmore spam, you could simply keep reviving a character each round and this made most bosses WAY easier.

el hype me consume¡ :hurray: :love: :stars: el 4 lo adore este nuevo ebf 5 tiene muy buena pinta :stars:. When i equiped the Paper fan weapon on Natalie and when i used the divine judgement skill, the paper fan was floating and Natalie wasnt holding it.

So I have a few questions. Will you leave this demo up once the game is published? and 2. Are the equips final? Like they will appear in the game?

I like the way they all look. For example, in EBF3, the gang was driven to slay Akron. In EBF4, it was the Godcats. I do think that an option to make the game speed faster would be a good idea like the 1x, 2x,3x speed thing, it would make the game much more customisable, and people could have the game run on the speed that suits them best, if they want to enjoy every second have ti on normal speed, if they want faster battles they have the option to get double speed.

Besides that, looookin fiiiiiinee :hurray:. The Demo is fast becoming a PT situation. Basically a game in its own right. You basically recreated EBF2 with more characters, equipment, skills, summons, and monsters.

EBF5 hype as always! A part of me wishes that Matt had the budget to make this an AAA game, but in my heart i know that then the game would lose its unique charm and personality.

I love your work! As far as I can tell, everything is perfect. Good work! well, maybe its because my computer is slow but other than that I cant wait for the game to come out. I tried 5 days capturing 1 single dragon but it keep dieing out of the auto-attack but If I let the health higher than the chance of suceed is like 0.

I really have loved what youve done with this so far. Nolegs encore ability is a neat idea, so we can utilize using team members that are more useful than ones that lack needed element abilities, or maybe just an extra turn of healing with natz.

I also liked the idea with the mirror enemy, the bad luck affliction was a neat touch. Overall, I really like all of the skills that nolegs has, and the fact hes more than a support character this time around.

I also think the surrender option is a neat touch. Im guessing low health will affect their likelihood of doing so. In any case, this was awesome and I cant wait to see what you do next. I should mention the configuration I used before going in is: 5 players, scan on, end-game equip and spells, normal difficulty.

Kind of a throw back to EBF1 with Mareep and Pichu :smirk:. an indication on what could be caught via item you get later in the game would be a great opportunity for added game-play :stars:. Just thinking of that alone gets me hyped :hurray:.

Def is equal to 0? Would the game crash since the damage is divided by Def or would it be infinite? Example, Legend dealt 40k at the final hit, but the foe health is decreased very slightly About 4k only at the last hit. Now some game mechanics stuff:.

Maybe add a limit to stat boost or apply diminishing returns so it makes sense to spread the boosts. Certain weather types have crazy strong impact on battke, for example perma Bless for everyone.

Would be weird to rely so much on weather. Valkyrie was so badasd, and Kyun is iconic. Not fond of so many new skill names and animations, the previous games borrowed and recycled a lot in beetwen installments.

How many waves have this? I played adventure story for a bit but never finished it and i was wondering what the story there really was? Can you maybe make a shout out to that really old game and maybe explain what was really happening there.

I found a bug connected to their face on low hp, for example when Natalie has low hp, and she uses Healmore while she close her eyes, her face return normal. I hope you get it, im not good at English…. The demo auto unequipped the badges i was trying to use! is there going to be a new character if so make it a boy :yay: :yay: :yay: :yay: :yay: :yay:.

I love demo!!! well, not really. This game is awesome :shades: :shades: :stars: :stars: :stars: :bacon: :bacon: :bacon: :bacon: 👿 👿 👿. First of all, congratulations! Also the art looks hugely improved in EBF5, even when your previous games were frankly well designed.

Cheers for that too. I tried for almost 30 minutes. Am I ridiculously unlucky, or is it normal within your criteria for catching foes? Also, if you need help translating the game, I am a native spanish speaker, but I think you already have your working team.

coldowns… going to make the game really hard… especially when fighting like three dragons with all the same element… your going to need hit-alls alot and then on top of mp insufficiency its gonna have cooldowns….

Ready capture or easy captured foes only marked by small box icon in right of his name Such as Icecream Slime :tongue: :tongue:. Well, found some error once the Sandstone Boulder throws a rock at NoLegs the battle somewhat stopped :c.

The demo is so fucking good, I legit cant wait to play this game. Really appreciate the work though, its cute!! Matt, i still wonder what the crossed part below the skills part of each character is??

The Viking Monolith should have a higher catch rate. I had the Viking Monolith at 28 hp, I equipped no legs with full explorer armor as well as the flair that boosts catch rate, and he had the status good luck.

whatever it is i would be glad to know your answer :wut: Thank you :yay: Bye :smirk:. We know what the classes of Matt, Natalie, Lance, and Anna are. Does his class change depending on his weapon?

So far I think nolegs is going to be more of a support character. He also has the highest base evade of all characters, so he would really help with surviving against bosses. man i loved playin ebf 3 and 4 they were seriously friggin awesome!!

also appreciate the sexy nattalie limit break :love First off, found an error come up while playing the game. Keep up the amazing work 😀 :stars: :stars:. Mage Dog summon: Hits all foes with evil holy magic which curses them.

Or something else entirely. For me, next to every girl I know both online and irl is taken, and the rest I know have no interest in me like that 😥. Great, but one minor thing. When you check whether the skill is physical or magical, magical attacks show the icon for Magic Defence, rather than Magic Attack.

Also, not a fan of 7th Heaven. I have a question. I do not believe single-target buffs should have a recharge time, because if you want to buff a lot of characters you will be spending several turns anyway, thereby already fulfilling the role of staggering out buffing. The same goes for single-target debuffs.

Also, I am not sure why switch player still has an icon in the tactics menu, as you can switch in one click by just clicking on player you want to switch. All mass healing skills should have the option to target one player with no cooldown as opposed to the standard spread.

Arrow Rain and Combo Shot could be combined into one skill. Screamer should have a single target version. When a character is revived by an effect that would otherwise give auto-revive status to a living player, it would be nice for them to get the status, plus the revivication.

Finally, could you give the percentage chance for capture when attempting against a foe? Thanks and good luck! Make sure to get the right site.

Can you modify that? If Anna uses it, NoLegs must abide by the same cooldown counter, despite having not used the move himself. No clue if this issue affects enemies in any way, though. Pretty much any enemy with basic circular eyes can still blink.

Dogs, Bushes, Bears, etc. The Fallen — The thumbs on their free hands lightly fidget. Beheaded Fallen — Head bobs up and down. Burned Fallen — Sword glow radiates. Bears — Ears and tail wiggle. Worms — Wings flap. Eyes pulsate. Voodoo Dolls — Hair moves. Matt Doll — Feather moves.

Slimes — The various appendages and doodads sticking out of the top of their heads move. For certain slimes, their mouth moves eg. Big Sand Slime. Slime Mouse — Ears wiggle. Electrical sparks appear. Slime Bunny — Ears wiggle. Bushes — Leaves and branches sticking out the top of their heads move.

Cats — Ears wiggle. Hair curls move. Stone Idol — Arms move up and down. Eyes move. Metal Idol — Eyes move. Leaves sway. Mage Dog — Cowl moves back and forth. Rescue Dog — Ears wiggle. Obsidian Boulder — The gem at the top of its head gleams occasionally. Electric Bat — Parts of their wings move up and down.

Jet Fish — Jet glow radiates. Demon Mirror — Disconnected bits on each side float up and down. Seaweed Chomper — Eye is shifty. Seaweed on the back still moves.

Probably similar issues with other chompers. Blue Creep — Eyes pulsate. Jaw moves. Probably similar issues with other creeps. Pink Squid — Eyes pulsate. Ear-like appendages move.

Probably similar issues with other squids. This issue works both ways, by the way. So something i did was do a 5 man team, but make it so no legs is the only one alive, and see how far he goes. I equipped the berserker hat, the syringe weapon, goku clothing, navi, cat tail, and the morale pin.

he lasts for a very long time. What difficulty did you do it in? html BTW, here is what BUG i found. XD you know like fatness increase defense and some element resitance or something like that, but keeping that aside, imagine the next escene … You use that item on Natalie … now is Fatalie XD and oh wait, youre in danger and Fat-alie has her Limit Break gauge full!

Pretty dumb huh? XD And nice work on new Lance style, i like it but i guess his face got pretty round or maybe its his eyes, idk but i feelk it cool yet weirdish 😐 🙁. IT WAS AWSOME AND I CANT WAIT FOR THE FULL GAME, I HAD A AWSOMES TIME :love: :love: :love: :love: :love: :love: :love: :love: :love2: :love2: :love2: :love2: :love2: :love2: :love2: :stars: :stars: :stars: :stars: :stars: :stars:.

But next attack Nolegs died as if he still has low hp, and this buff seemed to apply to Matt only at next turn. And… Is it a bug or should be that way? lance uses the scouter when debuffing foes, that is fine.

BUT when scanning foes over may pop up, the main problem is lance DOES NOT use the scouter when scanning foes, isnt that what it is for?

I have a concern about the cooldown system. If all of a characters elements can be covered by skills with no cooldown, how would the standard attack not be pointless? The skills would just always be better in every situation. Also Lance would have the only cooldown-less all-targeting healing skill.

To be honest, I am not really sure why it is kept. Well, you can use it while Syphoned. Also Chance to get those special effects and spells, debuffs etc. The backup characters should be able to change their equipment. I really really love this game! Please hurry!!!!

Just a few pretty small things that I ran into the second one may be a mistake on my part. On side notes. Feels better than the mana system imo and allows for better balancing. The weather system is a neat addition too.

Overall, good work so far. Will we be able to switch outside of battle? I gotta say I am very impressed with how far this game series has come. And I also like a lot of the new changes that have been made, especially the the turn cool down system implemented in the special skills.

So let me just section my thoughts on the battle system right now. Special Skills — Alright so I believe that replacing mana with a turn cooldown was an excellent choice and improves this game a lot.

With the cool down system this makes the game more difficult and challenging. I also like the new skills I am seeing. With Matt, I feel there is more variety in the type of elemental physical attacks with the new bomb and wind element attacks.

Nathalie feels the same in her skills but the skills I love the most was the Rainbow Blast. Now NoLegs in his skills are very surprising and can be used as both a very strong support character and even a heavy hitter.

Skills such as the Nine Lives skill that heals and grants auto revive was very useful in a tight situation, the Sushi cat was a very good healing skills as well as granting luck, the haste skill helps give more strategy if I want to use a skill from another ally, and his attacking skill combos are very useful and powerful as they can clear a whole wave.

In general I love the skills implemented here and the amount of changes made. I found myself both loving the weather benefits and also hating how much I get punished for not paying attention to the weather or it just completely screws by either debuffing me or putting me in a position where I am vulnerable to certain attacks but in a good way.

This also makes the bless status more useful, as there are many times I was afflicted by negative status effects. Enemies — Now I will say that I am not overall the most excited about the designs of the enemies as I feel they are about the same I would expect in previous games.

What I am really excited for is the amount of new possibilities these enemies bring in battle. What I mean by that is, is that with the new type of status effects as well as new attacks I am seeing it brings much more difficulty.

But what really makes this game more difficult is the more stronger enemies. This just makes me more afraid of machine enemies in general now. I also want to say that the nukes are now always something I worry about because they can one shot the characters with wrong equipment and preparation.

The dragons, golems, monoliths, and other minibosses I feel are more difficult in this game. Even if I had the right equipment to deals with these guys, the new attacks, buffs or debuffs by these guys proved to make a challenge, as in previous games, I could handle enemies more efficiently because of the skills I could use constantly.

But with the cool down and the constant debuffs and health and stats management, I think my characters died more in this game than in previous games.

All of that being said I enjoy this change for its difficulty. Equipment — I actually found myself to experimenting more different types of equipment in this game than in previous games, as equipment was a very huge factor in trying to have more powerful skills, debuff enemies, having more attack or defense, and in general just being able to defeat the enemies.

But the new type of equipment i found to become more useful especially in different scenarios. Now I gotta say that I like the fact that some equipment improves defending by buffing a character, as I never really used defending in previous games and now they are more useful.

Characters or just NoLegs — Now I already enjoy the characters in the games and I really do not need to explain the others as they already have the same feel to them as in previous games, but the new skills and equipment they bring are still interesting.

Now NoLegs in general is just fucking adorable and cute in this game and is very powerful and useful. Now despite having very powerful support skills, NoLegs is a heavy hitter and even has a high evade to dodge attacks. The combo attack of having to hit 3 times and hitting all other targets while gaining an extra hit for each killed enemy is useful for clearing waves.

This is also very helpful as NoLegs has different elemental takes with the same properties. In combination with the right equipments he can do more physical damage to the enemies, even more so than Matt. The problem with using him is that he is a glass canon as he has the lowest HP in general compared to the whole cast.

But then I see NoLegs one shotted and I am like oh shit I have to revive only as he is very useful and I needed him for support. Overall NoLegs is a great addition to this game that so many people wanted.

I especially love the equipment as weapons he has as they are both powerful and very fitting for NoLegs. Overall I think this is a great change in the battle system and I hope to see more. the rainbow question mark means random effect BUT WHY DOES IT NOT OVERRIDE THE EFFECT OF THE MOVE USED?

divine judegment with curse 😡. why are some foes such as golems and monoliths like impossible to capture? was it horrible luck, i took 25 tries with good luck status and failed to capture it at low hp then it died from a counter attack. If it is supposed to res those in the back… well that ya go.

A few people have mentioned it before, but we got ourselves a Phaser Squid! Had fun tho. Poor bugger was stuck in my web… until I decided to try and stick it in my web.

Had HP left… and I stupidly summoned Putrid Worm on it, forgetting that that does damage, killing my prize. For all that those Monoliths incite fear..

let it never be said that David the Worm slew the mighty Monolithic Goliath. Has Lance always had a tail? Are you the scary guy in the screamer talent? LoL :yay: :yay: :yay: :yay: :yay:. I understand some foes simply cannot be captured, but will there be a message or something that alerts you to whether or not something resists being caught?

For example, this Topaz Golem. Just a minor issue. So you cannot actually catch the golem?! I have been trying for the past 30 minutes. So first bugs i found. They dissapeared after she got hit though. It becomes hard to notice. Would be nice to see him charge his gun to know that the laser can be fired.

The squid tentacles also just cut off but you can extend them off till off-screen. The dragons necks ends could be hidden behind:-make neck long enought till it goes off screen, give some dragons a mane or spike than cover the neck cut,..

etc Just saying. You are not forced to do it. I preferred the design of Vlakyrie over the new tank. Takes a lot of the impact out. It takes a lot of impact out when he first walks in front of everybody then does it.

Seeing his charged gun fire suddenly in EBF4 gives the feeling that the gun became unstable and had to fire immediately instead of the walking in front of team then firing thing.

Everything else is good though. Animation, music, Etc. My criticisms is that some of the original feel is gone. Been following your games since Brawl Royal. The Multi Slash Limit Break has lost its punch kind of feeling if the player walks then slashes away.

Those are my opinions. I will try to find other bugs but if i do, should i comment here or on your twitter? Making changes to a game is extremely tedious but please consider.

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The EBF battle system has always a cut above the rest. It adds another layer to what otherwise could have been just another turn-based RPG the throw onto the pile. Adjustments such as the addition of focusing certain attacks or spreading them among foes is a nice touch, as are skill cooldowns, and the addition of NoLegs as a playable character is comedic while still adding further depth, variety, and fun to the game.

Anyway that was me nitpicking about phonetics, amazing job as always. This demo has me :love: :love: :love:. The EB4 summons were GREAT! I think it would be cool to have more than 1 battle music eg the player can choose or the music depends on area.

Great work btw :yay:. Surrendering foes will always be caught. OMG I just noticed it when listening to the EBF2 soundtrack!

Im nerding out right now. Matt you sneaky son of a Mage Dog. I doubt that you are really going to care about suggestions this far in, but can you make it so that healing on the map is just instantaneous?

You could use items, but why bother when just waiting a few seconds would accomplish the same thing? The healing takes a moment to encourage you to take a short break between battles and upgrade stuff! Max Attack Matt: Giant slayer, Death mask, Viking fur, Sword medal, Battle paint total attack stat.

Max accuracy anna: Eagle eye, cat ears, ninja skirt, target badge, mini drone total accuracy stat. Keep up the good work! i hope you will make soul eater sword from EBF3 because i have play all 4 season i love that sword so much, hope you bring that back :love: :love: :love: :love: :love: :love: :love: :love: :love: :love: :love: :love: :love:.

im BIG fan of ebf.. i am very hyped for this :yay:. Nice work so far! Or am I typing too soon and the rest only appear on higher difficulty settings? You should remove the cooldown system in some abilities like the healing ones.

It would be a probllem if your hp is low, you cannot heal and the enemy kills you :bleh:. One of the main reasons why cooldowns would help balance the game out is due to revive spam and healmore spam, you could simply keep reviving a character each round and this made most bosses WAY easier.

el hype me consume¡ :hurray: :love: :stars: el 4 lo adore este nuevo ebf 5 tiene muy buena pinta :stars:. When i equiped the Paper fan weapon on Natalie and when i used the divine judgement skill, the paper fan was floating and Natalie wasnt holding it.

So I have a few questions. Will you leave this demo up once the game is published? and 2. Are the equips final? Like they will appear in the game?

I like the way they all look. For example, in EBF3, the gang was driven to slay Akron. In EBF4, it was the Godcats. I do think that an option to make the game speed faster would be a good idea like the 1x, 2x,3x speed thing, it would make the game much more customisable, and people could have the game run on the speed that suits them best, if they want to enjoy every second have ti on normal speed, if they want faster battles they have the option to get double speed.

Besides that, looookin fiiiiiinee :hurray:. The Demo is fast becoming a PT situation. Basically a game in its own right. You basically recreated EBF2 with more characters, equipment, skills, summons, and monsters.

EBF5 hype as always! A part of me wishes that Matt had the budget to make this an AAA game, but in my heart i know that then the game would lose its unique charm and personality. I love your work! As far as I can tell, everything is perfect.

Good work! well, maybe its because my computer is slow but other than that I cant wait for the game to come out. I tried 5 days capturing 1 single dragon but it keep dieing out of the auto-attack but If I let the health higher than the chance of suceed is like 0.

I really have loved what youve done with this so far. Nolegs encore ability is a neat idea, so we can utilize using team members that are more useful than ones that lack needed element abilities, or maybe just an extra turn of healing with natz.

I also liked the idea with the mirror enemy, the bad luck affliction was a neat touch. Overall, I really like all of the skills that nolegs has, and the fact hes more than a support character this time around.

I also think the surrender option is a neat touch. Im guessing low health will affect their likelihood of doing so. In any case, this was awesome and I cant wait to see what you do next. I should mention the configuration I used before going in is: 5 players, scan on, end-game equip and spells, normal difficulty.

Kind of a throw back to EBF1 with Mareep and Pichu :smirk:. an indication on what could be caught via item you get later in the game would be a great opportunity for added game-play :stars:. Just thinking of that alone gets me hyped :hurray:.

Def is equal to 0? Would the game crash since the damage is divided by Def or would it be infinite? Example, Legend dealt 40k at the final hit, but the foe health is decreased very slightly About 4k only at the last hit. Now some game mechanics stuff:.

Maybe add a limit to stat boost or apply diminishing returns so it makes sense to spread the boosts. Certain weather types have crazy strong impact on battke, for example perma Bless for everyone. Would be weird to rely so much on weather.

Valkyrie was so badasd, and Kyun is iconic. Not fond of so many new skill names and animations, the previous games borrowed and recycled a lot in beetwen installments.

How many waves have this? I played adventure story for a bit but never finished it and i was wondering what the story there really was? Can you maybe make a shout out to that really old game and maybe explain what was really happening there. I found a bug connected to their face on low hp, for example when Natalie has low hp, and she uses Healmore while she close her eyes, her face return normal.

I hope you get it, im not good at English…. The demo auto unequipped the badges i was trying to use! is there going to be a new character if so make it a boy :yay: :yay: :yay: :yay: :yay: :yay:.

I love demo!!! well, not really. This game is awesome :shades: :shades: :stars: :stars: :stars: :bacon: :bacon: :bacon: :bacon: 👿 👿 👿.

First of all, congratulations! Also the art looks hugely improved in EBF5, even when your previous games were frankly well designed. Cheers for that too. I tried for almost 30 minutes. Am I ridiculously unlucky, or is it normal within your criteria for catching foes? Also, if you need help translating the game, I am a native spanish speaker, but I think you already have your working team.

coldowns… going to make the game really hard… especially when fighting like three dragons with all the same element… your going to need hit-alls alot and then on top of mp insufficiency its gonna have cooldowns….

Ready capture or easy captured foes only marked by small box icon in right of his name Such as Icecream Slime :tongue: :tongue:. Well, found some error once the Sandstone Boulder throws a rock at NoLegs the battle somewhat stopped :c.

The demo is so fucking good, I legit cant wait to play this game. Really appreciate the work though, its cute!! Matt, i still wonder what the crossed part below the skills part of each character is??

The Viking Monolith should have a higher catch rate. I had the Viking Monolith at 28 hp, I equipped no legs with full explorer armor as well as the flair that boosts catch rate, and he had the status good luck.

whatever it is i would be glad to know your answer :wut: Thank you :yay: Bye :smirk:. We know what the classes of Matt, Natalie, Lance, and Anna are.

Does his class change depending on his weapon? So far I think nolegs is going to be more of a support character. He also has the highest base evade of all characters, so he would really help with surviving against bosses.

man i loved playin ebf 3 and 4 they were seriously friggin awesome!! also appreciate the sexy nattalie limit break :love First off, found an error come up while playing the game. Keep up the amazing work 😀 :stars: :stars:. Mage Dog summon: Hits all foes with evil holy magic which curses them.

Or something else entirely. For me, next to every girl I know both online and irl is taken, and the rest I know have no interest in me like that 😥.

Great, but one minor thing. When you check whether the skill is physical or magical, magical attacks show the icon for Magic Defence, rather than Magic Attack. Also, not a fan of 7th Heaven. I have a question. I do not believe single-target buffs should have a recharge time, because if you want to buff a lot of characters you will be spending several turns anyway, thereby already fulfilling the role of staggering out buffing.

The same goes for single-target debuffs. Also, I am not sure why switch player still has an icon in the tactics menu, as you can switch in one click by just clicking on player you want to switch.

All mass healing skills should have the option to target one player with no cooldown as opposed to the standard spread. Arrow Rain and Combo Shot could be combined into one skill. Screamer should have a single target version. When a character is revived by an effect that would otherwise give auto-revive status to a living player, it would be nice for them to get the status, plus the revivication.

Finally, could you give the percentage chance for capture when attempting against a foe? Thanks and good luck! Make sure to get the right site. Can you modify that? If Anna uses it, NoLegs must abide by the same cooldown counter, despite having not used the move himself.

No clue if this issue affects enemies in any way, though. Pretty much any enemy with basic circular eyes can still blink. Dogs, Bushes, Bears, etc. The Fallen — The thumbs on their free hands lightly fidget. Beheaded Fallen — Head bobs up and down.

Burned Fallen — Sword glow radiates. Bears — Ears and tail wiggle. Worms — Wings flap. Eyes pulsate. Voodoo Dolls — Hair moves. Matt Doll — Feather moves. Slimes — The various appendages and doodads sticking out of the top of their heads move.

For certain slimes, their mouth moves eg. Big Sand Slime. Slime Mouse — Ears wiggle. Electrical sparks appear. Slime Bunny — Ears wiggle. Bushes — Leaves and branches sticking out the top of their heads move. Cats — Ears wiggle. Hair curls move. Stone Idol — Arms move up and down.

Eyes move. Metal Idol — Eyes move. Leaves sway. Mage Dog — Cowl moves back and forth. Rescue Dog — Ears wiggle. Obsidian Boulder — The gem at the top of its head gleams occasionally. Electric Bat — Parts of their wings move up and down. Jet Fish — Jet glow radiates.

Demon Mirror — Disconnected bits on each side float up and down. Seaweed Chomper — Eye is shifty. Seaweed on the back still moves. Probably similar issues with other chompers. Blue Creep — Eyes pulsate. Jaw moves. Probably similar issues with other creeps.

Pink Squid — Eyes pulsate. Ear-like appendages move. Probably similar issues with other squids. This issue works both ways, by the way. So something i did was do a 5 man team, but make it so no legs is the only one alive, and see how far he goes. I equipped the berserker hat, the syringe weapon, goku clothing, navi, cat tail, and the morale pin.

he lasts for a very long time. What difficulty did you do it in? html BTW, here is what BUG i found. XD you know like fatness increase defense and some element resitance or something like that, but keeping that aside, imagine the next escene … You use that item on Natalie … now is Fatalie XD and oh wait, youre in danger and Fat-alie has her Limit Break gauge full!

Pretty dumb huh? XD And nice work on new Lance style, i like it but i guess his face got pretty round or maybe its his eyes, idk but i feelk it cool yet weirdish 😐 🙁. IT WAS AWSOME AND I CANT WAIT FOR THE FULL GAME, I HAD A AWSOMES TIME :love: :love: :love: :love: :love: :love: :love: :love: :love2: :love2: :love2: :love2: :love2: :love2: :love2: :stars: :stars: :stars: :stars: :stars: :stars:.

But next attack Nolegs died as if he still has low hp, and this buff seemed to apply to Matt only at next turn. And… Is it a bug or should be that way? lance uses the scouter when debuffing foes, that is fine.

BUT when scanning foes over may pop up, the main problem is lance DOES NOT use the scouter when scanning foes, isnt that what it is for? I have a concern about the cooldown system.

If all of a characters elements can be covered by skills with no cooldown, how would the standard attack not be pointless? The skills would just always be better in every situation. Also Lance would have the only cooldown-less all-targeting healing skill.

To be honest, I am not really sure why it is kept. Well, you can use it while Syphoned. Also Chance to get those special effects and spells, debuffs etc. The backup characters should be able to change their equipment. I really really love this game! Please hurry!!!! Just a few pretty small things that I ran into the second one may be a mistake on my part.

On side notes. Feels better than the mana system imo and allows for better balancing. The weather system is a neat addition too. Overall, good work so far. Will we be able to switch outside of battle? I gotta say I am very impressed with how far this game series has come. And I also like a lot of the new changes that have been made, especially the the turn cool down system implemented in the special skills.

So let me just section my thoughts on the battle system right now. Special Skills — Alright so I believe that replacing mana with a turn cooldown was an excellent choice and improves this game a lot.

With the cool down system this makes the game more difficult and challenging. I also like the new skills I am seeing. With Matt, I feel there is more variety in the type of elemental physical attacks with the new bomb and wind element attacks.

Nathalie feels the same in her skills but the skills I love the most was the Rainbow Blast. Now NoLegs in his skills are very surprising and can be used as both a very strong support character and even a heavy hitter.

Skills such as the Nine Lives skill that heals and grants auto revive was very useful in a tight situation, the Sushi cat was a very good healing skills as well as granting luck, the haste skill helps give more strategy if I want to use a skill from another ally, and his attacking skill combos are very useful and powerful as they can clear a whole wave.

In general I love the skills implemented here and the amount of changes made. I found myself both loving the weather benefits and also hating how much I get punished for not paying attention to the weather or it just completely screws by either debuffing me or putting me in a position where I am vulnerable to certain attacks but in a good way.

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