Troyen wrote: ↑Sun Jun 16, 2019 9:12 am
And maybe Loren 2 doesn't even need the day mechanic. I don't think either first Loren nor PS1 had a day calendar; events happened when they needed to. It's rather weird to simultaneously advertise "hey, look at all this stuff you can do" and penalize you the more you get done (as opposed to just ending the day after finishing a task), but I'll admit I haven't played this game yet.
No for Loren 2 I won't be using this system for sure. And the first PS1 actually had a sort of turn/deadline system, but simply was applied when a quest was given. Like "kill all enemies in 4 turns" and then the deadline started. So there wasn't a global "this is day 3" as far as I can remember.
For all my VN/RPG, you can clearly see the ones that lean towards the VN or the RPG part. Loren definitely VN. SOTW definitely RPG. Cursed Lands more VN even if had a decent RPG part I think.
With PS2 I wanted to balance it a bit but probably in the end I went more towards the RPG part, even if the story won't be short for sure

But it's not what you say: penalize the more you get done. I think it add realism: a soldier who fights 50 battles should be SLIGHTLY more tired than one who never fight once

So it's not a penalty but adding some more mechanics to make the party more human and less "invincible super heroes who can fight 500 battles and not even blink".
And in any case I was just able to beat all the quests on day 1 still playing in Easy mode. Probably using the "grenades trick" I could even do it in Normal, even if spending all the money on grenades means I need to pick up whatever weapon I loot. But it's cool I think, it's the kind of decisions players should think about: do this to get instant bonus, or save money/materials for later? and so on.
I'm of course always eager to get feedback since after all I made the game so I know more or less all the tricks
