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KickStarter Cosmic Star Heroine - Released

CryptRat

Arcane
Developer
Joined
Sep 10, 2014
Messages
3,566
According to the last Kickstarter update, the beta phase for Zeboyd Games' next game will begin soon. They're predicting a final release for this summer so maybe we'll get the game this year.
Their site for previous developement updates : Zeboyd Games' site
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(Combat starts at 4:30)

The premise : Alyssa L'Salle is a top secret agent for the galactic empire. While she's on a mission, she discovers some information that the government doesn't want her to have and so the government reveals her to the world. Will she be able to save the galaxy while everyone is out for her blood?

Some information :
- There are 3 main planets that you'll be adventuring on in Cosmic Star Heroine - Araenu (kind of a cyberpunk vibe), Nuluup (nature & magic), and Rhomu (surface ruined by war with people living in underground cities).

- Similar to the JRPGs of old, there will be linear sections of the game, as well as more non-linear sections where you'll be able to freely explore. We have a number of fun optional quests as well that tie into character & world development and many of which take place in areas you don't visit during the course of the main plot.
In both the main story & the sidequests, we want to avoid the game just being a series of town, dungeon, boss, repeat, and will have more interesting scenarios. In particular, Final Fantasy VI is a big inspiration as situations like Defending Narshe, the Opera House, the Raft Escape, frequently changing party lineups, and more helped to add a lot of variety to the traditional RPG format. And yes, we're planning on having at least one multi-party dungeon as well as a turn-based hacking mini-game.
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- No plans for romance in-game. :salute:

- 11 playable characters in total. You'll be able to use 4 characters at a time. Non-active party members will still gain XP. Some sections of the game will mandate the use of certain characters, otherwise, you'll be able to freely pick out of the characters you have available (Alyssa stays in as the leader).

- Combat takes place directly on the exploration maps (no separate battle screen). No random battles; everything is pre-set and some battles can be avoided if you manage to sneak past the enemies. Battles once won tend to stay won, however if you leave a dungeon and return, some battles will respawn (in case you want to get more XP & money).

In combat, there's no MP. Instead, most abilities you have can only be used once until you use a Defend/Recharge move to restore everything. This encourages the player to not just spam the same moves over and over again but instead think on how best to use their whole arsenal.

Two other features closely govern combat. One, as you choose abilities, your character's style score goes up and as that goes up, your abilities become more effective. There are also a few "Burst" abilities that you can use that will spend all of your existing style points for one massive effect. Two, every X turns, your characters will go into Hyper mode and abilities will deal double damage and ailments are more likely to work. Plan in advance to take advantage of hyper & style for combat success.

- Decription of status ailments
We posted an article last year about some ideas we had for making ailments more useful in combat. We thought we'd share an update there on what we're working with now since there have been some changes.

For starters, we're going to be aiming for Cosmic Star Heroine to have fewer, but more meaningful battles than many RPGs. In an RPG where combat is always over quickly, direct damage is always the correct choice (defeat the enemy as quickly as possible) but when you have battles that may last longer, then more interesting strategies become viable.

With the exception of ailments that are specific to a certain type of enemy (like Rust on a robotic enemy), enemies are not immune to ailments.

Ailment success is not random. Essentially each enemy has a separate hidden ailment HP for each ailment type. For example, an enemy might have 40 "Stun HP." If you used a Stun ability that dealt 40 Stun damage, then the enemy would be successfully stunned. Alternatively, if you used a Stun ability that only dealt 20 Stun damage, then the enemy would only be stunned after you used that ability twice on them (or combined it with another stun ability that dealt 20 or more stun damage).

Trying to Stack or repeat the same ailment on the same enemy becomes more and more difficult with each stack.

Some abilities will not just inflict ailments. For example, Alyssa's basic "Bash" attack will deal damage and also has a small stun effect as well.

Some characters will have powerful ailment abilities that are more effective against certain enemy types. For example, Dave's "Hack" ability is more effective at charming robotic enemies than organic or astral enemies.

Here are the ailments we're currently planning to use. As usual, the specifics are subject to change between now and the game's release.

General Ailments:

  • Stun - Skip a turn. Does not stack.
This takes the place of the Interrupt function that we had in our previous 2 games (Penny Arcade's On the Rain-Slick Precipice of Darkness 3 & 4) in that it lets you prevent the enemy from taking action.

  • Charm - Will hurt allies or help enemies. Can stack additional turns.
Note, it's highly unlikely that any enemies will have access to inflicting this ability, just because we know how annoying this can be (from experience in other RPGs).

  • Confuse - Has a chance to act regularly (34%), do nothing (33%), or act charmed (33%). Can stack for additional turns.
Our one ailment with a random element to it. Can be very useful... or do absolutely nothing.

  • Disarm - 30% damage penalty to next attack. Cancels 1 buff. Does not stack.
Very useful if you know the enemy is charging up for a powerful move.

  • Vulnerable - Takes double damage on the next hit. Does not stack.
Very useful for setting up combos (use right before you know you're going to unleash a powerful move) for massive damage.

  • Enraged - Will target the most recent enemy that targeted it. Reduces damage of multi-target abilities by 20% but increases the damage of single-target abilities by 30%. Can stack for additional turns.
Useful for controlling enemy movement and for weakening enemies with powerful multi-target abilities.

Enemy Type Specific:

These are ailments that only work on specific classes of enemies. All of these ailments last for the entire battle once they're inflicted.

  • Poison - Takes damage at the end of each turn. Organic enemies only. Can stack for additional damage.
This is the only ailment where stacking the ailment increases the effect (more damage each turn) rather than adding additional turns (since it already lasts the entire battle).

  • Rust - Takes damage at the end of each turn. Lowers speed by 20%. Robotic enemies only. Does not stack.
Can't deal as much damage as poison can (due to the multiple stacks) but deals a good amount of damage & slows down the enemy.

  • Curse - Lowers attack, defense, and speed by 20%. Astral enemies only. Does not stack.
Doesn't deal damage like the other two ailments, but significantly weakens the enemy.

Special Ailments:

  • Fatigue - Reduces Max HP by 10% for the rest of the battle. Stacks up to 5 times.
Most of the time, fatigue is self-inflicted by using certain powerful abilities. Also most heal effects inflict fatigue on the target (the stress of rapid healing takes its toll on a body).

  • Desperate - Automatically inflicted if HP goes below 0. Dies at the end of the next turn if HP is not positive.
Under certain circumstances, player characters can survive a hit that would otherwise defeat them. When this happens, they enter desperate status and are defeated at the end of their next turn if they do not win the battle or bring their HP back to a positive amount. Certain passives & equipment may bestow additional bonuses for characters while they're in desperate status.

  • Hypochondria - Lowers resistance to damage & ailments for the rest of the battle. Does not stack.
Hypochondria is an interesting ailment in that it cannot be directly inflicted on an enemy. Instead, enemies will automatically contract hypochondria if they are hit with enough ailments over the course of the battle. Hypochondria is inflicted faster if you hit an enemy with different ailment types rather than just stacking the same ailment multiple times.

We're hopeful that by increasing the length of the average battle, removing the random aspect of inflicting ailments, designing useful ailments & abilities that inflict them, ailments will become an important and interesting part of combat in Cosmic Star Heroine and not the afterthought that they are in many RPGs.



I like all their previous games, their combat systems are from the best out there, and this one is more ambitious, their sci-fi setting looks good and everything they've told or showed so far is good. Therefore I expect it to be one of my all time favorites, no pressure.
 
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Siveon

Bot
Joined
Jul 13, 2013
Messages
4,509
Shadorwun: Hong Kong
Day 1 Vita purchase. These guys seem to be 100% on that platform and I could not be more happier. :salute:
 
Joined
May 30, 2013
Messages
155
Location
LĂĽtzen
Seems to be moving forward.

Steam page

Humble Bundle has a release date (31.12.2016) on their page for the game. Is it accurate? Can't find anything relating to that on the developer's site. Also, a reduced pre-order price for a Steam and a DRM-free copy of the game.
 

CryptRat

Arcane
Developer
Joined
Sep 10, 2014
Messages
3,566
Yes, it will be good, they are in familiar territory. Even if it's not an improvement over their previous games it will still be fun to play.
Let's wait and see if it'll be more than that.
 

RuySan

Augur
Joined
Jul 11, 2005
Messages
777
Location
Portugal
Looks great, but they should have chosen another name for the main character because it looks enough a phantasy star homage just by looking at it.

Anyway, it went straight to my wish list. Anyone tried it yet?
 

shram

Arcane
Developer
Joined
Mar 16, 2014
Messages
10
I bought it. It's definitely a Zeboyd game in all the same good and bad ways. Inspired by CT and PS it may be, but only superficially. Those games it is not.

It is fun, though.
 

Trash

Pointing and laughing.
Joined
Dec 12, 2002
Messages
29,683
Location
About 8 meters beneath sea level.
Game is good fun. Feels very much like a mega system/megadrive era jrpg with some neat visuals and decent soundtrack. However the game has already given me two gamebreaking bugs in the first three hours. Along with a slew of minor ones. I'm going to hold off on playing this further until they actually polish this one up a bit.
 

RuySan

Augur
Joined
Jul 11, 2005
Messages
777
Location
Portugal
Apparently bugs are a major issue judging from the steam reviews. Should wait a bit more before buying it seems.

I really enjoyed Cthulhu saves the world writing. It was funny and witty, but the rest of the game wasn't that good. How this one compares?
 

TigerKnee

Arcane
Joined
Feb 24, 2012
Messages
1,920
Looks great, but they should have chosen another name for the main character because it looks enough a phantasy star homage just by looking at it.
The second party member is called "Chahn" (Chaz + Hahns) and she even wears a bandana/red primary colour outfit.
 

RuySan

Augur
Joined
Jul 11, 2005
Messages
777
Location
Portugal
I like some retro homages. I'm currently playing Odallus which is a perfect castlevania/rastan type of game that still manages to feel unique. But that kind of fan service is just stupid
 

TigerKnee

Arcane
Joined
Feb 24, 2012
Messages
1,920
Wait till you see the area that's almost a direct copy of the Chrono Trigger festival.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,663
Looks like dog shit.

EDIT: Anyone who thinks this look good just because it is pixel art has no idea what good pixel art looks like.
 
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Siveon

Bot
Joined
Jul 13, 2013
Messages
4,509
Shadorwun: Hong Kong
Looks like dog shit.

EDIT: Anyone who thinks this look good just because it is pixel art has no idea what good pixel art looks like.
It's no Neo Geo game but it looks fine to me, what's your deal with the art?
 

Crooked Bee

(no longer) a wide-wandering bee
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In quarantine
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
The first few hours have been mediocre so far. The art is nice but combat and dialogue are pretty bland (and, in case of dialogue, terribly generic too - feels like dialogue from a random uninspired RPGMaker game).

I know the first hours in a JRPG are often not indicative of the game as a whole though, so I'll try to push on, maybe. But between this and I Am Setsuna, I'm feeling disappointed in recent retro JRPGs.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,663
It's no Neo Geo game but it looks fine to me, what's your deal with the art?

It's jarring. The character sprites feel extremely out of place compared to the rest of the art, be it backgrounds, interface, or portraits.
 

iZerw

Arcane
Vatnik
Joined
Apr 18, 2012
Messages
895
Location
Russia
People on Steam say that dialogues and character are bland although the developers claimed to draw inspiration from Chrono Cross and Suikoden. And bugs, 4 patches right after release.
 

TigerKnee

Arcane
Joined
Feb 24, 2012
Messages
1,920
The art is nice but combat and dialogue are pretty bland (and, in case of dialogue, terribly generic too - feels like dialogue from a random uninspired RPGMaker game).
You may like the combat when you get more options later on, but if you don't like the dialogue now, things aren't going to improve in the future.
 

Achiman

Arcane
Patron
Joined
Jul 19, 2012
Messages
811
Location
Australia
Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
I'm doing the first real mission now, it's hard not to like the game when it's obviously been made with so much of a sense of fun. The game isn't wearing it's influences on it's sleeve so much as having on a jacket of previous golden era games of chrono trigger, F-Fantasies etc.
The only thing that bugged me apart from some of the jokes which are hit and miss, is what looks like the continued trend of having each shop have an incremental upgrade. Every town - go to the shop, upgrade and get +3 damage or w/e, get +3 armor. That was in Chthulu and I thought it was shit then too.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,024
It's another one of those things that developers just ape without understanding the purpose. Games that use it properly, like the older FF games (before 6) or Lufia 2, generally had nothing of real value in these shops if you arrived at them in pace with the plot. All the good stuff was in the dungeons or dropped from bosses or whatever. At best the shop might have a few trivial upgrades. It's purpose was first to keep gear up to a certain minimum tier even if you skipped all the treasure chests along the way (or made a party of all warriors that used the same gear), and secondly, as a way to reward players for exploring off the beaten path. Finding a town you weren't meant to be at yet was exciting because it would have gear that was multiple tiers ahead of where you were. The cost would be higher of course, so you could only afford a couple key upgrades instead of the full outfits.

But shitty games only let you find one new town at a time, or if you do find more than one, the later ones have their shops closed to you for no real reason at all.
 

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