We tried out various options, and eventually found a party size of 5 to be the sweet spot. I felt that if the party size was too small, monster battles would lose that spark (and also just become too hard). It’s a system that I think encourages the player to fully engage with all of the game’s mechanics, using smart positioning and a variety of weapons and abilities to maximize synergy as efficiently as possible. The biggest challenge with reducing the party-size was how hard it became to utilize the monster weak point system, a battle mechanic in Lost Eidolons that I love. To put it another way: 5 was the minimum amount we felt we could get away with, without reducing what makes an SRPG fun. Initially, we set out with the idea of a party size ranging between 3 and 6 characters. So for Veil of the Witch, we wanted to try something different. That offers its own sort of fun, but comes at a cost: it tends to make battles quite time-consuming. Lost Eidolons has a massive cast of party members to choose from: you can recruit 25+ characters, and deploy up to 10 of them at a time (or 20, if you include those you set as Aides). Shortening the prep time between battles. Today we’ll be taking a look at several new ways we’re speeding things up in Veil of the Witch, including:Ģ. To create a turn-based SRPG with a lot of replayability, while providing a new experience each time, I felt shorter battles must be treated as a core pillar. If you play Lost Eidolons on harder difficulties or with permadeath on, some battles can take almost an hour. ![]() ![]() When we started designing the gameplay experience for Lost Eidolons: Veil of the Witch, one of the very first things we knew we wanted was a faster pace to combat.
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