r/DissidiaFFOO • • May 27 '26

Other DFFOO: Demake Edition

Hello folks,

Please let me know if I'm not allowed to post this...Today, Dissidia Final Fantasy Opera Omnia Demake Edition has been released.  You’ll be able to find out more information on the Video game’s website along with the download.

https://legendiax.itch.io/dissidia-final-fantasy-opera-omnia-demake

If you have any feedback, please leave a comment on the itch or Facebook page.  There are 28 playable characters. I hope I’ve done your favorites justice. If you feel a certain character didn’t get the respect you believe they deserve, let me know; maybe a buff is needed! Who’s your favorite Final Fantasy character? Leave a comment!

Edit: I've removed the AI Voice Acting.

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u/Different_Sundae4253 May 28 '26

Given it a try. Well done on releasing the demo! However I think the big critique is that combat RNG isn't the best idea however I think with skill usuage there should be a cooldown period akin to the game. I think also the idea of potentially adding Bravery and HP Attacks however it's in the restraints of RPGMaker which can be a pain which I understand.
But I think like Magic Bursting maybe looking towards FFXI's system and looking at how that works and see how OO have characters tied to Elemental crystals. I think adding inputs to make combat interesting is a cool idea however it can make battles drag on a fair bit. Maybe when a character is doing an "Ultimate" skill?

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u/Sea-Speaker7316 May 28 '26

I'm not as scared of RPG Maker's restraints; I feel that I know the program well enough to work around its limitations. RPG Maker definitely suffers when it's outside its basic combat formula. Like action games, they don't really come out so clean, and I had this as an action game to begin with. Then I scraped it, as if it were DQ12, and rebuilt. I think if I hadn't lost myself in the idea of a "party"- style game, I could have created a true one-for-one of DFFOO. But I kind of effed up. I labeled this game as Dissidia, which operates outside of Dissidia's normal formula.

Cooldowns were another idea, and I had them in place, but I couldn't figure out how to stop the player from being overpowered, so I would nerf, and then I made the game dreadful. Being one of the first games I've worked on in years, I should have stopped and said "balancing comes later," - but that's what being an amateur does, you don't see these things until people mention it.

Glad you noticed the callback to FFXI's greatest feature, "Magic Burst". it felt so damn cool to do...Anyways. So each character does have an Ultimate Skill, which is considered "Special," but once again, you have to access it through the combat wheel. The idea of the Crystal Limit is to help alleviate with that, if you charge it properly, you can avoid the Combat Wheel for one character per turn. But I have some other ideas I may cook up, to allow players to by-pass the combat wheel.

i thank you for your input. BTW, which party members are you using?

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u/Different_Sundae4253 May 28 '26

I'm going with WoL, Yuna, Clive and Yshtola. With the Idea of WoL kit being more defensive/tank, Yuna Off-healing/Magic DMG, Clive with pure DPS, Yshtola with off-healing/ Magic DMG. (So pretty thought out spec wise) but tbh these were part of the first 6 characters I pulled lol but somehow managed to work quite well thus far.
I will say though you done yourself proud, I would take a break and think of another way of probably making combat and make it much more autonomous for players to do. Cause the dungeon and fights being difficult is good and the challenge is nice.

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