Originally Posted by multimage
Sorry about the fast reels... I tried as hard as possible to make it possible to win this game by playing it the way the player chose: Luck or Aim. Sadly, the whole low-day-count thing is entirely based on aimers...
By the way, when I first started playing the game, I wasn't good at aiming myself. One thing that helped me a lot was trying to find a recognizable pattern a little before the symbol I was aiming for.
Example: Lets say I'm aiming for a scythe and there are only 2 in the reels. At the start of each battle, I would check to see if the 2 scythes were close together or splitted apart.
If they are close:
I try to aim for the first one and then land most of the time on the second one. This doesn't work if they are too close together. In that case, I try the other method.
If they are apart:
I try to see an easy to recognize pattern before any of the 2 scythes. Sometimes, there are 2 books and 2 swords right before one. Sometimes, it's 5 misses together. In any way, I aim for that pattern instead of the wanted weapon. Since I don't have good reflexes, the delay makes it so that I land on what I want 3 out of 4 times.
Note that this works mostly for the weapon reel since it's the slowest. I almost never try to aim the enemies or the party members. Instead, I rely on having large enemy baits and party member boosters.
Another thing to keep in mind: Use only 1 strong weapon with low hit rate at a time. There is no use to having 3 hard hitters with low hit rate. Instead, try to equip 2 weapons with high hit rate and 1 strong weapon with low hit rate. This has 2 advantages: Since there will be more weapons in the reels, there is more chance to see a recognizable pattern. Secondly, if you miss what you are aiming for, there is more chance that there will be at least a weapon that hits, even if it's not as much as the strong weapon.
Hope this helps!
The 6 masters are the 6 bosses starting with the boss from the dark cave up to the third boss of the castle.
Excellent, thank you for that write-up! I've tinkered with some of that, but I'll try more.
Though, I think my problem isn't reactions...it's being able to discern the icons quickly enough. Which is weird, because I'm usually good at pattern recognition. The finger works fast enough, the eyes don't. Very odd.
Anyway, thank you very much for taking the time to explain your method. I really appreciate it!
Also, the fact that you made the mastery weapons* a really bright color was smart. Maybe extending that might be interesting: ie make some of them bright green, some bright blue, etc.
Also also: it could be visually effective to make the "MISS" icon grayscale.
* One VERY SMALL nit about the unique weapons...it seems to me that, if the stars scale linearly, then the unique weapons are worse for non-aimers than the superior diamond weapons, right? Not a big deal, but if you want to support both play styles, having a set of aimer's weapons and a set of randomer's weapons might be something to consider.