What kind of "slightly different"? Like "Pitiful. Well, I'll take my leave" and "Better than I thought, but still pitiful. Well, I'll take my leave"? Or more different?
It's more like "Pitiful. Well, I'll take my leave" *steals the
and leaves while party is incapacitated* if you lose, and "Next time you won't be so lucky" *steals the
and leaves before party can react* should you win.
Other than not setting up the cutscene that way? Yes, it's your game, you can have whatever plot you want and I respect your choice, but from my perspective the "make Shinki do idiotic things just to set up a Hopeless Boss Fight where the boss isn't even that strong" is kinda stupid...
The only other way I could have set it up differently would be to have the party show up before Shinki, which wouldn't work because Shinki is
supposed to reach the Nucleus before the party and leave the way open for them.
EDIT:
Another new test video (I've been making a lot of these lately.), showing the last dungeon of Chapter 2. (Not counting the optional dungeons.)
I have yet to clutter it with treasure chests, and I disabled enemy encounters for the purpose of showing off the dungeon uninterrupted in the video.
This is the largest dungeon I've made so far, I was going for something labyrinthine this time.
I also took a screenshot of the map. The screenshot is in 1/8 scale.
Also, in your opinion, do you guys think that the "riddle" for unlocking the exit/the foreshadowing about that happens when you do shown in the engraving (Around 1:14 in the video.) is good enough? Does it seem too vague/cryptic or not vague/cryptic enough?
Coincidentally, I somehow placed the tablet activators in an equilateral triangle pattern that almost perfectly corresponded with the orientations of the tablets by the door. I discovered this right after recording the video, sice the discovery I switched the positions of the blue and yellow tablets near the exit, to actually reflect the actual locations of their activators.