Re: Malise and the Machine (New RPG!)
Have yet to test the old scenario, but I'd like to know if any enemies have moves while the ladies are downed. Couldn't find any in the new scenario.
A bit disappointed that the boss didn't have any real H-moves, even though Neon had maximum lust and minimum clothing.
LOVE the artwork for the post-anal down state. Really gives the impression of a job well done.
Notable loading times when changing maps, at least in windowed mode.
The fuse puzzle was the right level of difficulty for a game like this, but I'd have preferred it if I didn't have to "farm" fuses.
Overall, love the update! I'll definitely keep on supporting this!
Thank you for feedback and support, I'll try to answer you as best as I can:
- not counting balancing enemies for new battle engine, old scenario is pretty much the same as it was - there are currently no "downed" moves in either scenario
- while working on 0.03 we experimented a lot with potential features and other stuff which would improve game stability, functionality, performance, visuals, etc. and it did take more time that we would like - some of the planned 0.03 content was sacrificed, but some new things were implemented... like Fleshfather's Constrict skill and few more; I could give you few more reasons for lack of some content, but it already sounds like "dog ate my homework", so I'll give it a pass

- I love that artwork too

- we're aware of the loading time issue and have few ideas how to solve it, but I'm not sure how or when it will be resolved
- fuses can also be found in boxes around the complex and with the ones you get from battles you should have more than enough, even if you waste one or two... well, maybe it's just my luck, but during testing I always had enough fuses when I needed them
Soooo, what's new in the update?
You must be registered to see the links
- not entirely up-to-date, but majority of changes are there
I agree with this, especially when it's relying on the random chance that a battle will have the enemy that drops them.
I think a bit of balance needs to be done between the battle time-modes, it feels much easier on "wait for input and action" than it should be, compared to "no wait" anyway, in which I was actually having to heal mid-battle. A simple way for now would be to increase the speed of the enemies' moves slightly.
Also some kind of objective list in the menu would be nice, at a couple of points it wasn't really clear where I was meant to be going.
Thank you for feedback and suggestions.
Whole battle system will require a lot of tweaking and balancing, and that includes balancing difficulty of available wait modes.
Menu will be redone for 0.04, but I still don't know what exactly Eromancer has in mind for it, so I can't comment on objective list or any other of its features.