The new CG looks way better. plus it fits in with the black leather of the team's slave outfits. That isn't to say that the rope bondage CG wasn't good, but this one fits better.
havent tried the demo yet but this looks so good i might actually buy this i love the art looks really nice
Just done another run through, the nerfs have now made it so even the medic plants go down with just a starting level ren fire and emi double hit. gonna have to increase the number of enemies later on
Did you try buffing the non-healing plant to compensate?
My point earlier was only partly that the healing plant was too strong -
rather, the enemy with a healing skill should not also be the beefiest, its heal skill is annoying enough that it should have weakness to compensate.
Speaking in terms of typical RPG archetypes:
- Rogue has moderate HP and good damage, abilities focused on damage
- Tank has huge HP but crap damage, abilities focused on being annoying
- Mage has small HP and huge damage, should be killed/interrupted
- Healer has small HP and small damage, dangerous because he boosts lifetimes/damage of others
- Darkmage has moderate HP and crap damage, but devastating status effects
- Rat has both small HP and bad damage, but appears in large numbers
Balancing out strengths with weaknesses like this avoids an enemy that feels obviously superior in all ways, and in turn makes the game feel more balanced.
Generally, instinct of experienced players will be to nuke down the healers first,
and it'll be more satisfying if the game balance supports that.
Of course, you could specifically design an encounter against this,
where the player needs to do the opposite and isolate the healer, but that should be a rare, specific twist, IMHO...
*Resists urge to check spoiler*
This may be too early to ask but, how many quests approximately do you think will be in the final game? And how long would you say is the average quest?
it really is too early, as many as i can think of really...
and the quests are varied too, some would be short and involve hunting specific enemies that only come out when conditions are met, some are location based like the starting elkia forest one... i'm gonna try and avoid the kill x monster quests.
capture quests would also be fun to add when i've re-introduced the tie up mechanic
oh...and i also finished writing the scene that goes with the image in the spoiler, just the boss stuff to go now before next release
i would love to see some sort of event where you get captured by somebody and be there slave for a while or until you had a chance to escape most games do it where it ends too quickly lol
Ohh, shiny, new demo. Feedback time! (This was before your update 30min ago, will update if that fixes things)
Potentially game-breaking bugs first:- I can't get the capture scenes in the mine to trigger - getting teammates defeated takes them out of combat participation, but I can't find them anywhere. Getting defeated entirely plays the defeat scene for the main character, but still doesn't spawn anything - there's two obvious rooms to the left and right of the entrance, but they're always empty.
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- Possibly related, getting defeated by the mine boss puts you into a weird state where all party members including the main char are marked "defeated" so you get no action in battle, enemies just keep punching the main char, and battle never ends, even once you reach 0 HP/MP (presumably because both of these conditions don't trigger on already-defeated characters)the games supposed to end if you lose to the boss after the scene, do you mean it still doesn't end?, did you download the fix?
My usual laundry-list of improvement suggestions, balance nits, and minor bugs:- Thanks for the skip intro button!
No problem, that first scene gets annoying and i had to tweak it loads
- Potion lady is important for game balance, she should be introduced more obviously (perhaps an exclamation mark if you haven't talked to her, or have a cutscene where she automatically talks to the party the first time you see her)
In this case it's down to the player to explore. she is the first npc you can talk to when you move around
- Effects on the overworld map from the battle up north are too big, I expected there to be some gameplay I had to react to, but it was just shinies
I'll change it to single target animations
- Consider making two different potion types - "homemade potions" that get refilled by NPC, and regular potions found in chests/drops. Otherwise, opening a chest with a potion is a net negative unless you're about to fight a boss: It pushes back when you can refill potions and takes away a potion you could grab later on the way to a boss. since you can't exit the first dungeon the potions are there in case you didn't get the ones from the lady. i can beat the first boss without any being used though
- If you go south after the first battle, you run into a bunch of invisible things throwing exclamation balloons, sounds like the regular enemies got hidden/disabled but not completely.
fixed, changed the dead events to a parallel process that erases it
- The path to the city has a random testing airship (zoom, zoom!) and the two NPCs from the end of the last demo, which is a bit confusing, considering one of them says "this is the end of the demo for now"
I've just never used the airship in a game before so i figured i'd check what it's like, and I've just modified his text so he doesnt say its the end of the demo anymore (and directs you to the 2nd quest giver in the city) he still has the slave outfit thing and the patreon link though
- Different from (almost) all other overmap elements, the mine entrance doesn't have a shiny "I'm interactable!" light - this could be confusing, since players were able to go there before activating the quest, and may think it's still not interactable.
should i add a flag wall saying theres no reason to go there yet?
- Choosing to go straight out the forest lets you go to the mine with no on-the-way HP/MP restore after just having done a boss battle. Perhaps have the scripted clothing restore also heal HP/MP? There's a fairy right there...
there's also a fairy right inside the forest by the entrance, kiri is lower than the other two so fighting your way out of the forest is a good choice
- Slaver AoE should be a mass-grope that does MP damage, not HP damage - I lost way more to straight running out of HP than I got the no-more-MP scenes, the 450 HP damage spread across the team is a bit much. Should I make kiri's heal better?
- The demo ends after the second boss as you talk to quest-guy, right? I saw no "this is the end of the demo" message but also found nothing more to do. Yeah, I considered adding a basic hunt quest but i was a little exausted and wanted to show people what i've done to restore my HP
- The lust orb should really be called theYou must be registered to see the links. ...lol
Okay, the update unbreaks losing to the boss (since it's now a gameover) but I still can't get rescues in the mine to work.
Other misc things I forgot earlier:
- It seems there's a sign error with poison: Casting it in the boss encounter causes the boss to be healed by 700 every turn rather than damaged.
How very odd...poison worked fine when I used it...
EDIT FUCK... when i nerfed poison from -10% i accidentally made it a +
- The boss orbs say "There was no effect on defense orb" - perhaps the reason for that "fail" is that these orbs try to cast the effect on boss and themselves, and only the boss isn't immune to the resulting status effect?
This is due to the skills requiring a common event to make them use the skills on the boss herself... I can make the fail messages go away if i make them damage themselves or mp though
Re: boss: Indeed, that list was written before the fix, I just noticed the fix as I was posting it. The new version fixes the problem.
Re: kiri's heal: It does feel a bit weak, a once-every-3-turn ability that heals for maybe half a potion. Then again, it is free.
Perhaps make it a double-edged sword by making it heal much more (say, 700ish, or 50% MHP, or something) but also do 25 MP damage to the targeted character... Maybe make it usable out-of-combat with the same effects.
Since MP is somewhat more difficult to restore, that should help alleviate HP exhaustion a bit, without giving players a "make not dying" button they can just press over and over to keep going.
Party pickup: Ahh, that works. I ended up walking through the dungeon and getting all the way down to the lever, and figured "I can't just go through the entire level escaping every battle, I must have missed the pickup somewhere"...
It's a little out of the way, especially because (unless I missed it) there's no way to get from the left-hand side of the basement to the right, so you need to go up and around, meaning you end up running through way too much until you get a capable party again.
Also, something that out-of-the-way needs some more obvious hint ("I think it's coming from the right" like in the plant level?), but I still think it's too far to get there, unless there's a jump ability on those railroads that I missed...