Re: The Last Demonhunter - Remastered
Glad to see this game is getting a remake. I'm a big fan of the original, even though it was light on H-content. I'm downloading it right now, I'll provide feedback when I can.
The first installment kinda emberasses me now. I guess thats normal for your first .. everything. This, is the game I -wanted- to make originally. A merger of story and nawties.
Fixed on the next release on sat.
Huh, okay. My bad. Silly me
You made me check them out, find they added a new enemy, so .. no loss. ^^
Enemies not respawning is super nice, I like that losing a fight and ending up corrupted lets you keep playing, ....
Keep on playing after gameovers is like the biggest request. I know that people also want people to react to your corrupted state, but thats a looot of work to program in. I personally -loathe- respawning enemies, for one, it makes the game impossible to balance, from my perspective, for two, it interrupts the fun, with players having no input. I'd be hard pressed to find a game where random spawns work, even Undertale, which I like to put on a pedestal gamemaking/writing wise annoyed me with it.
I didn't lose any fights to slimes yet somehow the heroine ended up with slime traits (perhaps from their in-fight attacks? rather annoying if that is the case
That is weird. I'd have to take a look at your game file, but thats not normal. Perhaps a save/load went wrong?
(I realize now that you might have intended for the player to avoid most of the mobs, then come back and clear it out after the class change, should that be the case maybe make a big deal out of it when you enter for the first time, the heroine saying something like "I can't possibly fight all these guys, let's try to sneak through!").
You'll have to expand on the status effects. What precisely is an issue?
I've added a hint to that, good idea. I like being subtle about things, but you have a point. I need to be clearer about 'guys, perhaps not fight all thats in your way.'
As for the rest of your remarks silcer *chuckles* y u no like me *cutelooks* You say some things I wanted to say, but as I also said.. I wanna talk about the game, not argue. Not to say I'm bad at arguing. I do want to note that I like to call my game 'linear with exploration elements' Which is optional areas and storybits, but.. ultimately, yeah, I'm a fan of creating a story told for players.
Ah yes, it would be helpful to see how much damage poison does to the enemy too. That would be nice.
That would pop up every turn(engine based) and annoy other people in turn. its 10% of max hp iirc.
check out the demo
Nice Work.
this leaves the same taste in my mouth that Monster Girl series did.
it was a great game,
but the Wrap / Coil / Squeeze / Lock / Restrict / whatever the appropriatte term is...
those moves... during the fight never have an animation / illustration of any kind except plain text. and it would make the game extremely better for me.
but still nice game all around.
I consider this comparison a praise. As for animation/Illustration, I'ma say no, not because of money restrictions and artists for a change, but look at the other folks complaining about combat messages, now imagine you added in 'state X inflicted' pictures into the mix..
I just think that the rpg maker format, round based I hit you, you hit me, is not that great for showing CG in battle. Thats more fit for action RTS based games, pick your own Ryona flavoured poison here, imo. (And I do want to make one of those, one day.. ^^) aka, a game where you can shake out of things.. if you want.
This looks promising. And you are not forcing patreon upon the people to be able to play the game, ya have my support
*chuckles* I'm sure that, with the right model I'd make moar money that way but I don't WANT to. I want people to give me moneys cause they like the stuff I do. IMHO, patreon was never intended as a 'pledge XX$ to get my demo!' and I'm a bit saddened that it works so well that way for many.