lazycat
Lurker
- Joined
- Feb 27, 2009
- Messages
- 4,200
- Reputation score
- 674
You must be registered to see the links
You must be registered to see the links

Just want to give a heads up that the author have made a trial, and is having some private test playing atm, if all goes well he think in 2 weeks he can submit the trial somewhere.
As for the game itself.
It's going to be Fire Emblem style SRPG where:
The main character is a war genius princess that due to certain cause was imprisoned.
Then while waiting for execution, the cabinet minister Jakomo, who have borrowed a demon's power and manipulates a group of mountain bandits,
appeared.
In exchange for getting Charlotte out of there, she'll have to make a contract with the demon and have Charlotte lead his army to usurp the throne.
But Charlotte also have an idea, to use the holy sword that's handed down in the royal family to break the demon's power.
Until that point she'll play along.
So, because of that, you're playing as a good guy on the bad guy's side.
It'll basically be you going around capturing other girls (11 total, 4 scenes each to them) and rape them.
Then while waiting for execution, the cabinet minister Jakomo, who have borrowed a demon's power and manipulates a group of mountain bandits,
appeared.
In exchange for getting Charlotte out of there, she'll have to make a contract with the demon and have Charlotte lead his army to usurp the throne.
But Charlotte also have an idea, to use the holy sword that's handed down in the royal family to break the demon's power.
Until that point she'll play along.
So, because of that, you're playing as a good guy on the bad guy's side.
It'll basically be you going around capturing other girls (11 total, 4 scenes each to them) and rape them.
Squad based turn-based tactics RPG with mechanics similar to Fire Emblem. Key differences being that most weapons have infinite uses (or replenish on start of new map), and CGs are given upon finishing a level. Permadeath is not a mechanic and there is no randomness in combat that the player needs to account for.
So on the start every scenario, you have your squad scenario screen (exception is first two levels level), you can equip them with whatever weapons they can carry (all weapons have infinite uses so there's not much reason to give them more than one sword) and accessories that can aid them in battle. You can swap your characters position and later levels. Their particular role can be discerned by the weapon they use.
Melee users fights people in melee and generally win because the have better stats.
Ranged users beat everyone at range but lose in melee combat (it doesn't matter if they're Calvary or flying calvary)
Lord is the same any other character (she's melee) but if she gets killed it ends the scenario and requires a restart
Some characters can also either carry a healing wand which they can use to heal others or themselves (self healing is done by leaving the unit idle).
All characters gain EXP for any action they take that is not moving or interacting with an object (i.e visiting a town, opening a gate etc.)
Type of unit also affects its movement and evasion.
Infantry can move anywhere they want but are slower when moving through forests.
Calvary can move open terrain better than infantry but are even slower when moving through forests. When doing non-combat actions calvary can move again to use the remainder of their movement.
Flying calvary can move anywhere but are extra weak to ranged units and tend to rely on evasion.
Lord characters
As for unique mechanics for this game:
1. The weapon triangle isn't really being used. Sword beat axes, Axes beat lances and lances beat swords isn't really in play here. It seems the game is much simpler than thought as characters have an attack and defence/evasion stat and that's all that really seems to matter. The game is stupid easy. Just attack attack and attack (and maybe heal).
2. Restarting a scenario due to failure lets you keep all stats and level ups gained.
3. Lord provides a yellow aura that boosts defence and evasion of all allies in it.
4. Characters who are attacked will suffer morale reduction (flashing face) that causes their attack and evasion stats to drop. This effect stacks and gets worse the more the unit is repeatedly attacked in a turn. Morale returns to normal at the beginning of the next turn.
5. Scenario set up screen occasionally allows you to choose to have a girl gangbanged.
6. Weapons never break and damage values don't vary (unless you count an attacking missing as damage variance)
You can see some of the character introduction/sample image of the system on the blog above.
Last edited by a moderator: