Oh thanks for the detailed response. I'll tackle it Piece by Piece.Hello, background fan here. I've got a few bugs/personal reports to state:
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1: Running from an encounter increments the money variable (bits) incorrectly. It's most notable when performing "Run" from "Acier".
2: Performing a successful back attack or being back attacked and escaping the turn the message appears (as in, no damage given/taken), will increase the messages given to the next encounter. Multiple messages can be given, as well as messages incorrectly given to the correct battle state.
3: The player can run from "Acier".
4: It's impossible to remove an equipped "Mod".
6: For some reason, "Acier Assist" does not go on cooldown. This occurred when "Vert" and "Bleu assists" were on cooldown, and there were no combat triggers on the world map. A save/load was performed at the beginning of this bug report.-------------------------------------------------1: 1 skill per turn is shackling. There are many times when a player wants to use a "counter-skill", but needs to restore LP.
2: Items are overtuned. Items give too much tempo relative to skills and allow unintended strategies. Most notable is the item "Passion plus," which heals for the same amount as the skill "Psych up", and is not bound by the same restriction. This is also notable with the item "Scope," which allows the player to use the skill "Pressure" consequence free.
3: Victory Heal seems extremely sideboard, and was never used by this poster. It's only usable when the conditions are true: 1- Player cannot recover more Will with Psych Up, 2- Player is sure the enemy is defeated the turn it is used, 3- the player is completely sure they don't need any other skill.
4: The item menu side-game took too much focus of the menu. This poster started speeding through the item menu to avoid time spent waiting to exit the menu. This was most notable by the menu becoming unusable when the meter filled, and needing to wait for the meter to fill to exit. To be specific, it is awkward at the time immediately at a full meter to the time when the meter fills to half-full again, since this poster (I) thought, "If only I was quicker to leave, then I could have gone. Now I must wait." I do appreciate that the speed is increased when exiting, but it isn't enough. It's also distracting when first exploring the Shop menu.
4A: The side-game can be bypassed with a Save->Load command.
5: Being in the menu and preforming a "back keypress" returns control directly to world map, regardless of how deep(forward keypresses) in the menu one is. To put an example, being in the library and pressing "X" will eject control to the PC (Playable Character), and not to the menu.
6: The best way to describe combat is "Momentum-based". It's hard to come back from a losing position, since one needs to exchange pace for HP and LP, and cannot counteract. On the other hand, when a player is winning, they can spend pace to counter-act and keep pace up for the next counter. This is amplified by knowing the patterns.
For example, if I need to heal LP, but the enemy is attacking Stamina, I end this turn needing to heal Stamina and LP too. And next turn the enemy demands slower battle-speed. I only have 1 action, so I can't do all three things. Thus, because I needed to do two things now, I need to do three things in the future. But, if I don't need to heal, I can keep stamina up, and am ready to slow the speed as well. Because I only needed to do one thing now, I only need to do one thing later. It's hard to understand, so the poster(I) can help explain if inquired.
Items are the only pace reversing mechanism at this point.
7: Changing speed also changes arrows given. This can be exploited to exchange an unfavorable arrow map for another, or to find out patterns faster.
I really like your game. It has the sensation of intimate closeness, as the player gets to know the preferred strategy on an enemy, as well as their quirks. That sensation isn't in other games very often, so I applaud your game. Battles are slow when encountering as the player has no idea of the arrow patterns, or their preferred strategies. But future encounters take less time as the player becomes more familiar, and can exchange pace for points (damage to enemy willpower) more efficiently with the skill Pressure and lose less pace needing to counter and heal. Was this an intended experience? Regardless, it's an interesting dynamic. However, battle feel limiting because the player is allowed only one skill a turn, and they usually need it to do something in reaction to the enemy's action. It feels like the player is always fighting fires, and never creates opportunities for themselves. That is a personal opinion, though.
I hope that this concept is further explored, and that the project goes well. Good luck, UraMomo and TheUnsaid.
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Additionally, I like all of the NPCs. They're all cute. Even the PC, Igrenc is cute. UraMomo is doing good work. I'm a fan of the library as well.
I'm too worried about making the tutorials too long. I have to make them only say the essentials.Omg! I completely missed the assists! I thought it was a WIP, and didn't pay any further attention! I load my old game, and Acier's there!
So, I need to kick more (pretty) butts to unlock the RGBs now? Hell yeah!
Upon a new game, I didn't have to go on Easy, and I managed to evade all encounters, go straight to Acier, winning by a hair. Fun.
I've said that before, but I like the guideline your game follows. I wasn't too sure about the recent-ish tweaks, but after a 2nd look, they're fine.
Interface was considerably improved, no imbalanced skill, nor useless ones. Much tought and care was given, and it shows. Keep it up!
Well, the purple/white arrows might need a clearer explanation/tutorial, apparently (people don't read until they're stuck... Often, only after blaming the dev xD).
Something like:
- white arrows are fixed. They follow the white square pattern displayed in the Prepare tab.
- patterns reset every new game. Your notes are only useful for a single session.
- pink arrows are random. If they show ?, you can press whatever and skip to the next arrow ASAP.
- you can cancel back to the combat screen after you selected Prepare (and checked what pattern is up)
There's only 1 tutorial fight. Also patterns are unique to enemies not battles. I don't want to confuse the player.Regarding tutorials, the first tutorial fight should only have 1 pattern, and the second have two patterns to make it clear that the white arrows are always the same.
Making it more apparent that you are in a different pattern, e.g. by changing the background behind the arrows, would also help to make this game mechanic more apparent without the need of much text.
That's what the game currently does.I don't want to confuse the player.
...and for some reason,Bugs:
- You cannot run away anymore. If you succeed you re-enter the fight immediately
Ah yeah the you can't run away bug was mentioned a while back on discord. I haven't uploaded my fix for it because I'm not sure about making an update for one small fix. Rest assured it's fixed on my end.That's what the game currently does.
Bugs:
- You cannot run away anymore. If you succeed you re-enter the fight immediately
- I saved while being chased by two girls; after loading and aggroing them again, and then running far enough for them to give up duplicates them
edit:
Version I used was 0.51
Well... I wouldn't be as harsh as calling them pseudo-gamers....and for some reason, Alec gets the 'advantage'. This can be exploited - with a bit of luck when running away.
Most similar games use an MC invincibility (or enemy desactivation) period after a successful escape.
I'm personally fine with the tutorial as they are - most of a game's charm is having distinct mechanics, which are fun to understand. Makes you feel smart and rewarded when you do.
However, there's a growing number of "just here to fap" pseudo-gamers, these days. Not throwing stones at anybody, but they are a non-negligible part of the potential customers...
If mouse was supported, I'd suggest tooltips (post-its for dummies, and reminders about what the icons means).
Since it doesn't, maybe a button to display an help box? 'Press H to get help about the currently highlighted item'?
I understand - and agree - it's a bother, but it might help silencing the "How I play dis. Me cant read" horde. If that's possible at all xD
Doh. RGB and Steel were obvious, but I never realized Y...The protagonist's name is Igrec. It means Y in french.
I haven't replayed through just yet, just went through the intro with max attention:New Update.You must be registered to see the links
You should see the reviews on the game if the itch comments bother you XDI haven't replayed through just yet, just went through the intro with max attention:
I changed the controls once (notably, the 'select' button) and I can't change them again. Reboot fixes that.
I've been wanting to say for a while: these itch.io comments... How clueless can one get, really?I just noticed, but the 1st fight (tutorial) should be hard-coded as a regular battle. I got 'surprised' (backstab by rouge), and getting all ????? on the very first battle could be confusing to newcomers.
It also just occured to me: you could use font colors for tutorial clarity (like Library does, very well too). Current highlights are clear & efficient.
You're not very consistent between 'Igrec' or 'You'. It's best to stick to one in a given context. I'd say everything should be 'Igrec', except 'Library' which should be all 'you'. Not a big deal, really.
From here on I'll mark important points with #. I can 't promise I'll be consistent myself
Ordina: this girl #doesn't move (alt:doesn't look as aggressive as the others)
user is a biological lifeform with sufficient #privileges
This unit can provide various #contraptions that may prove useful in confrontations. (not all are medicines)
This unit requires a connection to display her interface. (very minor)
Ok, I get it/Ok, I agree. ('understand' repetition; or leave it alone and use suggestion below - probably better)
Please be aware, this unit requires ejaculation in order for the user to log out.
Library
Meters (more of suggestions than typos):
Stamina is used for skills. Igrec recovers some stamina for every diamond. More for each arrow he guessed right.
Lust: This will go up for every diamond. Even more, for each arrow guessed wrong. Resets after cumming.
Battle 2: 'worry' repetition. Trade one for 'watch out for' or 'be wary about'.
The action timer show how much time you have to #input your arrows.
Damage received #per diamond is lower at higher battle speeds (unless I really suck with overdrive speeds xD)
Defense: 'don't be discouraged if you cum' -> Every time you cum, you gain one heart. Overall damage is reduced for every heart.
Extra: The lower the speed the #fewer you'll get.
You use 'pattern within pattern' while the tutorial names the mechanics 'habits'. Both work, but it's best to stick to one. 'Pattern' fits the mecha theme better imo.
edith, 'Willpower' is named 'HP' in status. Should be 'WP'?
Good luck, I'll be looking forward a release date.
I also really like Ason's cum pet game. Their new title(Cursed Blacksmith) is also really up my alley.Hey, I really like the concept of your game. Unfortunately I can't get into it despite trying few times now. I really like quick time events with arrows, however they tend to get really insane, really fast.
That combined with randomness (some RNG is always good - don't get me wrong) makes the learning curve very high. I lovedYou must be registered to see the linkseven though it seems most people hated it because of hard QTE. Maybe I'm doing something wrong (I read tutorials in the game), but I seem to randomly get (the message just pops up after one round) negative passive effects which crank the QTE into impossible levels. (4 seconds for like 10 arrows and most of them are random too).
I don't want to this to sound negative, just my few thoughts. More BF games is always better than less after all
Keep up the good work! I'll probably try to play it again and some point. (and hopefully do better, lol)
Keep at the game, I found it impossible for like the first 30 minutes to an hour, then I just got it, and I could beat it with no issues. It is a STEEP learning curve, but once you get the premise, it makes for one of the best game play experiences I've had... I do think that something should be done to ease you into the game, as the beginner experience is pretty brutal, but honestly, some of the best games are like this. Think of this as the Dark Souls of BFRPGs without just being some crappy Dark Souls ripoff.Hey, I really like the concept of your game. Unfortunately I can't get into it despite trying few times now. I really like quick time events with arrows, however they tend to get really insane, really fast.
That combined with randomness (some RNG is always good - don't get me wrong) makes the learning curve very high. I lovedYou must be registered to see the linkseven though it seems most people hated it because of hard QTE. Maybe I'm doing something wrong (I read tutorials in the game), but I seem to randomly get (the message just pops up after one round) negative passive effects which crank the QTE into impossible levels. (4 seconds for like 10 arrows and most of them are random too).
I don't want to this to sound negative, just my few thoughts. More BF games is always better than less after all
Keep up the good work! I'll probably try to play it again and some point. (and hopefully do better, lol)
Awww thanks.Keep at the game, I found it impossible for like the first 30 minutes to an hour, then I just got it, and I could beat it with no issues. It is a STEEP learning curve, but once you get the premise, it makes for one of the best game play experiences I've had... I do think that something should be done to ease you into the game, as the beginner experience is pretty brutal, but honestly, some of the best games are like this. Think of this as the Dark Souls of BFRPGs without just being some crappy Dark Souls ripoff.