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"Deal With A Devil" Build! (Feedback, comments, concerns, discussions, etc.!) Sticky

A topic by FeelinImpish created 9 days ago Views: 570 Replies: 50
Viewing posts 21 to 23 of 23 · Previous page · First page
(1 edit) (+1)

personal opinion, but i feel like gremory's "occult acumen " should be made to be able to target other allies , as there is not much tactical about her kit ( she basically a glass cannon needing a ally help her heal ( iconoblast) and cutpurse to reduce incoming damage ) tbh vepar kit genuinely requires more strategy use, due to  her debuffs and mp skill compare to gremory's  kit 

Developer(+1)

Not a bad idea

Developer

Alrighty folks, updated the combat a bit. Occultic Acumen can now target any party member, and Selene's healing has been drastically reduced. Lemme know if this makes the fight more manageable. 

(+1)

Its beyond me to pointlessly extend the dev cycle, but I was thinking that it would be really nice to have a spot next to the mercenary hiring brazier where interacting with it would show you a vista of nature with the zone objective in the background. like with gremory if there was a spot right outside the door where you could see the treetops and the ruined castle poking above the top. Or with Vepar where you could see the orange sun hanging low over the hazy bog fog with the coven camp tucked in the coastline. I know background art is annoying but a sense of scale and buildup before you go there that you can just revisit and take in before your next attempt would make me really happy. If I can beleaguer the point, what if after that Herzog penguin-esque imp jumps in the lava you could take its place and see a sickly dull sun with worms darting in and out its corona like solar flares as its sickly sores ooze lava and larvae into the ocean basin like fuckin dark souls 3. No obligation to do this but every level im going to mentally implant scenery viewing spots in against your will.

Developer

I actually really like that idea, but I think the biggest potential hazard to that is the game's file size. I have a lot of planned art assets and I'm worried about hitting the file size limit for itch lol. I might slip some views and vistas in there though, it'd help break up the "default rpg maker" look for sure.

"Herzog penquin-esque imp" fuckin' lmaooo

on the topic of files, when the next update come out, do you want us to move the save folder into the new download or is the local network gonna transfer the data.

Developer

I'd definitely recommend moving your save folders between updates. That said there is a small chance that I start using different plug-ins, and in that case the saves won't transfer correctly. I'll be sure to let folks know if I do that though. 

I guess my second question would be that on that same line of thinking is if the file size is too big would you split the downloads then have people assemble the files in their personal drives or is that too much to ask of us

another thing, instead of cramming fat and vore into gluttony, it would save dev time and make way more sense if you just made vore the greed thing, it makes sense too and it gives both people a route for their specific interest with actual dedicated skill trees that reinforce the play style.

Developer(+1)

For the files, if the size gets too large I'll probably get a MEGA account and host the download there or something. The more steps involved in the deployment process, the more likely I am to fuck something up lol

I'm pretty set on the themes for Sloth, Wrath, Lust, and Gluttony so I'll be sticking with what I've got. Some vore might bleed over into Greed, though, we'll see!

Viewing posts 21 to 23 of 23 · Previous page · First page