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This is absolutely adorable. I really look forward to seeing you develop the story more since you more or less have the mechanics already.


Difficulty curve can feel kinda off at times (namely in that up until Misty Crystal Cave its a breeze), but the game is pretty heavy about just how much you prepare and monhun kinda does the same thing for rank changes anyways so it could very well be intentional. I don't think stamina is ever an issue unless you fail to eat breakfast, only steps were very tight for the urgent quest.


It would be nice if there was more reason to use the other traversal terrains (mud/water) e.g. if that's how you accessed monster dens - and your character/partner could be say carried by another who can traverse those terrains so you didn't just get locked into their movement capability; but this isn't a big deal.


Team AI wise, it seems fine enough, but sometimes someone gets separated enough they just start running off lost and you either have to know how to cut them off, or hope that they can handle fights on their own that slow them down enough to catch back up with them. They can be a bit heavy on usage of attack boost/debuff effects, but I guess those can stack 5 times and there's also the Status Checker gene to make them smarter about it that I haven't been able to observe enough to see how much that changes things.


The only thing I really would encourage you to revisit however is failed mission consequences. Dropping tokies is fine since its on you to bank those, but losing equipment feels weirdly punishing (especially if you just time-out - not even get defeated) w/ no recourse currently. You might as well just save scum. If instead it generated a subquest (especially if say you could share that subquest with a friend and they get your equipment returned) or you could pay Bazel/Mailmon to retrieve items it would be probably more reasonable to continue over reloading.


Anyways, keep up the good work. ^^

(+1)

Thank you and thanks for playing! The Urgent Quest is very difficult compared to the rest- while it's intentionally very challenging, I know a lot of people find it unreasonably difficult, especially if you get unlucky with certain things. There's a Guidance I have prepared for the next patch to encourage people to use the mechanics I've provided in order to beat it- like exploring more and leveling other monsters in order to get genes and things like that >vv< (and also more warnings about step limit since it seems a lot of people disregarded the big ol' clock in the corner lol) I may adjust the difficulty itself too, but I do like the challenge of it currently and it will inevitably be easier when the level cap is raised to 30

There are planned to be quite a few terrain types.. I think you're saying you wish there was a way some monsters could help if you couldn't step over it but they could (or vice versa)? I don't plan on adding ways you can carry one another, at least right now >vv< There are genes (one already present: Mud Cancel) that give you the ability to go over some of this terrain, so I think that's the solution as we go forward in the game xvvx hope that's satisfying enough

The next patch has the teammates see you from slightly further away and tries to cut down on swimming/flying monsters drifting away from you... it's pretty tricky to get exactly right, but I've done my best to try to make it a little better since I saw a lot of people kept losing allies >vv< (especially if you use Charge or any other dashing attack, they really do not like that)... Them walking around aimlessly is totally an intentional mechanic though, it's encouragement not to leave them behind or bring a team that's way too big- but yeah, I am trying to make it a little easier lol (Side note, if they're not Independent, I recommend setting their Tactic to Stay Put so you can catch up to them >vv<)

Status attacks can be spammy depending on the monster and their skill pool- for allies you can disable skills in their skill menu. That said, status skills are very powerful and I recommend taking advantage of them... You can enable "Instant" on the "Multimon Delay" game setting to make them affect every monster in the room all at once instead of one at a time if that would make it feel better! I don't want to reduce the weight of status moves too much or else they will be way too rarely used >vv< Status Checker does stop them from using status moves that are capped, but 5 is a lot of uses, so it probably won't help with this- though it is really good for healing and status ailment moves like Glare for example

I'm surprised at the amount of people who don't like the failing consequences! I know they're harsh, but it's very similar (if not more lenient) than how some Mystery Dungeons do it >vv< Classic Difficulty reduces your losses by almost half, but I might go back to the drawing board and see about making it less on Standard too. I'll think about it and ask around for opinions. I know that Urgent probably got a lot of people to think that way. (Also, rescue player quests are planned for the next chapter yeah xvvx I do also want a way to recover lost items by yourself too)

Thanks for your take on it and I hope you enjoyed everything else I could offer!