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

A topic by FeelinImpish created 56 days ago Views: 1,735 Replies: 103
Viewing posts 21 to 36 of 36 · 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. 

I feel like that could create a balance issue with the bandit, her magic is so cheap that spamming acumen and healing magic cyclically could reduce the actual strategic aspect of the fights. Probably not a big deal though, the bigger question is how the hell SP transfer between encounters is supposed to work. its utterly beyond me.

Developer

In the starting area I could see that simplifying a few encounters. But it's also burning two actions for a single heal that probably won't be able to keep up with bigger hits instead of pumping out your own damage, so the trade off may or may not be worth it (especially as fights get more difficult). 

As for TP, I actually don't know how it's meant to transfer between battles. That's an Rpgmv thing I need to look more in to.

the thing about taking hits that you can barely survive is that if you heal you are essentially farming TP with minimal to no significant HP loss over the time frame while having biblical TP reserves that you can use to trash the encounter. It's a very specific relationship between one character and one merc but it will still be something I keep my eye on for the next build. speaking of, would that be in April?

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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!

So I just gotta know, between when you announced that work would resume and the update, how much of the content intended for the update was made before the hiatus and how much after. Because unless the upfront coding of things like combat, terrain assets, etc, represented a disproportionate amount of dev time to where level and sprite design would be a much smoother slope. a pace of an entire section per month is kind of ridiculous for one guy with a day job so I was wondering how "ground up" this update was and if it represented an update schedule. It's no skin off my back when I mean it'll be out when it's out but I like pestering devs on the backend stuff I'm like the orc who was arguing with Saruman about production output.

Developer

I think I had most of Marcy's route written up and mapped out, as well as the assets for the Bandit and all of the mountain enemies. Also had the Recall and "Death summon" mechanics just about set up. The sprites and art assets for the Summoners was also done before I took a break.

Pretty much everything else was made after I picked it pack up in early January, though. Maps/enemies/bosses for Vepar and Gremory, a few cutscenes, and the Merc system weren't finished until like the 28th or so.

goodness gracious this man just aint human. cheers to fat bitches and suds tho, thats the one thing we can both understand I guess, like I said never built a game but that just sounds impressive.

Developer

That first Game Jam with BFS9 taught me how to cram! But I usually wind up missing out on the play testing side when I do, so it's double-edged. 
Rpg Maker streamlines the process quite a bit, I don't know for sure how it compares to most other engines but I'm inclined to think it makes things a bit quicker and easier if you stay within the scope of its capabilities. One of the reasons development on Impious has been a bit difficult is because the base engine isn't designed to do things the way I want to do them, which means I need to find, purchase, and learn how to use specific plug ins to make things work. For example, only enemies can have static-image side-view battlers in the basic engine; player characters have to use specific sprite sheets, which would make it a lot more difficult to maintain a consistent aesthetic.

(+1)

bad time to keep throwing spitballs at you but I had this idea that a certain level in each campaign would have a hidden/out of the way side path that would blackscreen you to the shack of one of the other 2 NPCs that you didnt make a deal with per not playing that character. You'd find em with the door blown in and they'd be on deaths door and you could either sacrifice (or eat) them for a small permanent stat boost, or just listen to their last words in piece. Sumn like "I'll be damned, you do answer prayers, just your luck that someone beat you to the punch... blehhhh..."

Personally I'll be posted up like this turning Hek into goblingooly for +2 health on my 97 hp 3 ton shithouse

Developer(+1)

I may have some plans in mind for encounters along those line...

(+1)

is this A.I or hand drawn, looks pretty sick , If it is hand drawn

(+1)

100% human, you can see the watermark at the bottom. I get the confusion cuz its always on instagram haha

cool

are the merc part of the lore or they just there for the in game mechanics ? just curious.

Developer

Both! Althare is pretty dangerous, so having a mercenary network is vital for explorers and other factions that are interested in exploring it. Althare's a real wild west/free for all kind of area.

you played kurgers new demo yet?

Developer

Not quite yet, but I've got it downloaded!

Might as well just get it out there, I'm rarely a "human being" in my dreams, or at least I'm on a burst streak lately and it just averages out to a 50/50, anyways. I was davy jones in mine last night and I was walking through solid objects. Not the point, but I'm almost always butchering and eating goblins or some other not quite human creatures but when I'm about to take a bite the scene changes or it goes black until its just a pile of bones. Maybe I've been really insistent on feasting on gobbogool as a feature because I need some catharsis for not being able to ever properly eat those goblins. I don't know why I'm admitting any of this it's not like I can tell my friends or family. thanks for listening and cheers to gobbogool.

never seen a  more elegant way to ask for vore, until now 

no I really meant a butchered gourmet platter of goblin as a healing item 😭😭😭😭😭

(2 edits)

Wait , that would be hella awkward in marcy route tho as a item

ok but it'd be mad funny. plus goblins are typically portrayed as opportunistic cannibals.

Last dev question, will the girls have any palette changes per route? as in will gremory take on a more rosy pink tone on lust/ will anybody's eyes go literally "green with envy" as a giantess?

Developer

There will be a few, yeah. Their general color schemes will generally stay the same but certain sins will feature different colors

Just out of curiousity, how  pregnancy focused is this going to be? Like will they have progressing pregnancies during the playthrough or will there just be pregnancy at the end.

Developer

If you pick the Broodmother Sin class then they'll be pregnant throughout, and they'll grow larger as you reach certain goals.

how you holding up blud chud

Developer

Not good

yeah I just fucked up too, but I have hope for today

what always cheers me up after a hard day is some guava juice and a nice bowl of clam chowder. If I can find some slippers it’s fun to put them on and pretend to be an old English professor or something with the whole setup, I’m not a smoker but if I did a wooden pipe would really through it together. I can’t attest that things just “get better” but I can tell you that they get less lonely. Old friends have this funny tendency to pop back up in times like these. Cheers

Developer(+1)

Quick little update! I'm currently working on the character designs and class mechanics for the Wrath, Sloth, and Lust routes. I want to make sure that the Deal with a Devil build gives people a chance to goof around with the Big Three and (fucking finally) include some growth-kink elements, and to that end I want to make sure there are some decent incentives to muck about in the base. Probably add a training room, some more interactive items, etc.


Plan is for DWaD to end shortly after you select your Sin Archetype, and ideally serve as the final Demo version. Might try to make it playable in browser, too, we'll see! 
It's gonna take a while to get all that stuff sorted out, not sure what kind of release date we're looking at.

since gremory is the snarky one and vepar is a lot more subdued, I get some real red oni blue oni vibes (old literary shorthand) this stuff has got me picturing them wrestling in tigerprint...


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hey , out of curiosity , does the game takes place in medieval/Victorian era  , because most of your previous project took place in modern era  

Developer

Yep, Impious takes place in a medieval fantasy setting.

(+1)

ah yes, the era of ignorance, and where knights says "it just a flesh wound"

Developer(+2)

"'Tis but a scratch" type era

since we’re on the topic of inspirations, could you give me some more of the template animals you are using for designs just for some brain fodder. You don’t have to say anything about gameplay or function, I just wanna know what’s bouncing around in there.

Developer

I'm gonna be a bit wishy washy with some of them, likely only taking a trait or two from each. I'll probably throw some mythological influence in there too, like hydras, minotaurs, unicorns, etc.
But for Marchosias I'm looking at animals like boars, canids, and various reptiles. 
For Vepar I'm considering sharks, anglerfish, sea jellies, crabs, and eels. Also cephalopods in general.
Gremory's got spiders, a few birds, maybe a specific kind of bat or two. 

I was thinking that a wasp motif cold really fit Gremory if it’s used right. If mammals are a consideration for vepar, narwhals might be an interesting counterpart to the unicorn. Sticking with the aquatic theme, it for a poison heavy vepar route, have you considered her sitting on a large anemone for when movement becomes… challenging. With a few prominent tendrils in the design making her method of attack visually clear? 

Developer(+1)

I'm actually holding off on insect themes just in case I get around to uhhh something else.
But Vepar's poison-heavy route (Creeping Death) will give her a blue-ringed octopus aesthetic with barbed tendrils, so she'll maintain a clear method of attack. I like the anemone idea, though, I may use that for her base buildings or something! 

(+1)

Now, and correct me if I'm wrong, the final location in the demo where the first tier is obtained serves as the new hub for the two heroines in their onward adventures. Each tier of sin that is achieved brings the base more in line with the aesthetic of the heroine. As in more coral will grow from the walls, sea glass will tangle from larger jellyfish chandeliers, etc, as she grows. At the end, they make a somber walk back to the ruins of the starting hovel as the music swells where the building has all but collapsed apart from the fireplace, it ingites, and she dives in. 

Then Martin Scorsese himself walks out of Beleth's gate and hands you an Oscar.

Developer

That's more or less the plan! 

Martin might want to hold off until I make some kind of a crime thriller though, I've got one in the oven.

(+1)

Excited for the next update! I appreciate the ambition of writing three distinct paths, especially since I'm endeared to their messy circumstances (Vepar's my favorite so far). I also love the character designs for both the mundane and the sexy factor! Do you plan on having romance elements in the full game for all three characters? Trista at least needs a hug.

Developer(+1)

Ayy, thank ya! Glad to hear you're excited for the next update!
Writing the three different character routes has been a pretty fun challenge, I'm really enjoying writing their different reactions to things (Vepar is also my favorite lol)
I don't know for sure if I'll have romantic elements quite yet, honestly. But there is a high likelihood for hugs

will be able to cross sin paths , like major sloth but a minor lust perks  in it as well ? 

Developer

Mayyyybe in terms of minor perks, but not likely

I was just thinking, if the base is going to get more infernal as the game progresses, wouldn't it be grand if there were areas of the base that were locked by different weight requirements? As in if you're at stage 3 and you interact with a bookshelf you crash through it and discover a hidden study for gremory or like a duck pond (widda bit a gabogool) for vepar. Or after you beat Beleth and watch the credits you unlock free roam on the map and standing in the center of the base at max weight makes part of the floor cave in and you find an achievement room/ place to look at the bath scene for any size in your run. All just to say I get a real kick out of the thought of the girls arguing with their summoner that they aren't fat and that it's the most prized figure for any demoness then they trip and crash through a wall.

Developer(+3)

Look, I appreciate all the suggestions and hype my guy.

But I really need you to let me do my own thing, okay?

I forgot to thank you for getting me back into goblin slayer, just watched the movie and it was pretty good. see you next update. thanks for humoring me

he's absolutely right, I gotta be the change I wanna see in the world. Anybody know where the item icon files are stored? I'm gonna whip something up in MSpaint and change the icon for the health potion. Goblingool is my passion.

Developer

Impious -> www -> img -> system -> IconSet

awesome!

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