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Always interesting to see more of these transformation games crop up since AI generation become more consistant. Although I would give it more credit if it was made by an actual artist, I can understand there's  likely a considerable amount of alternative character art planned.

Gameplay wise, it's a bit static but I can see that figuring out attack and defence block placements certainly gives it potential. I figured there could be some interesting gameplay with using block against overpowered enemy attacks, but once I crafted a Split that I could use every 'x-0.05' seconds, I more or less steamrolled everything.

2 notable bugs I noticed through my playthrough (0.1.6.1.) 

 -Messing with the speed at the end of defeating an enemy can allow you to defeat them twice, giving you two defeat dialogs and loot windows.

-Sometimes, there's a red '22122' square that will spawn that will crash the game if you click it. I've only noticed it appear on 4x speed so it usuallycatches me offguard.

 I'll be interested to see how much you plan in regards to expanding on the story and progression or even just more options with ally characters.

Thanks for the comment.

> Always interesting to see more of these transformation games crop up since AI generation become more consistant. Although I would give it more credit if it was made by an actual artist, I can understand there's  likely a considerable amount of alternative character art planned.

Sadly, commissioning an artist would literally drain me of any money, as for main characters alone, with 4 transformations and 10 images each, it's 40 Tabula + 40 Cait 80 images.

I know that people are extremely skeptical in terms of AI images. For such indie games, it's a good option as long as you put some effort into making them look good. Otherwise, the game would need to be text only, and that kind of takes away the charm.

I always try to fix my generated images in GIMP to look as consistent as possible. Did I succeed in that? It's up to players to say.

>Gameplay wise, it's a bit static but I can see that figuring out attack and defence block placements certainly gives it potential. I figured there could be some interesting gameplay with using block against overpowered enemy attacks, but once I crafted a Split that I could use every 'x-0.05' seconds, I more or less steamrolled everything.

I expected that game to be unreasonably unbalanced at first release. To be honest, I wasn't even sure if people would like combat in such a style, as you would mostly see typical JRPG/RPG Maker combat or Card game combat in such games.

In the end, I was pleasantly surprised that people, in fact, are interested in this type of combat.

I'm trying my best now to rebalance everything for 0.2, so players won't stomp everything so fast. Also, don't get me wrong, I'm okay with people finding out broken combos, but not that early on.

It's great help for me when people point out what was truly game breaking for them. I got a lot of comments about balance issues and answers to them on Discord, so I will try to balance with these in mind.

For bugs, thanks for the report.

I was sure that I fixed the "I cannot stop winning!" bug, but I will have to look at speed then.

For 22122 this is the first time someone has reported that. I will try to recreate that, but with the amount of info I got, it probably will be hard.