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I understand game is still in alpha so not still feature complete which might nudge and destroy balance of mechanics, but certain mechanics just do not click or too bothersome to use like items(unless autoequip make your incarnations multiclass I guess and use items to solve contradictions. But sounds more bothersome long run than just train new incarnation.) There some items worth using though because they allow you to cheat whole game early enough before you have your set of workers.


Less chaotic class distinction I like in this game so it is easier to satisfy at least core requirements unlike no haven(which is navigational hell for new players to understand what to look for). But also low amount of classes means it is easier to form one team for everything and it be perfect. So your game is special and I feel needs some rethinking how it would work. And what is redundant and what is good. 


Some long term goals I Feel would be good.

(If items was source of unique tags would be better work.) Special trainings require to be active certain traits but required for assignments, so you use equipment to substitute those to keep training active during assignments (and solve contradictions). Certain racial traits/knowledges/items (already some of it present)Would make some races better.

Some noose on most powerful traits so you would not get to use them too often too easily. So you can still do everything(if it is desired) but it is not from get go: "here are 3 main pillars now go craft perfect team as long as you can support upkeep." Something you gain as game progresses, something you work early with but little by little regain that power do changes as you develop or find teachers. (maybe research mechanic or some assignments that trains new things for your classes unlocking and sometimes requiring todo quite unique and hard assignments that might have consequences on success or failure to break teams and having to come to those assignments with some creativity)


 No haven had some classes that could add traits extremely rare requiring risky assignments which were hard to do even with strong high level characters with good trait intersection reliably or just be super lucky, and they were already quite rare.

P.S. Oh no wonder image sets did not work I had wrong syntax. It seems I can use character exports for this from templates, would need to edit syntax a bit.

Starting with tf capable characters - There's an option to not start with them and instead have a random set of characters, the default is just so transformations are accessible early.

Realm Shaper - It's primarily used for expanding the realm, which gives you more empty land (building slots). It's also needed for a couple of missions.

Essence Warper - There's actually a lot locked behind essence warper and the Ritual Ground upgrades (fusion and most species changes amongst them); it isn't useful for regular tfs but there's a lot that need it (it might actually be overloaded).

Monster girl races - Yeah, they're a bit thin; they were content additions for a while but need some more features. I have some interesting ideas for robots (and some variants off robots) for later but it's something that generally needs improving (when I get to it, my list is huge haha).

I've made a couple of notes based on the other stuff you've mentioned, thanks for all the feedback :)

mhm essense warper is pretty good balanced shape. It does not feels overpowered. You can get a lot with them. But fusions usually do not really something feels necessary considering you can edit stuff. But essense ripping and and species change require a random item. Which is kinda overshadowed with body exchange. Can take interesting essense character and just put into any captured body of race. I guess a bit slower because need retrain new body. But considering how hard to find race change items it feels good trade off.


I just feel all those transformation classes you get just makes a lot of rewards uninteresting. Like you can get those incarnations and souls... why bother unless you need some race you just can get at river of souls. So it becomes kinda redundant to hunt anywhere else for souls. (even if they have unique traits.) Maybe for knowledge if certain realms and assignments more likely give you some different knowledge, like builders and architectors, or warriors. But even then.


Same goes for energy and matter. Ok it is good to have few assignments here and there. Fairy tail realms having fate income assignments... now I felt it would be a theme and it is cool. You go to all places where miracles fated to happen, and kinda twist fate in your favor. Thought there would be more of that sort. Especially quite few assignments revolve around literally ruining fate of the realm.


Speaking of realm shaper soul power here is little idea. Dynamic  realms including your own. Could be something simple as set of tags that might happen depending on what assignments you do in realm. Realm shaper allows to fix things back, or shift realm assignment probabilities in favor if you spawn task with them.


Up to shifting certain balance and adding some assignments based on one or another but again might be too hard to come up with fun assignments for this.

But so many fun things, what happens if you do happen to bring demon candy curse on river of souls. Or heaven vs hell balance. Or conspire with scientists and bring certain "relics" to other real maybe fairy tale real to make them seal those and add few assignments as they go over zealously to seal forbidden knowledge that ruins their realm.But again that one sounds too big  goals to do. But even something simple as changing odds maybe assignment or two may appear. Or some assignments become more or less rewarding or souls/incarnations gain certain traits now coming from certain assignments.

I'm unsure whether it will help with the things you find off balance, but I do plan to do a balance pass eventually (just in a while after there's a lot more content).

Dynamic stuff I've played with (monster girl caves specifically); it didn't work out well and hasn't proved popular so I'll probably not do anything in that vein for a while.

Deeply messing with realms on the regular (either altering them deeply or ruining them) are both a bit beyond the level of power the player has. The 'mess with by x' ideas are interesting, but they're the kind of thing that's easy to fall into a one off - it's a broad concept I might do something like at some point, but it'll probably be something like a repeatable exploit or a third party wants you to do it and has reason to want you to repeatedly.

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Oh do not worry just giving my feedback for something that feels essential design. But it is good for now you ignore most of balance, while at alpha. Would be not worth if new mechanic might change everything. Change how some items work and suddenly blacksmith becomes different. Or some other mechanic change, might make bimbomancer/himbomancer or corruptor and such much  stronger or having own niche compared to main classes. But I still feel they overshadow, so I pointed about it now because it might make balancing them later hard because what they are now.


Also it is more like you do things that change balance of things. So you send realm shaper who knows what laws of realms you broke by your own intervention or how to intervene to alter  realm in correct way. (you do not shape in way that change them fundamentally. Like one person can't change everything in such big system without desire of such system, but it might be knowledgable enough to know what needs to be changed to change it) If you know what I mean.


Mess around with fairy tale realm enough and all heroes that get caught by Villains due to their fate suddenly become less powerful for some Villain start strong enough to turn things darker if not forever for quite a while.  Not something integral but something shading realm in other way. Give heroes questionable way to beat Villain like some curse which spreads, and you maybe have not realm of those harem people, but there is a problem. You need to work with realm to make it possible. But it is in big way from development. 


What I wanted to proose in short, is shifting a bit what assigments might happen or what rewards might have. But again it is your vision what is large or small and what power you have over realms. And if not other realms your realm done and happen maybe something like special curses in your realm which thematically funny(not fun for your incarnations or souls maybe) but maybe useful for you as owner or other things. It might be not curses, but mechanic is the same as current realm curses.

Anyway thanks for fun times should stop don't think farther discussion would give you anything useful from me but if I would find something would write in new post.