For people wondering.
The best way to beat friend would be 3 Defy, and to try to gain max tp and use 1 tri attack when at max hp, then to have 50 tp left and to get to 100 before using tri again so u have a 50 tp backup if the enxt attack gets u low, as the heal heals u 180 making it pretty op to live
Also selene the exposition didnt work for me on the web version, and there i have ZERO idea of what the code could be due to lack of hints...
tho my only big complaint is having to redo the whole find exit thing if u die to friend, and the fact that u have zero idea where to go in the maze due to the lack od indecators (even putting like an object, or an arrow that is ownly vissible when in the light would be perfect (also sometimes the soul goes below kris's model for some reason? so kris is just walking on the soul LOL
Also that i feel healing might need a bit of a nerf maybe to 120-130 due to the fact 180 can heal u to max from as low as 120
Viewing post in CH6 DEVICE_FRIEND encounter (Normal route) comments
I will look into the exposition and SOUL layering issue
Neither happened to me in testing, so more information around the circumstances of the issues would be helpful for trying to reproduce them for testing.
and I can absolutely nerf the healing! I would be happy to in fact.
for the maze thing, I'm considering making a difficulty/options thing in the main menu, where you can enable/disable the "disconnect" thing, and guide arrows before starting?
not gonna lie tho i think it would be cool if on the way to the (cat house? house? dog house?) that there are like items, wether it be a paper, or something as simple as a slightly crooked tile to push u in the right dirrection of where u started (said things could only be viewable when in the players light bubble) giving an actual purpose to hightening the visibility of your bubble (as ngl i keep brute forcing it to try and beat the maze)
And to be honest id like to see a hard mode which maybe increases the healing to 50% tp also (maybe some increased damages too) as from what ive seen is that most attacks have a simple to follow pattern (like sans) where when u beat it once you learn the best patterns to beat him, cause as ive noticed i stopped getting hit from 60% of friends attacks after i kill-i mean "killed" him as i doubt he is dead. but anyways like i was saying, and tbh i feel the maze could be darker for a hard mode? or darker in general due to the fact its pretty easy to know where to go (as the darkness is more of a style imo rather then an actual gimick, the only actual gimick of darkness being the connection (like maybe having attacks fade in as they get close to the Center?
ALSO TO MENTION A BUG I NOTICE
You can see the health bars 0 + red part below the actual health bar (in battle), said bar is also fully visible when ending the battle just to tell u
(sorry if i yapp alot its kinda my whole thing)
I'm... not able to replicate the exposition issue, the SOUL layering issue, or the healthbar issue.
due to limitations of the system I'm using I don't know if I can do the "object visible only inside the light" thing.
I can make something on a lower layer, so it's darker outside the light, but unfortunately I only have square/rectangular clipping boxes to work with, not circular ones, as helpful as that would've been for a LOT of things involving light with this fangame.
I can definitely have easy/normal/hard variations for how severe the darkness is, as well has have an option for attacks to have X damage multiplier.
EDIT
I think I might've figured out the exposition thing, did you happen to play my VS susie weird route fight and die over 100 times?
if so, I had a leftover thing in exposition that checked how many times you died, with a 'deaths' variable connected to the cloud.
this one also has a 'deaths' variable connected to the cloud, since the variables share a name, and both connect to the cloud, maybe they're being conflated?
(dying to in the VS Susie weird route fangame caused the exposition dialogue to change at certain thresholds, eventually just stopping at 100, I just- forgot to take that out, in later games since the Noelle/Ralsei one didn't have a death counter)