Fun! Went through the trouble of downloading the .pck and recompiling the project myself so I could play as a standalone app. From the screenshots I was honestly expecting an RTS or something similar, but I wasn't disappointed to find that it's turn-based either.
Honestly, I don't really have anything to say about this one. It's obviously very basic and could easily be improved, but as a proof of concept it's pretty complete. I found boosting accuracy was pretty much pointless as the boost it provided was practically negligible compared to just dumping everything into movement or HP, because you usually need to get close enough to an enemy to shoot that they can shoot back in their turn; if it boosted range as well (or maybe even infect chance!) now that would be something worth considering. WASD/arrow keys camera controls would also be handy for aiming at an enemy offscreen, but if you really want players to guess instead I guess that's fair. (On that note, an attack range circle could also come in handy for playing it safe).
My very first mission was the Final Mission. I just threw all my starting guys in without levelling anyone up and went for it. I wasn't seriously planning to win but I managed to do so with all my guys alive, which was pretty funny. After that I settled into the (I believe, intended) gameplay loop of running easy missions over and over, getting my guys killed and levelling up a squad to get Ending 2.
Before I started levelling up I thought the level up points were per-character instead of shared. In favor of easing up the grind there's a bunch of ideas I think could work. You could do a mix of the current system, each mission giving you a few general-use points as well as per-character points for the guys who participated, or just have them level up a stat on their own so you can have more opportunity to experiment with more organic stat spreads. I'd also give more level up points for infecting someone as it's a lot easier and safer to just gang up on the enemies and shoot them to death if you're not looking for extra units, and being refunded a portion of points on a character's death could also make it easier to bounce back after losing someone you invested into a lot (though that would be more interesting if characters had more notable differences between each other and you couldn't just level up another guy into a carbon copy of the one you lost).
That's it I think. Good work! (btw, doubly awesome considering weight gain is one of my primary fetishes)
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Ooh what a girthy comment!
Oh damn, didn’t know you could do that, I’ll probably add downloads if I update though so people don’t have to go trough all that ahah.
Aaw yeah the shooting vs infect probably isn’t very balanced, added the infect later and didn’t really have time to playtest that much. Thinking accuracy should reduce the gun sway more as someone told the sway is a bit too much, but it increasing range sounds pretty good too. Might make it so that the shooting doesn’t focus on the current character to be able to shoot further, but not sure, I kinda like that you have to guess if the enemy isn’t on the screen. Leveling accuracy does already up the infect chance though! At least it should do so.
Ahah nice job! With my playtesting I pretty much always lost at least one guy even with fully leveled up characters.
Yeah I figured the level ups would be a bit confusing, might need some more UI work to make it clear they are shared points. Someone mentioned that the infect is much better than shooting so dunno about giving it more levels. But I was thinking of giving just flat one more level per kill since people have been saying it’s a bit too grindy and losing a character a bit too brutal. Giving back some of the levels on death sounds pretty good though, and easy to implement, I’d like to keep the permadeath. Different missions having different kind of enemy could help with the variance on your guys.
Thanks so much! And glad it hit home hehe. I enjoy weight gain too, especially when paired with feminization.
I decided to give it another test and it doesn't seem like accuracy affects infect chance at all. Unless you meant the increment that happens when you level up a stat, in which case it does, but I meant giving it its own infect chance boost separate from the one you get when levelling up in general.
Giving it another little playthrough I'd say infecting might be a little better than I previously thought, but only once you have a character fully or near fully levelled. Paired with high movement it opens up a handful of cool fun strats like walking up to an enemy, attempting infection, then using the remaining move to hide behind cover if it doesn't work, or putting yourself in a better position to shoot another enemy if it does. This could be really fun to experiment with if there were more challenges, but alas.
Also finally figured out that the stats of the new recruits are directly copied from the enemy they came from, which also explains why all new recruits have the exact same stats lol. Cool attention to detail having the guy in the ending 2 frame change color to match the generated unit too! I think that's about the most fun I can get out of this unless it turns out I missed something huge... or I could try to see if you can beat the final mission with just one guy. Maybe? Maybe not? Perhaps. Would probably need one of the orange dudes to do so.
Aaw yeah I meant the increment from the level up. Hmm that could work, make it like a general offensive boost.
Aaw yeah, personally with my testing I thought that HP/Speed build would be the go to. Enough speed to catch the enemy and if the infect fails you point blank them with the gun. But speed only sounds pretty fun honestly.
Hehee thanks, wasn’t sure if anyone would catch that the 2nd ending changes color. I think you’ve gotten all of the content down, thanks for giving it such a thorough play. Ahah, lemme know if you try and manage to beat the final mission with just one guy.
Well, I was planning on just calling it there, but since you were polite and I have nothing better to do I went back and gave it another go. Converted an orange guy, levelled him up 18/98/700, sent him alone and he took care of the job. It's a bit RNG-reliant since you do need to get lucky with your infects (only missed one out of five) but well within the realm of possibility, only needed to do 5 missions including the actual attempt. I went with a mix of mostly health with a bit of movement as a good cushion for getting fired at when approaching but on second thought I probably should've put it all on movement and tried my hit and run strategy to the fullest. Not really sure what to tell you other than you really milked me dry for feedback here lol, but at least the game's fun so I don't really mind going back and growing a few guys again.