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Thanks for playing! I'm glad to hear you say that!

I have no plans to include additional content in this piece, but I do plan to release a sequel to the series.

I also plan to produce a simple mini-game as well!

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It is true that for special enemies that can only be fought once, it would have been nice to include something like being able to fight them again. As for the change in status after a boss fight, I'd like to include that in the next one, if it's based on the same system!

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I just unlocked the true ending so I know what I get for it, so that fixes my issue to that problem I posted without starting a new game, so my personal criticisms fall flat now and I'm satisfied, so I deleted the post before I saw your reply. 

Do you plan for the monster forms to play more relevance in the next game such as interacting with characters in the next game in the different forms or unlock skills by leveling in those separate forms kind of making the monster form a separate class instead of a status? 

Do you maybe plan in later games to make means of transforming the character without combat, such as using an item, or interacting with something in the world? 

Sorry about all these questions and constant edits, I am worried if I'm saying too much. I've beaten the game and I'm now really interested in this series and can't wait to see more!

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No problem! Glad to hear different opinions.

Even if we will be able to see everything after seeing the True END in the earlier opinion, I thought it would be a little problematic that the player will not know about it until the game is cleared.

I think it would be better to add a word about that at the start of the game next time.

Or maybe allow the battle to take place on the spot once again.

As for the next "Darkness Kingdom 2", it is still in the conception stage, so maybe it will change, but as you said, I think it would be more interesting to add more elements in monster form.

It would be nice to build events specific to each race.

Like branching routes or class changes to strongly push the transformation.

Also, in this work, I decided to use only combat as a means of character transformation, but I am also thinking of changing with items or with map events.

(A bit of a spoiler, but for example, the spell tool that we flirted with the existence of in this work, or the items developed by the four sisters...)

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been watching this waiting, a thought on refighting special enemys... i have seen some games have a bounus room that is usualy post game that has a bunch of npcs that represent an enemy with a prompt that asks if you want to fight [enemy name], could that be useful? if your worried about useless key items clogging the players inventory, why not turn them in for prize redemption like pachinko... or make a duplicate verson of the monster that is called that drops no exp or items.

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Yes, it is. I'm thinking of making a room next time where you can rematch enemies after clearing the game and see their illustrations!

I'm also thinking of setting up key items so that you can't get more than one.