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Wow - that's really in-depth! Thank you for posting, hopefully it'll be helpful for other people. I like that you included both constructive criticism and what you felt worked, it's extremely helpful for me as a dev~

To briefly touch on some of that;

-I would like to get action visual effects, but finding them at the right size and with enough variety for the huge number of abilities (will be close to 600 next update lol, with around 550 of them learnable) is an... uphill battle. My funds are pretty limited to even try to cover that right now, if I can afford it in the future I would like to improve there though.

-Yes, I'm finally at a point where I can get somewhat regular CGs, trying to get up to 2 a month. Current scenes will be updated Eventually(tm), new scenes will probably be a mix depending on how fast artists deliver.

In general, I'm glad to hear you enjoyed it, I'm getting close to the end of this update and then will be trying to progress story/character stuff at a higher pace in the future so ideally it'll stay enjoyable!

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Well I'm glad any part of all of that was helpful. Kinda just wanted to chat about the game at the time. Hard to sometimes, if they've got tiddies in them. 

I also had opinions about the 'relative stat' system used. But I feel that that's basically just backseat developing, which I don't want to seem like I'm doing, cause it's rude. Though I will state that it essentially means that the ideal build as I see it, is just to set 3 stats and forget it. Like the Characters seem to be doing. As even temporarily dipping into another stat, say to grab a trait, is basically just wasted points in the end, as every level devalues those points more and more

But I mean it is a pretty unique and creative system, as far as I'm aware. Probably just used to more traditional stat systems. It definitely encourages specialization. Which isn't a bad thing. Makes sense to punish people for trying to be good at everything at once. Also solves someone grinding forever early game and then going into the later game able to pass every skill check. Takes a bit of the joy out of leveling though. There's not a lot of consideration as to where I'm putting these points. I got 3 stats Possibly don't understand it really. I'm not really a 'build' person anyway. I just failed a skill check in a stat I was also investing in and got my feelings hurt :(

So y'know, what have you, maybe I just need to get stockholmed into appreciating it more.

And hey gonna backseat develop some more I guess, I think the combat would be greatly improved just by even temporarily including like, Four/five combat sounds/visuals. One for damage dealt. One for damage Taken. One for a buff. One for a debuff. One for a heal. No need to rush for anything unique.

Just something to make it readable at a glance what's going on. Floating number type things could also help, someone gets healed, you get a big number that's whatever color you deem means healing pop up above their head/name. So on. If you're trying to avoid things like that, understandable.

This probably isn't the place for this tbh, should join a discord or something instead of vomiting into a comment section. I just have Opinions. And oh, look its long again whoops.

Hey, I get that. It's fun chatting about games, and hard to find a good place for adult games outside of maybe their discords, occasionally one of their pages.

I don't mind feedback! The stats are kinda iffy, I think you're right for 1-2 stats (usually 1 offense and 1 defense), but the tertiary stat I've had a lot of success splitting up. 10 points for Vitality gives access to some very powerful traits, worth far more than 10 'wasted' stat points. You only really need something like 0.5 points a level in Insight for similar results, and weapon users can do well with 10 or maybe 20 focus.

Not sure how I'd fix it in a hypothetical game 2 - maybe lower scaling, more base damage, and slower leveling with bigger jumps from individual stats?

Combat visuals/sounds are absolutely planned, maybe icons, HOWEVER, my budget is... cheeks, and getting good ones will take time and money. Especially with how many weapons and spells there are lol. So I agree with you, just... don't expect too much anytime soon there.

Floating numbers is actually something I tried to do this update, but renpy seems to have some very strange bugs with multi-spawning self-hiding screens, they would appear fine but be impossible to hide. I'm sure it's possible, but I will have to experiment more in a future update to find a way to make it... less shitty.

And you can join the game's discord anytime, it's reasonably large and active, and I'm always happy to discuss the game or writing there! I just don't check itch as often, and writing longform like this can make it easy to miss a point.