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Adventure of Changes Prototype

A SFW turned based rpg with a heavy focus on transformation. · By Furandre

Feedback (Demo) Sticky

A topic by Furandre created Mar 11, 2023 Views: 7,172 Replies: 423
Viewing posts 61 to 80 of 80 · Previous page · First page
(+1)

I think that this only appear in new game + but when i got the shrine maiden outfit Nana sprite change to the kitsune one but i still am in human form it doesn't affect battle sprite

Developer (1 edit)

Thanks for the find!
And no, I took a look at it and it actually apears in normal game as well, saw that I set the face sprite change when aqurring it, probaly by accident.
Removed it now.
It should return to normal after using transformation or fast travel.

I will fix that visual bug as well in the new version.

(+1)

just to say that the skill sword support hero strike still give double strike at the place of double attack i don't know if it normal or you just forget to change it

Developer (1 edit)

Just have forgotten to change it, thanks for the reminder!

Edit: Now I definitely changed it.
Will be in the next update!

(+1)

I hope one of the insect TFs mentioned in the collection grimorie is Bee. cuz I enjoy bees, and how they have hiveminds and stuff. bees are also just quite neat. idk if you already have it planned, or not, but I just wanted to say that. I wonder what other insect TFs there would be tho...Moth could be one, mosquito could work and would be nice since there isn't too much representation of that in TFs, Spiders are a common choice, but technically they aren't insects, they're arachnids, but that doesn't matter too much.

Developer(+1)

I agree, bees are quite nice.
I haven't completely planned all tf's out that I want to use but I already settled on two insect ones that would be definitely in a full version. Based on reception and if people enjoy the game I might add more.

And yeah I also would categorise spiders in the insect category as well in the game. I did wanted to include one but never was satisfied with the artwork I made for it so I at least scrapped it for now. Insects are not my strong suit when it comes to drawing unfortunately.

(+1)

cool, good to know, I'm looking forward to the game! Also I like your pfp too! it's quite cute and nice looking!

Developer(+1)

Glad to hear that, will do my best to make the game as good as possible! And thanks, it was the first original character I ever drawn^^

(+1)

i think the skill squirrel sign bouncy strike give hostility up at the place of hostility down

Developer

You're right!
I must have gotten it mixed up.
Fixed this now as well, thanks^^

(+1)

i have done some research for the problem with skills and it seem that you could get more than 2000 but only if you manually change the json file that contain the table with the skill i don't really know how it work i just wanted to help so for more information here the link of the forum where i find the information

https://forums.rpgmakerweb.com/index.php?threads/increasing-database-limits-pote...

if it don't work i not sure if each level of a skill is a seperate skill in the database if yes maybe just reduce the level max to some skill to 20 or 15 so it save some place but i don't know how it really work sorry to not be able to help more

Developer (1 edit)

Thanks a lot for the help. I did some reseach as well, tinkering with the json file is most likley agains the terms of service so i decided not to try around with that.

Nope if that would the case i would have cut the level system and would been good to go. Still I appreciate the help!

The solution i came up with is reorganizing the entire skill base and optimizing it a lot better and tight. I didnt do that before since i had no idea that limit existed or else i had planned with that in mind.

I already started testing around and it seems like it will fit, it is just a lot of work, since i need to manually fix each skill position and then play through the entire game again to see if everything works like it should.

I also needed to give each enemy less support skills to make more space but i at least can say that everything should fit once I am done, including space for all future tf forms and party members^^

Its just a very boring and long work but its not the end of the game luckely!

only one thing so far, and its more of a quality of life thing. in the beginning could you just put a little warning that death is permanent? because i played the first time thinking there would be a respawn mechanic, and so lost alot of progress on a death 

(+1)

Most games don't have a respawn mechanic. Even in the genre, most games don't. The big exception is corruption where at least no immediate loss happens. The game warns even about bad ends before they start. Also, the game never claims to have a respawn mechanic.

Which begs the question: Where did you get the idea, that there is a respawn mechanic?

Developer

I do agree with what Seris already said, I wouldn't take it for granted that an rpg has a respawn mechanic except the game says it has one.

But I certainly can add an extra text in the battle tutorial that mention that death is permanent and there is no respawn!
And I am sorry to hear about your lost progress, hope it wasn't too much!

(1 edit)

i just wanted to know if think about update some of Nana form sprite in fight because i think that two of them could use one.

Slime form because compare to all the slime that you fight and lima it seem out of place because it transparent and that all the other slime aren't.

Kitsune form because since you upgrade Serina and Shira got a resprite so now it look a little out of place when compare to these two and also maybe it is me but how the sprite in battle is for this form make me think that Nana is a little to excited to use this form in battle

(It just a suggestion that i wanted to say since you start upgrading some sprite of ennemies and party member)

Developer (1 edit)

If i see the need to update or change some I do it, like I already have for quite a few. It's just not that high on my priority list since it takes a long time to redo or even make new drawings. And all that are currently in the game are at least looking decently enough imo. If I find the time to spare I definitely will rework things that need it.

I just made it transparent since i thought it would make the form more diffrenciated from Lima's design. I definitely could make her slime form not transparant for a test in the next version and you can tell me what you think^^

Yeah I can see that point. Drawing a new artwork for every form with my current skills would be nice and lookked a lot better and in line, i would say but I definitely wont do that. It sadly would just be way too much work and I already dont have much free time. But I certainly could make the artwork for her kitsune form less suggestive.

It comes from the fact that all of these drawings werent made with the intention to use them in a game at first. They are all old drawings from one or two years ago. I made new artworks for party members since they there even older and they are important to the story and looked to plain for my taste.

(1 edit) (+1)

don't worry i understand that art is something that take time and that can't be rush it was just a little something that i wanted to say since kitsune form is a little to sugestive and since the is suppose to be sfw it just wanted to point out but don't worry it ok if the art are not updated

Developer (1 edit)

No worries, I appreciate the feedback^^

Don't hesitate to mention if you see anything else!

I will see to adjust forms designs a little bit in the next version for a test.

Developer (1 edit)

I finished changing and adjusting both artworks a little bit.
What do you think of these changes?

(+1)

i really like slime form in pink it a really good match and kitsune form is much better than before

Developer (1 edit)

Great to hear.
This updated artworrks will then be in the next version^^

Thanks for the feedback again!

(+1)

so i got a little bored and decide to use a cheat to see what was not in the game right now and im impress with what is not avaible right now i hope that some of the thing stay like the corruption level in the demonlord castle i think it would be fun to have it and also how to obtain aquatic creature would be a good way to obtain it just change how you get the item

Developer (1 edit)

Naughty xD

Yeah it's planned to stay and is planned to vastly affect the ending and final transformation of the game.

The tf event for the aquatic tf was actually just used as a prove of concept to test some slightly different writing style for the tf, it isnt planed to be obtained there, just a debug map for testing.

(+1)

i know but it fun just see what the game hide from the player i was also able to see debug map that are just fun to see

Developer (1 edit)

Can relate to that. Seeing and exploring unused content is always fun! As well as getting a look behind the scences and trying to figure out for what the unused stuff would had been used or planned^^

(+1)

i continue seching for unused content and i found two more form for kitsune that i could active and also some light and corrupted item for kitsune are those where suppose to be use in the final dungeon when you were fighting the final boss basse on how corruption you got 

Developer

Yeah these are planned for that but I hadent finished programming them yet since they would only be relevant for the end game content so there was no rush in working and finishing them.

(1 edit) (+1)

i am still exploring the data and found little thing that i don't know was they do in the switches there is Rabbit demon tf and i also see that you have keep the male switches i don't know if you will use them later but it fun seeing that they are still in the game even when they do nothing. i also found a waypoint for fast travel out of bound in the demon lord zone near the endless dungeon

Developer

I just have a bad habit of naming switches really stupid, I thin that switch was only used for the rabbit fight in the burrows if I am nort misremebering.
Yeah I think I already made the fast travel point to the final dungeon but it went unused in the demo.

(2 edits) (+1)

The new quest where you need to find the smartphone, camera and bag don't remove the item when you finish the questg and also squirrel sing fluffy embrace don't seem to give the only 3 of the 5 and sometime 4 of 5 debuff but give 2 time attack down 3 time accuracy down and 2 another debuff that im not sure what is this one. There also 2 iron blade in the weapon shop

Developer (1 edit)

Oh you're right, thanks for noticing, will fix that.
As well  as removed the duplicated item from the shop.
Most skills have a chance to also inflict higher levels of the debuffs like atk down (lv2) for exsample but are chance based and not garanteed. But I missed to add the ultimate atk debuff, fixed that now as well.

Thanks for finding them^^

(+1)

i also find that when you do the wolf story and you are talking with the fairy there is another one that spawn at another place

Developer

I see. But it dosent break the game, right? I will fix that later as well.

Thanks for noticing!

(+1)

also wolf support licking wounds don't reduce the cooldown of attack skill when use at night

Developer

Good to know!

Thanks!

(+1)

I just find that kitsune form now don't regain sp when you start a battle so i am always at 0 so i can't use magic spell

Developer

Oh yeah, I see it now too.
Will soon put  update out to fix that!
Thanks^^

(3 edits) (+1)

just wanted to know how to get the last mystical flame that i am mising also share my final total of mysteria coin and mystical flame to show my final total and there more than what we should have. Also the abandon lab have 6 mystical flame at the place of 5. There also the castle where you get the second world fragment and the desert city where magnetic earth radar won't show the total of flame and coin of the zone it just say nothing important here.

Also mouse sing payback for looking down on me just hit 1 time at the place of 2

Developer (2 edits)

If you mean how to reach it: There is a hole in the same area that leads there.
Thanks for the information I will adjust the counter in the labatory!

Flames and Coins that are located in places that have no information when using the magnetic earth radar are considered "secret" flames/coins and won't normally be added to the counter like regular ones.
I have no idea how I did miss so many flames but for now I will just adjust the number to fit what you found.

Thanks a lot for the data^^

Also good to know will look into that as well!

(1 edit) (+1)

there also the ore pack that stay in the inventory after you finish his quest. Also it would be better if in the smartphone menu it would be a good idea to be able to use the app store outside of the begining town because after you get fox form you the app just say no signal to the rest of the game

Developer

Thats good to know thanks!

Actually you can use the app store after the beginning of the game, anytime you want, how to do it is however a bit more tricky.

(+1)

maybe you could add something that say how to activate it because i don't have any clue how to activate it 

Developer (1 edit)

Nah its planned to be more obscure. Also in the full game i do plan of adding a quest that makes the app store work anywhere, just not planned for the demo.

Spoiler:

It should be able to be used again when doing an alterante ending where you can move around freely in the starting town. But i think i maybe have disabled the menu there so I need to ckeck out if it still works.

(1 edit)

i just want to know if you still had the download of all the old version of the game because it would be just to have them to download just to see how the game has progress from the prototype to now. It just that i like to see how a game has develop from the start to finish

(+1)

I've uploaded the two oldest builds I have here: https://drive.google.com/drive/folders/13Ms3NEgBt063ls4w559bQAq2L5B_QY68?usp=sha...

(+1)

thank for the download it was fun to see how the game change from the start to now

(+1)

i would have an idea for later in development it would be to have some costume that you can buy or find for some of the tf form i don't know if you would want to do that because i know that it not in your priority to draw new sprite for the form that are already in the game. It would just be something that would be fun to have like how salamander have the ritual clothe but you could choose how Nana would look between the different costume for each form.

Developer (1 edit)

It certainly is a nice idea and I are a fan of costumes in games as long as they fit^^

But as you said thats a lot of extra work so it defitiely would be something to add at the very end. Maybe I do it if enough people are interessted in the game by the time it's much closer to completion and the game has some support allowing me to focus on such extra stuff.

(1 edit) (+1)

While this wasn't exactly a Phantasmagoria-like experience like the first time I played my favourite TF games, I'll have to admit I grew a little attached to the overarching plot of this game. Well, that, and furry games don't usually appeal to me - but I'll attribute that to the degenerate furry games. This one's art direction is the only thing that gives me pause, which, again, I'll attribute to the degenerates.
I'm definitely looking forward to a full release.

There are a few things I want to draw attention to though. Bear in mind, nearly everything I don't bring up is good, or enjoyable even.

- The Mouse form does not care which difficulty you're playing on. If you play your cards right, every battle, especially boss battles, are equally difficult across all game difficulties (There is no difficulty). Personally, I feel it is too easy to rid yourself of the tiny mouse debuff. The mouse has all the tools it needs to get there. A guaranteed dodge and combining blind and accuracy down with evade up for a few turns. Moreso when transforming into Mouse, you shave off one turn from the warmup skill.  All this culminates into Big Punches, which will let you stack a ridiculous amount of stun on any enemy, especially with the Mouse accessory (I have yet to find one immune to stun).
This had me gravitate away from other forms which had none or little access to monster incapacitation. That being said, Kitsune was fun. Sad there wasn't really any highest tier earth or wind spells. Water Danmaku did a good job as a catch-all twincast spell though.

- The dialogue felt... well I'm not sure how to describe it. I couldn't enjoy much character from each character. I think this was most apparent in the earlier parts of the game, which I'd expect has outdated writing. On the other hand I can't recall if the feel of the dialogue ever improved since I mainly focused on the beats of the story over the characters driving it forward.
Rewriting it all is an insane task though, and while I want it, I can't in good conscience ask for this.

- The hints for each new form spoiled which form the hint was for
This... is a me thing. To me it's like having your present labelled with its contents. I was able to enjoy the hints by blurring my vision when opening the chests and covering the parts that would spoil when reading them.

- It feels somewhat weird to me that the dialogue portrait of Nana's human form doesn't match the cute sprite in battles.

- A lot of the roads are absolutely ginormous. Which wouldn't bother me as much if there was a lot of traffic, which- right! The phantasmal war! These roads look absolutely pristine as if they've been regularly maintained over the past 500 years, which doesn't exactly seem plausible what with all the monsters about - but I digress, majorly.
My point is I think you've done a decent job at filling the maps with stuff, but there's still a lot of empty nothing you're trotting through. Bless the players that grabbed the speed boots early and god help those who bought them late.

- I savescummed to make the goddess tell me all about the hero and his party. There has to be some consequence to your choice of dialogue here, otherwise the "I'll only answer one question" feels like a pointlessly anti-fun feature.

- It was not immediately apparent where your property bought was located. This was a major roadblock for me, and what really felt bad was when I bought the teleport crystal for it to find I couldn't teleport there because I hadn't visited the map yet. Some amount of additional clarity hand-holding on where your first home is located would probably do good.

- Quite a few interactables that dispense items don't have twinkles, leading me to try and interact with every possible container, be it empty or not. I feel this is a lot of time wasted not playing the actual game. A fun idea might be to give a form (early game) a passive/active field ability to give all interactables that do dispense an item twinkles. Tying a TP cost to the ability would again dissuade players from using it though, and pigeonhole many into playing the scavenger minigame instead.
Scavenger. There's an idea. Raccoon.

- Ranks for the guild.
It was stressful not knowing when the guild would allow me to take on more requests. The reputation numeric sure was there, but I could not truly understand what the numeric meant.

- Cat lady request came too early.
It is impossible to do anything related to the northern part of town until you've got slime unless I missed something.
______________________________________________________________________________
But with all that said I think this is probably one of the best TF games (free) that I've played. I really hope this project gets finished!

Developer (2 edits)

I am happy to hear that you had fun with it^^

And it seems you played through it very thoroughly as well! Also I absolutely can understand that, pretty much all furry or tf focused games are pretty degenerate or at least very nsfw which I am also not a big fan of. I do think tf games have potential to be much more than just some degenerate stuff!

-Since mouse forms play style is pretty luck based I never was sure if it was too overpowered but thanks for the feedback. I will decrease the accuracy of the accuracy down debuffs and give more enemys a stun ressitance and some immunity like bosses. And then see how it will play then. And if needed make more changes.
At least none for the demo, I do plan to add them in for those two magic types as well.

-Yeah I definitely get what you mean, I think. A lot of the dialogue is more short and tight and strongly focus to advance the plot and not give the characters much time to show more of their personality. At least I think that is the problem. Unfortunately I am not good at putting the ideas I have for dialogue in nice sounding sentences. And english isn't my native language which probably doesn't help. Writing isn't my strongsuit but I defintiely try to improve on it.
Rewriting the dialogue isn't a difficult task, time wise at least compared to making other stuff and I do revisited some dialogues in the past and changed them to flow better.
If you have any tips what could be changed to improve it i love to hear suggestions^^

-Yeah I can absolutely see that reason. I tried as best to not spoil anything since I also don't like spoilers but I didn't even thought about that. Thanks for telling me. I will changed the names to make them not spoil anything!

-It's a leftover since Nana original had another battle sprite that I scraped and redrawn into the current one. Making facial expressions for each sprite takes long so i just left the original face sets instead of redoing them as well. Might changes that later as well.

-Yeah I made them this  big on purpose so I can later fill them with more stuff for future tf's field abilities so  they do appear a little bit empty right now in the demo. But that is a thing that should fix itself over time once more quest and tf's are in the game
Also that actually is a pretty good point never thougth of that xD
I will change the road as well.

-Yeah you are absolutely right and I would love too but I didn't manage to come up with a way to prevent that yet. It's hard to do something about savescumming since it is pretty impossible for the game to tell if a player reloaded a safe.
Also nice job on finding the secret area!

-That also is a very good point. I think I already have an idea to fix that. Once the player bought it, he get shown a picture of the location, giving them a clue where the location is and how does it looks.

-Actually there is already a feature programmed in that does exactly what you described. I just haven't included it in the demo since I still was thinking where and how I want to put it in. But I defintiely plan on adding such a feature. I am just not sure about the details on how to make it. I also was thinking if I want to tie it to a tf form but wasn't sure. Maybe it will be a buyable/reward key item that is just permanently active once you got it.

-I do like the idea of a rank system but there would be not an easy way to display a players rank in the main menu so I went with numbers instead. But I could add a text messages that gets shown once new guild quests are available. This is very possible but might b a bit immersion breaking maybe, don't know?

Nope you didn't missed anything. I planed for another way to access the nothern part of town but it isn't in the demo. I think it can't hurt to put the quest a bit back to make it unlock later.

Glad to hear that you enjoyed your time with it and thanks for the kind words^^
And also thanks a lot for the detailed feedback, this definritely helps a lot in making it even better in the future!

(+1)

A-
I just remembered a point I forgot to bring up!
I was thinking about the biggest victim of the varying balance for each form (Looking at you, Mouse), which while very cute, my Squirrel form was only level 3 when I challenged its demon.

The demon bosses - These kind of ultimate fights were, to my playthrough, not a culmination of what Nana had learned on how to fight with each form, but a showcase that all the party members needed from Nana were that she used her unique skill to make the demon susceptible to their attacks for only and precisely 5 turns.
I was rocking Lima and Serina because they're the cute members.
Back on topic - Because the reward is further 'mastery' of the form you're locked into using for the fight, I would've liked for the fights to focus on the player having mastered their play with each form. My simplest suggestion to achieve this would be to make them solo fights, however that can be explained story-wise.

Kitsune has no demon in the demo, right?

Developer

I understand what you mean. It's true that the demon bosses arent tailored specific for the form they need to be fought with. That is something I will keep in mind and change. Thanks for pointing it out.

It certainly would be possbile to make them solo fight.

Yes that is right, kitsune form has no demon to fight in the demo.

(1 edit) (+1)

"I do like the idea of a rank system but there would be not an easy way to display a players rank in the main menu so I went with numbers instead. But I could add a text messages that gets shown once new guild quests are available. This is very possible but might b a bit immersion breaking maybe, don't know?"

Maybe there some device that connects adventurers with the guild, even allowing to check for quests in the middle of nowhere?

Developer

That is an pretty nice idea, thanks^^

I will add some extra dialogue when registering at the guild.

(1 edit) (+1)

Here is 2 thing that i found that should be change or rework

1.Cat form the special bar of fortune can't really be use that much because of how ultimate work because if they are normal ennemies they will die fast so you don't have time to set up the bar and if it a boss the ultimate bar reset so you can use ultimate to gain fortune.(i know that there is potion that restore some of the ultimate bar but i don't want to spam item)

2.Some healing spell are to op or don't make make any sense here a exemple Nana with human form and the hunter class has Bow support Friendly fire that heal for 75% of any ally that is in battle and grant them dodge all while luka has recovery elven healing circle that heal 30% of all allies hp and grant Armored ++ and lost it turn. it logic for luka to lost it turn because it heal every one and grant them a good defense buff but the other heal 75% and make the person that got heal dodge all attack. Also if you use only Nana it like a full heal most of the time because of how much it heal. (It just an exemple some healing spell are correct to not end your turn and some are healing too much or give too good buff for not end a turn)

Developer

1. The form certainly is more useful in longer or boss fight. The special tf equipment for the cat form does make it a litle bit more accessible. I already have an idea to make it more accecible so I will see to change it!

2. You're right it is a little bit op. I have set it down to 45% and also let it end the turn. And then see how that feels. If you noticed more, you are welcome to share them!

And as always tahnks for the feeback^^

I've really enjoyed the demo so far. I am curious though, in the final release are we going to get bad endings for the tf forms that don't currently have them?

Developer

Thanks, glad to hear that you had fun with it^^

At the moment I haven't decided on that. I certainly would like to include more bad endings but in the end I am absolutely not skilled at writing, even more so when it comes to tf's. So I leave that open and decide based on feedback if it makes sense to include more or not. So I unfortunate can't give a definitive answer at the moment.

Standpoint now : Properly some more but not for all tf's.

On a diffrent note I was thinking of maybe doing a few bad endings based on animals/creatures that will not have tf form in the full game. But I can't make any promises on that.

Also happy new year!

(1 edit) (+1)

there is a bug with the full support when it activate with full activate it use the skill that are with a couldown when the fight start it also use healing spell.

A exemple would be Rabbit support lustful thinking that can't be use until 2 turn has pass it will be use when entering the fight

Also Dagger support private square give double strike but as we know from old version is bug and sometime didn't do the second attack

Developer (1 edit)

Oh, must be an oversight since some skill gained a warm up time later.
Fix that as well.

Oh you're right, seems like I missed that one. Thanks for noticing.
I changed it to give the following now:
Grant caster "First Strike", "Fivefold Attack" and "Guaranteed Hit".

Also one thing I found is that the progress display in the dojo is broken. I already fixed it. Just that you know if you see it.

(+1)

First off, Phantasmagoria. It was a ride.
Whilst I overall really liked the game there were quite a few things that broke balancing quite a lot. 

First off, some of the quests to acquire new forms were quite hard, probably due to chosen difficulty, however:
You start on lvl 1 for each form you acquire. This is not the issue.
The Problem is that, at least on hard (I haven't tested on others), you can only really defeat groups of 1 enemy at a time.
2 is a really hard time if you're prepared and 3 is nearly impossible.
This made defeating the bosses for that transformation quite difficult for some forms.
The ones I had the most problems with were:
    The wolf boss and survival challenge (Through you can simply run away during the survival challenge but might as well fight when you can easily heal)
    And the Manticore level (The robots are a tough fight even if they are alone. I'm sure I got one-cycled by them more than once)
A possible fix would be reducing the chance for multiple enemies to appear during Form-Acquisition.
You could also look at the sewer-quest, which was quite alright, even through the boss took a few tries.

On the other hand there are some attack combos that made it trivial to steamroll most enemy groups in human form:
   Acquire Mouse and Salamander
   Learn "Grazeful Vulpine Movement"(Fox) (damage all), "High Alert"(Fox)(evade all),
                 "Can't catch me!"(mouse)(evade all)
                 "Draconic Strike"(probalby bugged, I think it casts a hit all attack as well)(salamander)
                 "Dragon Vein"(salamander) (attack up)
    Cast "Dragon Vein", "High Alert", "Draconic Strike" and weapon damage skill of your choice
Most enemies will be dead or close to it by now.
You still have "Can't catch me!", "Grazeful Vulpine Movement" and probably a high damage single target spell to finish off most encounters on hard without even taking a single point of damage.
In the worst case Scenario you can then transform into fox and get another round without damage and another hit-all attack. 

Salamander can easily be acquired by engaging an enemy in the desert, casting "Spiritual Boarder"(doesn't use turn) and\or "climax" (skips enemy turn if I recall correctly), then running away.
Once I acquired the form the fights were quite easy (as mentioned above I played on hard, I think they were balanced quite alright if you don't compare them to the PAIN of the other encounters [I am looking at you manticore]).
Overall this makes getting a rather good form (at least in my opinion) easier than it was likely intended to be.
Sadly I don't think there is much one could do to prevent this. Maybe making one walk a little bit slower so you can't keep your HP topped up as easily on lower levels (since it takes you longer to reach them) or adding something that makes desert exploration harder until a perquisite like another form or item are acquired

"Phantasm Barrier" can also easily be abused against enemies that hit only once (since you can just spam "Herbs", which are quite abundant, until a good healing option like "climax" is off cool-down.  Early game this isn't a problem since "Herbs" are still somewhat limited, but later you have more than enough of them.
A fix you could try is setting the activation threshold to 15% of maxHp or something. (Still plenty against strong hits, but you can't keep blocking attacks whilst waiting for your skills to go off cool-down)

Finally the fights to upgrade the forms were way easier than acquiring them, partially due to having a full team with you.

All in all a fun game I enjoined quite a lot (through getting one-hitted on hard all the time was somewhat frustrating). I quite enjoyed the endings in the demo (I've found Fox, Kitsune, Rabbit, Mouse and Golden retriever, through Fox took me way too long considering I found Kitsune quite quickly and way earlier).
The artwork was decent as well, so I am quite looking forward to the next version.
I am currently playing through the game again (for some reason on hard, again, through I am planning on doing a normal run afterwards to see how well that is balanced [hard usually isn't the main focus of balancing after all]) and would be happy to give some more insights into my experiences if I find something else noteworthy. I'm also happy to answer further questions about the feeling of certain encounter (like mimics without signs. They're tough on hard) or other topics related to the experience.
Best of luck with further development efforts.

Developer (2 edits)

First of all thanks for the detailed feedback, it's very appreciated!
And I am pleased to hear that you had fun with it^^
Balacing is one of the hardest parts to get it just right so it's very helpful.

On hard all enemies have new skills and a 10% boost to all their normal stats, 10% higher Hit Rate,  5% Critical Rate, 25% more HP and can use ultimates.
The chances for bigger encounters are lower so it could be that you partly just had bad rng luck.
The chance to encounter 2 foes are around 60% and 3 foes are around 40% in most areas where a transformation takes place.
I will decreases the chances by around another 10% to 20% and see how that turns out.
I would also really like the Idea you have proposed.

Sadly as far as I am aware the rpg maker is pretty limit in this setings, you can only set the chances and encounters for each map but can't do things like changing the encounter rates after certain events or so.

Since Manticore has life recovery through some skills I made them a bit toughter.
You would say to reduce their attack power a little bit?
I saw that I forgot to lock some skills on the Roboter to certain difficulties, Now they use only 2 skills on easy 3 skills on normal and all on hard.
This dosen't changes anything on hard but makes them easier to deal with on the other difficulties.

Mouse already got strongly nerfed and the effect of blindness reduced, getting less dodge rate up and enemies have a higher stun resistance while bosses being immune to stun. This changes aren't just in the demo.

Using "Draconic Strike" with 5 stacks of "Ignition" makes it becomes an all enemy hitter.
I thought I mentioned it in the description, if it dosen't show I will need to take a look at the skills description.
Thanks that is also good to know.
I will weaking the skills that can be learned for human form to make them only around half as effective as their original counterpart.
I changed Cimax to come with a 3 turn warm up and only 25% hp heal for the human form and a 2 turn warm up for rabbit form, so it shouldn't be that easy to abuse anymore.

I certainly could just increase the damage tick that is inflicted every few secounds in the desert as well.
How much damage is recieved also strongly depends on the type of clothes the main character wears.

Yeah you are right "Phantasm Barrier" is pretty usefull since at least on easy and normal most enemy skills have one hit skills but on hard enies also have more multi hitting skills.

You refering to the normal herbs that heal 75HP?
Or the Rare Herbs that heal 100%?
They can certainly be nerfed.
Normal herbs for exsample could inflict Def Down or Healing Effects Down or even "Can't Heal" so that healing next turn is not possible.

This unfortunately isn't in the demo as well but I already complete revemp those as well.
Each of those encouner is now tailored with unique skills and stats fitting for the form it's fighting.
I was thinking of maybe removing team mates for those battles, if they still too easy after those changes I certainly could do that as well.

Yeah on hard this still easily can happen with some bad rgn or too big stat difference.
I balanced the difficulty around normal since most players told me they played on easy or normal.
Also happy to hear that you enjoyed them, I am absolutely not a writer so I would say the writing is sadly the weakest point of the game.
And you found all, even kitsune which was the only one not mentioned at all!
Interessting that you found that before fox.
I would love to hear more feedback if you should have any!
Yeah since mimics are filled with a lot of rare lot (If rgn is with you) they are supposed to be on the tougher/unfairer side.
Did you read the sign before trying to open the fake treasure chest?
I assume most people would just open the chest first.

Yeah I have a few questions i you don't mind.
Did you encounter any Gold Slimes?
Which form did you enjoyed the most to use?
Were there some areas/quests where you didn't really understood what you needed to do?
Did you encounter any bugs or glitches?
I assume the Robot was the hardest/most annoying enemy if you had to choose one?
Did you found the secret shop in town that lets you change your playstyle?
And if you have any ideas or suggestions to improve either gameplay story or anything else also let me know!

And also thanks, I adjust a lot of the things you mentioned!

(+1)


First off, you indeed mentioned "Draconic Strike" being able to hit multiple enemies.
I was talking about the inherited version,  which does state that it hits 1 enemy.

Second, I was indeed talking about the 75hp herbs.

Also I indeed read the sign first telling me it wasn't an ordinary chest.  Through I went back and fought them as soon as Serina joined the team for a short while.

As for your other  questions:
>Did you encounter any Gold Slimes?
     There are gold Slimes?

>Were there some areas/quests where you didn't really understood what you needed to do?
    Not that I could mention, although this might be due to me having played games where navigating the objectives was way more callenging

>I assume the Robot was the hardest/most annoying enemy if you had to choose one?
Indeed, through mostly due to bad luck with often getting larger groups.
Also I just obliterated most groups out of form-aquisation-quests by using the same combo, so I can't really judge them.
However I can certainly share my experiences after finishing my next play-through

> Did you found the secret shop in town that lets you change your playstyle?
I did, however I can't remember where I got the card from, nor did I use it.

>Did you encounter any bugs or glitches?
'sadly' I didn't, I will however keep an eye open.

>Which form did you enjoyed the most to use?
Salamander. I also enjoyed Manticore quite a lot (through mostly because I like the concept of it in the lore)
Following are my impressions of the forms currently in the game:
I really enjoyed the salamander form.
   The abilities were fun to use and felt useful and stayed relevant even throughout later stages of my play-through.
I also quite enjoyed the mouse play style.
The concept of the cat transformation was also nice, through I didn't really get to utilise the kit since, despite playing on hard, most fights didn't really last that long (normal encounters 1-2  turns)
I also saw a lot of potential in the squirrel, through I didn't really use it since I could just inherit the skills I wanted to use.
The Golden Retriever I didn't use at all since it took me way to long to find the item (I was in the correct room quite often but didn't realise I could interact with the object to get it until the hint told me there was something hidden in that room) and when I unlocked the transformation it already was quite obsolete for me.
The fox form stayed relevant for me mostly for the "High Alert" action and solid stack actions
I really wanted to like the slime-tf but just couldn't find a use for it (besides the field ability)
I did like the concept of the manticore. The attacks felt solid and the lifesteal was a nice ability.
    However I was a little bit sad I wasn't able to get a bad end by continuing the tests on day 2.
I honestly can't say much about the rabbit since I didn't use it that much.  The quest was alright but it just moved to the background for me.
As for the Kitsune I cant say anything either since it was the last transformation anyway, so I didn't really use it before ng+. The shortening of the tf-ability cooldown was nice through.
I also didn't get much use out of the wolf since I didn't use the sleep function until I had a quest that required it to be night (through that is entirely my fault)
I also haven't gotten around to try the aquatic one and will probably wait for the mission to be added before I do.

As for improvements I'd suggest mentioning that one can craft potions in the magic-store once one talks with the store-owner for the first time. It took me way to long to figure that out on (I think about 20h of playtime)  (that's mostly on me through, in hindsight the red exclamation mark is rather obvious)

I will certainly  keep my eyes open for anything noteworthy whilst playing.
I'd be happy to write another reply if I find anything else of note.
If any other questions arise feel free to reply, I'd be glad to be of assistance.

Developer (1 edit)

Oh you were talking about that version. You are right that ones discription is a little bit off. I adjusted that now as well and also nerfed all inherted skills a little bit and changed "Dodge All" to "Dodge Rate Up" for the inherted versions. They are all now somewhat weaker, thanks for the feedback on those. So human form shouldnt be too overpowered now.

I will change that one to inflict Cant Heal for 1 turn on the character that uses it. This should nerf it a good amount. Will test that out and see how it goes.

I see. So you didnt got jumpscared by them.

Yes, together with Fuwa's they are the rarest enemy currently in the demo. Gold slimes gives tons of exp and materials but mainly only can be found at night with field ability of the wolf form that makes rare enemies spawning at night. They also have a very low chance to spawn in the sewers i think as well.

Thats gkood to hear. A lot of people had problems finding the bough forest home so it seems you had no problem with it. Did you use the hint system for other things besides the golden retriever?

I see, now that combo should be nerfed and not possible anymore. I also sligthly reduced the robots atk stat by a few points. And reduced the chance to encounter groups in some tf areas.

The key is hidden in the eastern part of town, just was curious if you managed to find it. I have hidden some things very obscure that are not needed to beat the demo and also have no hints on how to find.

Thats good to hear. I beaten that demo so many times that there shouldt hopefully be many big or game breaking bugs left. Besides spelling mistakes.


Yeah i also got that feedback for the cat form before. It has not much time to shine. Maybe adding somestronger enemy variants with more hp. Yeah bad endings are missing for most forms. I didnt knew if people would be interessted in them so i only included 5. I certainly would like to include more if there is interessed in them. If you have some ideas to maybe make slime form better or more interssting to play, i gladly take suggestions! Also yeah aquatic tf story and areas are what i am currently working on, which will be focusing on underwater exploration.

You mean adding a sentence telling you about crafting when talking to her? I certainly can do that! It certainly dosent hurt to add a hint! Also 20h is quite some time! 

Oh yeah that reminds me, did you use the half or full support feature?

Thanks a lot for the feedback^^

Also if i have missed to response to something just say.

(+1)

I also used the hints for the Kitsune-tf (likely easier to find when there is a reason to go exploring after meeting the elf. Maybe have him dispel a force-field in a main-story event as a hint)
and the cat-tf (as I mentioned I didn't really sleep so this would've been hard to find, my fault through)
As you might be able to imagine I explored the map quite thoroughly in my 20+ hours. (I think i spent around 29 hour on the first play-through, more considering the game doesn't count reloads to that time) so I found a lot of the areas easily enough.

Since you mentioned the forest home, I actually went right to it after getting the key. I found the door during the tutorial and figured that'd be the only place to use a key in the forest.

As for the support feature, I didn't use it at all.
In my opinion most of the time it is actually a bad idea to use all skills at once.
For example: In human form you have 2 abilities that grant you "dodge all" for 1 turn. Since the system would use both in the first turn you'd waste 1 turn of invincibility. Same for the mouse form where you can delay casting defensive abilities by 1 turn if you use "dodge all" as your first move.
Altogether it just seemed to waste valuable resources (after all 1 turn of invincibility is worth a lot if some of the enemies can one-shot you)

I also remembered one detail that might be a bug:
If I recall correctly Serina reacted differently depending on how you bypassed the puzzles in the first dungeon, however I don't think she commented on rolling the boulders (I did it in human form), instead commenting on the digging ability.
Might just be me having done something wrong through.
Anyway, nice detail.

Whilst starting the game again (to get names right and see what hints I used) I actually found some other stuff:
The description of the "Hand Pistol" is "Effect:"
And whilst the "wooden dagger" has a description bow, axe, spear and sword do not

When exiting the secret shop in the north it displays the area as daytime. Going to another area switches back to the correct time (night time)


I also remembered there is a magic-system for the human form.  
I think weakening the inherited skills will have the the positive effect on making it more relevant.
Whilst it doesn't seem to end the turn it easily got overshadowed by the much stronger inherited skills.


If any other questions arise feel free to ask, I'm happy to help in any way I can.
As for me, I'll start figuring out how to break the game some more. (probably later this week)

Developer

That is a good point, I now added a one new sentence where he will mention sensing some powerful magic in the western plains. And the witch mentioning  potion crafting.

I see, it's also not in the demo but I actually added a picture of the location, that gets shown, once its bought to make it even easier. But great to hear that you had no problem with it. You may actually be the first taht found it with no problems from what I heard so far.
And yeah that is very thoroughly!

I absolutely agree with that, its more useful for either short fight or when playing on easy or normal. It certainly wastes some buffs and debuffs that could be played a lot smarter manually. I personally don't use it either but there was a high demand for it since most played not on hard I assume.

Nah you didn't do anything wrong, I didn't add some extra dialogue there because on how the boulders worked. I changed that now as well, now she is commenting on that as well. Thanks for reminding me!

Probaly have forgotten about it, now all wooden weapons have a description and Hand Pistol got an effect as well.
And you're right, seems like I forgot to set a check for lighting in the northern part of town, that is fixed now as well, thanks for finding!

Yeah Human and Kitsune Form can used learned magic.
That is right, with the inherited skills greatly weakend the magic system definitely has more chances to shine! That's one positive side effect^^

Thanks, I will!
And thanks for the feedback!
Also good luck with that xD

One morequestion I can think of right now is:
How balanced would you rate the bossfights?

(+1)

I think most of the fights were alright.
The boss-fight for the rabbit quest was defeated easily enough (I think around 5 turns, without acquiring enough points for the ultimate)
    Whilst this was done on NG+ with 400% XP  it wasn't much more difficult on my first run.
   I also didn't have to use the water-ability. (or better: the bosfight  would likely have lasted longer if I did)
The Fairy-Boss was rather difficult, through likely because I mostly ran into larger groups which made leveling up hard.
    This should get easier with the change in encounter size you mentioned through, so I can't really say how bad will be with those changes                implemented.
As for the Manticore Boss, it should definitely be doable with decreased group sizes, as long as you're able to get past the robots of course.
The Slime boss was a little bit difficult. Nothing a few more levels shouldn't have helped with but I defeated the ones reachable before getting        the tf. I'll test defeating it with a bit more xp on my NG+ and see how that works out. Depending on the result I'd recommend adding a few           more enemies (for this region I don't think reducing group sizes is necessary since the encounters weren't that hard)
I can't say anything about the demon boss (after which Serina joined the party) so it was probably not that much of a challenge.
However, the most problems I had were with the swarm of enemies once you try leaving the forest.
     (I know very well you're not supposed to beat them)
     It took me level 60 and quite some luck to get through them alive.
The wave defence (Kitsune TF) however was quite easy if I remember correctly, through that was due to having teammates with me.

I think the most important takeaway from my experience with the bosses is that they are disproportionately easier if you bring teammates.

In summary I can't say that much about the Fairy and Manticore fights since those will likely get a lot more manageable with a smaller chance to get attacked by larger groups.
The slime fight should be alright, through I'd prefer some more enemies to get XP before the fight
And lastly the swarm at the end of the tutorial hits like a truck. It's quite hard to survive a few rounds (probably as intended)

Finally, as I read through the skills today I rediscovered the "Fourth Tail". I probably didn't use it (not even once) since 90% of MaxHP is quite a steep price to dodge an attack that is usually cast at the half point mark of the battle (Through I didn't really have any problems with boss-ultimates anyway, especially for bosses one can bring a teammate).

If other questions arise or you want me to test something I'd be happy to offer my assistance once again.
Also let me know if I forgot some bossfights (not counting the demons for form-improvement, they were rather trivial if one brought teammates)

Developer (1 edit)

I could certainly just increases the HP of bosses, if they just hit strong enough, letting them have more hp makes it a bit more challenging and some buffs and form would have more time to shine.
I also could increase the hp only on hard difficulty.
What do you think?

The fairy boss certainly is the hardest in the game. Even more so then you play on ahrd since she can use some unfair skills then.
And that I easly can do, i will add a few more encounters in the sewers.
I am not 100% sure but i think saving the game and relaoding the save or quitting may respawn enemies as well but I could be wrong, never tried that out. But I also now added more enemies in there so there is more to grind on.
I also agree team mates help a lot. Original I intended to have four members take part in battle but reduced it to three for balancing reasons. It felt better.

And yes I reduced the chances to encounter larger groups by 10 to 20% in most areas where a tf story takes place, wit the excpetion of the beginning forest, restaurant and sewers. It should make a difference.

Yup that is fully intended to be "unbeatable", beating it will not change much beside on extra line of text I think.

I made that skill so expensive since it can dodge ultimates which the normal "Dodge All" effect cannot do. So i thought it needed to be expensive. I could lower it to 80% if you think its still too much.

Thanks, i will!
Your feedback already was a big help to make the game better^^
I don't think there is much to test left in the public demo.
And you didn't forgot any bosses.
Well the rabbit counts more like a half boss imo since it isn't that strong.

Edit: Actually I just remembered you forgotten the golem boss.

(+1)

I think most of the bosses are already strong enough, at least in the current version.
You said rabbit counts more as a half-boss, so there shouldn't be any problem with it being on the weaker side.
I'll take another look at the demon once I'm back at that point of the story.

As for the "fourth tail" I'm not quite sure what to do either, through  I'd assume you'll just die to the next normal attack if you use it (if you don't have any healing items at least)
However I think a bigger problem is that most people won't be able to use it at all, since at the halfway-point of the battle most won't have 90% of HP left (and usually cant heal that much after the ultimate indicator is already shown).
Furthermore, if one still has over 90% of HP left at the 50% mark I doubt they'll need the ability that much.
It is also quite inferior to the "first tail", which only uses 50% and revives one instead (which is a lot better if the boss only hits once)

All in all it is a lot harder to activate than another skill which can save one from more (meaning not only ultimate) attacks (and the effect of "first tail" persists if one were to survive the attack) and leaves one very defenceless if one doesn't bring some good healing potions. (
I think the key-problem is that the skill is very hard to use since you have to get to 90+% of HP before triggering the ultimate so you can use the skill.
Maybe replace the dodge with strong defence and require an amount of currentHP% to lower the requirements to use the skill during combat.


Also I tried Salamander again and think it could use a single-target attack that doesn't consume "ignition" stacks.
All its attack skills (except "Tail Whip" and the basic attack action) use at least 2 stacks which can make it a little bit annoying to gather stacks for "Multi Fire Shoot" (Might be a typo, through shoot is a noun that can refer to an occasion when a group of people hunt and shoot game for sport)

Another thing, through I think there isn't much that can be done in rpg-maker, is that one can't attack a mimic again after fleeing from it (which one might want to do for the ones where no sign is provided).

I'll certainly test the changes and leave another comment once I get my hands on a version where they are implemented.
Naturally I'll also comment on other things I deem noteworthy (exploits and abilities where you usually have better option to choose from)
If there is any other way to help you with the game I'd be happy to assist.

Developer (3 edits)

I see, that is good to hear!
I do play with the idea off adding an higher difficult later that can only be unlock on ng+ but that currently is just a concept idea for later.

Yeah those are soem good points, it's too risky too use and gives to less of a reward.
Another idea "fourth tail" other solution would be instead of costing life it could cost the ultima bar instead and inflict maybe can't heal or something on the caster and has a long cooldown.
I also am open for other ideas!

Yeah makes sense, I certainly could add one such skillin the dojo that can be learned, I was planning to add some more leanarble skills for all other forms anyway, just hadn't givien it a high priority.
It's a typo, english isn't my native language, I will fix that as well, thanks!

This skill now can be learned at the dojo as well.
Salamander Sign: "Offensive Defense"
Strong 2-hit fire damage to one foe.
Increases Casters defense buffs by one level.

You are right that isn't possible by default but I think I can write some script that makes it possible. I just am undecided if I wanted the mimic to stay or disappear when fleeing so I never did that. I felt the mimic fleeing gices some more high risk highr eward feeling.
Maybe I make it stay there only on easy and normal and leave it the same for hard.
Souds like a good compromise, what do you think?

Sure, I sadly can't say when or how a new version will come out. I still haven't decided how I will continue with the game.
-I am torn between a few option, like making it free and releasing new content updates when they are ready and accepting donation to cover development cost.
-Or not release any new version until I finished the game and then sell it for 5 to 10 dollars.
-Or maybe do a patreon and all that plead there can play newer version like some kind of early access.
Updating the demo just with the new quality of life changes is also dificult since people can just datamine the game and spoil all the surprises and new content for themself or others.

Sure, I always happy about feeback and suggestions!
Thanks^^
Sadly I think there isn't much besides testing that cna really help me but I appreciate the offer : )
Also i would liek to include your name in the credits i you don't mind.
Just tell me which name you would prefer.

(+1)

i don't know if it was patch but in squirrel story i have 31 acorn and the squirrel that i need to give him 30 say that i don't have enough after when i was at 50 acorn i didn't have enough. i think the problem was that because i was in my ng+ when i start the quest since i had acorn on me it dind't count them and wanted me to collect 30 in the park because i was a 50 at some point and dind't had enoug but i continue collecting acorn and now it was enough

Developer (1 edit)

That is wierd.

I am playing through the game on ng+ myself right now to test the new stories, quest and areas, so i will take a look at the squirrel story as well.

From what you described i may have an answer but i need to look in how i programmed that quest to be sure. It could be that the game is counting the acorns collected in that area and not the ones actually in possesion, will check later today when im back, if that is the case.

Thanks for ketting me know^^

Edit: It's fixed now!

(+1)

Unlocked NG+ after about 13-14 hours on Hard mode. The game is fun and interesting, but definitely needs some polishing. I didn't run into any bugs, but the game crashed one time when I was entering a random encounter. It didn't happen again after doing the same things at the same spot, so it might be just from playing it for a long period of time.

Developer (3 edits)

Thanks for the feedback! Glad to hear you had fun with it! I am currently working at balancing and filling the areas out more. The random crash sounds bad, I assume it didnt show any error message? Hadnt heard about any random crashes for a long time so either you did something very specific to trigger it or its ultra rare i assume. Where did it happen, then I can look into it?

Also do you have some things specificly in mind that needs polish, so that I can look into them?

(+1)

Yeah, there was no error message for the crash. It happened during the quest to clear the fields. Maybe I was starting the random encounters too quickly? I was doing the quest near the end of the demo, and I was clearing the encounters in the West Field in 1-2 turns. I just ran from one encounter to the next after changing to a lower level form to get some levels for them. 

I'm not sure if there's a system for it yet, but I couldn't swap my party members in the menu. I brought everyone with me after unlocking them, since I noticed that they still get EXP while participating in combat.

There are a lot of inherited skills on Human form. Maybe a way to arrange the skills might be a good idea? I wasn't using some of the skills because they were situational, so being able to move them to the bottom of the list would be nice.

I have some difficulty finding some of the materials needed for the Weapons Shop and Armor Shop quests. Maybe an in-game hint on where to find some of the rarer materials might be good?

The encounters for the campfire part of the Wolf unlock can be rough if you get unlucky with the random encounters. Getting 2 fairy enemies in a fight is a struggle, especially when all your attacks start to miss from all the debuffs the fairies give you. Maybe adjusting the cooldowns for the Wolf skills might help?

The boss for the Manticore unlock feels like it does too much damage with String Shot. Since it is a multi-hit attack, Withstand Attack doesn't help much. I had to use Rebirth to survive one from full health, and I got lucky with the second one when it missed.

That's all I can think of right now. I'm looking forward to the early access version when you release it.

Developer (4 edits) (+1)

Update: I think I actually found the problem.

It isn't a memory leak but somethign similiar. Once a enemy is fought the event gets ereased until the player reentering the map. And all currently earased events take up memory so by exsample fighting many enemies on various maps without revisiting the areas to reset the enemies will fill up the memory until the programm will crash once it exceeds 4gb. I also did some test runs now in the sewers with the new changes and the memory usage dosen't increases after every fight now. So this should be fixed.

The easiest solution would be to make random map encounters like most rpg's have to avoid using the erase event function so much. But I decided for soemthing different. Enemies won't get erased now then fighting with them, they only get pushed away, meaning tehy can be refighted as many times as you want. That's the solution I came up with.


Yeah, i made a lot of extra code that needs to get read when putting characters in or out the party so it sadly cant done from the menu. But i could make a lot more spots where party members can be added. Like at every warp crystal for exsample.

Skills are arrange by their id in the rpg maker engine. There is sadly not much that can be done against that. But if i should find a way i certainy would like to add a sorting feature.

Yeah taht certainly is something that can be included, i will do that.

I see, then i will remove the possibility of being able to encounter two fairies at once there for a test. And good to know, i will nerf that skill for the manticore boss.

Also thanks a lot for the feedback
Most likly will be released next month, I certainly wnat to get rid of this game crash before!

(+1)

It also happen in my game when i was in the sewer my game close by itself when i start a encounter i don't know what cause it but in the debug log i had that

[0201/233529.251:ERROR:http_transport_win.cc(175)] WinHttpCrackUrl: The URL does not use a recognized protocol (0x2ee6)
Developer (2 edits)

Thanks a lot for providing it, i looked into it and from what i learned it isnt related to the game crashing but the "player" that runs the game, thats the reason no crash display happens.

It most likly is related to the operating system you use and or the path you put the game folder in. Since i never saw the crash while test playing on windows 7. One thing i read that can be done is to update the "player" to a newer version but i am not sure if it would fix the crash. But I surely can try that.

Does it happened after you run the game for a very long time? Just a normal encounter or any kind of special encounter like bosses or event fights?

(+1)

it usualy happen when i play for 2 hour without stoping so i think it just when someone play for a really long time

Developer (2 edits)

I actually found the problem.
It isn't a memory leak but somethign similiar.
Once a enemy is fought the event gets ereased until the player reentering the map.
And all currently earased events take up memory so by exsample fighting many enemies on various maps without revisiting the areas to reset the enemies will fill up the memory until the programm will crash once it exceeds 4gb.

The easiest solution would be to make random map encounters like most rpg's have to avoid using the erase event function so much.

(1 edit) (+1)

it make sense since when the bug happen i had done squirrel story and was figthing all the ennemie in the sewer before it crashes

Developer (2 edits)

I also did some test runs now in the sewers with the new changes and the memory usage dosen't increases after every fight now. So this should be fixed. Enemies won't get erased now then fighting with them, they only get pushed away, meaning tehy can be refighted as many times as you want. That's the solution I came up with.

 Since I need to do a lot of rewriting to make that work for all area's I think the early acces version will be pushed back to next month so I can take care of that first.

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