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(1 edit)

Keep stealing the equipments from party member and kicking them away after is a feature or bug? XD

I understand that you have the design of making the transformed character powerless, but I think the boss fight could be improved. All three of the monster attacks are totally negative, and it feels strange to force the player to kill their other characters. Maybe you could add some positive effects or choices, or at least make them uncontrollable, which could also show the authority of the boss as leader.


The game is fun, hope I could cure my character's curse in the future.

(3 edits) (+1)

Thanks for playing and feedback! I don't think I can give favorable answers this time though.

You can steal equipment from adventurers by repeating "Replace Adventurers". It came more from limitations of game-making than from my intention. For details:

  • The Tavern Keep's "Leave your equipment here" is added to prevent the player from accidentally losing high-tier equipment because they forgot to un-equip the adventurer-to-fire. Stealing equipment is a side-effect caused by this feature.
  • It's possible to add codes to take the fired adventurer's starting equipment from the party. Then the player could just sell it before it happens.
  • It's probably possible to add codes to force the party to buy the equipment back when they happened to have sold them. Then the player might decide to buy something else so they cannot afford it.
  • This can be solved by simply removing starting equipment from non-first adventurers, but then it would also remove some of the already-limited characterization of the adventurers.

Magic Flowers' skills are technically neutral, since they target both groups (perhaps I'll make them less likely to hit allies to show they're still your friends). They just tend to mess up your strategies, and Treant just happens to be immune to them. I personally like the current mechanic of that battle. Because:

  • Requiring the player's input will emphasize the fact that the adventurer is transformed into a monster, rather than replaced with one.
  • The truth: I played Digest Quest by konoe, which occasionally does this presumably for the reason above. Then the much better-known Cassette Beasts, where you can control a sleeping/confused/petrified character to a reduced effectiveness. Then I wanted to do something like those.

I'm not allowing to cure TFs (and make adventurers not so expendable) in gameplay, at least not too freely. Curing TFs is already possible in lore: TF'd and fired adventurers will go to "the Sanctuary" (basically the same facility as one in Untitled TF RPG) and get their human bodies back, as the Chicken explains in one of his dialogues.

  • Actually, this is another "more from limitations than from intention" feature; my intention was to make TFs permanent this time. But it turned out that the game cannot randomly generate player characters (or somewhat bad at it), so I have to make some and re-use them.
  • I'm making TFs in this games as inevitable and permanent as reasonably possible. Replacing adventurers is this game's method of getting human adventurers after your party members are TF'd.