Thank you for all the feedback! I will definitely be making more public updates more frequently so I hope to see you then.
Antang Software
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Thank you for playing Federx! There's no way to heal out of combat right now until I bring the menus back for the next update.
You can try to avoid getting ambushed entirely by kiting the enemy cells until you can initiate combat yourself to get the first turn. It will be an important dynamic in the full game to stock up on consumables to manipulate your movement.
Thank you for playing Stomy! I'll try out a more transparent turn order, but in this iteration there's no skill that would affect your turn order, instead everybody's turns are sorted by agility. The turns are also round-based now, meaning one side needs to spend all of their turn icons first before the other side can act. The rounds can be ended earlier by dodging or extended by hitting critical hits, which respectively cost the party extra turn icons or save them.
No way to set the default formation for now, it will come in a later update where I add menus and more customization options.
Thank you again for the fanart Stomy! I love it.
I plan on having super moves as well! Ideally, the player will have to make conscious decisions on when to use them, as the MP economy is limited.
But, basic attacks actually do less damage for me on average. In the code, their hit modifiers (also decides the crit rate) are low and often fail to go over the enemy's defense. Perhaps you've been getting lucky then!
I've made a quick update to the game to make the dungeon exploration snappier, if you want to give it another shot :D
It's time for a new build. The game has been remade from the ground up and we've transitioned into 3D environments.
- Combat has been completely reworked into press turn, if you are familiar with SMT or Metaphor: ReFantazio, you might feel right at home!
- Basic dungeon crawling where you must kill every enemy on the map to proceed. Don't let the enemy ambush you!
Known issues:
- The graphics may appear incorrectly on AMD GPUs, this is a problem with Godot that should be fixed if you update your graphic drivers.
Thank you so much for playing!
On damage numbers - Basic attacks actually do have the same damage scaling as most skills in the current build. So in consequence, the damage range of characters end up being pretty similar on their skills. The skills are also similar to each other in damage. This is intentional on my part to allow for party build flexibility in the future and also to keep damage ranges predictable.
It is not apparent now, but what makes skills special will be in their utility to inflict status effects or reach even greater heights in damage. In this build you can do up to 40(!) damage as Fighter in a single attack with Shield Bash, and her Brave Assault is a very consistent source of extra damage and turns (averaging at 8-15 damage), especially when done to a target with defense down. In contrast, the Rogue has two skills unrelated to directly damaging the enemy, but these skills open up your options in another way. Substitution arts is a massive DEF buff (It will be changed to a more fitting status effect, but still related!), allowing him to completely dodge attacks directed towards him at times, costing the enemy their turn. While his knife throw is actually a magical attack, letting him always strike true and greatly reduce the defense of the target.
Basically, I'm aiming for a "horizontal" game design where you must pick and choose the right skills, and effects to inflict to deal the most amount of damage and gain the most amount of turns while also still being able to afford to keep your party standing.
With that being said, I will take your feedback into account! I'm still figuring out the design myself.
Love the game idea
The match seems to go on for so long with all the animations present, you could cut it down to half the duration if you're not willing to have the timer go down when animations play? I beat the team 5-0 with still around 50 "seconds" left.
Animations could be shortened a little, every pass has an animation where they take three business days to look left and right. I think it could be cut.
I've never played blitzball, but I'm a huge Inazuma Eleven fan. They keep all the non-special move animations there (where they intercept/trap/catch the ball) extremely brief and impactful. They also have this small touch to have the timer keep ticking down even during animations, but give a slight injury time because of all of the animations/or if the team with the ball has the advantage to score a goal (This is also present in actual football games)
Lastly you already know this but the stats are so random, I had one guy be absolutely terrible in all stats to the point of being unusable, even for passing.
I'm looking forward to a version of this game with even more developed mechanics and actual characters. Great work
Hmm.. Probably the tutorial? I believe even the basic tutorial should encapsulate every bet with live examples. I think (willing) new players will learn a lot just from direct example which you can easily do by scripting outcomes in the tutorial. I picked it up pretty quickly personally but the tutorial probably leaves a lot to be desired.
Solid art style and look to the game. Very promising project.
The enemies seem to track perfectly anyway if you dodge around them and they decide to commit to their attack string, leaving yourself potentially vulnerable since your attack's wind-up is also long. The endlag after you finish your attack string also takes three business days before you could move again, which feels like shit. I think a level of committal to your attacks is good and that's the game feel you're trying to achieve, but you could tune it down a tiny bit by allowing some level of freedom.
In Souls, they let you roll out of your attack animation to end the recovery animation a bit earlier, you still have to commit to the attack, but allowing that flexibility during the recovery leaves a room of error for players when they get ganked by two or three enemies. In Monster Hunter World, they let you scramble out of your attacking animation when you mash dodge enough, cancelling out anything you do and giving you i-frames, but putting you into an extremely long recovery state that's long enough to burn out any kind of advantage you had on your target monster. Both still have what people would call good combat with committal attacks, and each tackle the same problem in a different way according to their game design philosophy.
I believe this is important for you to nail down early on especially when you're making a game in the canon of these games, where other players will have similar expectations.
You took my feedback and added the logs and an actual research progress bar, nice.
The game is playable for the most part to me after grappling with the UI again. I think what you need to worry about now is information hierarchy. There's a lot of numbers and text in the game and you want to subconsciously teach new players and remind returning players which part is more important.
For me the most important numbers that I paid attention to at the start was definitely the cost and fuel needed to get my ships of Galduen, so what I would have done is make those two stats appear at the top in a bigger font or right next to the save design button. Those two are the two stats that directly impact your finances and what kind of contracts it can take. The others feel secondary to me, but it's up to your discretion at the end of the day
Also small issue that I have is how the ship buttons spazz out when you hover them, so you can't always click on them until they stop spazzing, weird.
I'll keep playing until I get out of the magnetosphere and reach the next story beat, may update my thoughts on the game.
Fun game, love the SFX and music. I think my only complain is that if you use the holy hand grenade on a big crowd it gets LOUD really fast because there's a bajillion demons dying all at once. Limiting the amount of sounds playing at once for that moment could fix that, I hope. I had almost 300k score but my ears couldn't take it, and the sound effects are part of the appeal for me so I can't turn it completely off
Thank you for playing! Will definitely keep that in mind about the character passives, I do plan on making them their own thing like in Expedition 33. As for the immediate future, I will focus on UX and simplifying the game both under the hood and for players. We have the dungeon crawling layer working already, so that could be in the next build. We'll see
This game's really good. Kemomic mentioned already but my only problem with it is the font, it's not easy on the eyes for me. Also the pause menu's blue thing where it shows all the options is too small in my opinion? I did struggle to find what I was actually looking for when I paused the game even with the blue layout, the onscreen instructions drew my eye more. The game also tanks in performance a little bit for me after a lot of explosions, could be a hardware issue on my part though



