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dergderg222

17
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1
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A member registered Sep 07, 2025

Recent community posts

They increase about every five levels after level 16. I get it done via cheese.

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Thanks. It looks like the same bug is in the damage multiplier too.

I'll also say that the costs for the queen upgrades feel prohibitively expensive. Level 17 health costs a casual 1.9 million gold. (I got the money by leaving the tab open in the background for a couple hours.)

I'm pretty sure the gold multiplier is bugged. I can see the increased gold per move on each piece the king's base gold earn is 2, it is now 4 at base. However when I upgrade my king's gold per move, the increase that should come from the upgrade has not been doubled. ie. My king's gold earn is 13, I buy the upgrade, it only goes up to 14.

Pretty cool game though.

I shall stick to using it to protest against this cruel conduct. Dexterity save me.

...I can't upgrade the cool copper katana?

:sob: This is abuse of the highest order I tell you! Abuse!

Thank you! <3

Uhhh, I just ganked the floor 1 boss and I'm getting "Error: the passage "win F1Boss" does not exist".

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Oh, also, hitting next in the floor 1 boss fight doesn't work for some reason. I have to hit run for the game to do my attacks

Noooo! I can't buy the shovel!

I click the button to buy it in the starter town and nothing happens. 

My disappointment is immeasurable and my day is ruined.

The game's pretty dang good though. Kinda wish we could know the attack sets of weapons before we buy them though.

After 400 cycles, 8482 "turns" of pain and suffering, it has been done. I have maximally traumatised this child. They physically cannot have worse coping mechanisms. 

If a normal MC spent 4 years drifting in and out of the void, this little girl has experienced 1600 years of torment. All before Harvard could introduce himself


How did I do this? 

I noticed about few months ago that if you said no to Sheo back in the prologue and went back to the title screen, when you start a new game you would retain any stat changes. The first choice of the game changes some of your stats by 1%. 

Of course to increase all your coping mechanisms to 100%, it would take an incredible number of cycles of the prologue, 400 to be exact. So I did that. Still there is no choice to increase the middle coping mechanism, it needs a different strategy. 

Luckily, in our meeting with Harvard, we can pick the middle coping mechanism and decide to... taste our tongue, so to speak. This option instantly sends it to 100%, along with the choice to go back, keeping MC alive, but retaining their unhealthy coping mechanism.

Please don't do this yourself, at least not by hand. It took me over three hours. Also please don't patch this out, I very much like this featureI wonder what that says about me.

Uhh, anyways, I love this game so much, I don't mind the glacial pacing, and the kid's reactions are so natural and saddening. Poor MC, hopefully they'll get healing eventually.

Oh I love these all these gameplay ideas.

Personally I would prefer leaning more into the fictional world though. Something like the world of Strangereal from Ace Combat, allowing for more interesting and creative stories. Anyone who's played Ace Combat 5  or will tell you about Belka.

And for the tactical mode, you may want to take inspiration from the air combat system of Xenonauts, its pretty unique and I like it alot, but air battles aren't the main focus of that game.

Anyways, whether you use these suggestions or don't, this game will become amazing. I'm looking forward to it.

This is really good. I'd love to see what this project becomes.

I look away for three days and all of a sudden there's a bunch of decks to try. Dang, you're fast.

Definitely like the plant cards, having cards that can be placed on specific locations is pretty interesting.

Rotating card orientation would also be good, because I always end up with the angels and demons swapping sides and unable to actually attack each other.

Although the game is buggy as hell, the mechanics are quite fun and interesting. I look forward to seeing it.

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Oh also, it would be really helpful to have the scribe keep a past quest log for each party, letting you see what quest they took and what their state was (gear, health, etc.) when they returned. It's info we already have if we're bothered to write it down, so it fits the scribe quite nicely.

Having the area's danger (ie. high orc attacks) in the quest info would be quite helpful too.

On the one hand, this game is really fun and addicting. On the other hand I don't know how to evaluate adventurers and adventuring party strength. It feels like I'm always fumbling around hoping that my parties aren't too weak for a mission, lest they lose their equipment or life savings. Sure, there's the training area, but that's only comparative and the info isn't kept anywhere permanently. It would be nice to have the measure of ability be a bit more objective, maybe instead of comparing between individuals, we get told they have "good" or "great" leadership for an E rank adventurer, corresponding to some quest difficulty level, because currently, I can't gauge their capabilities.

Or maybe I'm just really bad at the game, I still barely know what I'm doing even after several hours. A guide would be really nice, my knowledge of what works and why it works is built off of so much guesswork. For example, after realising what the class icons meant, I just assumed that I should have one of each class in a party to keep thing balanced, but maybe that's making my parties broke and unable to build up some good savings, making them useless if they lose. Sure, I know the general role of each class, but I've got no idea about the specifics, maybe rogues can still survive as front-liners dangit, now I've got to try thatcould I have a two person party of a rogue and healer? Would that work? 

Still, I love this game and I think it has a load of potential, its clear to me that there is plenty of depth to the game, it mainly just needs some sort of guide or tutorial to better introduce the mechanics.