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Endovior

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A member registered Jan 10, 2017

Recent community posts

In the new version, it seems like the second level of automation ought to try to route tasks to workers with only a single task on their desk. If it works correctly, there's a stack bonus! If not, it's still better than taking a penalty for letting the task expire. Given that you lose the ability to manually route tasks to workers when you install the switchboard, it really does feel like a notable lack. It'd also be fine for this to be an upgrade.

Yep, the hitboxes are much more forgiving in this version.

It might help to just grey out maxed skills? That way, only skills that have yet to be fully purchased would stay in colour, making it more visually obvious where to go next.

Related; the skills tree isn't centred on screen when you enter it. I needed to scroll a bit to the right every time to get to the column with the hazard stuff, but there was extra space available on the left every time.

The lategame feels pretty sparse, just waiting and waiting for the income to buy several really expensive things. It'd help if there were additional things to spend research on, since there's a significant gap between the second-last research and the final one. Maybe researches to reduce the cost of all the ecological structures you're building?

Relatedly, you probably have a huge resource surplus in the late game, and are only waiting on money. It might help if it was possible to build a lategame resource export structure, to sell off all the junk that piles up.

The excavation part felt unsatisfying. It was possible to build excavation rigs anywhere, but they weren't actually needed anywhere but Lakebed zones. This means that in most places, they just instantly finished... as opposed to in the places where they were actually needed, in which they finish almost immediately, making it seem hardly necessary. I'd suggest that the excavation process ought to take longer than a minute, as opposed to several seconds, to make the process feel more significant instead of just a checkbox.

The hitbox for dropping off tasks is way too small. I often found myself dragging a task to a worker's desk, and then it disappears and reappears on mine, because the file wasn't quite exactly in the little empty patch of the desk that the file wants to stay in. Really, it should just work if the file is in approximately the right place, like anywhere over the entire desk and worker.

Dropping a couple of other minor thoughts here while I have them...

Maid themed items (Feather Duster, The Persuader, The Sweeper, etc...) often do Tickle damage, which is reasonable. However, Dirt Piles, the omnipresent random 'enemy' of any player character that agreed to start in Maid Bondage, are immune to Tickle, on account of having Psychic 0x. This should probably be changed.

It'd occasionally be nice to be able to buy prisoners and loot from non-hostile factions. Rescuing a faction's prisoners or opening their chests normally draws aggro, but it feels like if you're on good terms with a faction, you ought to be able to just pay them. Bandits in particular talk about selling slaves outright; if you happen to be on good terms with them and in their prison, you ought to be able to buy their prisoners from their guards. Similarly, some chests are too valuable to pass up (especially the ones that give spell points), but it hurts to ruin your good relations with a faction by angering whatever guards might be there. In much the same way as you can buy any random items an NPC happens to be carrying, you ought to be able to buy access to a chest, perhaps by bribing them to look the other way?

Some of the consent options are ambiguously worded, making it unclear which setting activates them. Several have useful clarifications about what yellow/red/green options do, but some don't and could use it. Notably, the "Painful Shocks" option suggests that it replaces 'electric' damage with 'E-stim' damage, but it's unclear whether yellow or white makes this change. "Cyber Dollification" is more confusing, saying that it "Does not place points where enemies will drop you off to be dollified"; yellow 'reduces' this in a confusing double-negative.

Semi-related; there used to be a free perk, which I believe was called Safeword, which stopped your allies from helping you with your restraints unless asked (which often causes you to gain Submissiveness). When the preferences section of the perks menu was turned into the consent menu, this option went away. Really, it's a minor inconvenience, but I don't want allies to help unless I actually need the help, so it's much less annoying to occasionally have to open a dialogue to ask for help than it is to regularly gain Submissiveness whenever I adjust my armour (not even bondage gear, just regular protective items).

Captured friendly NPCs kind of randomly appear in jails or locked in appropriate bondage furniture whenever available. Don't stress it, you're likely to randomly trip over them sooner or later. Alternatively, faction prisons are far more likely to contain captured NPCs. If you know which faction it was that captured your servant (bandits in your case), find the staircase to the bandit prison on your current level, and search it for your missing servant.

Note that your captured servants will hang around being priority rescue targets by default, so if you ignore one, you're likely to keep tripping over her repeatedly, in different places and levels. This is why you might want to delete captured low-star servants; not only do they clog up the rescue pool (displacing higher-star random characters you might otherwise encounter), but they will also be low on health when freed and unable to defend themselves.

The word "adjacent" doesn't seem to be used consistently, which is annoying. The Spore Lily, which the player is introduced to first, doesn't want to be adjacent to any other flowers, and diagonals count as relevantly adjacent (fair enough, the bonus isn't that significant anyway). But for the Glacier Vine and Moonbell, diagonals do not count as adjacent, and so they don't provide their bonuses into the diagonals, which comes as a bit of a surprise when the player had learned that 'adjacent' ought to include those tiles.

To be clear, it's understandable why you as the dev don't want the bonus-giving plants to radiate their bonus to 8 plants instead of 4. Restricting the Spore Lily to have absolutely no neighbours even on the diagonals feels a little less fair, though it's not a completely unreasonable design decision. But those are different conditions, so you really ought to use different words to describe them.

This was also my experience. The first prestige I made, I did kind of randomly around level 7 to see what would happen. Every subsequent prestige, I did after maxing out the upgrade tree, and finding myself unable to meet the next level target. Short of the first prestige, I consistently found myself getting less value out of things. This was confusing, since if I just invested in a bunch of prestige upgrades to get more money, and then end up blocked with less money earlier on, something has gone terribly wrong.

Neat little game. Got a good thing going with swapping out to a Burst weapon and upgrading it a lot, and I basically steamrolled out to Sector 18 before it was clear that nothing was left that could pose any challenge. Homing and splitter paired with a powerful weapon that vomits all its attacks immediately, all enemies up to and including bosses just kind of melt before they can do anything. With even bosses dying before they can summon any minions, there's no challenge left. I even had the avoid death perk on an item, not that I wound up needing it.

For that reason, weapon upgrades seem seriously undercosted. They're the only thing you can buy that scales indefinitely, and they're reasonably cheap to buy. This makes service shops the most valuable destinations, since they're where you get that amazing benefit. Tier upgrades are sort of okay, and you should max out enough to get by, but what you really want every time is to turn your weapon into the all-slayer.

Despite being all-in on Burst, I didn't have the opportunity to get the Burst specific skill, since I'd have needed to pick up eight levels of weapon skills that I wouldn't be able to use, at a cost that had already become very large. That felt pretty bad. I think all the weapon specialisations should branch off a single point, so you aren't penalising players who want to get them with a ton of dead levels.

It took me a while to even notice that you claimed missions by clicking on them, which was a bit of a waste of time very early on. Once I figured that out, death was still frequent enough that missions were something to save for the start of a new life. Later on, missions were useless because I already had all my slots full so I didn't care about another Tier 3 loot drop and I wasn't likely to die any time soon. That said, it felt like the anti-elite mission (and Elite POIs in general) shouldn't appear in Sector 1 (I foolishly took one early on since it had a better reward, but it wasn't doable and couldn't be dropped). I actually killed my first boss before I managed to deal with an Elite POI; having to deal with a bunch of enemies at once is actually harder than just one powerful enemy and streaming reinforcements.

Also, I kind of wish that modules with more sockets appeared more often, perhaps available in shops at a higher price. Past a certain point in the game I'd absolutely trade a tier 5 module with one filled socket for a tier 1 module with three empty ones, but I'm not often given that kind of opportunity. Rare ways to add sockets would also be nice.

Noting that prestige is currently disabled as per the devlog, I'd suggest that the obvious prestige mechanic is to swap out for a better ship? Higher base stats, more slots, a different starting weapon. Maybe, instead of just buying your preferred options off a menu, you shop from a store that gives you a limited variety of randomized ship choices, and the further you got, the more likely you are to have access to higher value ships?

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Have you noticed the blue orb on the left side of your hotbar? To upcast a spell, click that one or more times before casting the basic spell, and you'll get the upcast version instead.

Yep, works now.

As a sidenote, the 'extra meteor' bonus is very bad. Sure, you're shooting more shots, but now both of those shots don't go where you're aiming. It's fine to have extra shots that go in directions you aren't aiming, like the rear-facing one, but messing with the primary shot is kind of terrible? It'd be better if that extra shot spaced out with the rear shot, giving you something like the triangle's 120 degree firing pattern, adding extra map coverage without ruining your aim.

I decided to save up for the Green Planet, but it didn't seem to do anything after I bought it?

Build a temple, pick a research topic, assign two girls. Depending on the goddess, there'll be different requirements; meet them to ensure you're getting a reasonable amount of research progress.

It should be in the tutorial? Check the quest descriptions.

Pastures. Put any ratkin in a pasture, and she'll get you leather. Latex is a little trickier (you need a slimegirl with the right role), but it's still a pasture thing.

You can't recharge the rover at Astrape because of the incompatible power systems. It seems difficult to get to Astrape with the rover and enough spare fuel + power to totally recharge the block; it's such a power-hungry process that I'm not sure a full load of fuel cells is enough.

I hadn't considered trying to partially repair the aircraft to use its power systems, though; does that work?

In v0.4.0, when charging the power block in Santorini, the text suggests that this is "Super Fast Charging", but it's actually 5x slower instead of 5x faster. This means that the fastest charging method is actually to charge it in your rover while the rover is charging from Santorini, but that causes "finished recharging" message spam that blocks waiting.

More panty interactions would be neat, sure. I could see that working with the material restraints system to make panties just be a thing that can be worn in different ways, and the exact slot you put them in determines how that works out. Bonus points if you can use that system to remove the panties a girl is already wearing to use them on her elsewhere.

Nurse/Asylum stuff could be a level on its own with very little extra addition... the trick would be making it more interesting than just a reskinned jail. Would involve added medication and hypnosis, presumably? Depends on what exactly the Nurses consider a 'cure' to be...

Kidnappers seem like they'd be a more natural fit for the various improvised bondage materials. In addition to the tape and rope their vendor already sells... anything to do with panty or nylon bondage could easily be a side thing for them.

After using the last unit of a raw restraint material, zero of that material remains in your inventory... which is to say that the icon stays in place, but with a zero number. The zero raw material remaining in your inventory isn't directly usable, but it can be recycled. The recycling yield of doing so is equal to that of recycling one unit normally. This removes the icon... until you acquire another unit of that restraint.

Theoretically, you could exploit this for infinite recyclable materials by repeatedly binding and unbinding a given prisoner, recycling the restraint after each time it's removed. It'd be very silly, especially since the payoff is still limited by the capability of the girls you have working the recycler... but it's still technically an infinite exploit in the economy, especially since the recycled materials could then be laundered into saleable items.

Playing with Gargantuan Halls, new adventurer.

This is not even a full screen from the first floor entry staircase; there's a mystery staircase that probably leads to some faction's jail. I don't know which faction (I started in full bondage, so there are quite a few options to choose from), since it's blocked by what was an orb pedestal and two slagged torches, which effectively make up a permanent wall.

This seems unintended, and potentially likely to cause other bad knock-on effects, with the worst-case scenario potentially being imprisoned by being dragged to the entrance staircase, then locked away in whatever prison is walled off.

Screenshot:


I wish scenes that replace your worn gear with other items didn't destroy the gear that got replaced. Hypnovisors are expensive, and I don't appreciate them randomly vanishing. It'd be nice if items that would get destroyed like that went to your inventory or your stash instead.

Theoretically, yes. There was even a bugfix related to that recently, though I haven't had the chance to test it yet.

Personally, I'd just capture them at that point, but if you'd really rather not, I think you can toggle your walk through settings to let you walk through helpless enemies?

In the Summit? Yes, that's what it's for.

As usual when fighting summoners, you want to target the summoner, not the summons! When you fight a necromancer, you don't want to waste your time and energy beating up every zombie before dealing with their mistress; by the time you manage to deal with one wave, she'll be about ready to call in the next! Same deal with shadowy ghasts, except more so.

As for actually defeating them, magic weapons are important when fighting ghosts! Make sure you have one equipped, or your hit chance will be very bad. Also, this is the sort of enemy that doesn't like to close into melee range, so consider using ranged attacks. Also also, consider taking one of the perks that lets you see the resistances and weaknesses of enemies; some attack types are totally useless against some enemies, and you really don't want to be fighting an enemy with a weapon they're immune to!

If you aren't equipped to deal with ghosts, and shadowy ghasts are starting to spawn and give you trouble, think twice before draining mana from shrines! And if you aren't able to deal with large numbers of shadow enemies backed by multiple types of summoner, consider passing on the quest to fight the Shadow Clan.

Firstly, are you stealing from guarded faction chests or releasing faction prisoners while observed? That'll make even a friendly faction's members attack you, and they really will mean it! If you value your relations with a given faction, don't steal from them or free their prisoners while they're watching! Doing so in secret may also give you a penalty, but it won't be as bad as if you were caught in the act and also had to disable a few guards!

Otherwise, members of neutral or even friendly factions might occasionally have a dominant mood and 'playfully' attack you, chasing you down to tie you up and tease you a little. You have the option to retaliate, but you will face a rep penalty if you capture them; they were just playing, after all. This is especially true if you fight back using lethal damage; no one likes it if you actually murder their girls instead of just tying them up! If you avoid a dominant attacker for a little while they'll give up, and disabling them with your own bindings without capturing them is totally fair and incurs no penalty. That said, the rep penalty isn't very high, so you might consider capturing them anyways for the ransom value.

Note that the flipside of dominant moods is submissive moods. Sometimes, a girl will get that heart over her head and say something like "oh no, I'm out of mana and totally helpless, I sure hope that nobody takes advantage and ties me up, tee hee~". At this point, if you have the bratty subs mode turned on, they'll 'playfully' run away from you, hoping that you'll chase them. Either way, these girls are literally asking for it, and you'll face no penalty for attacking them with tease/bind damage, and if you render them helpless in the process, they'll even drop their inventory as loot! The game knows that they're fair targets, and won't even prompt you before you attack them with suitable weapons, unlike with non-hostile NPCs in any other circumstance; even their fellow faction members won't object... so long as you don't take matters further than bondage and teasing!