Ayy, thank ya! Glad to hear you're excited for the next update!
Writing the three different character routes has been a pretty fun challenge, I'm really enjoying writing their different reactions to things (Vepar is also my favorite lol)
I don't know for sure if I'll have romantic elements quite yet, honestly. But there is a high likelihood for hugs
FeelinImpish
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I'm actually holding off on insect themes just in case I get around to uhhh something else.
But Vepar's poison-heavy route (Creeping Death) will give her a blue-ringed octopus aesthetic with barbed tendrils, so she'll maintain a clear method of attack. I like the anemone idea, though, I may use that for her base buildings or something!
I'm gonna be a bit wishy washy with some of them, likely only taking a trait or two from each. I'll probably throw some mythological influence in there too, like hydras, minotaurs, unicorns, etc.
But for Marchosias I'm looking at animals like boars, canids, and various reptiles.
For Vepar I'm considering sharks, anglerfish, sea jellies, crabs, and eels. Also cephalopods in general.
Gremory's got spiders, a few birds, maybe a specific kind of bat or two.
Actually, each Sin subclass is going to have its own theme and all three imps will have a specific theme that carries over all the Sins. Marchosias is chimeric, Vepar is aquatic, and Gremory is aerial/arboreal.
Creeping Death, for instance, will have them adopt characteristics of different venomous ambush predators as well as their specific character design themes. (Marchosias -> rattlesnake, Vepar -> blue ringed octopus, Gremory -> black widow)
There's going to be a lot of design variety across all 14 subclasses.
Quick little update! I'm currently working on the character designs and class mechanics for the Wrath, Sloth, and Lust routes. I want to make sure that the Deal with a Devil build gives people a chance to goof around with the Big Three and (fucking finally) include some growth-kink elements, and to that end I want to make sure there are some decent incentives to muck about in the base. Probably add a training room, some more interactive items, etc.
Plan is for DWaD to end shortly after you select your Sin Archetype, and ideally serve as the final Demo version. Might try to make it playable in browser, too, we'll see!
It's gonna take a while to get all that stuff sorted out, not sure what kind of release date we're looking at.
In the starting area I could see that simplifying a few encounters. But it's also burning two actions for a single heal that probably won't be able to keep up with bigger hits instead of pumping out your own damage, so the trade off may or may not be worth it (especially as fights get more difficult).
As for TP, I actually don't know how it's meant to transfer between battles. That's an Rpgmv thing I need to look more in to.
That first Game Jam with BFS9 taught me how to cram! But I usually wind up missing out on the play testing side when I do, so it's double-edged.
Rpg Maker streamlines the process quite a bit, I don't know for sure how it compares to most other engines but I'm inclined to think it makes things a bit quicker and easier if you stay within the scope of its capabilities. One of the reasons development on Impious has been a bit difficult is because the base engine isn't designed to do things the way I want to do them, which means I need to find, purchase, and learn how to use specific plug ins to make things work. For example, only enemies can have static-image side-view battlers in the basic engine; player characters have to use specific sprite sheets, which would make it a lot more difficult to maintain a consistent aesthetic.
I think I had most of Marcy's route written up and mapped out, as well as the assets for the Bandit and all of the mountain enemies. Also had the Recall and "Death summon" mechanics just about set up. The sprites and art assets for the Summoners was also done before I took a break.
Pretty much everything else was made after I picked it pack up in early January, though. Maps/enemies/bosses for Vepar and Gremory, a few cutscenes, and the Merc system weren't finished until like the 28th or so.
Yep that's just her throne room. But having her move over to Beelzebub's is actually a pretty interesting idea, I'll have to give that some consideration!
Not to be a buzzkill to the Beleth fans, but she's likely going to be staying the same size in Impious (though by good buddy H-Clam has requested some Beleth growth stuff over on dA! There may be more non-canon Beleth growth stuff later on). The general idea being that growth/size = power, and Beleth begins the game towering over the imps in every way. But this natural size and power means she has neither the need nor interest in "self-improvement," and I feel it would be more satisfying for the imps to come back and wind up being larger than her in some way (even if it's just having a larger chest or butt or what have you). I'll give it some more thought, though!
Well the imps themselves don't really have much of an interest in Althare (aside from collecting infernal artifacts), so conquering the whole thing wouldn't really matter much to them. They're all pretty eager to get back home to the Hells. Hek and Delilah would certainly have a vested interest in gaining more influence in Althare, though. So conquering the entire island isn't necessarily the goal, it would give you the best chance of becoming powerful enough to take on Beleth.
There'll be more lore drops to explain it, but Althare is technically unaffiliated with any of the larger kingdoms and lacks any kind of central government or authority. It's mostly populated by dangerous wildlife and a sleuth of independent factions (the Red Nettles being one such example). It has a lot of valuable resources, but most of the other kingdoms are doing too well off to justify any attempts to conquer it.
So while certain academic, mercantile, or mercenary groups would have an interest, most of the kingdoms wouldn't consider conquering and holding Althare to be worth the investment.
That's more of a coincidence actually, I just really like how orange and green shades look together.
I'm not up to snuff with Warhammer lore, but Grom the Paunch was a bit of an inspiration for the Gluttony route (and Beelzebub) in general! Huge, heaving mass of impenetrable lard stomping around and throwing their enemies about while arrows and swords bounce off their girth. Aspirational, really.
For the files, if the size gets too large I'll probably get a MEGA account and host the download there or something. The more steps involved in the deployment process, the more likely I am to fuck something up lol
I'm pretty set on the themes for Sloth, Wrath, Lust, and Gluttony so I'll be sticking with what I've got. Some vore might bleed over into Greed, though, we'll see!
I actually really like that idea, but I think the biggest potential hazard to that is the game's file size. I have a lot of planned art assets and I'm worried about hitting the file size limit for itch lol. I might slip some views and vistas in there though, it'd help break up the "default rpg maker" look for sure.
"Herzog penquin-esque imp" fuckin' lmaooo
Yeah, I forgot to state on Iconoclast's merc description that Herd Immunity will remove certain statuses. That's my bad.
As for items, I meant for most of them to be used in bulk outside of combat in-between fights.
I'm definitely going to have to reduce Selene's healing if the fight's taking that long. I'll work on making it less of a slog.
Glad you liked the coven fight tho
Fair, the stone collecting could use some refinement. I'll see if I can't make it more natural/intuitive. Ought to clean up that dialogue as well.
I may add a few more lines of dialogue suggesting that players look around their cabins, which would also give me an excuse to make some more flavor text to their starting areas. I try to avoid "over-tutorializing" but sometimes I try to hard and make things vague. I dunno, I'll see if I can settle on an idea I like for it.
I do love writing flavor text, but for right now I'm mostly concerned with making sure the combat and gameplay loops are decent. I'll probably add some flavor stuff later on, though!
Dang, thought I fixed that Gremory issue. If it's happening to Vepar too though, I think I may know what the problem is. (And Vepar's just slippery like that, I need to double check the tilesets lol)
The typos are a much smaller concern at the moment, but I do want to take care of those as I go!
Appreciate the bug reports, thank ya!
I don't plan on making a traditional level up system, but there are going to be ways to get stronger.
The Sin Routes are the primary method for that, since they'll improve your stats and give you new abilities. Main way that happens is by making it to certain points and defiling certain artifacts.
I'm also considering special events that let you increase a merc's level permanently, but you'll also get access to more powerful mercs later on.



