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Fighterman481

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A member registered Mar 08, 2024 · View creator page →

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This is the plan, but you likely won't get access until after chapter 11ish, when you stop being "on the run" so to speak, and begin actually going on the offensive.

Okay, changed it once again, and I double checked to make sure it works. This shouuuuld actually fix it lol

Sorry for the late reply, it appears I forgot to make the link not expire (dunno why it's not like that by default), I've updated the link and it should work now.

Whoops, must be a mistake in how I handled that conversation, I'll have it fixed for next patch, thanks!

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No it's not just you. I shuffled some units around and assumed things were fine, but I didn't do the intro the way I usually do things now. I'll have a hotfix out shortly, thanks for bringing it to my attention!

I do appreciate the feedback, but I'm not going to touch growth rates at this second.  This would require a massive overhaul of the entire game, and unless I see that it's becoming a major problem with balancing, I'm going to hold off on doing that and focus on newer content. I know this sounds like I'm potentially kicking the can down the road, and to an extent I am, but at such a time I'll be far better equipped to understand what works and what doesn't for enemy stats. If that time does come, I'll come back to this topic and look at these proposed growth rates as starting points, but I won't just straight lift them - some of them conflict with my vision for the character (mostly Sylvie and Lily), and I'd like to refine that when possible rather than completely rework the character.

So, yeah, I'll probably come back to this post later, but until it's a problem I'm going to stay the course and revisit the topic when it's becoming an issue and when I'm more experienced in design and better understand what makes people frustrated and what doesn't.

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I'll be honest, I have no idea why this is. It's probably something to do with how SRPG Studio handles conversation sprites. I'll look into it, but I might not be able to fix it in any sort of timely manner.

Edit: For some reason it seems that the right portraits were set to display 50 pixels below the left portraits. I have no idea how this happened since it's not like this is the default and I haven't touched the screen that changes that ever, but I've put out the hotfix for it now.

Seems in my reshuffle of the difficulties I accidentally doubled up on the easy/hard changes (since I realized that where I did have them would potentially not have changes viewable in preparations), and forgot to remove the extras in the first chapter, so the units were getting double the buffs they should. It's fixed for the release coming in a few minutes.

Also, you can save on any turn so long as none of your units have moved yet, just by opening the menu like you would to change options or check the objectives. I'll make a note of that in the quick SRPG Studio primer I have at the beginning and in the tutorials.

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A bug, and I have absolutely no clue how it happened, since I haven't touched that shop in ages. I can only imagine it's the result of the somewhat janky way I implemented lunatic (and then subsequently un-jankified it), the shop was set to only open for chapter 7.  It's fixed for the release later today.

Edit: Just realized what it was. When I did some of the slight reworking of ch. 2 I made a copy of the map to do the changes, in case I wanted to start back from the beginning (SRPG Studio doesn't have great undo functionality for stuff like units), and I deleted the original when I finished. It must have just defaulted to being for the latest map only (since it's by map, not necessarily by chapter).

There won't be an evil route, but if by joining the monster girls' team you mean more fully committing to the full monster girl-ification of the world and throwing out the doubts Maia has about it, then I think you'll like the direction this takes...

Yeah, the art is getting redone to make the portraits more even in size, and in the process I'm going to be redoing a couple of the earlier portraits, including Maia and Elise. It's not gonna happen all at once (there are too many portraits for that), and instead over the course of a couple of releases, but I'll be prioritizing the art people have most issue with.

Yeah, next non-hotfix update I'm going to be addressing the crit situation as well as beefing up player characters so it's harder to die in one or two hits stray hits, and I'll look into the targeting thing at the same time. I'll have to look through my plugins again and see what's up, I think I put in one that shows your full range of attack instead of just the things you can target, it's possible that messed things up. That or I'm missing a setting somewhere, that's also possible, the layout in SRPG Studio is...janky at times.

I'm gonna keep an eye on the growth rate situation as things go forward, probably study other games' growth rates a bit more closely so I have an idea of what works and what doesn't. I just went with what felt right at the time (and how they compared to other PC growth rates and playtest tweaking), so they're probably not the best ATM.