This looks delightfully ludicrous. Well done.
Horatio Von Becker
Recent community posts
BREAKING CHANGE: Depricated “choices literal” option for conversations. I don’t think anyone was really using it.
What was "choices literal"? The thing that comes to mind is "this choice actually quotes what you would be saying, instead of summarizing it and potentially doing such a bad job that you massively mischaracterize anyone who picked it". You... probably didn't mean that?
Whoops, that came out crankier than I'd meant it to! Thank you, sincerely, for the history lesson.
(It's reasonable to call things retro if they're in the style of anything published twenty to sixty years ago, because 'retro' means something like 'older than twenty and younger than a hundred'; I just wish more precision were standard - I haven't had access to most of the classics I'd like to, but I suspect a sound library aiming for the vibes of Speed Racer (1967) is going to be closer to something based on the vibes of Sonic X (2003) than either is to Anne of Green Gables (1979), regardless of hardware. Alas, that copyright law works the way it does.)
Massif Press infringement: Do not use your Mod to create standalone Lancer products unrelated to Lancer Tactics...
Is this meant to be 'recreate'? Because it seems like porting (for example) the entirety of Solstice Rain would be illegal without written permission - although the Lancer Third Party License is remarkably vague about what counts as a 'mechanic' and thus preauthorized to use for derivative works - but as-written it sounds like you're just not allowed to... use the LT mod database as storage space for tabletop-only homebrew?
Third-party IP: Is the lack of carveout for if you genuinely have the rights a tone thing? I'm not expecting any major publishers to want to let people mod their giant robots into LT - though it's not impossible that, like, Super Robot Wars has a permissive license for their original mechs - but mecha TRPGs are a popular genre on itch.io, and I suspect the list of modders who'd like to port mechs from a game they published to LT is nonzero.
There's a bit of a glitch with some of the trade verifications - I was on Route A and had just gotten the Quarter, checked with the arcade desk, and was offered the opportunity to trade my tickets in for Disguise Glasses - which kept my sprite in disguise for the rest of the game, even though the item didn't shortcircuit the store key trade because it was displaced by the capsule toy. It did think I'd 100%ed the game though, even though I hadn't even started Route B yet.
On Route B, the balloon-for-tickets trade also seems a bit broken, because it was also offered before I had a balloon. Everything else seems to have worked, though.
What was up with the stinger? Someone walked out of one of the locked studios, in the TV network building wherein TVs seem to be leaking strange goop due to alien signals, and just went downstairs? Are we ever going to get an answer for what was going on there?
Finally, my favorite moment was the one random NPC girl who is also on a house-that-Jack-built fetchquest, thus making it clear that JRPG fetchquest shenanigans are just how things work in this universe.
It was reasonably clear that Organ Flaws were available for Snapping, but I suppose I didn't say that clearly. It doesn't look like there's any way to Snap while staying in Beast form, though.
Another thing that might be worth limited layout space is an inspirational media list, given that the deathspirals are intended. I'm guessing SSSS.Gridman is on there, based on a short story I've read apparently inspired by that series. Maybe also Monster Pulse, given the bodypart-themed-superpowers? I haven't read that one either, though...
Hm. I like the concept. Biggest concern is that both the Exhaustion and Defeat mechanics look liable to cause a deathspiral - though I notice that Human Flaws might not be entirely disadvantageous, if they give you more leeway for Snapping productively.
I don't see any hard incentive for taking Organ flaws, and the soft incentive of 'descriptive leeway' only counts so far. I might consider allowing players to take a Perk when they take an Organ Flaw, as they mutate further from their initial purpose.
This mutation rate also strongly implies a short campaign; you'd accrue too many modifiers otherwise. Perhaps a stalling tactic where you use a Perk to cancel a Flaw would work, for longer stories?
Fun game! Some comments:
It seems like the Mortal would be more clearly phrased as "only the third hit hinders you".
It's not clear when bad luck tests would be needed. Do people ever run out of ammo in the source material? I'd expect that to be closer to a serious injury than anything, equivalent to being on your last Hit.
The aesthetic seems like it could be a little more clear - are the crumbling stone Aligheripunk demons not techy? It looks quite a bit like the demon magic is generic goth urban fantasy stuff whereas the angels are clearly quite cybernetic technopaths, and that's a weird lack of symmetry.
Relatedly, it's not clear what rituals do. I'm guessing it's an overtly magical, more-commonly-collaborative version of what the 90s thought being a hacker meant, except that the Cyber-Angels are only partly vulnerable on account of being cyborgs.
(Made from clones? 'Virtuous' mortals, in either the sense of being pious or skilled in battle? Likely all three. Not sure where Demons come from, though, given that they aren't quite the same thing as fallen angels. Something something passcodes? Something something magic computer virus?)
I also think the d6 table for lair locations is a little weak compared to the Named Location Tables, with the important exception of the 'desecrated workshop-chapel'. There's four times as much page space dedicated to home base resources, so stuff like 'a source of hell-ore' seem misplaced here, and also that amount of page space makes it clear that a lot of the game takes place in your cool cyberpunk hideout. Proposed solution: Rewrite the d6 table to be specifically the entry to your sweet secret base.
Interesting concept, but a lot of details make the implicit storytelling pretty strange - murdering a harmless villager is somehow equivalent to donating less than the price of a ring to the 'church'; there's lost money all over the place, the traveling salesman is willing and able to sell you a variety of evil magic rings, and getting Humanity to zero took some work but also had no consequence.
Also, the beast hunters are willing and able to kill you on very thin evidence of being a werewolf, but if your Humanity is high enough, you can kill and eat an animal in front of them barehanded and they won't bother you.
I was also hoping for some kind of thing in the center of the forest that'd give me an ending.
I am sorry to inform you that the game softlocked in the second area for me with no clear cause; I have 50 Denarii and neither Knight nor Barbarian cost that much, but I can't place either for some reason? I just get their transparent sprite in the center, depending on whether I clicked their buy-tile most recently. Can't even make a barricade.
Edit: I'm on browser, and reloading seems to fix it, but it came back again with the next area. I did buy new characters each time?
Further edit: losing and restarting the arena gives the same glitch. Losing and going to the main menu before restarting the arena... still gives me the same glitch.
Survey sensors can't be brought down or passed through, which has lost me half my troops late in the game.
The tutorial is necessary for the energy budget it gives me, but uses soldiers completely incompetently instead of using Scouts that could come back, recoup the cost of training, and also maybe harvest some crystal on the way.
Music actually came back for me on return? The link to the bugreport just takes me to unity dot com. I hadn't actually started the game yet though, I think.
Also, yes I loved the game and yes I'm looking forward to a bigger version. I beat it hitless, so treating hitpoints more like lives is a reasonable difficulty modifier I expect?
Oh, that is a cool effect. (Particularly when it doesn't cover the wheels, like from 0:09 to 0:15.) Any idea why the back wheels do this while the front wheels don't?
I do notice that the game smoke seems a lot more billowy and unreal than this video - partly because the smoke just doesn't look thick enough to me, but partly because it's all one color and thickness. Dunno how easy it would be to copy the 'stuttering cone' effect with the smoke trails, but I suspect it'd look cool.
