Yes, some characters will have singular or just less transformation than others
komn
Creator of
Recent community posts
> Firstly, I was really confused about the types of attacks. Not only are they merely described in a tiny text box, but they also don't seem to function the way they were described. <
Yes, some of them didn't work in the end. I realized this while testing the 0.2 version (for example, nobody reported the Hill glyph, but I can't blame people when there was a pretty poor explanation of what it does). They should be fixed in the upcoming version. I've also added the ability to hover over a glyphs during combat to see exactly what they do.
Hill (green one) have their power doubled in middle section, but returns to normal after leaving it.
Pierce (purple one) damages also a glyph behind one it collides with.
With the next version, there will also be more detailed tutorials that explain the key mechanics in depth.
I also found out that mats wasn't adding correctly but rather overwrite each other in crafting, should be fixed for 0.2
Thanks for the comment.
> Always interesting to see more of these transformation games crop up since AI generation become more consistant. Although I would give it more credit if it was made by an actual artist, I can understand there's likely a considerable amount of alternative character art planned.
Sadly, commissioning an artist would literally drain me of any money, as for main characters alone, with 4 transformations and 10 images each, it's 40 Tabula + 40 Cait 80 images.
I know that people are extremely skeptical in terms of AI images. For such indie games, it's a good option as long as you put some effort into making them look good. Otherwise, the game would need to be text only, and that kind of takes away the charm.
I always try to fix my generated images in GIMP to look as consistent as possible. Did I succeed in that? It's up to players to say.
>Gameplay wise, it's a bit static but I can see that figuring out attack and defence block placements certainly gives it potential. I figured there could be some interesting gameplay with using block against overpowered enemy attacks, but once I crafted a Split that I could use every 'x-0.05' seconds, I more or less steamrolled everything.
I expected that game to be unreasonably unbalanced at first release. To be honest, I wasn't even sure if people would like combat in such a style, as you would mostly see typical JRPG/RPG Maker combat or Card game combat in such games.
In the end, I was pleasantly surprised that people, in fact, are interested in this type of combat.
I'm trying my best now to rebalance everything for 0.2, so players won't stomp everything so fast. Also, don't get me wrong, I'm okay with people finding out broken combos, but not that early on.
It's great help for me when people point out what was truly game breaking for them. I got a lot of comments about balance issues and answers to them on Discord, so I will try to balance with these in mind.
For bugs, thanks for the report.
I was sure that I fixed the "I cannot stop winning!" bug, but I will have to look at speed then.
For 22122 this is the first time someone has reported that. I will try to recreate that, but with the amount of info I got, it probably will be hard.
Ye. crafting mats should stack effect so x0.2 + x0.3 breast should give x0.5 and so on, but seems that i bugged them.
For mats balance i plan to properly rebalance them, as for now it was mostly "I just throw random numbers at it without more thought"
There will be better explanation and for example Damage deviation split into Max & Minimum stats.
For now bigger enemies doesn't not increase drop rate.
