I remember being overwhelmed by everything in the battle system the first time I played as I was trying to make good combos and focus on only the fei needed for my spells. Shooting up enemies at the same time was simply too much and I often got swarmed with shapes.
After getting used to the system however, I've come to really love the fast paced nature that turns the normally cozy connect three puzzle game into something that's packed with stress and action, decisionmaking is shifted from perfection to reaction and everything feels more like a fight. As soon as I got my mind away from "solving a puzzle" to "a battle with shapes and fei" it became immediately more fun.
I think people tend to expect a certain pace when they see connect three and have a hard time adapting to the much quicker one that's required. I really like that everything is centralized on the mouse and how some shapes chase the hand while others block where you want to move the hand. It's a neat system where everything fits together so nicely, even though it's a bit much sometimes.
My only complaint about the fighting system would be that I can't figure out some of the witches' attacking moves. At least not to a degree where fighting shapes is anywhere near easy. I like yoyo and orbit the best. There's a lot of control in the way those attack, while keeping some distance to the enemy. Starshooter and Boxing are good too but lack defense if that makes sense. It's not quite easy to deal with certain enemies or a big swarm. Mines are very defensive as the fei grid becomes a relatively save zone as long as you keep chaining feis around, though stationary enemies are very hard to deal with on the fly. Not impossible at all, but with everything going on especially in shapes battles this style becomes very unwieldy. And then there's the fly swatter attack... it feels hard to aim and just breaks if you want to attack faster. While it has great piercing (and area of attack I think?) I have to pay so much attention to where I move and turn to attack the enemy right before me. I can only barely fight other witches with it, but shapes battles seem to be almost impossible with this.
But overall I really like how natural the strengths and weaknesses of different attack types feels. Each attack has advantages against certain shapes and disadvantages agains others while not hardcoding those by saying "+20% damage against sharks" or something like that. It's something you can find out only by playing around with each style. And maybe someone else doesn't want to play with the yoyo, or super enjoys the flyswatter, and my perceived quality difference is just preference
KuronoKira
Recent community posts
I have a question about ranks and revives - and booba of course :p
[Spoiler warning for late-game theories]
If a witch ranks up, her breasts grow, so much is clear. What I'm wondering is however, why do witches retain their size after reviving them with their bones? They start back up at rank 1, but I'm sure they had a higher rank beforehand. In Sablee pretty much everyone seemed to have at least one rankup and the guardian (probably) lots of them, so I'd assume that at least some witches, especially the thunder guard captain and the yellow guardian, to have had several ranks before we beat them.
But if reviving reduces rank but not size, why aren't there more witches with massive boobs?
Nice game, although very repetetive. At first I didn't even know what was going on, doing a mission here and there, getting exhausted "for no reason" or straight up getting knocked out... until I found out the stats were just in a collapsed sidebar >~<
Story-wise I still don't quite understand what just happened, but in the end I just kept farming xp until I reached lvl 50.
There seem to be some warnings in the game about not being able to level up without the serum due to broken armor, but that turned out to be false information, at least for the last stage. Also the warning that I reached max level already appeared at around lvl 38 after the last inspection, but max level is actually 50
Did you have inspiration from soul eater when you did the nightmare spheres? I'm just reading the manga ATM and noticed that pretty much the same situation is going on there... I'd argue there are even parallels between the way your witches are being corrupted and the "madness infection" in soul eater
Not trying to call you out or something, just curious
Discord offers you various settings to differenciate between usergroups, for example you could have your patreons have a special role and a channel that is only accessible through that role.
I'm not sure how much work it'd be to verify patreons though, so I'd understand if you didn't want to go through the trouble
Hey there, just wanted to say I had a blast playing this (again)! I think it's the third time now haha
I love how there's always so much new content and more refinement added to the game. This time however I had to take a peek into the walkthrough because I couldn't figure out where half the orbs for rankups were hidden. Since rankups and therefore the orbs are rather important for powerscaling, they should be more findable with just the means the game itself offers. Though I wouldn't want them lying on the roadside either; it was fun discovering them and solving the many different riddles and puzzles after all.
I have two ideas how you could implement a little help in finding them without taking away that fun:
- A marker that shows up on the map once the room you're in has been cleared. That way the player would have a way to narrow down the area where they have to look for hidden treasure or something else
- A person or tool that gives vague hints as to where the orbs can be found. Something like "Defeat a mighty pirate". It's not quite giving exact directions but rather something that helps narrowing down the location. Perhaps the hints could cost something, money, shards or even items, so the player doesn't get them for free
Going by the gallery I'd say that lvl 60 seems to be the last stage currently implemented. I'm at lvl55 atm and there's only one stage shown as a black silhouette. The selection slider goes on a bit, but only a text "can't find image" shows up. lvl60 is stage 11 and the slider goes to stage 15, though from 12 on forward there are no silhouettes
Will there be an update to fix the bugs of this game? The user go-yukkuri already pointed out lots of those, though I think they got some of them wrong, not that I blame them or anything.
Wild herbs don't regrow on their own, and need to be triggered to grow one by one by finding their spots (while they're invisible due to previous harvesting), interacting with them and then wait out some internal timer freezing or something. I think other farmables (water, trees, rocks, crops) grow faster during this "freeze" too
The mountains are accessible from the start, but unlock again after feeding kawaisa enough
The building in the mountains leads to the barn in the west instead of being its own building. (=> see user Lord Daret's comment) I think this should've been a masonry or something like that where stones can be processed.
The fourth crop on each farm doesn't grow, or much much slower than the others. (=>grapes, cocoa and crownseed)
There are wheat sprites where they shouldn't be, one below the entrance to the pastures (layered ontop of the fence) and another one in the mountains on the roof of the wall before the hot springs
The hot springs can't be entered, which I believe should be since the random characters are sometimes shown relaxing in there. I assume there was some dialogue with them there as well
Wild flower decoration doesn't use flower seeds
(not really a bug) Karma is seemingly an important factor in the feeding process, but besides the tutorial it's nowhere mentioned. Knowing how much karma I have at any time and maybe even how much it affects the nutrient multiplier would be nice
(missing content rather than bug) There are lots of unused materials, like rocks or grass. Also most of the crops you can grow on the pastures and in the mountains neither have a nutritional value, nor a price for selling. I didn't complete the game yet though, so maybe there's something for those later on.
(balancing?) Eve is rather hard to grow compared to the other two dinos in my opinion. Maybe I missed something for her to do though
Overall I think this is a nice game, very similar to fertile farm, though due to the problems mentioned, I didn't really have the motivation to get to the ending yet. It feels like it could be a very chill game, but as it is now I feel like there's too many roadblocks to actually get into that enjoyable cycle of gathering, farming, crafting and feeding
Seylive0923 No, and you'd see that if you'd scroll down. Most posts where people asked for something were liked by others, even the one mentioning vore. They were liked and some also disliked because people agreed or disagreed with that thing being added. You brought something up that many didn't want, and instead of asking for something new you just said, "Do that", and then proceeded to not see how that was a bad move
Seylive0923 No, I'm not the creator, that's why I only stated my own opinion instead of giving you a straight up "no". I do not know what the creator would be willing to implement, though the list of fetishes included is already posted. Not to say that this list is set in stone, but still a strong indicator. So if it's none of my business what should be in the game and what shouldn't be in it, what makes you viable to make such decisions? Why would you be allowed to make such demands?
It's okay to ask for things to be added, and it's okay to say that you're against something to be added. What's not okay is to waltz in and demand your wishes to be catered to.
Could be because I never played games like these on keyboard. I just found it hard to get used to, but that doesn't mean that your approach is wrong or nieche. What I'd like to change is what you did with Z and Shift though. Z (punch) only works at smaller sizes, so pretty much useless most of the time for someone who's constantly stuffed. Shift (dodge) however is a lot more useful, especially against ranged enemies, but isn't really where the fingers are positioned. There are 1-2 useless keys inbetween, which isn't ideal especially for something you'd like to use as a quick reaction.
I don't really see a point in the punch anyway as the kick/belly bump are pretty much the same in terms of attack area. Not sure if there are any combos you could pull off with both kick and punch, but to me the punch felt rather redundant and unimportant. Putting dodge on Z would make a lot more sense than having the punch there
Nice game. The controls are a handful - or three rather - but once you get behind it, the game plays quite nicely. Though the game definitely has its ups and downs. What makes matters worse is that the first two maps are really hard with how the game progresses. First, when you have no equipment and points in the skill tree, you get bullied by all the slimes until you've gotten a good grasp of the controls and some good gear. I tried my luck in harder maps before I beat the first one to get some better gear at least, which somewhat worked, but it doesn't feel nice to scrape some leftovers wherever you can get some just to be able to beat the first level. (Maybe I'm just bad on a skill level though, so I'm not really upset about it)
The second map is... weird. It's a maze, sure, and with the instruction to collect the keys for the bossfight there's some direction to it, but the layout really is annoying. Some passages you can't take because you either miss a little bit in jump height, or you're just a little bit too tall. So finding and memorizing not only the layout but also the paths that are viable is quite annoying. Here I noticed that the healing items only replenish your bursts when you're completely healed, otherwise they activate straight away. So a single hit from an enemy can keep you from stacking bursts. In the middle of a fight it might be useful that they activate instantly, but for every other purpose I think giving the player the choice of when to use them would be better. And then there's the bossfight... this could be me being too unskilled again, but I really struggle with that boss and only ever gotten a draw where we killed each other at the same time, even with level 3 and 4 gear.
Third map is my favourite one of the four. Really the opposite of map two with how there is only one path. The cysts on the walls are a bit annoying, but that seems to be their intended purpose. This map tests your patience though as there are a lot of monsters with little room inbetween, so I had to spend quite a long time just waiting for digestion. Especially after I had to decide on a xp boost for either slaying or eating enemies. I think it would be nice if digestion sped up over time, like normal speed when you've just eaten and then faster and faster the longer you do nothing, or massage your belly. The boss here was a bit weird. The first time I had beaten and eaten those dogs before I realized they were the actual boss. After that I tried to figure out their moves, but now I think you're better off not thinking about that at all. The more you think you understand how they move, the harder the fight seems to get.
Fourth map - is a map. Nothing really stood out. Which is not a bad thing really, as I find the enemies and map design are a good combination. Haven't beaten the boss yet, but that one really boils down to energy management and mastering the controls. Speaking of which - they feel like really unintuitive. I know there were lots of games that used similar keybinds, but I can't remember playing any of those. To me it felt like you were trying to map a controller onto the keyboard without reaching a satisfying setup. I think this game would really benefit from adding controller/gamepad support. Everything just feels like it's a ported console game.
I hope there'll be lots of levels in the future that allow me to unlock more of the skilltree. I feel like the game could use a story that connects the different levels, but not necessarily so. Right now it's about doing whatever you want to and getting stronger through that, which is totally fine, although a bit unrewarding. With either a story or an unlock system (or potentially both) clearing levels and beating bosses would serve a higher purpose rather than just average loot and a bit more xp than common enemies
With how the demo works right now, namely a single run up to the first boss, there's not much use for relics anyways. You've set your priorities in a sensible manner such that the most basic features come first. It was indeed fun to play once and see what this game has to offer, but it didn't leave anything open for a possible second playthrough. Continue adding content and features and I'm sure it'll get there eventually
It is what it says it is, a rogue-like deckbuilder. It's playable, but not really enjoyable (for me at least). The cards are hard to handle, sometimes a click is enough, sometimes you need to drag it, sometimes you have to drag it to a seemingly unrelated position on screen. The story, weird as it starts out to be, is quite nonexistant once you enter the actual game. A blant *rips the heart out* that only changes a bit between the different monsters is rather uninteresting.
You bring up some nice ideas though with cards that play a turn later, haven't seen that one yet (though I must admit I haven't played the big games of this genre). I could see some nice gameplay coming out of this feature. Some more explanation about how this works would've been nice though as it wasn't really obvious that effects like +damage or -damage only last one turn. Some sounds and visual effects would be nice to have as well to see what's actually happening when you play a card. Previewing effects on mana, health and targeted enemies too.
As it stands right now, there isn't much of a rogue-like feature in the game, no relics, no powerups and nothing unlocks when you win, or lose, so it's just a deckbuilder at the moment.
I hope this rather negative feedback doesn't dissuade you from developing the game further. I believe that at this point of development pointing things out that are missing/not working is more helpful than an undifferenciated praise, but nonetheless you did well on several things and have gotten to a point where you have a playable game you can show the world. I'm excited for how this game will turn out when more is added
Plants won't get registered in the recipe book when using mmb to pick them up from an oasis 