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manabug

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A member registered 73 days ago

Recent community posts

oh wow i never even thought to try that lmao i just ran for my life until the crossed swords disappeared off the screen! 

thanks for the tip!!

Probably last reply I'll make to this post, but felt it worth mentioning. after playing with magic some more, i found that even water scepter more often than not also goes right through enemies instead of hitting them like charged fire scepter attacks. it also does very little damage, unless you cheat wisdom like mentioned above. that means that both fire staff and water staff have a chance to just miss enemies you're aiming at directly. both fire/water scepter basic uncharged attacks does so little damage, i end up needing to use my off hand which gets me into the next issue.

this issue is, none of the magic items are good in a pinch in my opinion EXCEPT water book. for whatever reason, that book's aoe ability is overpowered at 40 wisdom, and can kill most enemies in three hits. fire book skills have to be charged (except for bombardment, which doesn't do enough damage or stun long enough to set up mainhand scepters), and lightning book is designed around stealth as actually hitting the tesla coil with the lightning while dodging enemies is nearly impossible (hitting urself is all too common if you do manage it). so you're basically locked into the water book in any combat scenario, especially when you aren't initiating the fight. BUT because water book does too much damage, and mainhand uncharged scepter attacks do too little, cheating in wisdom makes using the water book unfun because at higher wisdom that thing SHREDS.

i don't want to sound overly critical, i genuinely think the system in place is great but these issues make me miss the false god slayer sword everytime i run into them, so i hope changes are made or items are added into the magic build-line that can make it fun to play. 

some suggestions (not a programmer but just throwing out ideas): 

  1. make fire staff uncharged auto stun longer if the stun happens, buff damage
  2. water staff have a longer slow or good knockback like water book (even just a percentage chance)
  3. lightning rod not need to charge/fixing issues with its charge being so easily interruptible. maybe let lightning rod zap and stun enemies that hit you while you're using it.
  4.  remove wall of fire from firebook and add a flamethrower option. flamethrower go brrr.
  5. let lightning book act as the tesla coil and have you yourself be zapped as an aoe to harm enemies at the cost of more stamina. (this is more a personal suggestion as its boring to use the weapon IMO but its not a bad book)
  6. lower water books aoe damage, but buff scepter uncharged auto attacks damage. the balance between mainhand and offhand feels bad with this specific book.
  7. add defensive magic as replies above this one suggested earlier
  8. allow acolyte divine items and magic to be used at the same time, at the cost of not being able to take timid/nympho/strong traits. also not allowing juicing or high quality weapon traits for balance reasons. being able to heal and use magic would make the magic in the game feel better, and accidentally harming companions with magic can be remedied with healing! (assuming they don't beat you to death after you've friendly-fired them lmao)

apologies for the long post but i absolutely have been having a blast playing this game and i really want it to do well. its audacious of me to leave suggestions and critique a game i could never dream of making myself, but i hope the creator takes my input into account and makes this great game even better. until magic is changed, i plan on just playing my abomination false god slayer sword run, so none of these issues are putting me off from playing the game itself!

thanks again for reading :)

Totally understandable, and its not even just the players that suffer from magic either. 9/10 of the times i hire the fire mage upstairs in the tavern, she will either stunlock me with the enemy with her magic or kill herself with her fireballs trying to take out enemies. it's quite hilarious to watch but i'd like to not hire her a million times because she's that unreliable lol

i think the main problem is magic seems to be designed only for offense, and you (for some reason beyond me) can't take acolyte traits or divine items if you choose magic. it would be so fun to setup fights with a fireball, and then heal your companions with divine items or mend soul ability, and gives you a bit more options in regards to magic. but i imagine this design choice was based off the lore around the saint, and the followers of the saint. 

at the very least I'd like to see some defensive magic options that aren't just abilities that block enemies paths, that'd definitely make it more viable at lower stat levels! (like Cocona's necromancer shield she uses for example)

okay after posting i stubbornly played around with the abomination magic weapons some more, and i actually like them more then the post above would have you believe. i still think the leeches are on the weaker side, especially where stamina is concerned. however, indoors fights are cakewalks with good worm/leech usage, and the leeches aren't terrible at pulling agro. the two flesh weapons require a completely different playstyle than the other weapons, which is fun as well. i still think the leeches should be buffed, as i cheated 70 wis, but figured i'd update this post since i've found ways to enjoy the weapons! 

Water Scepter, Water Book, and Electric Book are great and I have no negative feelings about them at all. However, a few other magic weapons feel either useless or designed poorly. 

Fire scepter is great, but 7/10 of my charged shots go right through enemies for some reason, if that got fixed it would be a perfect weapon. the Fire Book is okay, the stun bombardment is useful and easy to use. the fire wall however feels kind of uninspired; its got good damage and combos well with the other stun ability but its just a reskinned lantern ability. I'd love to see a flamethrower-like replacement, but that might just be me.

 Lightning scepter on the other hand is probably my least favorite of the three, as not only is the charge only attack annoying to actually get off, it feels clunky and useless to use without either a companion and lacks both the water scepters fire speed and the fire staffs explosive power. there's almost no incentive to use it, and i'd highly encourage either feedback on how its suppose to be used, or changes to it entirely. the aoe does not make up for its flaws from my testing.

the abomination magic weapons are really where most of my grievances are. the flesh scepter is absolutely useless, as even at 99 wis the flesh leeches do abysmal damage, they have terrible tracking against any enemy that moves even remotely fast, and the charge to summon one feels bad. maybe changing the summon to a flying leech would be better, or buffing the leeches somehow would make them better but as of now its my least favorite weapon by far.

the flesh totem isn't bad, i like the flesh worm. the blood clot is okay, but is really awkward to use well as most enemies avoid the clot and it hurts you so its hard to even take advantage of the blood terrain it creates to do residual damage to enemies. both flesh weapons are completely overshadowed by the other magic weapons, and its disappointing because their concepts are super cool. (although i want to repeat the flesh worm is super cool and i have no complaints about that ability).

To finish this off, i'd love to see a necromancer set like Cocona has. Cocona's items are super cool and unique to her so i can understand why they wouldn't be implemented but i like the necromancer aesthetic so i wanted to suggest adding more of that regard!


thanks for reading, loving the game so far but felt compared to share my thoughts!

Yeah i kind of figured it would be a ton of work, especially with how many animations exist in this game as of now so absolutely no worries. I'm enjoying the game as it is, but I'm glad to hear your experimenting with similar ideas in future works, definitely excited to see what else you make!!

Hello! I've been loving the game, and had a few ideas i wanted to suggest while playing. The armor break system is fun and not bad at all, but while playing it feels like a few things could make it better/more immersive.


Firstly, vore in my opinion should be able to take place while in armor, and there could be a percentage change that while vore is taking place the armor dissolves/breaks.


secondly, i think that sexual acts should be able to happen while in armor (grabbing, and of course any animation that makes sense while armor is on) and that instead of armor breaking, the mechanic could change to something like getting sticky or dirty from all the fluids. i think the underwear breaking makes sense, and should also apply to the vore idea above (dissolving during vore).  i think it makes sense monsters work towards stripping you down/bogging you down with fluids to so they can get you naked, rather than just breaking your armor and underwear before being able to do anything. 


it would be a good place for a debuff depending on how much you've allowed to happen; the more sexual acts while in armor makes your body sticky and thus harder to move in the armor.  the debuff could be something simple like the armor break meter, and the higher it is the slower you move and/or defenses drop. at a full meter, you could be unable to jump or use dash skills while in armor, incentivizing players to remove it in the pause menu or clean it. 

you could then change the armor repair item to a vial of water, or some sort of item to clean yourself off that you buy with essence or find out in the wild. you could even include where areas of water exist, it washes you clean depending on the source of liquid (muddy water areas wouldn't make sense getting you clean for example). of course using the fairy maiden to clean armor/repair underwear would still make sense!


it would also be funny to see that the higher the meter, regardless of armor on you have a chance to slip or stumble because of the fluids. if this was implemented I'd also change the animation after a sexual encounter to Maya disgusted at the fluids on her, instead of the flailing and damage like animation that exists now.


this was just an idea i had while playing, and its quite a lot but would be pretty interesting and immersive to everything going on, because right now it feels like the difference between armor and underwear vs. naked is a little too high. but of course i'm not a programmer, so its just a suggestion!


thanks for the game! definitely enjoying everything so far, and loving the boss fights and all the details in the animations. hope to see it completed soon! <3