Nice.
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This here is some high quality stuff. I really enjoy the choose-your-own protagonist narrative with different themes of erotica.
But what I'm really impressed by is game design. While the maps and combat have a familiar Fire Emblem inspired gameplay (typical of a game made with SRPG Studio), the leveling system is not. Rather than beating up every enemy to milk every drop of XP, you only get stronger between levels (saving on the grind). But where units get truly powerful is through their inventory. Held items offer bonuses and abilities but are limited by inventory space, which gradually unlocks with more progression. This is a truly ingenious and creative workaround using the SRPG Studio kit.
I am genuinely impressed and excited for its continued development.
hello, just started playing. love the game.
although the poltergeist enemy is a little weird, and not very straightforward. I'm guessing it's supposed to be a more difficult enemy, but i don't think it's supposed to be a 'break the game' kind of enemy.
I put all my characters in the same spot, Raine has fury and boiling blood, and the other two have thorns. somewhere along the way that translates to infinite damage followed by gaining a lot of permanent corruption, and the reference log filling with "you defeated a reference poltergeist" Trying to leave the spot breaks the game again with the following message:
[center]The event stack size exceeded 100! This PROBABLY means that some combination of effects is causing an infinite loop.
This probably would have crashed the game, but it has been forcibly cut off here instead. The following is a copyable list of the 5 most recent CCTs on the stack. You should report this information along with any other context you can add.[/center]
Check Type: ALLY_TAKE_DAMAGE
Character class: AllyToken
Information: {amount:1, room:[Reference:221139], source:negative_stat_gain, stat:8}
Check Type: ALLY_TAKE_DAMAGE
Character class: AllyToken
Information: {amount:10, floor:Experiments_Reference, monster:[Reference:221140], room:[Reference:221139], source:{dungeon_event_ID:RE_ReferencePoltergeist_Defeated, tags:[event, monster]}, stat:INJURY, target:allalliesinmonsterroom, triggered_by:[Reference:377721]}
Check Type: ALLY_COMBAT_ENEMY_DEFEATED
Character class: AllyToken
Information: {defeated:[Reference:221140], defeated_particle:res://assets/particles/BossMonsterRoomDefeatParticle.tscn, defeated_sound:res://assets/sound/SFX/EventSound/die.ogg, monster:[Reference:221140], room:[Reference:221139], source:[Reference:221262], triggered_by:[Reference:377712]}
Check Type: MONSTER_DAMAGE_WAS_TAKEN
Character class: Map
Information: {damage_amount:2.2, monster:[Reference:221140], sex_damage:False, source:[Reference:221262], source_character:AllyToken:[KinematicBody2D:221188], triggered_by:[Reference:377711], visibleifunexplored:False}
Check Type: MONSTER_TAKE_DAMAGE
Character class: AllyToken
Information: {amount:[{operation:+, value:%ally_stat%CORRUPTION_TOTAL}, {operation:*, value:0.1}], monster:current_room_monster, room:[Reference:221139], source:[Reference:221262], source_character:AllyToken:[KinematicBody2D:221188], triggered_by:[Reference:377702]}
I'm personally a fan. A lot of these kinds of games default to the reserved, ambiguous, easy-to-self-insert type of protagonist. So it's a refreshing change of pace when the MC has actual character, allowing for their conversations with the rest of the cast to feel a little more like genuine dialogue, rather than a detached observer.
