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Pyxxis

7
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A member registered Mar 19, 2020

Creator of

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FWIW, while Greenstar is correct that the different forms can give you a serious edge in the fight, it is completely beatable as a base human (I know as I just did it to get to the new form). Couple tips:

1. As far as I can tell, the werewolf has similar armor to the elite kitsune, meaning you will have to do an extra hit before you actually start doing damage. Dagger and reposition are perfect for that.

2. Don't get the werewolf pelt out of the chests. Ruin may seem like a great move, but the cost of taking hypnosis damage from the werewolf makes the fight immensely harder. Similarly, don't take the cat paws so you can easily deal with the three cat knights at the beginning of the fight.

3. Movement is goated. Reposition is already good, but dash is great as well as it allows you to disengage. Dash also combos extremely well with the bow, which does a significant amount of damage at range.

4. Just level up a bit before you attempt the fight. Relying on your basic attack isn't a great idea since the werewolf 's most powerful position is right on top of you. Having both mobility to get out of that situation and having higher damaging attacks to end the fight faster are paramount.

I gotta say, the one thing this game was missing for me was TF, especially with how dynamic the paperdoll system is. Now that it has it... well, I'm not sure I'll be able to play anything else! Truly phenomenal work, I really can't wait to see where it goes next.

Geez, 5 years already? I still remember stumbling across the original, and being amazed at what you had managed to do in RPGmaker! Glad to see it's still going strong.

This is easily the best PMD fangame I've ever played, and while I hope to see it continued one day, I'm happy to have just been able to play it. Truly a 10/10 experience. And if you do eventually get around to working on it again I'd be happy to be part of the team. You know, in 2097, when there's finally enough free time to work on it lol

I gotta say. Usually, rote Pokemon doesn't do it for me, but this game felt waaay different than the other pokemon-based stuff I've seen/played. The PMD setting is one ripe for a game such as this, and your little personifications of the different town NPCs was phenomenal. Despite their limited content, the relationship between Riley and Hazel immediately grabbed me, and I want to see more of their story, both during the timeskip and after the events of the game begin.

 The mechanics were great and the sprite animations were sort of insane with the level that they were represented, with certain effects changing your overworld sprite and such. Even the little tidbits the townspeople have to say after you've gotten a gameover are a little touch that must've taken a while to do.

I really want to see this continued, if not by you alone then maybe a team or possibly even someone/ones else were you comfortable with supplying the source code. I'm not extremely well versed in Unity, but I've learned enough to be able to help with some of the coding-intensive stuff, and I like to consider myself a decent writer. Should you ever feel the wont to restart this project with a team, consider this my offer of my skills; I'd love to work on this project.

That being said, you've mentioned you didn't like the direction the project took. That's fair. This whole comment is really to say thank you for doing what many others really couldn't, from one PMD fan to another.

-Pyxxis

This was weird but really well done and surprisingly wholesome! Usually insect TF's don't do it for me but this one did. Great work.

So, I ran the numbers. As of 0.4.8, the maximum stat size (142,159,079,146 mi) is slightly over 160,000 times the diameter of our sun.

F*cking astounding.