Thanks!
Not sure what to say, but I hope you enjoy my game and its update.
Thanks for playing! I'm happy to see you enjoyed my game.
My game might look creative and unique to you, but I have to mention that many parts of this game is based on player feedback. For example, the TF description is added after receiving a feedback from TuxedoedPenguin, and the ability to 'infect' transformation between party members is based on nivada94's idea.
For the final boss battle, the idea to force the player to use multiple parties was there since an early stage of the development. It didn't necessarily have to "a champion party first, a human party later", but it was the easiest to implement.
Humans' immunity to petrification is actually noted in one of the books found in the tavern's basement. But, perhaps I could use this "a charm that protects one champion from the final boss's curse" anyway.
I'm actually planning some more changes on this game, but I'll make sure I won't break what's already there.
I admit this game gives too few hints (basically none at all) for this, especially now that some clues are given to defeat the final boss...
Thanks for playing! I really should've included it somewhere...
This game has 5 "endings", though some of them have a few branches. Here's what to do for each ending.
Thanks for playing and feedback!
Actually, regaining MP is not that hard. The only real "cost" for restoring MP (read: replacing adventurers) is some XP loss, which is not a huge setback since most of their strengths come from equipment anyway. You cannot run out of adventurers, which even allows you to keep rerolling until you get someone who fits your strategy.
Also, for your feedback:
Thanks for playing! I'm happy to hear you like this game's concept.
I wanted to try something new with "cure for TFs" as a gameplay mechanic. And the "TFs are permanent, just replace the TF'd with new recruits" approach seemed the rarest of what I could imagine - as far as TF games go, I don't think I have seen any. (Replace "TF'd" with "killed" and you get Wizardry.)
I tried to make those death-equivalents not huge setbacks, partly because TFs are hard to avoid entirely in this game, and partly because I don't want to punish players too much for "non-optimal" gameplay.
Thanks for playing and feedback!
If I am to make new skills which infect TFs to other party members, I would add some benefits to them, basically making them magic skills which spend other members' MP instead of the user's. This way, such skills can be used even by "serious" players. But I feel that designing such skills for every monster would be too much work, so many monsters would receive generic ones or none at all.
If your point is a simple "this game's TFs need easier accesses", I agree - it's sometimes hard to get TF'd in this game.
I'm not adding a toggle option which impacts effects of actions or difficulty of the game. If you don't want your party members to do MP damage, just choose skills which don't involve it.
Also, if TF'd monster's skills are too unfavorable, just don't get TF'd - Once you reach the end of the Forest maze, trigger the message but don't go further immediately, use Orb of Wings to return to the Tavern and remove low-MP adventurers from the party, then go directly to the boss battle. This game will be balanced around this strategy. At least I will make it clear that you can teleport to the boss once you have reached there.
Thanks for playing and feedback! I don't think I can give favorable answers this time though.
You can steal equipment from adventurers by repeating "Replace Adventurers". It came more from limitations of game-making than from my intention. For details:
Magic Flowers' skills are technically neutral, since they target both groups (perhaps I'll make them less likely to hit allies to show they're still your friends). They just tend to mess up your strategies, and Treant just happens to be immune to them. I personally like the current mechanic of that battle. Because:
I'm not allowing to cure TFs (and make adventurers not so expendable) in gameplay, at least not too freely. Curing TFs is already possible in lore: TF'd and fired adventurers will go to "the Sanctuary" (basically the same facility as one in Untitled TF RPG) and get their human bodies back, as the Chicken explains in one of his dialogues.
Thanks for playing and feedback!
Currently the only place to find my "progress reports" is Twitter/X, where I post reports weekly (as long as I have something to report). The reports are only in Japanese so far but I will include English version for the future reports.
The boss's targeting is one of the issues I could not solve before the Jam's deadline. My idea is to let him avoid a TF'd adventurer if there is an available human target. I will save the "force TF'd adventurers to use MP attacks" idea for later.
Thanks for playing and feedback!
In the current version of this game (and my previous work Temple of Trials) TFs are done instantaneously with a flash of the screen. With the side-view layout of the battle scene, it could be odd to describe what is happening with the TF victim visibly standing on-screen. Adding graphical TF sequences is not an option either for many reasons.
I like the idea of adding descriptions though, so maybe I will resort to screen fade-out to hide adventurers mid-TF.
Thanks for playing and feedback!
I removed the auto-equip button from the Equipment menu (that's why it has a weird space next to "Clear" button) because it simply maximizes raw stats with no regard for anything else. Tweaking this mechanic is something I did in Untitled so it should be possible to make it work nicely.
In order to reduce time and effort required to equip an adventurer, The following features are added to the To-Do list:
If you mean this post or this post, I made them as a one-post joke and they're not in-development. This and This are from this game's prototype. If you mean weekly posts until this, the project of the game in those screenshots was abandoned due to technical difficulties but possibly I revive it later.
I am sorry, but I did not know my ways of handling the endings were "obtuse".
late edit: I originally thought "obtuse" here was an outright insult. But I recently saw that word used elsewhere as "not enough hints provided" (still not a compliment, I know), which sounds closer to what the game's endings actually are, so I will interpret the word this way instead - possibly wrong, but better than an insult, right?
If you mean how the ending branching is skewed towards certain few results, that's indeed something I did poorly, but really I didn't notice/consider "obtuse" on release.
I included the guide because I didn't put in-game clues for the endings and game-overs, and I'm a kind of player who often uses a walkthrough of a game as soon as reaching (one of) its ending(s).
Thanks for playing! I'm glad to hear you enjoyed my game and the "personality test" idea.
...And let me share some of my thoughts...
Thanks for playing! I'm glad to hear you enjoyed it.
...And for design mistakes you pointed out...
Thanks for playing!
I thought the thing was good enough because it at least involves a TF scene which lets a player walk around on the map and "fight" monsters in the TF'd form.
But I admit that it is actually rather disappointing.
I'm not planning to change the game data for this, but I might reorganize the spoiler txt files so they will not make players expect something too spectacular.
"English translation is now available" - at the top of this game's description.
...Anyway, downloadable versions with "EN" are in English. i.e. "(EN) untitled_tf_rpg_131e.zip" is the latest English version.
(edit:) Replaced the cover image and screenshots. Now it should be more obvious that this game supports English.
NOTE: This post contains some spoiler under the "View rest" button.
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Thanks for playing my game and writing the detailed feedback and rating! Let me answer to some of your concerns.
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