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TailBreeze

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A member registered Oct 09, 2021 · View creator page →

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(1 edit)

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.

(3 edits)

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:

  • The Tavern Keep's "Leave your equipment here" is added to prevent the player from accidentally losing high-tier equipment because they forgot to un-equip the adventurer-to-fire. Stealing equipment is a side-effect caused by this feature.
  • It's possible to add codes to take the fired adventurer's starting equipment from the party. Then the player could just sell it before it happens.
  • It's probably possible to add codes to force the party to buy the equipment back when they happened to have sold them. Then the player might decide to buy something else so they cannot afford it.
  • This can be solved by simply removing starting equipment from non-first adventurers, but then it would also remove some of the already-limited characterization of the adventurers.

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:

  • Requiring the player's input will emphasize the fact that the adventurer is transformed into a monster, rather than replaced with one.
  • The truth: I played Digest Quest by konoe, which occasionally does this presumably for the reason above. Then the much better-known Cassette Beasts, where you can control a sleeping/confused/petrified character to a reduced effectiveness. Then I wanted to do something like those.

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.

  • Actually, this is another "more from limitations than from intention" feature; my intention was to make TFs permanent this time. But it turned out that the game cannot randomly generate player characters (or somewhat bad at it), so I have to make some and re-use them.
  • I'm making TFs in this games as inevitable and permanent as reasonably possible. Replacing adventurers is this game's method of getting human adventurers after your party members are TF'd.

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:

  • The auto-equip button will be added back to the Equipment menu.
  • Priorities in auto-equipment are partly character-based, not always class-based. For example, different Wizards will wield Staffs of different elements but all of them wear Robes.
    • Unless a higher-tier Swords/Armors are in the inventory. In that case, they grudgingly take them.
  • At least in the Equipment menu, items will be sorted by "tiers (descending) then types", instead of the current "types then tiers (ascending)". This will make it easier to re-equip adventurers after they auto-equip themselves.

This game is incomplete. I'll slowly keep working on it.

I'm making a list of future updates here.

If you have feedback or a bug-report to tell me, post it on this topic.

Perhaps your idea will be added to the list and eventually make a change to the game!

(1 edit)

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.

(1 edit)

Thanks for playing!

This game was originally made as a technical experiment/practice to revive once-abandoned project, so perhaps that's why it has some flaws.

In my next game, I should polish more detail so players can enjoy it more.

This game and Untitled TF RPG are the only games I have released. I hope this answers your question.

I own copies of many other games available in English, some obtained in itch.io and others from Steam. I don't think it's what you meant by "Do you have any other games...", but still...

(3 edits)

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).

  • I agree that TFs could've been put into the gameplay more properly, like allowing to walk around in the TF'd state and during epilogues, but it would take me more efforts including writing more complicated event branches and fixing bugs. And I didn't think that's really worth it.
  • The point of the intro is to tell the player that there is a trial to become a hero and the protagonist must go through it. I admit it was too long for its sole purpose and I knew it when I added an option to skip it.
  • The stat-growth system is there mainly to encourage players to focus on either swordplay or magic. Since a half of the endings are determined by the protagonist's sword/magic choice, I wanted them to be clearly either a swordsman or a wizard, not something in-between. Also, increased stats can show which path the protagonist is currently taking and how far they are into it.
  • Elsewhere I've received another complaint about the end-boss being unwinnable, so perhaps at least I should have made an excuse for this design...
    • ...Even when I already sort-of have one. There is "no way to win" maybe because, the opponent is powerful enough to turn a human into a boss monster loyal to him, and the said human has only the starting gears, basic skills and no companion except monsters they can summon, and is just about to finish their tutorial dungeon.
    • Still, something should have happened when his buffs are removed.

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...

  • I made as many endings as I reasonably can. That's why some conditions are very specific, like the one you just mentioned. Now I'm not sure how well this game does a personality test.
  • I'm very happy to see someone mention about the gameplay. I believe a good gameplay is a requirement, not just a bonus, for a good fetish game, because:
    • With many fetish scenes in a game, there probably be some scenes a player doesn't like, so it has to provide something more broadly accepted: the gameplay commonly seen, even in non-fetish games.
    • Game-balance is also important; too difficult and players would be exhausted before reaching fetish scenes, too easy and a game would become tasteless.
  • The ending scenes are made short by design, because:
    • The event right before the final boss is supposed to be a plot twist, and I wanted the game to end soon after it.
    • I expected a player to do multiple runs, so I kept each playthrough short (the ending included).
    • It would take more coding to let the TF'd protagonist freely explore the new home. It also seemed awkward to me in many endings - some monsters have to be standing on a spot and waiting for challengers, for example.
  • I must admit my games have too few "TF with personality intact" scenes, especially in endings. Every TF ending/game-over of this game and Untitled (my previous work) has the player character brainwashed, unable to resist a monster's instinct, stuck in an inanimate form, or biologically dead. Maybe I should explore more possibilities if I make another game.
(3 edits)

Thanks for playing! I'm glad to hear you enjoyed it.


...And for design mistakes you pointed out...

  • For the thing being a letdown, it should be less terrible, at least for new players, in the "100_2" version, with attached txt files changed.
    • (Do note that the in-game event is unchanged, so re-installing the game doesn't change the situation much.)
    • Now it's noted in the "Game Over List" instead of an ominously prepared separate file.
    • In the new writing, The TF scene itself is treated as the main part of the event rather than just one of the steps towards the usual game-over screen.
    • If it still disappoints players, let me awkwardly claim that it was an easter-egg...
  • For the endings being the same, I would like to claim that this game is supposed to imitate a prologue of an ordinary RPG: a personality test to determine your class/stats (e.g. Pokémon Mystery DungeonDragon Quest III). Because of this, "the personality test" has more than a few different results but "the game proper" (this game's endings) doesn't change much.
    • Another, or the real, reason for the endings being the same, is that I really couldn't think of a wider variety of them. Sorry.
    • Still, some of the more difficult endings could have used more gimmicks...
    • At least the Ending Hax Tool had a good use, since repeating the same game many times in slightly different ways just for endings would be painful to many of the players.
  • For the difficulty of that particular ending, I'll blame some person who did a low-level run of Untitled. But I believe you can defeat the Birdman without too much luck if you use magic when the sword is not an option.

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.

(3 edits)

"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.

Thanks for playing!

Actually, "Untitled 2" has been cancelled. The game I'm currently working on (and posting on Twitter about) is another, smaller-scale project.

I have a plan to relaunch the "Untitled 2" project someday, but no promise...

(3 edits)

NOTE: This post contains some spoiler under the "View rest" button.

-

Thanks for playing my game and writing the detailed feedback and rating! Let me answer to some of your concerns.

-

Summary:

  • The Hero *should* have got a good buff/debuff skill or two.
  • Some of the healing methods outside the Hero's magics might have been overpowered.
  • Otherwise the game is working as intended.

-

Details:

  • I thought the Hero's "signature moves" were Heal and Fire Breath and Picklock.
    • Maybe other characters' access to high-level Cure magics and good restorative items made Heal less appealing in comparison.
    • I still believe Fire Breath is a viable attack if your party is above level 30. It requires a lot of set-up, but the most of said set-up involves simply waiting a few turns, and the Hero is somewhat good at it. (If you don't have this skill, let the Hero fight Dragon alone and lose.)
    • Picklock is crucial to obtain some of the end-game equipment but just not flashy at all so you might well forget it.
  • Refresh not removing status conditions is intended; otherwise it could trivialize the final boss. Luck in this game affects accuracy/evasion/crit-chance, so this skill can get some use.
  • Spooky Surprise is just a random effect skill for fun, and by definition its effect is very random. Even with the collars, the skill is supposed to be unreliable. I think one of such skill is enough for one game.
  • The Warrior has debuffs on his Attack Magics because their raw damage is abysmal. The same goes for the Magic User's Techs. The Hero's lack of debuff skill is an oversight, but I could perhaps rework Fireball and/or Eruption to repair it. While doing so, Protect might deserve a rework so it's one more of his "signature moves".
  • The Warrior keeps Battle Cry even after his form is restored. It looks odd if you think about it, since other forms teach skills different from what are available in their forms, but at least it's not a bug.

I looked into the game's code (sorry). It seemed like a Fairy uses Prank only if it's damaged (sorry again if it's incorrect).

Prank has 3 different (seemingly random) outcomes, but in my playthrough I got Frog TF a few times in a row, then Cow TF a few times in a row. Maybe some mechanic to reduce this behavior of randomness could help. The easiest I can think of is to rotate between those outcomes (e.g. Frog, then Cow,  then Pig, then Frog again).

Get someone equipped with a weapon found in the Labyrinth, and then check the boulder.

Thanks for playing my game!

And that's a fair point, this game's Hero is a rogue/cleric hybrid and TF victim. Honestly making him "chad" or even heroic is impossible to me.