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TheDoeMust

3
Posts
A member registered Jan 05, 2021

Recent community posts

Imma throw in my two cents here.

DAMN NEAT CONCEPT. DAMN NEAT CHARACTERS. DAMN CHARMING GAME.

Okay, setting my endless well of appreciation for this clear labor of love aside, I do have a bit of feedback:

- I do think that there should be a bit of "autodeal" after the dealer starts handing out cards (with a 0.1s, 1s and 5s interval or something), as an option in the settings, if nothing else. There's a lot of clicking involved in dealing everyone their cards. I'm not sure if having a drink before the second card appears affects the RNG, so maybe that doesn't work. Alternatively, maybe you can have one click distribute a card to each active player instead of one by one?

- I do wish the crowd was explained to a greater degree to the player. I think I have an idea of what gets it to show up, how long it lasts, and what it does, but if they could be mentioned in the ruled, it'd be appreciated. In the same vein, I do also wish that it was clarified in the rules that you had to get a girl to bet herself and lose in order to "win". The way the language made it sound, I thought at first I only had to fleece them all out of money in order to "win".

- I also wish the statuses showed up more often outside of the crowd. And girls could get different statuses. And there were more statuses. (Maybe something that incentivizes not just "rushing" everyone to get them to lose their cash? Maybe an "Overconfident" status, where if they win several rounds in a row, especially with you taunting them/them ignoring your taunts/when they still have all their clothes on, they're more likely to make risky bets, fall for taunts, or do the opposite of what their normal taunt reactions are. This also gives the player a bit of a "comeback" mechanic if a specific character gets lucky early and earns too much to be quickly relieved of her money.)

- A way to choose which characters showed up at the table somehow would be nice.

- I do very much wish there were more "barks", especially for common events. It's clear that there's plenty hidden throughout the game, but some common events (Natural 21s, Stripping to a certain layer, Ability activations, etc.) could use more random lines to shuffle through, like maybe five or so. Playing through the game to get 4 scenes for each character means that while there's definitely of fresh reading to do, some of it gets a bit overplayed too quickly.

Hell, give me a shout and I'll happily write up a few more interactions for you pro-bono!

Thanks for the help! Funnily enough, regarding the state stacking, I ended up using a combo of common events and temporary 1-turn states in order to try and mimic stacking states, and ended up with states following an evolutionary path of a sort instead, like A > B > C instead of 1 > 2 > 3. I'll see whether I can do what I'm attempting with my the base MV tools before touching on more plugins, though.

This game is fun and very inspirational. That said, I've been banging my head against a wall trying to figure out how you managed to change your Actor's images as the states are applied. I get that you used Momotaru Remix's plugins to have the actor's models appear, but that's as far as I understand the process. The only other games I've seen with similar systems are Lipucd's projects, but I'm not sure what Neon Black's Battle Engine has to do with it either. I looked up transformations, and it says the buffs and states core is how it works, but it seems dissimilar.

TL;DR: Can you tell me how you managed to have Battler images change with the status effects applied?