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Expendable Adventurers

Yet another short RPG with animal/monster transformation contents · By TailBreeze

[Spoiler] Feedback and Bug Reports Sticky

A topic by TailBreeze created Nov 28, 2023 Views: 995 Replies: 15
Viewing posts 1 to 8
Developer (2 edits)

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

Perhaps your idea will make a change to the game!

Update list can be found here.

I like this game! My only feedback is that maybe there should be an auto equip option to equip a character with the best equipment for their class, since you'll have to get new ones every time you run out of MP and it can take a while to get the right equipment on.

All in all I really like the idea of having to just ditch your adventurers and get new ones every so often when you run out of MP and need someone to use items or fight bosses, it's pretty cool and of course makes for a good TF mechanic.

Developer

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.

Great work, I had fun playing this! My big wish would be for the TF scenes to have some description when an adventurer is transformed, but the mechanics themselves are nice to use.

Developer(+1)

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.

(2 edits)

I have been having a fantastic time with the game! Excited to see more, is there a place where i can watch for updates? 

Also, love how the TFed people in the boss fight end up being forced to cause debuffs everywhere! Doesn't make as much sense that the tree would stun them though, maybe you could code in something that forces them to use a MP damaging attack when 'stunned'? 

Developer

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.

Sounds great! Just beat the game today, and I had a great time! One other idea for the future: You could have retired adventurers/monsters hang around in the tavern, either prioritized by level or chosen by the player if they feel someone contributed significantly to the game. 

Good luck with development! I'm excited for the next update ^^

(1 edit)

Keep stealing the equipments from party member and kicking them away after is a feature or bug? XD

I understand that you have the design of making the transformed character powerless, but I think the boss fight could be improved. All three of the monster attacks are totally negative, and it feels strange to force the player to kill their other characters. Maybe you could add some positive effects or choices, or at least make them uncontrollable, which could also show the authority of the boss as leader.


The game is fun, hope I could cure my character's curse in the future.

Developer (3 edits) (+1)

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.

I would love to have a overhaul how the combat works, as a transformed creature. Example, you want whole party to be wolves now you have to grind all the mp down of whole party, till they all are in range, for the transformation attack. But what if we could, instead if we already have a party member transformed, them use the growl/defense down attacks on the own party, instead of only the enemies, that would also cause mp drain? Forcing your party to transform faster into all wolves?
If you did a simular thing for every monster, that could be fun.
You can even make it a toggle in the options menu, so that you could turn it off if you don't want that, especially if you are going to fight a boss, and you don't want a party member that was too low mp that got tfed into a flower to also affect the rest of party (since flowers only have area wide attacks)

Developer

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.

A bit stuck after finding the Champion's Tomb. Where should I go next?

Developer

There is another building in the Desert, where you fight a boss before going to the next area.

This map has vertical and horizontal loops like some JRPGs' world maps, but you can use objects scattered there to see when you have walked an entire loop.

I had a lot of fun playing the game! I found the tf descriptions to be very satisfying and I enjoyed having them active always.  I felt the same for almost every boss! The way to defeat them isn't super obvious so there's multiple ways to defeat them either by human/normal rpg strategy, or using the advantages that monster form gives. Also I loved the mechanic of 'infecting' human characters to give them monster buffs, really creative!

I also liked the variety of tfs in this game, from humanoid monsters and ferals and even some inanimate which I love in rpgs. 

Also spoilers for the final boss for whoever hasn't played it yet:

Personally, the final boss is the weakest part of the experience, mostly because it forces you to *only* use the champion heroes to defeat the *first half*. This goes against what I enjoyed on the other boses and, after defeating the first phase, there's nothing that tells the player that humans are resistant to petrification, which led me to throw a bunch of humans-turned-champions into the final boss, leading me to a bad end and forcing me to replay the entire boss again, and, with the help of the playthrough get the real endings.  I understand it conceptually since the Warlock is the one who created the curses in the first place, but I'd say that I was a little disappointed that there wasn't a special charm that allowed you to be inmune to his curse, at least for one transformed character.

Once said that, I found the endings really amusing and ironic, very fitting to the idea of the game!

Overall I really enjoyed this game, the tfs, the endings, and the battles. I don't want the feedback I have to make you think otherwise. Your games are some of the best tf games out there and I'll look forward to supporting you to make more in the future :3

Developer

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.