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DEMO FEEDBACK (Questions, Comments, Concerns Here!) Sticky

A topic by FeelinImpish created Apr 19, 2025 Views: 2,338 Replies: 100
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Developer (1 edit)

I wanna try and keep things a bit organized, so if there's anything you want to say about the Demo please feel free to drop it here!

FINAL DEMO UPDATE!! After this post, I'll begin working on the next major update with more combat, npc's, and story! Once that version
has been completed and uploaded, I'll lock this Community Topic and create a new one for discussions regarding that new build.

Changes:

  • Remade the sprites for the various little guys that are floating around Beleth's castle: instead of the generic MV character assets you'll be greeted by custom sprites for the npc imps, guards, and hellbats!
  • Slightly nerfed Marchosias's primary skill, Cerberean Strikes, so that it is unable to crit. I decided not to nerf its damage, but I did make it
    cost a total of 30 TP instead of 25. 
  • Might have taken care of a typo? I dunno, I forgot.
  • Added some flavor text for the guards at the Entrance when playing as Vepar.

And that'll do it for the Demo! I don't have a time frame in mind for the release of the next major update, but I'd like to get a playable version out before TOO long.

(1 edit) (+2)

just wanted to pop in and let you know the game so far works just fine joiplay/mobile. Also not sure if it's intentional or not but while I was reading the dialog after some time the music would stop

Developer

Good to hear!

There are moments in dialogue where the music will stop. Usually it'll fade out over the course of a few seconds, but if it's stopping abruptly I may need to look into it

(+1)

well for me personally, if im remembering correctly, during the part where the imp is telling you where the rooms are, the scene with the mirror towards the end, those are the only ones that come to mind but I feel like there are others. also it does fade out but no other music fades back in to fill the void while reading dialog

Developer

I probably just forgot to start up the music in those examples, I'll be sure to give them a peek

(+2)

Just finished the demo with the Tank character and I suppose I have a few concerns. Obviously the art is great as always and the setting seems really cool, these are just potential issues to perhaps head off at the start. 

The biggest one is the scope. 3 characters all with at least some unique dialogue, completely unique portraits/sprite sets along with ability sets as well. It's going to be a huge amount of work compared to your other projects. It all looks awesome and I am keen for it but it just seems like a lot. I would perhaps suggest picking one character to be the main focus and then building from there perhaps? 

Another is the music. I would suggest lowering it in volume or simply having the downloaded settings at something other than 100%. It was exceptionally loud when I first booted up the game but it seems thematic. 

The combat seems fine for now. The issue of balance might come up later. How hard are fights meant to be in general? What about when taking into account the other characters? Does a fight require say a status ailment one or two of the characters can't access. Stuff like that.

Developer(+2)

Fair concerns, I appreciate you bringing them up! I'll address them here as best I can.

The scope is definitely something I've been playing with. It's going to be huge no matter which way I slice it, so I've more or less come to terms
with the fact that this is going to be a very long-term project. The next update may also be lacking in the kink department, but it will work to better establish the gameplay loop which will help things going forward. Gonna take it slow and steady!

Audio mixing is a weakness of mine for sure. I'll likely thinker with it a bit more in the future, but I should probably add a disclaimer warning people to turn the music volume down before jumping in. But there may be other ways around that too! I'll look around a bit.

Balancing combat is something that I'm very new to, so this one's probably going to be the biggest hurdle. But once the imps have a base established they'll be hiring adventurers to aid in combat, so the numbers advantage will help quite a bit. I expect combat to be a little
challenging at the start, but once the imps specialize in a Sin I plan on things getting easier. I don't believe I'll ever make EVERY subclass and
party composition equally powerful, but I do want to make sure that most strategies are at least viable. To that end I won't be making any
enemies that are only able to be defeated by one specific imp or ally unit. Elites in particular may be resistant to certain strategies, but I don't
want the player to feel punished for playing the way they want.  All this to say that I don't intend on making any enemies that directly counter
a specific play style.
Also to the point of balance, each imp will be starting in a different area of the map that is better suited to their respective starting strategies
before they start moving around the island. I'll definitely spend a lot of time in this early phase collecting feedback and making adjustments where I need to.

Thanks again for voicing your concerns! Glad you dig the art, and I appreciate you playing and sharing your thoughts!

(+1)

No problem. The art has always been great. Just one more tiny thing I remembered. Killing the bats. I took a while to find that last one in the treasury and while that part is fine... I was running around outside poking at the bats that I kept moving through and wondering why I wasn't triggering combat. Now obviously that's because they're allowed to be outside, but it did confuse me for a while.

Developer(+1)

Yeah that could be a bit confusing for folks. I'll make the ones outside disappear once that mission starts.

(+1)

I appreciate doing qa early in the process compared to hilly hill (I know you weren’t as happy with it) but I just hope it doesn’t evicerate you. Luckily everybody has been so kind as far as I can see. You have… no enemies…

Developer(+1)

I feel like the early feedback will be much better for me in the long run than trying to blitz through development like I did with Hilly Hills. 

And I'm actually SUPER thankful that all of y'all have been so nice and supportive! Very grateful that the majority of my interactions have 
been so courteous. 

I have no enemies... yet...

(+1)

of cource that people  are being nice and supportive, in my honest opinion the game has both great story(3 in the matter) and high expenctacy of the fetish content that will arrive later on

and yea it good ya have no enemies yet, things can be troublesome when there someone out there with a grudge agains't you

Developer

Real kind of you to say, thank you! I'm not sure quite yet if the fetish stuff will show up in the next major update, I may want more feedback on 
combat before I dive in to the sin subclasses since those would affect things pretty drastically, and I want to make sure the base system is working the way I want.

(3 edits)

i got some feedback to say in relation to combat since i decided to play the game now with it update,here my thoughts for each character

Marcy skills are all good and dont seen need to be fixed as far i think so, only thing i can say about so is suggestion on her magic skill, but i dont think it need any buff at the moment as it kinda only need when necessary, but marcy can defeat all the knights with out using the bath once

you already buffed Vepar Abyssal Sting by adding a third stack to the skill,but i think due for the cost of the skill it can be bit slow to stack the poison,but i think instead of changing the TP cost,you could probrally increase a bit the damage the sting itself does, eitheir making it a 3-6 damage or 3-8 to patch up for the tp cost, speaking of her skills, her magic Obfuscation seen to rather lack the blindness, it maybe that the bats got luckier but through the uses,it seen that it almost they nearly never miss, idk for certain but it may need to increase a bit how much the enemies may miss from the skill status(the attack debuff is ok)

Lastly,while gremory magic is as good at it is, i think the flaw is on her skill Occultic Acumen, aside that it can restore the mp ,the hp healing not as effective,so far on the game play the skill can restore the mp enough for 1 use of her magic,but the healing is kinda low,only healing 2 points per use of the skill,but due for her lack of def,the knights can damage as faster than she can heal,which could be a problem that she would require other ways of healing(and idk if ya plan to give her a healing magic futher on the story),so the only fix on this skill is to increase the hp heal for a bit, 4 hp heal might be fine enough

Developer

Well bear in mind that a major part of the early game will be recruiting adventurers/mercenaries, so the imps are very unlikely to be running solo. I still need to design the enemies that they'll be fighting in the first region, which will be more varied than "two bats" or "one knight who's
kinda sleepy." And these skills will be upgraded as they level up, so I want to leave some room for improvement.

There's a small chance I debuff Cerberean Strikes, but I don't know for sure if that will be necessary. I'm likely going to make Cry Havoc affect
her whole party.

I think I'm happy with Vepar's skills for the moment. It's likely that she'll be able to recruit mercs who have poison skills of their own, and she 
usually get around to applying another stack before it wears off anyway so I think it's fine. Obfuscation blinds enemies which gives them a
50% chance to miss, so sadly I think that was just bad luck there. It also debuffs enemy Atk by 1, just in case their attacks do land, but Bats only have 1 Atk to begin with and I'm not sure if that can go any lower.

Gremory's skills also play into the idea that she won't be fighting alone. She'll want to recruit tankier party members to take the heat off herself, and a few rounds of nothing but healing can make a pretty big impact. 


I definitely overtuned Marcy a bit, since the imps aren't supposed to feel TOO powerful yet (pretty weak even), but I think I know how to get around that later on

I feel like an ass for bringing this back to dev but one of the things that nipped me in bfs9 was the lack of pov shots where we could see x2 in the minds of the dudes. human disguises in impious has me giddy for the coveted big UNnaturals.

Developer

Hate to be the bearer of bad news but uhhh there's not really going to be any human disguises in Impious

That being said, I have been thinking of making some human disguise designs for X2! Maybe that and making some human versions of the imps would be a good warm up practice, I might sketch those out and drop them over on dA.

(+1)

I feel like a 5g tower and you the innocent puppy

Developer

Bro's an absolute menace lmao

(+1)

YET ANOTHER IMPISH W 

I WILL BE HERE FOR ALL OF IT

Developer(+1)

Thanks a bunch! Happy to have ya!!

(1 edit) (+4)

Game looks to be really high quality, can't wait to see some of the planned growth for the characters. Also was just wondering if growth paths/fetish content is based on character choice or general choices and progression?

Developer(+2)

Thank you so much! 

Also good question! Growth stuff is going to be determined by the player's choice of Sin. Later in the story they'll find a shrine that they can desecrate to embody one of the Seven Sins, which essentially acts as a kind of prestige class with additional stat increases and abilities.
Wrath will focus on muscle, Sloth on butts, Lust will have pregnancy and breast expansion, and so on. I'll make sure that each sin description
tells the players what kinds of kinks they can expect.
There'll be multiple shrines to desecrate, each providing a boost to power and respective growth when you reach them! I'm considering the
the idea of allowing a flat boost to stats for players who want to commit to a smaller size.

(+2)

Would players be able to desecrate different types of shrines of they wanted all the  different types of growth?

Developer

I was considering that earlier during the game's conception, but ultimately I think that would result in waaayyy too many variables for me to keep track of. That said there will be the potential for a bit of mixing. For example, Marchosias will usually carry over a muscular theme so her
choices will tend to have some beef: one of the Gluttony routes would result in a kind of strong-fat build. Vepar's pretty hip/butt focused so
her growths will reflect that as well, potentially resulting in a stronger hourglass figure.

What's more is that I haven't settled on growth styles for all of the Sins just yet, so there's a chance a few of those wind up mixing and 
matching too! 

But bottom line, as much as I'd like to let the player pick and choose specific features, I don't think it's feasible for me to try and implement. 

(+1)

That's completely fair, it does seem like a lot of work. I think it would be nice to have an hourglass expansion but ultimately it's up to you. Also as a thanks for not paywalling your games do you have a kofi or something that I could make a donation to?

Developer

Hourglass is more than likely going to make it in, I'm pretty fond of that one myself! 
And I really appreciate the thought! At the moment I don't have any donation pages set up, but as this project progresses I think there's a chance that I'll make it "pay what you want" in case folks feel like throwing a buck or two my way. 

(+1)

Okay keep up the great work.

have you considered starting a discord sever so that the people who either don't have the money to donate for early access(if you decide to do that), or people who just don't feel like it can still stay updated with what your working on specifically in impious 

Developer

Ehh, truth be told I really don't see that happening. I don't like group chats at the best of times, and I'd really rather not have to moderate one. 

But I have absolutely no plans to paywall anything. At most I may make the game "pay what you want" but paying wouldn't be necessary to
access the downloads. Any updates will be made here, on my DeviantArt, or on my Bluesky. (For reference, these three are the only websites
that I use)

(+1)

alright that's good to know since I'm already followed on you deviantart and obviously hear it is reassuring that I won't have to wait for like 2 weeks for a public realsese while most others get to play early 

Would futa-on-male and vice versa options work?

Developer

Nope! 

(+1)

Hey, how much content is there in this demo? im up to killing hellbats but it wont progress past that, idk if im missing something or if a glitch has happened because the 3 hellbats out the front of the castle i just walk through instead of fighting and idk if thats the end of the demo or not.

Developer

There's actually a fourth bat fight in the Treasury, which you can find in the upper right hand corner of the Courtyard! I'm gonna try to make
that a bit more clear in the next update.

The hellbats outside of the castle don't count, by the way.

(+1)

definitely has a lot of potential! i hope to see more funny imps soon!

Developer

Glad ya think so! Not sure what the time frame will be for the next update, but hopefully it won't be too long!

(+1)

I got around to playing the demo, and I'm liking what I'm seeing so far after playing with all three characters. The battle sprites and the character talk portraits are nicely drawn. I also love Gremory's and Vepar's smug faces. 

For feedback:

The music was a bit load even in the lowest setting. I did see you know about it, i just wanted to mention it anyway to have it in my comment for reference.

I liked how you drew custom sprites for battle even with using RPG maker enemies. Though I would suggest also doing custom world sprites and maybe custom stuff for the world itself. Cuz the default sprites don't quite match. Along with the imp and bat looking really big next to our protagonists. That, and anyone who's played RPG maker games for a while can spot the default stuff a mile away. I understand using the default stuff. But I also think the more custom stuff you use, the better. Both to show the game is yours and to make it stand out among the countless other RPG maker games.

I had one bug; Gremory's save icon didn't show up when the other two did.

You said Gremory was the hardest, but I found I had to restore HP and MP the most with Vepar. I understand this demo is basically just the intro, so that could change in the future. But just going off first impressions that's what I got.

All n' all, I'm defiantly looking forward to the game. And I wish you the best in regards to development.

(Also shout out to Vepar's thighs in the battle sprite, those things look so plump I swear I could reach out and grab them)

Developer(+1)

Glad to hear you're liking it so far! 

I think I'll wind up manually lowering the music at certain scenes. I don't know if there's much I can do about the menu music, but I'll see what I can do. 

Sprite sheets do take me a lot more time to make than the other art assets, but I agree that it would really help with the presentation. They do really stand out, especially for people familiar with rpgmv.

Yeahh, I have no idea why that happens with Gremory's icon. I tried finding a solution for it earlier, but couldn't quite get it figured out by the
deadline I set for myself. Gotta look into it more, it's really weird lol

I also agree that Vepar is the weakest right now. Gremory is a glass cannon, but her fragility is offset by her huge damage potential so she winds up ending fights before she can take too much damage. I'll play around with the balance a little bit more!

Appreciate the feedback and well wishes!!

(I tried to avoid having favorites, but Vepar is easily the one I most enjoy writing and drawing for. Those thighs drawn with the UTMOST 
attention!!)

Yeah I don't anybody likes getting blasted with load music the first thing when opening up the game. So I say the sooner you find a possible fix the better. I admittedly don't have any dev experience, so I can't offer any suggestions even though I'd like too.

And as for balance, I'm of the opinion that the less nerfing a game can get away with the better. So if you think you can buff Vepar without nerfing Gremory too much if at all without wrecking the game balance, I say go for that. Vepar's special sting skill felt a little on the weak side, so maybe buff that a bit?

Also bats and sleeping guards aren't the toughest enemies, so it makes sense Gremory's high damage would cut though them. Some magic resistant enemies would probably show off her glass canon-ness better.

Developer(+1)

Alright, manually reduced the volume on all of the tracks that pop up, hopefully that'll help out in the next patch. Hopefully it at least doesn't
deafen people before they can get to the setting menu!

I'd also like to avoid nerfing the player characters. Abyssal Sting is pretty weak for a signature skill, I think I'll have it apply another point of poison damage per stack. I can always buff enemy health later if that change is too strong. 

Yeah, once more enemies start popping up the harder a time Gremory may have. In play testing she had a tendency to get really unlucky with damage rolls, with the bats each dealing 4 points of damage per turn or so if her own damage rolls low. But yeah I think she's alright where she is for the moment

(+1)

First of all I want to say that the dialogues are written very interestingly, each character has their own unique personality, this makes the characters feel more alive. 

The plot looks very interesting and not typical, this demo exceeded all my expectations.

Developer

Ayy, thank you so much! I appreciate you saying so!

(+1)

As a comment, going to talk to M as V or G during the escape part plays the dialog for the bat hunting. I feel like that should not be the case, particularly since the other two characters aren't available to speak with using any of the characters.

Developer(+1)

Oooh, good catch! That's an oversight on my part, I forgot to remove her from the room at that point. I'll have that fixed for the next patch, thanks for letting me know!

(+1)

can't wait for the next update ( :

(1 edit) (+2)

i will say i really looking foward to this game, the story of each character, and the expectency of the fetishes in the story and what is to come really make worth the wait

(+1)

Ive been bugging you too much but I'm curious about the dev schedule. are you going to release the first "act" of the game first for public testing or is the entire thing going live at once then a summative patch to finish the title? I love background art (especially mountain ranges) so I was wondering if some time next year you would consider an "artbook" file with maps and scenery.

Developer(+1)

It'll be in chunks: the next update will establish a bit more story, introduce the gameplay loop/rogue-like mechanics, and focus on refining the core of the combat mechanics so that I can get feed back and ensure that I've got a solid foundation before I move ahead with the Sin 
subclass features.
Sadly this likely means that the kink stuff won't be relevant until at least the end of that release, but I'll see about adding some other saucy
stuff in there until the subclasses can make their big debut.

Ya know, some kind of an art book would be an interesting idea! I've been wondering how I should share Impious-related art over here for 
who don't wanna get a Deviantart or Bluesky account.

(+1)

I saw the ref sheet, I love her, also, since flies taste with their feet, it would give a neat sinister reason to a cheek-pinching habit towards her servants. just a thought.

Developer

I actually didn't know that! Interesting...

As for leviathan, I had a mental picture of his insane outcast state having this long, tangled beard with sea glass wrapped inside that glow with his eyes in the dark. sea glass is usually green and it gives extra layers to the old saying "eyes green with envy". I've been commenting a lot Im just really excited for the worldbuilding.

Developer

Lol, I appreciate the enthusiasm! I probably won't have designs for the rest of the Kings for a while, since I'm working on more prevalent npc's right now

more stuff that won’t be relevant for ages, but how many (if any) currencies are used? I can’t imagine many demon vendors taking cold hard cash or mortals doing deals in lifespans/ souls. From the demo I get the impression that demons are like piglins that hoard gold for the lolz but things like bartering and economy aren’t things you should be that focused on right now I guess haha.

Developer(+1)

Still work-shopping it. Right now gold and jewels are essentially the currency for higher class demons, especially as luxury items since they're 
pretty and help decorate the otherwise morbid atmosphere. I could also see them bartering with favors, and when dealing with mortals it's
generally a favor for the mortal's soul\servitude.

But I could end up changing my mind later on lol

optimistically, half a year to the next public build? I'm not impatient, just wondering if the next demo has more on the 3's individual motivations cuz thats kinda the key to the story huh. I just really like your character writing, it stands out miles above the sea of slopware.

Developer

It's still a bit too early to say, to be honest. I think the next update will be a bit small, since that's when the groundwork for combat and roguelike elements will be introduced and I'll want feedback on that stuff asap. "Optimistically" I feel like it may be three months, but realistically six months is a safer bet. But story wise, you'll be introduced to each imps' respective summoner as well as their own motivations!

And thanks! Character writing is probably my favorite part of these projects, so it means a lot when people like my little goobers 

ok soooo, how exactly does each path affect the gameplay and combat strengths of your character? I plan on stacking 3 waffle houses on anaemic little vepar as an emergency priority and I was curious if that would tamper with the stealth based gameplay loop for her character.

Developer

Each path will grant a specific increase in certain stats, as well as new abilities. While I want every path to at least feel viable, there are going to be certain character paths that scale better than others. For example, you'll likely end up with a stronger Gremory build by putting her in to a path that focuses on magic rather than physical damage. But I also don't want there to be just one ideal path for each imp! 

Bottom line is some paths may not be a perfect compliment to an imp's skill set, but I don't want any of them to feel like a wasted decision or some kind of a noob trap or something. 

perfect time for me to check notifs, I have plat in sekiro/bloodborne and I’m not knew to turn based, I don’t care what it takes, Vepar is getting that scooby doo club sandwich.

Developer

She's well overdue for a scooby doo club sandwich!

In my experience, DoT builds benefit quite a bit from having ways to avoid dying while their damage stacks; with Gluttony being a high HP damage sponge path, I could see some Glut-Vepar builds working out!

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ooohhh like the old toxic leech seed bulbasaur cheese strats. I’ve been out of the loop, they have to have patched that since the gb color

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I hope your ass is ready for the play test to get Waterloo’d by my 17 ton shitbrick veparbasaur

Developer(+1)

I will never NOT be ready for a Vepar ass-crushing build!

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Ive seen an anaemic monster energy girl rip through a rib rack like a mountain lion bone-in beleth is gonna have a rough night.

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hey, big fan of your work , I was curious on the recruiting of ally that was mention in your previous post , like do we have to do side quest for certain ally or bribe / smooth talk them .Is there any ally which we can't  recruit ( such as we have to be a certain sin subclass or make different choices in the story). where do we get to change our team comp and what is the max capacity of a party?

Developer

Ay, thank you so much! Glad you like my stuff!

The specifics of recruitment are going to be ironed out with the next major update, but to start I'm planning on having a few different starting units available for each imp. They'll cost gold to hire, but I do like the idea of some units being exclusive to a certain Sin route (like allowing Succubus to influence certain enemy types to defect and become available for hire). I'm planning on a few factions
being available for recruitment after you find them and beat them at their base in order to make a contract with them.

Maximum number of party members is three (including the player imp), though that might change later if I decide that it disrupts the balance
of the combat. Usually you'll only have those party members while adventuring; you'd recruit them just before heading out on your expedition, and they'll be removed if they're defeated or when you return to your base. 

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cool that sounds great.

don’t have to answer but does the way that you deal with Beleth have anything to do with your path (you kill her no duh) but if you became the new lord of gluttony do you turn her into a trash dump for monster parts well past immobility? For muscle growth do you “bless” her and make her carry your throne on her shoulders? Possibly lobotomizing her in the process!? I don’t know if there’d be 2 scenes of flavor cutscene given how personal the vendetta is or if you black screen her then live happily ever after.

Developer(+1)

I'm definitely interested in altering the ending depending on which Sin/subclass the player winds up choosing. Still working out how I'd want those to play out, though I am also interested in presenting the player with the option to "spare" or slay Beleth once she's been defeated! 

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I can think of a number of ways that she would be a fantastic throne.

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just replayed hilly hill and holy shit I forgot how good you are at drawing backs. the curve of x2's back and the smooth angles are just so peak. This probably sounds weird but when Im checking someone out and she has terrible posture its an instant no for me.

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well , Its kind of  turn off for everyone even in guy or a girl cuz no one finds a guy/girl attractive if they are hunched ,Although i have a thing for pregnant expansion and definitely taking the lust sin subclass for M and G but i might make a exception for V cuz i can see a lot of potential with the sloth sin subclass . i am definitely 🍑 person but i am not a picky , so i prefer both .

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This wont surprise you but one of my favorite genres is when you take an anaemic girl and give her 300 big macs. naturally my first build is going to be vepar gluttony. it seems viable enough bc you can make it like the old bulbasaur builds where you put down leech seed and toxic (which does more damage each turn) and leech seed would take 100% of the damage of toxic as health. It was fucking busted. Anyways if health on kill is added my gameboy boomerism is coming back. Overall. we have almost the exact same tastes bro.

Developer

Sorry to disappoint, but Gluttony routes aren't going to be making it in for a while. Lust, Sloth, and Wrath are going to be the first Sin routes to make it in, and then once I feel okay with how they're balanced at that stage I'll start adding the other Sin routes. Gluttony will probably be fourth, though! I definitely have a more solid idea for what I want out of it compared to Envy, Greed, and Pride.

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you apologizing is like Superman apologizing for the noise when he stops the train from derailing. Shut that shit up king

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ig like minds think alike ;>

If I may, if you havent already, which "theme" does each sin follow? I can only assume wrath is for mucles.

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well, lust  is pregnancy and breast; sloth is for ass; gluttony is for being chubby while other sins are still in development stage  ( not sure , this might change , if the dev thinks otherwise) , so what do you think about the possible themes that the other sin subclass have like pride having strong and enlarge thighs seem fitting its persona tbh idk what's your thoughts on this ?

Developer

I don't have it fully figured out, but here's what I do have!

Wrath - Juggernaut and Rancor both focus on muscle growth. They might target different areas, but they already do that for the imps (Vepar gets stronger legs for instance) so we'll see.

Lust - Broodmother = pregnancy, Succubus = breast expansion.

Sloth - both Creeping Death and Vicarious Dreamer focus on butt growth.

Gluttony - Gourmand features weight gain, and the Everstarved features belly stuffing with some vore themes.

After these four I'm less decided. The next three I'm saving until I feel the first four are in a good spot thematically and mechanically so I don't make them redundant. Buuuut I do have a few ideas.

Greed - all I have right now is that Hustler will wear finer clothes, and Gilded will wear tons of jewelry that acts as armor.

Pride - Egotist will feature some mini-giantess/height growth, not sure about Braggart. That one could be hourglass maybe.

Envy - I plan on making it so Imitator can mimic any of the other sin subclasses, but I don't know for sure how difficult that would be to do. Haven't decided with Covetor.

But again, the last three aren't a priority until I'm in a good place with the first four.

it’s not something I particularly enjoy, but have considered making greed a behavioral sin? Like using succubi as footrests or cup bearers? Where the appeal is the lifestyle/ projection and not as much the object?

there’s an entire genre of anime around bossy women living like Arab dictators.

Developer

I've been considering the idea of having a few routes that don't feature growth kinks, so that's not a bad idea! Not sure how far I'd want to push that particular angle though, since I'm not particularly enthralled by it myself

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me neither, but gyarufication is on the table. so long as hypnosis stays from a 10 foot pole.

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envy sin seem too broken on paper, like could you elaborate on how are you willing to make this sin work in combat 

aside from this it also might be the worst sin subclass if  the sin mimicry is random like imagine a lust build on envy but it mimic wrath sin leading to the build being obsolete

Developer(+1)

It will most certainly NOT be random, don't worry lol

The idea behind Imitator is that they would be able to mimic another subclass by gaining access to its skills, but they wouldn't get the stat bonuses that the subclass gives you. For example, an Imitator could get the Fury skill from the Juggernaut class, but they wouldn't get the Attack increase that comes with the Wrath tree. 

Essentially they'd be sacrificing power for versatility, being able to use skills from other Sins but not as effectively. This would also allow for more freedom in party composition, since you could build your imp around your units rather than the other way around.

is there pros and cons on the classes or only stats boost ?

Developer

They'll have different roles or specialties in combat, but they won't necessarily have any direct drawbacks. All of your stats will increase, but depending on which Sin you pick they'll scale differently (Wrath will get a higher Attack boost than the others, Gluttony will get more health, etc). They'll each come with unique skills as well.

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cool

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