HailToTheDock

Member
Mar 2, 2018
107
15
I keep getting errors everytime I got into battle. Literally happened 4 times in the span of 2 quests in the first 15 minutes of playing. Keep having to rollback to the quest board and retry. Using the windows version.
 

PastryIRL

Member
Game Developer
Sep 19, 2021
357
1,599
I keep getting errors everytime I got into battle. Literally happened 4 times in the span of 2 quests in the first 15 minutes of playing. Keep having to rollback to the quest board and retry. Using the windows version.
There was a hotfix released for that yesterday, check it out in itch
Haven't had a chance to upload it here yet
 

Fuscen

Member
Dec 21, 2020
222
710
I have three niggles with the game. Other than that, I think it's a borderline exceptional product that reflects a lot of heart on the developer's part.

1) Model placements on some scenes warrant subtle tweaks.
Currently, some models look like they exist in front of the background. Some examples include Gabriel's skirt clipping over her throne, Yunyun's legs once she turns to address Kazuma during her chess game with Megumeme, and Chris's rooftop scenes where her foot either floats above or in front of the surface(s) she is running on.
That said, I don't want to impose minute polishing on you when the game is still in early development stage. Something to keep in the back of your mind in future, perhaps?

2) The current encounters can be quite "swing-y".
The battle mechanics promote shutting down the enemy group during the opening turn, but some enemy composition makes that difficult or impossible at the recommended level. For example, my lvl 2 party struggled more with the forest mission than my lvl 4 party at the tomb. The staff users can (potentially) lock down one skeleton each with boosted attacks, but only Kazuma can lock down wolves/foxes on the opening turn (explosion can clean up on turn 2, but the wolves would've got some damage in by that point).
I think players may appreciate having additional options to choose from when locking down the enemy party isn't realistic. Perhaps a small water spell for Aqua (granted she doesn't exactly do "small water", unless it's a party trick), or maybe a boost-able bait option for Lalatina that allows her to buff without dropping bait status. Some kind of combination/teamwork attack?

3) QoL improvements
Chosen action (e.g. attack) should fire off without needing a target prompt when there's only one possible target (e.g. one enemy left).
Show the effect of boosted actions in the side (F) panel (e.g. boosted snipe doesn't fire two shots unlike boosted attack).

Thanks for reading my TedPost. I hope I don't come off as too negative and best of luck with the game!
 
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PastryIRL

Member
Game Developer
Sep 19, 2021
357
1,599
Yunyun's legs once she turns to address Kazuma during her chess game with Megumeme
I cannot believe I missed that... Thanks for the catch, fixed it!
Also adjusted Chris' scenes.

The current encounters can be quite "swing-y".
IIRC wolves are vulnerable to staff attacks as well. That said, I'm aware this is an issue and have some ideas on how to improve the overall combat experience. Combination/teamwork attacks in particular is something I've been considering

Show the effect of boosted actions in the side (F) panel (e.g. boosted snipe doesn't fire two shots unlike boosted attack)
Good point, might need to do that for more clarity.

Other than that, I think it's a borderline exceptional product that reflects a lot of heart on the developer's part.
<3
 
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Katsuie

Active Member
Oct 15, 2017
873
731
I have three niggles with the game. Other than that, I think it's a borderline exceptional product that reflects a lot of heart on the developer's part.

1) Model placements on some scenes warrant subtle tweaks.
Currently, some models look like they exist in front of the background. Some examples include Gabriel's skirt clipping over her throne, Yunyun's legs once she turns to address Kazuma during her chess game with Megumeme, and Chris's rooftop scenes where her foot either floats above or in front of the surface(s) she is running on.
That said, I don't want to impose minute polishing on you when the game is still in early development stage. Something to keep in the back of your mind in future, perhaps?

2) The current encounters can be quite "swing-y".
The battle mechanics promote shutting down the enemy group during the opening turn, but some enemy composition makes that difficult or impossible at the recommended level. For example, my lvl 2 party struggled more with the forest mission than my lvl 4 party at the tomb. The staff users can (potentially) lock down one skeleton each with boosted attacks, but only Kazuma can lock down wolves/foxes on the opening turn (explosion can clean up on turn 2, but the wolves would've got some damage in by that point).
I think players may appreciate having additional options to choose from when locking down the enemy party isn't realistic. Perhaps a small water spell for Aqua (granted she doesn't exactly do "small water", unless it's a party trick), or maybe a boost-able bait option for Lalatina that allows her to buff without dropping bait status. Some kind of combination/teamwork attack?

3) QoL improvements
Chosen action (e.g. attack) should fire off without needing a target prompt when there's only one possible target (e.g. one enemy left).
Show the effect of boosted actions in the side (F) panel (e.g. boosted snipe doesn't fire two shots unlike boosted attack).

Thanks for reading my TedPost. I hope I don't come off as too negative and best of luck with the game!
1650734348822.png
Just saying was not expecting a IGN review for this game lmao
 
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Katsuie

Active Member
Oct 15, 2017
873
731
tbf it's more suggestions than review. just because I can't make my points across in one sentence doesn't make me a qualified reviewer, just boring and long-winded

also I would sooner die before associating with games "journalists", but that's very off-topic
My guy you do know that also counts as a review right?
 

Fuscen

Member
Dec 21, 2020
222
710
reeeeeeeeeview
y'know what? I will write a proper review when this game hits a major milestone (say, ~0.5), and if you don't read every last word of that torrent of word salad, I will come over your house with a spiked bat and aggressively frown at you


Also, here's two questions for the dev. I hope nobody asked them before, but I thread-searched and nothing relevant came up:
1) Is this game going to be VN/RN/Trainer-centric (i.e. RPG-lite), or RPG-centric, or somewhere in between?
I am one of the admittedly few people that prioritize mechanics in porn games (born a gamer, can't help it), so I am really excited about the coming expansions to the RPG side of AdvTrainer. At the same time, I don't want to impose on you to make it complicated for the sake of complication.
Take Haremon for example: it is turn-based, but has real time action commands and stances; it has fetishes in addition to moves, which requires completely separate XP to upgrade. Just layer upon layer of grind that, for me at least, screams bloated, clashing design decisions. I want a porn game, not a timesink that makes me tab out to pornhub.
(also they force you to choose 1 lover, in a game called HAREM-mon, but that's off-topic smh my fucking head)

2) How do you plan to balance the RPG side of the game?
I don' think I've ever played a completed lewd RPG where the balance isn't completely off by end game. On the other hand, I also can't think of a balanced isekai universe. I guess I'm asking how big can we expect the numbers to get, and when does big numbers go woosh.

Also a flavor-type suggestion: allow players to customize Kazuma's (and only his) stat growth.
It's been a while since I watched Konosuba, but I think I remember the universe having a stat point system. Since we're piloting Kazuma, being able to customize him should add to the immersion (dunno if immersion is a thing you are going for though).
 

PastryIRL

Member
Game Developer
Sep 19, 2021
357
1,599
1) Is this game going to be VN/RN/Trainer-centric (i.e. RPG-lite), or RPG-centric, or somewhere in between?
Somewhere in between. My goal is to maintain a good balance between VN/RPG gameplay loops so that neither overshadows the other, but instead compliments it. I'm working on some extra additions and tweaks to both to bring them further together in the future.

2) How do you plan to balance the RPG side of the game?
I'm working on a tool to help me with that (along with streamlined adventure editing), but it's a topic I'm going to be revisiting a lot. Balancing a game that is updated regularly is a commitment.

I'm somewhat straying from the initial concept of harder encounters + shorter dungeons towards the easier encounters + longer dungeons as it provides a better positive feedback to the player, and there are additional gameplay mechanics I'm considering that should make combat more fun and remove some boring bits.

Also a flavor-type suggestion: allow players to customize Kazuma's (and only his) stat growth.
You're very close to guessing an upcoming feature ;)

Great questions, always happy to answer those!
 

Katsuie

Active Member
Oct 15, 2017
873
731
y'know what? I will write a proper review when this game hits a major milestone (say, ~0.5), and if you don't read every last word of that torrent of word salad, I will come over your house with a spiked bat and aggressively frown at you


Also, here's two questions for the dev. I hope nobody asked them before, but I thread-searched and nothing relevant came up:
1) Is this game going to be VN/RN/Trainer-centric (i.e. RPG-lite), or RPG-centric, or somewhere in between?
I am one of the admittedly few people that prioritize mechanics in porn games (born a gamer, can't help it), so I am really excited about the coming expansions to the RPG side of AdvTrainer. At the same time, I don't want to impose on you to make it complicated for the sake of complication.
Take Haremon for example: it is turn-based, but has real time action commands and stances; it has fetishes in addition to moves, which requires completely separate XP to upgrade. Just layer upon layer of grind that, for me at least, screams bloated, clashing design decisions. I want a porn game, not a timesink that makes me tab out to pornhub.
(also they force you to choose 1 lover, in a game called HAREM-mon, but that's off-topic smh my fucking head)

2) How do you plan to balance the RPG side of the game?
I don' think I've ever played a completed lewd RPG where the balance isn't completely off by end game. On the other hand, I also can't think of a balanced isekai universe. I guess I'm asking how big can we expect the numbers to get, and when does big numbers go woosh.

Also a flavor-type suggestion: allow players to customize Kazuma's (and only his) stat growth.
It's been a while since I watched Konosuba, but I think I remember the universe having a stat point system. Since we're piloting Kazuma, being able to customize him should add to the immersion (dunno if immersion is a thing you are going for though).
First off coming to my house with any type of weapon will only result in you being pumped full of lead.
 
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