Ren'Py Abandoned Ben X Slave Quest [v0.05e] [Newman&Akanoes]

2.90 star(s) 25 Votes

Newman

Member
Game Developer
Aug 8, 2017
195
684
It's not a game yet XD We'll get to it once we release a couple of Ben X alphas.
 

anubis1970

Engaged Member
Mar 1, 2018
2,102
2,336
I'm reminded of the story about the mechanic who tells his customers, "I can fix it fast, I can fix it cheap, and I can do quality work. You can pick two."

I'll take quality work, cheap. Take your time guys. :D
 

The Ascendent

Newbie
Jun 9, 2018
81
93
Just finished playing the game and it is fantastic. This is probably the most in depth Ben 10 Parody game. While I enjoy the fanservice, the story is what really has my attention. I am more than happy to await for an update if it continues with this upstanding quality.
 

Newman

Member
Game Developer
Aug 8, 2017
195
684
Just finished playing the game and it is fantastic. This is probably the most in depth Ben 10 Parody game. While I enjoy the fanservice, the story is what really has my attention. I am more than happy to await for an update if it continues with this upstanding quality.
Thanks a lot, man! We're getting there. Let me know what you think about the next update when it releases, ok? Feedback on the story is always appreciated.
 

qq47

Member
Aug 4, 2018
277
90
I don't want to say bad things, the game is good, but... What a slow development process ! no excuses, just super slow and it is sad...
 
Nov 17, 2018
172
385
I don't want to say bad things, the game is good, but... What a slow development process ! no excuses, just super slow and it is sad...
Yeah it's extremely slow
¯\_(ツ)_/¯
but the art is appealing, MC as well as other characters seem likable and turn based combat is quite good. That alone makes it good enough for me not to mind the slow updates. Take your time Newman .
 

LeakAngel

Milk junky
Donor
Jun 20, 2018
119
91
Is there like a walkthrough or something cause I'm pretty sure im r'arted
Yeah on and if you ever have a question, they have a where they are active.

I don't want to say bad things, the game is good, but... What a slow development process ! no excuses, just super slow and it is sad...
It's slow but dude it's so good ._.
 

Wrenfield

Newbie
Oct 6, 2017
98
133
As weird as this may be to say about a porn game, the sound design is on point. There's some good groundwork in place mechanically, despite some rampant balance issues (which are inevitable this early in the dev process, and as close as the next update seems to be from the patreon posts I won't go into detail on them now). The normal battle theme does get stale quick right now because of how long battles with more than one enemy tend to last, but it isn't a bad track by any means, and they'll probably go quicker as we're able to further increase combat abilities and whatnot. Overall this game is in great position to only get better. Most looking forward to seeing how the pacing of Shar and Gwen's training/corruption develops.
 

Wrenfield

Newbie
Oct 6, 2017
98
133
Went tooling around with the stats (agility, at least; still haven't found the variable name for the combat stat through raw experimentation) just to see if the passive perks would be as useful they sound. The agility ones are currently game-breaking. Shar's chance for double-turns procs every time, consequently making the middle two perks meaningless and giving her four actions every turn with the final one, even if you essentially have to skip two of them because they require you to use an item (of which we only currently have medkits). Ben gets a guaranteed stun on one enemy his first turn through the use of Xlr8, thanks to the first-turn crit perk, and the head-start boosts alone will be huge when we get access to the shield again. But the one I most want to test is Ben's second combat perk, because it has me concerned about Xlr8's long-term utility.

So far, I've only seen Xlr8's stun trigger on a crit, which is theoretically the 10% chance listed in its tooltip. If later on all crits stun anyway, Xlr8's only additional bonus is that he also resets the targeted enemy's turn, and if it doesn't crit it does that at the cost of Ben's full turn. So, best case scenario you end up using your action to delay the enemy, stun them, and deal no damage. Worst case scenario you use your action to delay the enemy and deal no damage. Now, add on to all this Shar's net, which seems to guarantee the next attack is a crit, and you have a guaranteed way to deal damage and stun your target for that same single action from Ben. I think the easy balance (in my head, at least) is to have Xlr8 set Ben at 25-30% on the turn list after the action to provide incentive to use it for really changing up the battle order (even more important early on), rather than go for raw damage.

I know these perks are way down the road (so this is mostly academic) and this is again extremely early in development and balancing; it even occurred to me you're aware of all this already. But I got into a deep dive and wanted to share the results, maybe get people talking 'cause I love analyzing games at the design and mechanical level.
 
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Newman

Member
Game Developer
Aug 8, 2017
195
684
Went tooling around with the stats (agility, at least; still haven't found the variable name for the combat stat through raw experimentation) just to see if the passive perks would be as useful they sound. The agility ones are currently game-breaking. Shar's chance for double-turns procs every time, consequently making the middle two perks meaningless and giving her four actions every turn with the final one, even if you essentially have to skip two of them because they require you to use an item (of which we only currently have medkits). Ben gets a guaranteed stun on one enemy his first turn through the use of Xlr8, thanks to the first-turn crit perk, and the head-start boosts alone will be huge when we get access to the shield again. But the one I most want to test is Ben's second combat perk, because it has me concerned about Xlr8's long-term utility.

So far, I've only seen Xlr8's stun trigger on a crit, which is theoretically the 10% chance listed in its tooltip. If later on all crits stun anyway, Xlr8's only additional bonus is that he also resets the targeted enemy's turn, and if it doesn't crit it does that at the cost of Ben's full turn. So, best case scenario you end up using your action to delay the enemy, stun them, and deal no damage. Worst case scenario you use your action to delay the enemy and deal no damage. Now, add on to all this Shar's net, which seems to guarantee the next attack is a crit, and you have a guaranteed way to deal damage and stun your target for that same single action from Ben. I think the easy balance (in my head, at least) is to have Xlr8 set Ben at 25-30% on the turn list after the action to provide incentive to use it for really changing up the battle order (even more important early on), rather than go for raw damage.

I know these perks are way down the road (so this is mostly academic) and this is again extremely early in development and balancing; it even occurred to me you're aware of all this already. But I got into a deep dive and wanted to share the results, maybe get people talking 'cause I love analyzing games at the design and mechanical level.
Cool combat review, thanks for taking your time. And you'd be right. If we didn't have many more enemies down the road with abilities and resistances to match your team's upgrades... and if we didn't have many items for Shar to use in those extra turns (grenades for example, which will be introduced in the next update) It's true including XLR8 made things much more complex for us, because to all lights his interrupt IS a weak action to spend one full turn with right now and it takes a lot of tweaking to get it right. That's where enemies with powerful charge attacks, and combos with other character's actions will come into play. XLR8 is VERY useful. He's very much worth using, letting you delay enemy attacks so you never give them a chance to touch you. He just hasn't had time to shine yet ;)
 
2.90 star(s) 25 Votes