Denchik12312

Active Member
Jun 23, 2019
562
246
I just played it and I have to say..Not bad at all!. I quite like the art, it's quite a change from the middle aged big boobed plastic Barbie dolls.
Now for my tuppence worth;
The combat gets awkward, not because the fights are hard but there's so many of them and I eventually an out of hit points. I only found one healing potion. The only way to heal is with 25 gold so it was a serious grind earning enough from the enemy drops to stay alive.
I like your Quest log system, it just needs to give a little more detail. With the Wulkin hunt it took me ages to realise that I had to talk to the second sister again. I had been through that cave more times looking for the bugger (And dying).
A key to hide the textbox would also be nice, then we could see the pictures better.

And finally, a bit of advice from an ouldfella. If you read the posts in these two pages you will see a lot of conflicting opinions. Well if you try to please everybody you'll actually please nobody. So let me play your game based on your vision of what you like, yes you'll loose half the people on this site but the other half will stand solid behind you.
Best wishes and good luck with the game (y)
1642343298000.png
use recovery to restore ur hp
 
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Case53

Newbie
Game Developer
Jun 24, 2021
40
84
if Lilly doesn't plan to use the skills maybe remove them in combat menu?
HP tonic and Mana tonic are not consumed when used
Noted.

About the Skills, I feel it's my fault for not including a combat tutorial in the demo but here's an explanation.
The way that the combat works there's two main aspects.
  • Each enemy is weak to certain attacks. For instance Lightning vs Water as I said earlier.
  • There is a shield signified by the number next to the enemy. The number counts down every time you hit with what they are weak to (Wolves for instance are vulnerable to fire and physical, with fire being super effective). Breaking the shield and stunning for 1-2 turns.
    image_2022-01-16_201800.png
So while the damage might be negligible sometimes it can also be quite useful, so I'll keep it in. That was also my thought process for keeping the Orc fight longer than might have been necessary so that the player can understand the stun mechanic exists.
I will add more tutorial elements in the next update.

Fishing spot was an experimental feature and yes three is the limit. I plan to set a chance to refresh it every day cycle. It will be expanded upoun

Thanks for the bug reports
 
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Case53

Newbie
Game Developer
Jun 24, 2021
40
84
I just played it and I have to say..Not bad at all!. I quite like the art, it's quite a change from the middle aged big boobed plastic Barbie dolls.
Now for my tuppence worth;
The combat gets awkward, not because the fights are hard but there's so many of them and I eventually an out of hit points. I only found one healing potion. The only way to heal is with 25 gold so it was a serious grind earning enough from the enemy drops to stay alive.
I like your Quest log system, it just needs to give a little more detail. With the Wulkin hunt it took me ages to realise that I had to talk to the second sister again. I had been through that cave more times looking for the bugger (And dying).
A key to hide the textbox would also be nice, then we could see the pictures better.

And finally, a bit of advice from an ouldfella. If you read the posts in these two pages you will see a lot of conflicting opinions. Well if you try to please everybody you'll actually please nobody. So let me play your game based on your vision of what you like, yes you'll loose half the people on this site but the other half will stand solid behind you.
Best wishes and good luck with the game (y)
Thank you :)
I actually missed something on that quest actually. You ideally didn't necessarily have to talk to Allison. There should have been two ways to complete the mission (each route having different rewards, with Allison option with the CGs). The bugger should have been next to the cave when you went looking. I missed a switch there. I will fix that and also I'll make some changes to the Quest log for clarity.
 
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Denchik12312

Active Member
Jun 23, 2019
562
246
I don't think you should be limited to level 10 characters.
even at level 10, simple wolves take off 50 hp, taking into account the equipped ring for defense and the most expensive armor.
I still don't understand why the rain spell Lilly is confusing the whole party?
 
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Case53

Newbie
Game Developer
Jun 24, 2021
40
84
I don't think you should be limited to level 10 characters.
even at level 10, simple wolves take off 50 hp, taking into account the equipped ring for defense and the most expensive armor.
I still don't understand why the rain spell Lilly is confusing the whole party?
10 is an arbitrary number. It won't be capped that low. I only had skills up to lvl 5.
The rain spell does NOT confuse, rather I have yet to make the overlay for the Wet state. Confusion overlay is a placeholder for the wet state. It's only graphical.

Rain effects both party and enemies, reducing damage taken from fire while boosting damage from thunder. That means the party would be vulnerable to thunder if used against lightning-based enemies (currently not in-game) while being resistant to Fire-based attacks. At the same time, Lilly has a considerable boost to her Thunder attacks

Weapons/Armour are mostly RM base stuff right now. There will be reworked. As well as additional skills, I'm thinking if I should implement the VisuStella skill buy instead of lvl based skills. Either way, it would show a considerable boost to the attack going forward. The demo content is pretty small so I honestly didn't consider the higher levels or stronger weapons/armor. Also wolves will be nerfed, their damage might be a bit on the high side (rather more armor-piercing, my dmg formula had a lower value for the defense multiplier for their ability). Rings/ Armour would have a larger impact on dmg reduction going forward.
 
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Denchik12312

Active Member
Jun 23, 2019
562
246
10 is an arbitrary number. It won't be capped that low. I only had skills up to lvl 5.
The rain spell does NOT confuse, rather I have yet to make the overlay for the Wet state. Confusion overlay is a placeholder for the wet state. It's only graphical.

Rain effects both party and enemies, reducing damage taken from fire while boosting damage from thunder. That means the party would be vulnerable to thunder if used against lightning-based enemies (currently not in-game) while being resistant to Fire-based attacks. At the same time, Lilly has a considerable boost to her Thunder attacks

Weapons/Armour are mostly RM base stuff right now. There will be reworked. As well as additional skills, I'm thinking if I should implement the VisuStella skill buy instead of lvl based skills. Either way, it would show a considerable boost to the attack going forward. The demo content is pretty small so I honestly didn't consider the higher levels or stronger weapons/armor. Also wolves will be nerfed, their damage might be a bit on the high side (rather more armor-piercing, my dmg formula had a lower value for the defense multiplier for their ability). Rings/ Armour would have a larger impact on dmg reduction going forward.
well, at the moment, after the rain, I can’t use lightning because confusion and the heroes themselves attack in the melee
 

Case53

Newbie
Game Developer
Jun 24, 2021
40
84
well, at the moment, after the rain, I can’t use lightning because confusion and the heroes themselves attack in the melee
Shit.. you are right. While it's still not confusing I did have attack enemy restriction on somehow causing them to attack in melee

P.s: I'll add in any more replies to you as edits to this comment
 

Case53

Newbie
Game Developer
Jun 24, 2021
40
84
A few minutes in and it really seems interesting. Only thing that bothers me is the use of "fuck" every 4 lines.
Noted. I will be working on improving the dialogue and pacing


Case53. Will this be possible?
Very much so. I'm thinking of structuring the party quests in a similar progression-based system as Roundscape, There might be some quests that lead to involving other people (or maybe not), but if they do it will very much be up to the player (and I'll add a note in case it wouldn't have been obvious enough ). That said it's still early and it not happening anytime soon.

I will be extra careful on this subject.
 
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Mar 18, 2019
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I will try to be as much objective with my feedback as I can. I will go through the plot parts and point out things that stack out to me.

The prologue:
- The intro is kinda nice and I appreciate the effort. The sun stuff is an okay excuse not to make day/night cycle.
- However, the following attack is weak. You don't feel the urgency and danger of what is happening. The father talks too much and I don't mind swearing, but it also feels overused. Personally, I would advice to cut it and keep only important parts.
- The town is big, but empty. There is no reason to explore it(except for the church) and again it supposed to be an attack, not a morning stroll. I would advice to add respawning enemies or something that would make player move.
- Collecting items from barrels and boxes is a nice feature. I like to explore and find things for myself, but be careful not to turn it into "pixel hunt".
- Two enemy health-bars is ridiculous. Choose one of them. Personally I prefer the small one under the enemies.
- The fighting in general is standard for JRPG, nothing caught my eye in particular. I like the feature to heal by using TP. For me it's balanced.

The ship:
- A short, but generally fine part. The quests are okay and could be better with some choice. For example, not to intervene during sail man's "harassment scene". You get a rape scene, but Arianna wouldn't then give a blowjob.
- The art is a flip coin. I get it's a filter put on a 3D model. Sometimes it looks good, sometimes it's messed up or just ugly.

The island:
- Infight models are meh... Too much blur, but the small animations are a nice detail.
- I noticed that party members can block enemies from behind.
- The girl in front of "adventure shack" gives infinite materials. Is that for the quest?
- The Ape-Wolf Monster Quest - generally nice idea, but the "camera" shake is awful and for some reason I couldn't lure the monster.

The town:
- It's broken. The obelisk teleports to the starting map without a way to return. There is a house with broken script, what gets you stuck. Cera's picture gets stuck after "blessing".
- Graphics in general are a mixed bag. The tileset is nice and maps are well done, however some interior is out of place, like a sofa.

Since it's just a demo, I can't give much of conclusions. Wish you luck and success!
 
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Case53

Newbie
Game Developer
Jun 24, 2021
40
84
The prologue:
- However, the following attack is weak. You don't feel the urgency and danger of what is happening. The father talks too much and I don't mind swearing, but it also feels overused. Personally, I would advice to cut it and keep only important parts.
- The town is big, but empty. There is no reason to explore it(except for the church) and again it supposed to be an attack, not a morning stroll. I would advice to add respawning enemies or something that would make player move.
- Collecting items from barrels and boxes is a nice feature. I like to explore and find things for myself, but be careful not to turn in into "pixel hunt".
- Two enemy health-bars is ridiculous. Choose one of them. Personally I prefer the small one under the enemies.
- The fighting in general is standard for JRPG, nothing caught my eye in particular. I like the feature to heal by using TP. For me it's balanced.
1. I get the pacing at the start is weak, that's one of my priorities.
2. The town will get populated eventually but I'll restrict areas you can access for now. Same with the urgency of situation, I plan to reduce the stakes at the start instead.
3. Will do, I know it'd be a bit off if there are legendary drops in some random barrel.
4. I honestly didn't even notice but it feels off now that it's being pointed out.
5. Combat is still being tweaked around, I've already added more stuff since the demo and changed the damage formula to be more complicated but it's getting even harder to balance. This could get worse before it gets better..


The ship:
- A short, but generally fine part. The quests are okay and could be better with some choice. For example, not to intervene during sail man's "harassment scene". You get a rape scene, but Arianna wouldn't then give a blowjob.
- The art is a flip coin. I get it's a filter put on a 3D model. Sometimes it looks good, sometimes it's messed up or just ugly.
1. Yeah that was the plan but I scrapped it because I felt the art there was atrocious. I'm revisiting it.
2. Agreed. I've managed to strike a balance now. Not sure how well it will hold but It's getting more consistent.

The island:
- Infight models are meh... Too much blur, but the small animations are a nice detail.
- I noticed that party members can block enemies from behind.
- The girl in front of "adventure shack" gives infinite materials. Is that for the quest?
- The Ape-Wolf Monster Quest - generally nice idea, but the "camera" shake is awful and for some reason I couldn't lure the monster.
1. Hmm... I will see what I can do
2. If there's something to make party members pass through, gonna do that. If not this is an issue that is going on the backlog for now.
3. Yeah. In case the players want to get to the CG without the hassle, I wanted them to get there in the demo, it's going to be removed now.
4. Thank you, Camera shake is a fair point and there's a bug there, sorry about that.


The town:

- It's broken. The obelisk teleports to the starting map without a way to return. There is a house with broken script, what gets you stuck. Cera's picture gets stuck after "blessing".
- Graphics in general are a mixed bag. The tileset is nice and maps are well done, however some interior is out of place, like a sofa.
1. Yeah all of this has been pointed out. On the matter of Cera's picture (and the other small animations)... I found out I had a plugin that did something in one show picture command that I did in 50+ lines.
2. Graphics are one I'm actively looking to improve on. On the maps, I'm quite proud of most exterior maps but the interior is something I'll work to improve as I get around to eventing those maps.

Since it's just a demo, I can't give much of conclusions. Wish you luck and success!
Thank you :)
 
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Banality

Well-Known Member
Jun 16, 2021
1,731
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so there will be no bestiality but men in costumes aka furry?
add real bestiality or remove the tag ;) By the way: cool artstyle. Good idea. This way you can combine way more assets and 2d material.
And for the haters add a doubledose NTR ... hahaha j/k. dont care bout that as long as the dog or wolf gets his pussy ;)
 
Feb 26, 2019
150
254
Pixelated RPG Maker game that actually bothered not using the generic assts, has unique (and good art), good music, and an atmosphere? Color me surprised!
Wasn't expecting it to be this good, by first glance I thought it'd have medieval themes and sex and that would be it. But this is one of those games on here that you can actually enjoy as a game aside from the sex, and the writing is great too!
I wish nothing but success in the production and I can't wait to see the next updates!