Create and Fuck your AI Cum Slut –70% OFF
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CT1313

Newbie
Dec 22, 2023
80
61
71
This is very odd, have you tried to verify the game files or a clean reinstallation?
I'm re-downloading from the source I got it from and replacing the img folder with the newly downloaded one(was just gonna do menue but might as well make sure). If it doesn't work I'm just gonna download from another source and replace the img folder with the one from there.
 

RoxlaRox

New Member
Nov 11, 2022
6
0
87
This game is one of those "looks really good, gameplay is bad".

Biggest problem is you need to grind, but is not something fun to do, I understand that not everything wants to fuck you (like a golem for example) but even those that could/want to almost never do it, and for some reason every single enemy is absurdly strong, I have played for 4 hours, already in the lizardfolk area, I got Sasha (mommy) Skuffel (love her face) Rin (she honestly looks better without clothes for me, while I like Sasha more with clothes) and Jin (I don't like her, but all of this is personal preference) and all of them are around lvl 5 and 4... And I'm still getting killed in like 3 hits or less, like wdym a Bandit one shots Baal..? I literally always use Baal because Gloria is bad for combat (I understand that's the point, but make the gap bigger making Baal stronger not just a little bit stronger). And is not only against Gloria of course, Rin and Skuffel, fully melee characters, can get oneshoted by a Bandit just outside of town, and if it isn't one, is two hits... This also includes puzzles like the teleports on the ground that I don't know if I can use in the future or I need a tool/spell and the red pedestals inside the lizardfolk mystical cave is the same issue, and I can't tell what area is more advanced that I'm prepared for because everything runs me over lol.

Leaving aside the fact that enemies in general feel really overturned, the fact that I can't see what quest I'm doing/have active is really annoying, I stopped playing for 2 days cuz I wanted to play some other games, I come back and I don't remember what quest I have to do and I don't know where to go to do them or who to talk with...
If I'm wrong about this and I can find my active quest that's totally on me, but I don't see anywhere to do it, I'm not one of those that need the whole door painted yellow to know where to go but a little bit of help to know the path I must follow (like a reminder or a text) always helps so I don't get tired of wandering like a chicken without head.

And I know is the first game of this person, that's why I'm not even mad, these are things that everyone can do by mistake and with time can be fixed/avoided but I still have an opinion that I want to share... Is the game bad? No, gameplay is bad yeah but gameplay is just one part of the game, not the whole game, the art is amazing, the story is, for now, fine (I'm okay with it) almost all characters are horny beast (is a porn game, that's a compliment) but gameplay needs some fixing, and some stuff needs explanation or remainders, or both.

Honestly 6.5/10, the gameplay, grinding (because I clearly need to be high level to easily bit common enemies) and the enemies showing up non stop and not letting you run away is what pushes me away from the game... I will keep playing and I will 100% try to finish it doesn't matter the ending because I actually like to finish games, but gameplay makes things hard. Of course that if you like grinding in porn games this game is for you, I personally hate it but I'll continue in my adventure of getting Baal of out Gloria's body... Or not, fate (and big butts) will lead my path.
 

Axl Crow

Newbie
Jan 30, 2024
26
33
40
This game is one of those "looks really good, gameplay is bad".

Biggest problem is you need to grind, but is not something fun to do, I understand that not everything wants to fuck you (like a golem for example) but even those that could/want to almost never do it, and for some reason every single enemy is absurdly strong, I have played for 4 hours, already in the lizardfolk area, I got Sasha (mommy) Skuffel (love her face) Rin (she honestly looks better without clothes for me, while I like Sasha more with clothes) and Jin (I don't like her, but all of this is personal preference) and all of them are around lvl 5 and 4... And I'm still getting killed in like 3 hits or less, like wdym a Bandit one shots Baal..? I literally always use Baal because Gloria is bad for combat (I understand that's the point, but make the gap bigger making Baal stronger not just a little bit stronger). And is not only against Gloria of course, Rin and Skuffel, fully melee characters, can get oneshoted by a Bandit just outside of town, and if it isn't one, is two hits... This also includes puzzles like the teleports on the ground that I don't know if I can use in the future or I need a tool/spell and the red pedestals inside the lizardfolk mystical cave is the same issue, and I can't tell what area is more advanced that I'm prepared for because everything runs me over lol.

Leaving aside the fact that enemies in general feel really overturned, the fact that I can't see what quest I'm doing/have active is really annoying, I stopped playing for 2 days cuz I wanted to play some other games, I come back and I don't remember what quest I have to do and I don't know where to go to do them or who to talk with...
If I'm wrong about this and I can find my active quest that's totally on me, but I don't see anywhere to do it, I'm not one of those that need the whole door painted yellow to know where to go but a little bit of help to know the path I must follow (like a reminder or a text) always helps so I don't get tired of wandering like a chicken without head.

And I know is the first game of this person, that's why I'm not even mad, these are things that everyone can do by mistake and with time can be fixed/avoided but I still have an opinion that I want to share... Is the game bad? No, gameplay is bad yeah but gameplay is just one part of the game, not the whole game, the art is amazing, the story is, for now, fine (I'm okay with it) almost all characters are horny beast (is a porn game, that's a compliment) but gameplay needs some fixing, and some stuff needs explanation or remainders, or both.

Honestly 6.5/10, the gameplay, grinding (because I clearly need to be high level to easily bit common enemies) and the enemies showing up non stop and not letting you run away is what pushes me away from the game... I will keep playing and I will 100% try to finish it doesn't matter the ending because I actually like to finish games, but gameplay makes things hard. Of course that if you like grinding in porn games this game is for you, I personally hate it but I'll continue in my adventure of getting Baal of out Gloria's body... Or not, fate (and big butts) will lead my path.
I understand all the complaints I'm receiving for the game, especially the lack of quest log (I commented on it in my last Steam announcement for the game), minus the grinding one.

I can beat the game from start to finish without stopping to grind for enemies once. Even so, it is a jrpg so a little bit of grinding to farm a particular drop from an enemy isokay I guess.

I think the main issue is that I wasn't able to put together a good enough tutorial to teach the players how the combat works in depht. I really despise tutorials and I tried to be as short as possible not to annoy players for subsequent runs, but I might have made a mistake there. Trying to improve this in my future game.

To help you, I can tell you thateven if you can go everywhere, there are some areas which are intended for an higher level. You can ofc explore them, but unless you are really expert in the combat you'll get your but kicked. I suggest sticking to the forest at the beginning, since the enemies there are pretty weak.

Another problem I'm seeing is people expecting to be able to autoattack every enemy into oblivion just by gaining some levels. The strongest thing you gain from levels aren't extra hp or extra stast, but SKILLS. Skills are the most important build piece of every girl. Build them with the right item, give them tons of stats but choose the wrong skills from them and they will get stomped hard.

Gloria/Baal is a bit squishy at start, so using Rin or Skuffel since they have high base CON is a good idea for the first level. Baal can easily grow oneshotting most of the common enemies, same for Kat, but that vastly depends on the skills. If you really wanna tank with Baal, you actually can! Complete Ved's quests and you'll unlock a very powerful skill for them which will be of great help at the start of the game.

Sorry if it seems I want to dismiss criticism, I really don't! I'm noting everything I'm receiving as feedback! It's just that I put a lot of effort in the combat system, so it's a bit sad seeing it called "bad" when I only think I did a bad job at explaining it xD
 

G41n4x

New Member
May 24, 2020
7
1
77
I understand all the complaints I'm receiving for the game, especially the lack of quest log (I commented on it in my last Steam announcement for the game), minus the grinding one.

I can beat the game from start to finish without stopping to grind for enemies once. Even so, it is a jrpg so a little bit of grinding to farm a particular drop from an enemy isokay I guess.

I think the main issue is that I wasn't able to put together a good enough tutorial to teach the players how the combat works in depht. I really despise tutorials and I tried to be as short as possible not to annoy players for subsequent runs, but I might have made a mistake there. Trying to improve this in my future game.

To help you, I can tell you thateven if you can go everywhere, there are some areas which are intended for an higher level. You can ofc explore them, but unless you are really expert in the combat you'll get your but kicked. I suggest sticking to the forest at the beginning, since the enemies there are pretty weak.

Another problem I'm seeing is people expecting to be able to autoattack every enemy into oblivion just by gaining some levels. The strongest thing you gain from levels aren't extra hp or extra stast, but SKILLS. Skills are the most important build piece of every girl. Build them with the right item, give them tons of stats but choose the wrong skills from them and they will get stomped hard.

Gloria/Baal is a bit squishy at start, so using Rin or Skuffel since they have high base CON is a good idea for the first level. Baal can easily grow oneshotting most of the common enemies, same for Kat, but that vastly depends on the skills. If you really wanna tank with Baal, you actually can! Complete Ved's quests and you'll unlock a very powerful skill for them which will be of great help at the start of the game.

Sorry if it seems I want to dismiss criticism, I really don't! I'm noting everything I'm receiving as feedback! It's just that I put a lot of effort in the combat system, so it's a bit sad seeing it called "bad" when I only think I did a bad job at explaining it xD
I liked this game and found it fun, but something good that could be added is when using a teleport scroll is show the other campfires instead of only the last one you rested, because it can become a bit tedious when you get a quest just to found that is a cave on the other side of the map
 

RoxlaRox

New Member
Nov 11, 2022
6
0
87
I understand all the complaints I'm receiving for the game, especially the lack of quest log (I commented on it in my last Steam announcement for the game), minus the grinding one.

I can beat the game from start to finish without stopping to grind for enemies once. Even so, it is a jrpg so a little bit of grinding to farm a particular drop from an enemy isokay I guess.

I think the main issue is that I wasn't able to put together a good enough tutorial to teach the players how the combat works in depht. I really despise tutorials and I tried to be as short as possible not to annoy players for subsequent runs, but I might have made a mistake there. Trying to improve this in my future game.

To help you, I can tell you thateven if you can go everywhere, there are some areas which are intended for an higher level. You can ofc explore them, but unless you are really expert in the combat you'll get your but kicked. I suggest sticking to the forest at the beginning, since the enemies there are pretty weak.

Another problem I'm seeing is people expecting to be able to autoattack every enemy into oblivion just by gaining some levels. The strongest thing you gain from levels aren't extra hp or extra stast, but SKILLS. Skills are the most important build piece of every girl. Build them with the right item, give them tons of stats but choose the wrong skills from them and they will get stomped hard.

Gloria/Baal is a bit squishy at start, so using Rin or Skuffel since they have high base CON is a good idea for the first level. Baal can easily grow oneshotting most of the common enemies, same for Kat, but that vastly depends on the skills. If you really wanna tank with Baal, you actually can! Complete Ved's quests and you'll unlock a very powerful skill for them which will be of great help at the start of the game.

Sorry if it seems I want to dismiss criticism, I really don't! I'm noting everything I'm receiving as feedback! It's just that I put a lot of effort in the combat system, so it's a bit sad seeing it called "bad" when I only think I did a bad job at explaining it xD
No I get it, like I said grinding and farming is not my think, and I'm fine not being able to oneshot enemies, but while the slimes can be easily killed, the bandits can actually oneshot me, just 2 attacks against Rin and she's done for, and because of that I constantly have to go and rest again and again, the combat is not exactly the issue, skills are fine (most of the time, I hate having to use a dice but that's on me, I don't like them) the issue is that I can get run over by a lot of enemies in the beginning area, even rats can just put Baal at half hp with 2 attacks because they got lucky and pulled a big number on the dice, the characters can fight and are capable on their own as I know I need to fight with a brain and constantly switch in the fight, but getting killed by a bandit with Baal because they manage to oneshot me (something that I can't do to them because they tank like 5 claw attacks or more if I pull a low dice) is just not fun, for now the bandit is my biggest issue, the sewer rat also tanks a lot but I think that's because I was using the poisoned dagger and most other enemies are fine, even the Lizardfolk that almost oneshoted me sometimes.

As I said, the game is not bad, the gameplay feels unfair sometimes, it can be of course because I'm starting and I have to keep playing, so my opinion comes from an early player that doesn't have the best weapons or amazing skills, I will continue playing and see how things will be, I'll grind a little bit tho
 

Lirix

New Member
Sep 18, 2017
13
13
181
While we're throwing feedback around(ewww), I guess I'll throw my .02 in.

- Quest Log
You're already aware so not much to be said here. From a development stance I will note that the game already tracks quest progress to some degree. I know this because the quest giver hands over the quest once, and then never seems to mention it again until I have completed it.
In order to avoid rewriting huge amounts of code it would seem that the quest log would then need to exist independent of the game proper. The log would only need to query the existing quest states when accessed, and then the quest log would display relevent information based on that state data. Even if only "have quest or not" is tracked this way, it would still give the player some idea of where they are in the story and/or sidequest. Sounds easy, but I bet I would hate having to do it. :)

-- Combat
To sum it up in a word: swingy. The pro to this style is it makes combat quick. The con is that when losing the player feels like there is nothing to be done. This can be true since the party appears to not include the entire cast, and the skills available to the player will be limited by that. A tutorial might work, but, again, outside of gameflow to prevent massive code refactoring. Possibly easier to achieve with an instruction file?

-- Not really combat, but sort of
At least early on it feels like most fights require you to burn off a lot of healing items or rest every other fight or so. Wouldn't say that's a problem necessarily, but that tutorial or instruction file should probably address this to help set player expectations. You'd be surprised how much crap players will tolerate just because they know it's coming. :)

-- And I should really play this game some more
I haven't put much time in, but the characters have personality, the world has mystery, and Demonherd is fun when it isn't being frustrating. Which isn't all that often. Now if I could just remember what I was up to... Oh well, I'll probably just start over; I haven't made it that far into the game yet. :p
 

YdenMkII

Member
Dec 2, 2018
482
366
208
Also something that felt off in this game is that gear wise, a lot of the weapons feel samey. I noticed this when trying to keep Kat equipped with a dagger for some of her skills but the majority have a 1d4 damage as damage with minor secondary stats and skills to set them apart. This carries over to a lot of the weapons in this game until you start getting access to the more unique ones making them very boring unlike armor and trinkets which can have a wider range of varied stats making for more interesting choices like getting ice def armor for the last boss.
 

Axl Crow

Newbie
Jan 30, 2024
26
33
40
No I get it, like I said grinding and farming is not my think, and I'm fine not being able to oneshot enemies, but while the slimes can be easily killed, the bandits can actually oneshot me, just 2 attacks against Rin and she's done for, and because of that I constantly have to go and rest again and again, the combat is not exactly the issue, skills are fine (most of the time, I hate having to use a dice but that's on me, I don't like them) the issue is that I can get run over by a lot of enemies in the beginning area, even rats can just put Baal at half hp with 2 attacks because they got lucky and pulled a big number on the dice, the characters can fight and are capable on their own as I know I need to fight with a brain and constantly switch in the fight, but getting killed by a bandit with Baal because they manage to oneshot me (something that I can't do to them because they tank like 5 claw attacks or more if I pull a low dice) is just not fun, for now the bandit is my biggest issue, the sewer rat also tanks a lot but I think that's because I was using the poisoned dagger and most other enemies are fine, even the Lizardfolk that almost oneshoted me sometimes.

As I said, the game is not bad, the gameplay feels unfair sometimes, it can be of course because I'm starting and I have to keep playing, so my opinion comes from an early player that doesn't have the best weapons or amazing skills, I will continue playing and see how things will be, I'll grind a little bit tho
Bandits can only oneshot you thanks to random crits, but there are several ways to prevent that even in the early game, the easiest is using a character like Rin or Skuffel with Piercing RES armor and some points in CON. By level 3-4, most enemies will start tickling your tank.

In the opposite side of the spectrum, if you invest in your character best offensive stat, you'll be able to easy 1-2 shot most early game enemies too. Slimes like you said are the easiest, but Jin and Kat can easily oneshot thieves too thanks to their high DMG skills.

Early game definitely feels the hardest tho.

Regarding weapon redundancy, once again one of the most important stat in a weapon is it's unique skill. So yeah, you'll find that most daggers deal 1d4 Piercing damage, but each one of themhas an unique skill to set them apart. I can cuncurr I might have went overboard with the raw number of different weapons you can find, but I really wanted to reward exploration with a lot of unique loot, so I created a lot of stuff ^^

Regarding the quest log, sadly it's not feasible for me to work on tracking 60+ quests. I'm already working 8 hours a day on Demonherd Dungeon (Sequel spinoff roguelike with cards), so I sadly can't exactly find the time toadd a complete quest log to the game. Will definitely find some way to give more tracking to the main quest, that's for sure.

Also, for our next games we are improving the graphics to work on a 1080p! This means a more up to standards experience and ofc, HD sex scenes! 1753918133260.png
 
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RoxlaRox

New Member
Nov 11, 2022
6
0
87
Bandits can only oneshot you thanks to random crits, but there are several ways to prevent that even in the early game, the easiest is using a character like Rin or Skuffel with Piercing RES armor and some points in CON. By level 3-4, most enemies will start tickling your tank.

In the opposite side of the spectrum, if you invest in your character best offensive stat, you'll be able to easy 1-2 shot most early game enemies too. Slimes like you said are the easiest, but Jin and Kat can easily oneshot thieves too thanks to their high DMG skills.

Early game definitely feels the hardest tho.

Regarding weapon redundancy, once again one of the most important stat in a weapon is it's unique skill. So yeah, you'll find that most daggers deal 1d4 Piercing damage, but each one of themhas an unique skill to set them apart. I can cuncurr I might have went overboard with the raw number of different weapons you can find, but I really wanted to reward exploration with a lot of unique loot, so I created a lot of stuff ^^

Regarding the quest log, sadly it's not feasible for me to work on tracking 60+ quests. I'm already working 8 hours a day on Demonherd Dungeon (Sequel spinoff roguelike with cards), so I sadly can't exactly find the time toadd a complete quest log to the game. Will definitely find some way to give more tracking to the main quest, that's for sure.

Also, for our next games we are improving the graphics to work on a 1080p! This means a more up to standards experience and ofc, HD sex scenes! View attachment 5094008
I have to say I love card games, and about Demonherd, it may be because I haven't explored everything, that's something that I'll do (I like exploring)

About the card game, two things (of course suggestions from a random user in a porn site, without money) making the characters lose clothes while lower hp is something that, as far as I know, everyone loves (that and being able to get the characters naked, of course I do that in Demonherd) and visual sexual attacks from enemies also are really liked, while I understand (and of course respect) not putting sexual animations in the middle of a fight to not put extra work on the team, that kind of stuff is something that a lot of people like

Again, just suggestions coming from someone that cannot pay for the game (that's why I'm in F95 in the first place) and plays a lot of porn games, if you do not feel that will fit the game then of course don't put extra work over your shoulders to do it
 

Axl Crow

Newbie
Jan 30, 2024
26
33
40
I have to say I love card games, and about Demonherd, it may be because I haven't explored everything, that's something that I'll do (I like exploring)

About the card game, two things (of course suggestions from a random user in a porn site, without money) making the characters lose clothes while lower hp is something that, as far as I know, everyone loves (that and being able to get the characters naked, of course I do that in Demonherd) and visual sexual attacks from enemies also are really liked, while I understand (and of course respect) not putting sexual animations in the middle of a fight to not put extra work on the team, that kind of stuff is something that a lot of people like

Again, just suggestions coming from someone that cannot pay for the game (that's why I'm in F95 in the first place) and plays a lot of porn games, if you do not feel that will fit the game then of course don't put extra work over your shoulders to do it
Just like Demonherd 1, clothing are an important part of Demonherd Dungeon too! Here, each character has X Armor Point with some enemy attacks able to damage those points. When they hit 0, the character gets naked and vulnerable to an Harassment attack which will provide a debuff similar to how it works in D1 (A bit less punitive tho, since status cards are shuffled in your deck instead of directly applying the status).

Regarding H Scenes during gameplay, it wasn't a budget counstraint preventing me from adding them to D1, but a design decision. They end up disrupting the flow of the game, at least when they are integrated in a game with require a certain amount of concentration.

I know people love them just as much as they love defeating H scenes for the characters, but I don't exactly enjoy rewarding someone for losing the game... so I don't do those either ^^ I offer rewards for winning, rather than losing.
 
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Dec 11, 2019
455
635
217
The encounter rates rival megami tensei. And even when I kill alot I feel like i'm not getting enough exp to really do anything or make a difference, every fight feels like a massive slog sometimes with heavy losses to my party each time... The style of game feels like pokemon with extra steps... one on one fights where we swap yata yata though it feels a bit limiting given the party size of 4 at a time.
Also the fact that enemies can grab you at a range of 2 tiles away. and the fact party members outside of your active don't heal upon rest is annoying... ( I like to swap out whenever I have a dead party member, that way everyone gets a time to shine...)
I also think the fact I can't heal party members in battle with healing items or magic as someone else is another annoyance as it doesn't really allow me to do much except pray further that I won't get destroyed on my turn.
 
Last edited:

dsa271

New Member
Feb 20, 2025
2
1
12
What to do with priest girl after clearing catacomb shrines?
And how to get wizard in the guild for vampire girl story?
 

Maverian

New Member
Feb 6, 2023
6
4
21
Played for a bit, got Skuffel, Sasha, Rin, Kat, Jin, Astoria. So far haven't relied on any weapon skill instead of one or two character skills or just status.

The combat is barely tied to "weapon skills" at all, they are tied to resistances instead (this is an issue, resistances are hidden so is your entire ability to make an informed decision without memorizing arbitrary number rolls).
Damage values being low on weapons early game force the unseen resistance issue otherwise you face an annoyingly slow combat, if the party chosen skill set doesn't have the weakness for some enemies it is better to skip the combat all together for lack of reward until you can do it faster (an issue on this combat style).

Player needs to be able to see enemy health/resistances if on bestiary and always be able to see enemy buffs/debuffs/status.
Skills should also show you roll range instead of the 100%~150% descriptions, we can't see or change weapons mid battle, i keep forgetting if my weapon is 1~4 or 1~8 for some characters, some skills clearly states their values, keep it consistent.
Make weapon skills be free from the 1~6 constraint and always available as the seventh option, if they should be important they shouldn't fight for space on the skill selection.

Enemies can chain grab kill one of your party or force a reload as gloria/baal being downed is instant loss (terrible design mistake which doesn't happen for OTHER party members, game over should be tied to party loss only).
Enemies can also chain heal which is not fun, cap number of heals or add cooldowns for the enemy side, there is nothing worse than turning a 2~3 turn into 6 where your challenge is being entertained.
Necromancer has a funny skill which i call waste your turn, why it has a missable skill that unique purpose is turning your attack into a miss? Make it a debuff that triggers on next turn which lowers hit chance for next attack instead of a "turn wasted" try again.

Status, there are a lot of flavours to choose from, dot, higher dot, useless slash, mostly useless debuffs, free turns.
Slash being bad is tied to it being a bad dot for enemies thus not a worth while "skill" to slot for the status, it is merely a bonus and not a good focus because of its low damage per turn compared to enemy health you got it to stick great the bonus on the skill/weapon is now null and void. If slash stacked but had 10 turns duration individually the story would be drastically different.
Debuffs being bad is tied to their duration, if you hit the "chance" of applying it you already lost one of the turns of the debuff and probably got hit as well and need to heal or switch off, because duration doesn't stack you also can't build into it for bosses by doing more than 1 buff (a debuff and a single buff we eating good tonight skuffel).
Stun is absurd by comparison, 50% is too much for 3 turns, it should be next turn only if the value is to be half the hit rate. It cripples both sides.

Reputation is bullshit, i never have any understanding of how high or low it is, how far am i from the being seen as good or why i keep losing reputation between town checks, give me numerical values if it is to be a mechanic instead of a vibe check.
Baal relationship and guild rank ups are also the same despite the vibe check cat existing but being outside for some reason instead of on the guild near the relevant person/mechanic.

The lack of expansive tutorial is fine IF there is a key item with said explanations, that lack of in-game explanation makes the +% status items obtuse, does the rings or orbs ADD chance or just increase chance of inherent application?

Party management could get another look and use the back-up system of some other games on the camps/city. Needing to dismiss, talk, recruit then be able to change equipment is cumbersome.
The story is good, the mini-events and party talk is great. Astoria getting a "yes or no" event every single night molesting rin for the same static-cg + chatter and overriding skuffel game of cards with variations is not. If it is a one off it should be in a gallery and not bothering me every single camp night.

Most problems are mechanical in nature and not inherent flaws that can only stay, a fix here or there on information presented for battles, a log of quests taken + relevant hint, skip animation toggle, better polish on the party management, and voilà, a great experience.
 
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Axl Crow

Newbie
Jan 30, 2024
26
33
40
Played for a bit, got Skuffel, Sasha, Rin, Kat, Jin, Astoria. So far haven't relied on any weapon skill instead of one or two character skills or just status.

The combat is barely tied to "weapon skills" at all, they are tied to resistances instead (this is an issue, resistances are hidden so is your entire ability to make an informed decision without memorizing arbitrary number rolls).
Damage values being low on weapons early game force the unseen resistance issue otherwise you face an annoyingly slow combat, if the party chosen skill set doesn't have the weakness for some enemies it is better to skip the combat all together for lack of reward until you can do it faster (an issue on this combat style).

Player needs to be able to see enemy health/resistances if on bestiary and always be able to see enemy buffs/debuffs/status.
Skills should also show you roll range instead of the 100%~150% descriptions, we can't see or change weapons mid battle, i keep forgetting if my weapon is 1~4 or 1~8 for some characters, some skills clearly states their values, keep it consistent.
Make weapon skills be free from the 1~6 constraint and always available as the seventh option, if they should be important they shouldn't fight for space on the skill selection.

Enemies can chain grab kill one of your party or force a reload as gloria/baal being downed is instant loss (terrible design mistake which doesn't happen for OTHER party members, game over should be tied to party loss only).
Enemies can also chain heal which is not fun, cap number of heals or add cooldowns for the enemy side, there is nothing worse than turning a 2~3 turn into 6 where your challenge is being entertained.
Necromancer has a funny skill which i call waste your turn, why it has a missable skill that unique purpose is turning your attack into a miss? Make it a debuff that triggers on next turn which lowers hit chance for next attack instead of a "turn wasted" try again.

Status, there are a lot of flavours to choose from, dot, higher dot, useless slash, mostly useless debuffs, free turns.
Slash being bad is tied to it being a bad dot for enemies thus not a worth while "skill" to slot for the status, it is merely a bonus and not a good focus because of its low damage per turn compared to enemy health you got it to stick great the bonus on the skill/weapon is now null and void. If slash stacked but had 10 turns duration individually the story would be drastically different.
Debuffs being bad is tied to their duration, if you hit the "chance" of applying it you already lost one of the turns of the debuff and probably got hit as well and need to heal or switch off, because duration doesn't stack you also can't build into it for bosses by doing more than 1 buff (a debuff and a single buff we eating good tonight skuffel).
Stun is absurd by comparison, 50% is too much for 3 turns, it should be next turn only if the value is to be half the hit rate. It cripples both sides.

Reputation is bullshit, i never have any understanding of how high or low it is, how far am i from the being seen as good or why i keep losing reputation between town checks, give me numerical values if it is to be a mechanic instead of a vibe check.
Baal relationship and guild rank ups are also the same despite the vibe check cat existing but being outside for some reason instead of on the guild near the relevant person/mechanic.

The lack of expansive tutorial is fine IF there is a key item with said explanations, that lack of in-game explanation makes the +% status items obtuse, does the rings or orbs ADD chance or just increase chance of inherent application?

Party management could get another look and use the back-up system of some other games on the camps/city. Needing to dismiss, talk, recruit then be able to change equipment is cumbersome.
The story is good, the mini-events and party talk is great. Astoria getting a "yes or no" event every single night molesting rin for the same static-cg + chatter and overriding skuffel game of cards with variations is not. If it is a one off it should be in a gallery and not bothering me every single camp night.

Most problems are mechanical in nature and not inherent flaws that can only stay, a fix here or there on information presented for battles, a log of quests taken + relevant hint, skip animation toggle, better polish on the party management, and voilà, a great experience.
Lots of valid criticism here! Some of the stuff you said, like Gloria dying giving a game over are sadly limitations of what we could do at the time with our limited programming skills and experience with RPG Maker. We had a lot of plugin conflits and it's a miracle the combat even works as it is xD

Buuuut, we learned a lot and we have way more budget now that our first game is out and is profitable! So we will for sure adress most of your issures in the next numbered sequel.

Only thing I would suggest you taking a closer look is the weapon skill system. I always equip weapon skills and they are very worth the slot they take. Hitting an enemy weakness is nice, that's for sure, but being only a +50% DMG increase is not as mandatory as you might think.

Also, love you calling Mr. Meow "Vibe Checking Cat" lmao, I'm definitely stealing this for later.
 
2.40 star(s) 7 Votes