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Cryswar

The Profound Dorkness
Game Developer
May 31, 2019
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If I understand what Resilience is correctly (red arrow down icon), than that's not it. See attached screenshots. It might be glancing hits or odd stacks of chills, as somehow thise two seem to happen at the same time for me.


Yeah, thats the one. Its base is equal to Frozen Armor alpha. See screenshots.

Edit: are there plans to add MC parents sprites or descriptions?
Oh, okay. Glancing Hits negate statuses. I can see how that would be confusing from the perspective of the 'converting' wording, but it's ultimately just a normal Freeze infliction whose duration scales with Chill, and follows the same rules as others. I could maybe tack on a bunch of accuracy to the spell so it's very difficult/impossible to evade? Think that would make sense?

On the parents... actually, probably, yeah. At some point I'll likely cave in and give the MC a canon appearance, and at that point my reason to not give the parents art will be gone. No promises on when.
 

riji

Newbie
Dec 17, 2017
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Oh, okay. Glancing Hits negate statuses. I can see how that would be confusing from the perspective of the 'converting' wording, but it's ultimately just a normal Freeze infliction whose duration scales with Chill, and follows the same rules as others. I could maybe tack on a bunch of accuracy to the spell so it's very difficult/impossible to evade? Think that would make sense?
Dunno. On one hand, the way it is now, losing all the chill stacks after committing to getting them high enough to turn the enemy into a piñata for the rest of the fight feels like shit (during Chernobog bossfight I managed to freeze him for 15-ish turns iirc without accounting for shatter freeze extension - absolutely disgusting and rather enjoyable).
On the other hand, making Flash Freeze effectively perfectly accurate would make it a hard counter for any evasive enemy since we can already stack chills with perfect accuracy with channel.
Maybe make it so it consumes only a percentage (30%? 50%?) of accumulated stacks on glancing hit with it being stated in the description?

As for parents - the reason I found it strange is that less important (I think) characters in date events got descriptions, while parents are left out.
 
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UnDeaD_CyBorG

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Apr 6, 2018
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Ability points stacking up is an issue I'm just not sure how to fix; even if I make every single Greataxe ability good, that's still at most 10-12 AP, and then a greataxe main is just... done interacting with that system.
Challenging. A lot of Fantasy RPG systems tend to have different rates of abilities for different foci, or have spells as a seperate system.
It might be an option to just allow spending extra ability points on minor improvements - or to allow schools of magic learned to grant extra AP.
But, the more challenging part will me even making them good. It's a turn based game with a rather 1-dimensional battlespace, so most players will have no need of anything else than 3 varieties of "punch things really hard". Hence I hope for more reason and opportunity to utilize buffs and debuffs. Having a party of 2, with control over only half of it, admittedly doesn't give us a lot of choice there. Every ability we have will ultimately have to contend with direct damage.
I'd have to take a deeper dive again for any feedback on individual skills. Though if possible, it'd be nice to have some sort of marker, pictogram, or the works for specific types of skills, say, "single attribute offense" or "AoE Debuff", for players to make sense of the jungle.
I personally think that the biggest design mistake I've made is increasing TP from every 5 levels to 3, and adding so many since then. Zero chance of people EVER getting more TP income.
That's also fine. Really the irritating part is having so many to chose from (half of which being relatively pointless, to boot), and then having few options to actually get one. If there were less traits, and only the really meaningful ones remained, that'd feel more satisfying.
 

Cryswar

The Profound Dorkness
Game Developer
May 31, 2019
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Dunno. On one hand, the way it is now, loosing all the chill stacks after committing to getting them high enough to turn the enemy into a piñata for the rest of the fight feels like shit (during Chernobog bossfight I managed to freeze him for 15-ish turns iirc without accounting for shatter freeze extension - absolutely disgusting and rather enjoyable).
On the other hand, making Flash Freeze effectively perfectly accurate would make it a hard counter for any evasive enemy since we can already stack chills with perfect accuracy with channel.
Maybe make it so it consumes only a percentage (30%? 50%?) of accumulated stacks on glancing hit with it being stated in the description?

As for parents - the reason I found it strange is that less important (I think) characters in date events got descriptions, while parents are left out.
Hard CC of any type is always one of the hardest things to balance in RPGs... most just make bosses immune to it, which feels bad, but being able to lock down an epic boss for 15 turns also feels weird LOL. I'd rather err on the side of letting people have fun than perfect balance, but it's mostly just important that the rules are clear, in my opinion.

Challenging. A lot of Fantasy RPG systems tend to have different rates of abilities for different foci, or have spells as a seperate system.
It might be an option to just allow spending extra ability points on minor improvements - or to allow schools of magic learned to grant extra AP.
But, the more challenging part will me even making them good. It's a turn based game with a rather 1-dimensional battlespace, so most players will have no need of anything else than 3 varieties of "punch things really hard". Hence I hope for more reason and opportunity to utilize buffs and debuffs. Having a party of 2, with control over only half of it, admittedly doesn't give us a lot of choice there. Every ability we have will ultimately have to contend with direct damage.
I'd have to take a deeper dive again for any feedback on individual skills. Though if possible, it'd be nice to have some sort of marker, pictogram, or the works for specific types of skills, say, "single attribute offense" or "AoE Debuff", for players to make sense of the jungle.

That's also fine. Really the irritating part is having so many to chose from (half of which being relatively pointless, to boot), and then having few options to actually get one. If there were less traits, and only the really meaningful ones remained, that'd feel more satisfying.
"Redo the entire battle system" isn't really feasible for this game. Making DD 1 has given me plenty of inspiration for any future games I might make, though.
 

Cryswar

The Profound Dorkness
Game Developer
May 31, 2019
940
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Do you have any plan to make other games in future ?
I'm going to worry about finishing Divine Dawn before I make any real decisions. I don't want an incomplete/abandoned game on my resume. Too many of those floating around.

Longer term, I'd certainly like to. I have ideas for a sequel to DD, an unrelated horny side-game, and maybe non-NSFW or normal+NSFW patch games in the future. This has been a fantastic learning experience on what works and what... doesn't; if nothing else, I can go into a future game with a better idea of what I'm doing.

I'd honestly prefer the mc not having an appearance but that's really your choice.
That was my initial goal, along with more customization back when I thought it would be a text game forever. Nowadays, that decision mostly just gets in the way of CGs; lots of poses and views I can't use because it shows more of the guy.
 

Andhakara

Member
Jan 13, 2020
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I'm going to worry about finishing Divine Dawn before I make any real decisions. I don't want an incomplete/abandoned game on my resume. Too many of those floating around.
I see thats good, i am enjoying this game pretty much it would be infuriating if it is axed all sudden.
BTW i have a suggestion, why not make subsequent sex scene after their first time using the same CG as many other games do or just not use cg and make text based sex scene then later add cg's. Many other games follow this pattern they make one text based sex scenes and later add cg's. Also u could also make dynamic sex scene where dialogues changes according to stats( like affection or love) or how many time the same event occurs for example dialogues changes after 5th and then the 10th u could utilize the same cg with minor change or just as it is.
 
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riji

Newbie
Dec 17, 2017
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Hard CC of any type is always one of the hardest things to balance in RPGs... most just make bosses immune to it, which feels bad, but being able to lock down an epic boss for 15 turns also feels weird LOL. I'd rather err on the side of letting people have fun than perfect balance, but it's mostly just important that the rules are clear, in my opinion.
Oh, it was more than that - as I've said, it was not accounting for freeze extension from Shatter. And, in this case time and resources (mana on the pricey channel and weapon choice for supporting mana expenditure) spent on locking down said boss are spent on committing to that approach - if I was focused on direct damage, for example, I would have burned him down much quicker, I think.

On a related note - Shatter flavor text change with mastery is nice - any plans on making more of that - unique text for abilities with masteries, maybe for critical or glancing hits? Current Glacial hammer text kinda feels over the top for normal hit, imo.

Edit: church convo about Gaia does not mention Svyatibor outright telling us that he spoke with Gaia. Considering the amount of small reactive elements in random convos mentioning other events, and the existing reactive bit about Siofra in this particular conversation, you might want to do something there. Also, it seems there is a they in reference to Sam in the Temple affection conversation with Celica.
 
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RayBar

Active Member
May 12, 2020
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There is a new version available on dev's patreon,anyone has a link to it?
Thanks.
 

DrLizardman

Active Member
Apr 28, 2021
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The talk about getting too close to one of the demons at the start... that was fluff right? I don't wanna explode bc I spent too much time with my Succubus girls lol.
 
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RobBob17

Newbie
Mar 18, 2018
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Checking back in and happy to find that I can now start off with martial arts. My current build feels a bit like a meme since I've left the growth button on insight activated while taking absolutely nothing for crits or magic related shenanigans. I'm not sure how much extra information I'm actually getting from maxed out Insight, but I choose to believe I'm getting payouts in flavor text. Also looking forward to masteries for those new abilities, since I assume them being new means they still have that in the oven. Even without masteries they're still serving me quite well, now I just have to figure out where to get all the other martial arts. Metatron is still my favorite after all this time.
 
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Iexist

Engaged Member
Jul 20, 2018
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Well, decided to give this a look over the weekend. I've had this on my Watch list for a while after seeing it recommended in some other places, and figured now is the time to get some impressions.

Said impressions are mixed, but that's pretty normal for "in progress" games most of the time, especially complex ones like this one.

First of all, the biggest... disappointment? I guess? Is the fact that the Corruption thing is basically not implemented at all right now as of 0.28, and based on the change-logs I read on itch, it's not implemented even in 0.30 either. Given that the corruption thing is advertised as one of the game's biggest features... and somehow not even the beginning stages of it have been implemented until now... which makes it difficult to decide on how interested I should be about it all. It's supposed to decide the endings and the flow of the story and more... but right now it does nothing and I find that concerning, if only because the more content there is in place, the more difficult it'll be to account for it when it's implemented later.

What I mean by that is that it doesn't take much effort, currently, to cap Corruption for Nether and Aether, especially if you choose to play with any kind of magic and learn one or both of them, which means that the first stage should be easy to jump over early on. As a result, there's a lot of potential early interactions with various characters that may or may not be affected by the change(s).

It sounds like a lot of work when just after the intro you already have 5 girls around to have events of various kinds with... and that's before you get into whatever impact it might have on the main story.

As is, the complexity of the interactions rears its ugly head at times because there's clearly a lot of stuff to keep track of and/or account for. Like the fact that training in Nether magic with Ashley mentions the Qlippoth and that she heard about it from Sarah, but then one of Sarah's latter trust events mentions that she has no idea if Nether magic works like an opposite of Aether and she doesn't know if there's an opposite of the Sefirot. Or the fact that you can train with Sarah first in Aether disciplines, and then with Metatron, and both talk as if you did it in the opposite order. There's probably a lot of examples, both big and small that can be dug up... but I seriously think that this sort of problem is going to get WAY worse the more the Corruption system is left unaddressed.

I'm no expert on game development, obviously, but if the corruption system is meant to be a fundamental part of the game, I figure it should also be part of the game's backbone in terms of development.

Then there's also the fact that trying to account for all possible permutations of what a player might do and which order they take things in might be pure madness... So there's that to consider too I guess. >.>"

Moving on.

I'm not gonna comment on the story, mainly because I didn't dive too deep in it. I mostly focused on grinding affection and trust with the "starter girls" to look at their events and pick up Nether Magic and Aether Magic, as well as experiment a bit with both of those things. Dunno if I'll keep playing right now or if I'll put this in the "check again in another year or two and/or when I have money to throw at it" folder.

I will comment a bit on the magic system though.

At first, looking at it, I wasn't sure what to think about the fact that all the elements have very similar spells in terms of damage output and that there's some overlaps between certain spells of various elements. Like Ice Armor and Adamant Skin, or that one spell from Cryomancy that inflicts bleed and a spell from Nether that does the same thing... But then, I stopped to actually think about it.

First of all, the fact of the matter is that there's no guarantee that a player will pick up more than one element, or which elemental combinations they'll pick at all. As such, there's no guarantee that they'll run into any real overlaps. Then, even if they do, there's the fact that there's still distinctions between them, like Aether and Nether having options to help deal with Evasion, while Ice/Water has exactly nada for that particular problem, at least by default, but I'm not sure about all the Masteries. Plus, while early on this doesn't seem to be a thing, the possibility of having enemies that are more resistant to one element while not resisting, or even being weaker to others, would also help with the potential problem of overlaps. Then there's the fact that right now, the magic system is still at Initiate level, which means that we haven't seen anything about what will be present in the higher tier for each element or for elemental combinations or whatnot.

On a brief side-note, being able to see Masteries before picking up a base ability would be extremely useful.

In any case, the point is that it's probably too soon to worry about "samey options" in magic when the game is far off from offering the full possibilities of permutations. That's probably a worry for when the next levels come in.

For now though, I'll leave it at this. I'll decide later if I want to keep messing around or not, and if I want to comment more.
 

edale

Member
Apr 1, 2018
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So I noticed the OP says version 0.28, and the changelog only goes up to 0.28... but the download link (at least the Mega one) has version 0.29.

So I found the changelog to post it here:
You don't have permission to view the spoiler content. Log in or register now.
 

UnDeaD_CyBorG

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Apr 6, 2018
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Maybe relevant question: What will be the final accessibility of the game?
If I buy it on itch, sure, I assume I'll have a copy at the end.
If I support it on Patreon, which seems more annoying than it has any right to be at times, but probably helps some developers more, what will happen if, after a few months, I decide not to support it anymore? I'd have spent more money than on itch; would I still get the final product (besides on here, I suppose getting the final product isn't really the issue).
Just pondering because I would want to support the game, but I'm not quite sure as to the pros and cons of various avenues.
 
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