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EAT
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Overview:
Story driven harem TRPG with light empire management elements about a man, who recently became a lord and gets plunged into intrigue and wars of the higher society. Recruit new members to your council, acquire new units and characters.​

Thread Updated: 2024-10-29
Release Date: 2024-10-29
Developer: SolidDoc - - -
Censored: No
Version: 0.25
OS: Windows, Linux, Android
Language: English
Genre:
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Installation:
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Bob69

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SolidDoc Congratulations on your first release! Good luck!
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Last edited:

drifter139

Well-Known Member
Dec 11, 2019
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while I don't mind turn based combat in games, yours honestly looks more confusing then it should be. I'd consider making it a bit easier to use otherwise people won't be really excited to play the game
 
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SolidDoc

Member
Game Developer
Jan 23, 2018
189
374
while I don't mind turn based combat in games, yours honestly looks more confusing then it should be. I'd consider making it a bit easier to use otherwise people won't be really excited to play the game
Would you mind sharing what parts are confusing to you? It's easy to get lost in the comfort of knowing how it all works after a year of working on it. A fresh perspective would really help. This whole early release is a part of this process, i wanted to make a longer prologue but the longer i wait, the more problems i will accrue
So far the changes to the combat system that are on my mind, is to make the movement available as soon as you select a unit, instead of clicking on it again or selecting the options
Any other suggestions?
 
Last edited:

Jamestown77

Newbie
Jun 26, 2018
45
24
I would potentially make it so that the combat is click based if possible and you can not end your turn by clicking on the character twice. I would also say that the turn based element does not work as well in renpy as it does something like RPGM or a similar build. I say that as someone who prefers renpy. If you would like to do a turn based system using the renpy dialogue option system might be a better. As it stands it just feels like moving really odd looking chess pieces and the lack of music makes it almost feel like chess. Saving and using the map selection screen also feels odd.

Overall it feels like an RPG maker game was ported into Renpy. I might also add that reducing the number of enemies and focusing on the enemies being unique and interesting might be the way to go if you want to use Renpy. Maybe make the enemies the focus of the sex scences and or make just fighting the enemies as a whole more flashy with different mechanics.
 
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drifter139

Well-Known Member
Dec 11, 2019
1,777
1,718
Would you mind sharing what parts are confusing to you? It's easy to get lost in the comfort of knowing how it all works after a year of working on it. A fresh perspective would really help. This whole early release is a part of this process, i wanted to make a longer prologue but the longer i wait, the more problems i will accrue
So far the changes to the combat system that are on my mind, is to make the movement available as soon as you select a unit, instead of clicking on it again or selecting the options
Any other suggestions?
honestly it feels more like a chess game than a turn based combat system
 
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Reactions: SolidDoc

SolidDoc

Member
Game Developer
Jan 23, 2018
189
374
Thank you for the feedback
Yeah, the combat is kinda clunky, made it from scratch while learning programming. Lot's of cut corners
It used to have movement but the automatic screen refresh was causing some issues with it, so i scrapped it
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I also wanted to relay the feel of a war game, thus, increasing the count of units. I am thinking of doing bosses, i have some cool mechanics i want to use later on. Didn't want to include most of it in the prologue since i'd rather get the feedback on the basics first and then introduce stuff that i have been fiddling with early on to see the limits
ezgif-2-b054da4dab.gif
I will see what i can do to make it flashier and hopefully more intuitive
 

Lerd0

Devoted Member
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Jul 29, 2017
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Would you mind sharing what parts are confusing to you? It's easy to get lost in the comfort of knowing how it all works after a year of working on it. A fresh perspective would really help. This whole early release is a part of this process, i wanted to make a longer prologue but the longer i wait, the more problems i will accrue
So far the changes to the combat system that are on my mind, is to make the movement available as soon as you select a unit, instead of clicking on it again or selecting the options
Any other suggestions?
...don't make it easier.....this was good.....
..u did good....
konata-good-job (1).gif
 

SolidDoc

Member
Game Developer
Jan 23, 2018
189
374
...don't make it easier.....this was good.....
..u did good....
I am quite happy with what i have arrived at. The need to move units around, catch up, fall back, feels kind of a small intricate dance. Looking forward to expanding the skills and the addition of mage and cavalry classes
I won't be able to please everyone, that's just a cold fact, but getting some feedback right now won't hurt, whether i chose to act on it, or not, getting a different perspective is important
 
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