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fetishgirl

Member
Jan 13, 2019
300
695
Good game the SRPG elements are a good balance I do think some characters are much better than others. Also some of the new additions to the army like Tyr were great even if she is new she is one of my favs already.

The best part for me is someone using honeyselect to finally create a good looking dude it helps that Kreios is arguably better looking than most of the females he fucks. It makes the harem way more believable when the Male Mc is a good looking badass that doesn't shy away from being dominant without being an asshole. I think Kreios is the best part of the game for me personally.

Either way good job and the story is engaging enough I read it all and I look forward to where the game goes next.
 
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SolidDoc

Member
Game Developer
Jan 23, 2018
197
388
Good game the SRPG elements are a good balance I do think some characters are much better than others. Also some of the new additions to the army like Tyr were great even if she is new she is one of my favs already.
One of the reasons for that is the lack in the enemy variety department. Some classes are clearly superior in certain situations and that is by design. I just don't have many situations yet
 
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DBAV

Active Member
Jul 22, 2017
533
354
One of the reasons for that is the lack in the enemy variety department. Some classes are clearly superior in certain situations and that is by design. I just don't have many situations yet
Every character has their moments, except the mob soldiers but I guess that's one of the things you are working on. The only solution for inferior classes is balance but that's a thorny road, every time someone balances something he screws up 10 more.
The solution for mob soldiers could be independent maps or areas for them, like there's a map divided by a river and the heroes fight at the right and the mobs at the left.
 

fetishgirl

Member
Jan 13, 2019
300
695
One of the reasons for that is the lack in the enemy variety department. Some classes are clearly superior in certain situations and that is by design. I just don't have many situations yet
Can't wait for a magic user personally other than for Kreios armoured units became a massive cock block in most battles. Overall the most useless character gameplay wise was probably the spear user Dahlia. Sherry is probably the most OP but to be fair you did balance that out with a lot of armoured units since she sucks against them. Its well done overall I wouldn't say any character outright sucks so you have done well overall. Also impressed that Renpy could be used for this kind of gameplay most devs use the SRPG maker.
 

SolidDoc

Member
Game Developer
Jan 23, 2018
197
388
is there way to remove the fights
There is no way to skip the fights but there is a God mode in the options screen if you want to breeze through them
and where the auto saves in the load section
I had to fiddle with the usual ren'py saving process as i need the game to be saved at specific points in order for the map system to work. There is a custom auto save slot that saves after every event
 

diablo8x

Member
Feb 3, 2018
109
70
The Dark assembly just immediately started when I loaded a save, was a bit jarring, need to try it from a earlier save to see how it lands.

With the increase of units and another fighting character ... are there any plans to add more random missions to do, like say escorting a caravan and protecting against waves of enemies? or rescue missions like save a unit? to break up the monotony? not really a hurry but would be nice to have more ways to level up army and units ... and have more than just kill every bandit in 8 turns as side fights ...

Also the ability to select more than one character between turns would be nice ... or maybe a way to do a group event with more than one ...

Storytelling wise update was fine, nix was about what I expected from the character ...
Tyr was nice, so was suprisignly Phobes despite what was going on in there :D ...
 
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SolidDoc

Member
Game Developer
Jan 23, 2018
197
388
The Dark assembly just immediately started when I loaded a save, was a bit jarring, need to try it from a earlier save to see how it lands.
It's supposed to play once the previous main event ends. I guess i could have made it as a selectable event, but it didn't feel right, as the location is not known

With the increase of units and another fighting character ... are there any plans to add more random missions to do, like say escorting a caravan and protecting against waves of enemies? or rescue missions like save a unit? to break up the monotony? not really a hurry but would be nice to have more ways to level up army and units ... and have more than just kill every bandit in 8 turns as side fights ...
I have a lot planned, but it takes time. Working on additional systems along the way

Also the ability to select more than one character between turns would be nice ... or maybe a way to do a group event with more than one ...
I am planning to add unlockable events for the leisure system in the future. Something smaller than regular events, but more impactful than a simple CG. Not sure about group events in that system, i am leaning toward having those in the regular map events instead
 
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Sir Sam

Newbie
Jan 18, 2021
86
163
surprisingly well written, tedious combat however, god mode helps a bit but the loop is still long. a skip battle combat is necessary, or at the very least a skip opponent turnn button or something.
 

Jamestown77

Newbie
Jun 26, 2018
45
24
SolidDoc Trying the game again after a few months, one thing I noticed is that there is a lot of visual clutter when units attack, while I would like to know units stats when I am fighting I do not need to know that information every time they attack. An option to investigate your opponent to gain information on them as a result might be more useful and make combat feel less like numbers fighting each other. The other thing I will say is the games prologue explains nothing to me at first but then immediately throws me into combat against more than one enemy without any real indication of why i am doing that who the hell I am and what I am supposed to do. (see attached image) Not saying that as though that is inherently a bad thing but combined with the lack of a tutorial it just makes the game feel like you must fail to win and that can be interesting but only if its made clear that is the intention. (see rouge likes)

Also moving and attacking need to be the same thing, I should be able to click and attack an enemy even if they are a few squares away on the same turn if I have the movement. Currently if I move i must then click the enemy i moved near to attack, instead of just clicking the enemy I wish to attack and having to move there. More importantly though if you click on your character again after moving them that for some reason ends their actions and they can no longer attack.

The use of sprites like you have when the attacks happen as opposed to the pictures of the characters that are used for movement now might also be beneficial if its possible as the units when in the movement feel lifeless.

Also an auto turn pass when characters have no actions could speed up combat considerably and better the flow, ending the turn manually should not be the default as it interrupts the game play loop you are aiming for. With this in mind I would automatically end the turn if the character moved and can not attack or perform and support action this turn.

Also the prologue enemies have a range advantage is kinda silly if the idea is that the main character is supposed to be super good at fighting them. Also the lance enemies are using halberd not lances although that is not really that important. I would say that the main character seems to be using a great sword or long sword so he should have a similar range and or be using it on horseback if he is indeed using a great sword.

Also not being able to attack in all directions is what makes this feel the most like chess and not like a rpg game, i think if you had 360 attacking and just altered range values that might fix the chess like feel. If that is something that you want to do still.

Also Enemy turns unless they are significant to the narrative do not need be shown and instead could just be shown whenever they attack a player unit or shown once for each enemy type. In a similar vein while I understand the desire in a siege battle to have a large and impressive force to face but when the game sort of interrupts the flow in order to make them fight one at a time that feeling is lost, so it might be better just section off parts of sieges and focus on making the individual encounters flow back and forth rather than try to large scale battles.

Finally, the ability to save in battles would help the flow of the game a lot and as I am probably gonna have to leave mid-battle today help with the problem that sometimes you have to leave the game mid-fight.

If you have any questions for me I'll attempt to check up on this later. Like the idea of the game a lot do kinda wish the character was re-nameable.
 

SolidDoc

Member
Game Developer
Jan 23, 2018
197
388
Premise is interseting, visuals are trash. Pass
Some of the early scenes i made were bad, not gonna lie. I am updating them as i go

surprisingly well written, tedious combat however, god mode helps a bit but the loop is still long. a skip battle combat is necessary, or at the very least a skip opponent turnn button or something.
I like developing combat. I understand that some people may not like it, or that it feels barebone at this point. I should definitely make it a bit quicker

If you have any questions for me I'll attempt to check up on this later. Like the idea of the game a lot do kinda wish the character was re-nameable.
It feels like there are ten good discussion topics that aren't that well suited for a forum medium
 

DBAV

Active Member
Jul 22, 2017
533
354
The council system is good but we might need a tutorial, you can sort of understand it but it's a bit of a pain, maybe a limit to how much you can develop a place could help.

The replay function is getting a bit clunky, in the future it's going to be a massive pain in the ass to navigate and now that bandits can and should be prevented we need a place to grind.
 
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SolidDoc

Member
Game Developer
Jan 23, 2018
197
388
The council system is good but we might need a tutorial, you can sort of understand it but it's a bit of a pain, maybe a limit to how much you can develop a place could help.
I am going to make a tutorial for it soon, i kinda left it out because it already took me a long time to make this update with being busy and all, and the system unlocks when the current content ends

The replay function is getting a bit clunky
Yeah, i have noticed it's taking a while to initialize all the event data, i am gonna try to separate the screen into pages for faster loading

now that bandits can and should be prevented we need a place to grind.
A new faction is in the works

got this bug
Thanks for the report, seems like the fix for previous bug worked, but i forget an additional check, will try to fix it soon
 

UnityPhoenix

Newbie
Nov 26, 2022
23
19
The 1st 3 pics I can skip so that's fine and the 4th is the quest 'Build a Bridge' and also skip but the 5th is the quest 'damsel in distress' which I can't skip and so I can't continue to play
 
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SolidDoc

Member
Game Developer
Jan 23, 2018
197
388
Those crashing in "Damsel in distress" event, any tips on what was happening close to the crash? I know a place to put a band aid on, but the issue remains unsolved for now
 
4.20 star(s) 25 Votes