Yeah, reading the reviews made me realize that some people do welcome the challenge and I know very well from other experience that balancing difficulties is one of the hardest part of programming something. One thing that I realized then is "would people hate her so much if it's just a big setback every 20 weeks?" Definitely she would still be a problem, but people could just eat it and continue preparing for the confrontation.Yeah, Lumine being so strong wouldn't be such a problem if she didn't cause an instant game over for losing her fight
You know what all of this is simply can be fixed by giving us the same game over mechanic in Goblin Burrow. You will be facing 1000 game overs, but in the end, you still are going to emerge victorious. After all these games are inspired by it, you can even say this is Goblin Burrow with Genshin SkinYeah, reading the reviews made me realize that some people do welcome the challenge and I know very well from other experience that balancing difficulties is one of the hardest part of programming something. One thing that I realized then is "would people hate her so much if it's just a big setback every 20 weeks?" Definitely she would still be a problem, but people could just eat it and continue preparing for the confrontation.
You don't even need to give her a scaling power, she could be just at a point that you have to capture the others and maximize your element gain. For example she could free anyone not corrupted and restore them back on the map, forcing you to hunt them again but giving you a chance to build more elemental power. Or she could decimate your reserves just like a training event, pushing you extremely behind.
Heck, she could actually just destroy buildings forcing you to rebuild it. It would be still a very viable menace, but would take nothing from people who deal with her and would not just force the experience out of those who don't want to rush.
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What is the game over mechanic ?You know what all of this is simply can be fixed by giving us the same game over mechanic in Goblin Burrow. You will be facing 1000 game overs, but in the end, you still are going to emerge victorious. After all these games are inspired by it, you can even say this is Goblin Burrow with Genshin Skin
Thank you for writing such a lovely review :3 Great preview for me since I'm still playing the old version, thanksiesI have made some progress in my run, so it might be time for to write my wall of text on 1.1.0 (~turn 110, normal difficulty) :
Overall :
I think it's a clear improvement from 1.0.2, which I enjoyed a lot. I will be discussing a few things here, but I want to be clear on that : I enjoy the 1.1.0 a lot.
Lumine :
There have been a lot of discussion on her and I will agree on one thing : the new version of lumine is too strong for what she is presented to be.
Capturing her is MUCH harder than anything else I have encountered so far (but still doable turn 100). She has the level of difficulty I would have expected from either one of the final boss of normal difficulty, or from a boss in hard or even hellichrul difficulty.
Is that kind of difficulty bad ? I don't think so : it is VERY satisfying to finally beat her. But for an enemy that attacks every 20 turn from the beginning of the game, in normal difficulty, it may be a little too much.
How to fix that (it it needs to be) is a much harder problem : she can't become too weak (since she is the protagonist), and her being a recurring enemy is a good thing. Doing her appearance related to threat seems a good idea. Perhaps giving a way to avoid the fight, but at a cost ? (As a completely random idea, I could think of her attacking another of your base with lots of units at random, or a settlement instead of the main base if the cost is paid. it would be still a big problem, but it would be a fight you can afford to lose without instant game over).
My final thought : nice, satisfying to beat, but maybe a little too hard for an early/mid-game boss in normal difficulty. Beating her requires very specifically tailored solutions.
Units spawning and scaling :
First, the good :
More units spawning is a big plus for me : it really felle like fighting far from the bases if harder, and territory barely conquered is harder to fully stabilize. It makes colony very important to supply troupes and gives a real feeling of what is my territory, and what is contested territory. I love it !
Another really great point is the diversity of enemy units : even with the same base units, one feels a great difference with the presence/absence of support units, and which support units there are. It gives a greater precision in the scaling of ennemies, which is great !
On to the less good : it seems the enemies benefit from my training (at least for HP, I'm not sure for the other stats). I would prefer if they didn't (by they could have training of their own). As for the unit stats scaling with threat, I didn't really notice it, but I think the variation in units support and number of supporter is a much more interesting direction to scale the ennemy strength. If there are some stats modifier applied to enemies, I think it would be nice to have a way to see it (written on the treat gauge, or in the enemy stat.
My final thought : great improvement, great new diversity with the new options of supports for enemy units !
Abyss power and main base:
Overall, huge improvement ! !
The new system for abyss power is slower to increase, but I think that's a good thing : it makes breaking the statues of the seven a more important thing, and keeps the abyss power value relevant (in 1.0.2, by turn 80, it was so high that it didn't matter anymore). The two downside I feel are :
- planting the first abyss branch in the field is a little intimidation, because is says "Threat UP", and we don't know if it's going to jump and sen a boss your way, or just go a little every turn.
- The nycto elemental value tends to stay very low, because capturing new heroines lowers it quit a lot. I still can't breed anything bigger than nycto archers, and I have shamans for pretty much every other elements....
For the base, I love the fields system (lots of choice and control on what I get, and so many pore option), the cooking is nice but not game changing and the potion... I have mixed feeling with them : On one hand the effect are useful, on the other hand, I would like to know a little more about what it does (potions seems to have fixed duration, then 1 turn when you pay its cost for no benefit, but it doesn't say the duration. Also, having a number for the effect of a potion would help with the choice, especially with Lisa's potion, which after corruption have two potencies, and which is more efficient is heavily dependent on the actual value of the abyss consumption reduction it gives).
Finally, the base looks really nice. And that's... well... really nice.
My final thought : Huge improvement over the (already very good) 1.0.2 ! I love it !
New colony system:
To me an improvement on every front for this one. So much more that can be done. So much more control on what to get. It actually fells like building the colony. It's great.
Minore comments :
- It would be nice to be able to click on every building of the colony right from the beginning to have an idea of what later building will bring.
- It would also be nice to have a way to know what the colony produced, like for the field in the main base.
My final thought : Great !
Capturable heroines:
No noticeable change from 1.0.2.
I just wanted to mention some thoughts I had :
- I fell like most healer are kind of useless. For example, Barabara heals 25/attack and 125 on her burst, will usually do only 1 attack against an enemy that move a little bit... and rather quickly, every enemy deals at least 200-300 per attack. For that lever of healing, she is only useful in applying her element. Maybe having the heal scale with some stats (such as her HP) could keep the heal somewhat relevant ?
- Some heroine also very quickly become overshadowed by pretty much everything else (like Fischl or Mona). Since they are quite limited in what units they can bring, can't bring a significantly higher number of units than anyone else, cost a lot to deploy and keep on the field, if they can't do more than a regular unit, they are just not worth all that investment.
For that, maybe a way to train a heroine to make her better (take more units, take more types of units, of make their skill/burst/burst charge better) would be nice. I know I would enjoy it (but I know it could be hard to implement and balance, so it's just wishful thinking).
- Finally, regarding torture... the minigame is nice, but I don't really know what is gained from it : by the time you get the second torture device (which is required to trigger loops and corrupt a heroine), you generate enough abyss power to corrupt her normally almost as fast. And a lot of heroine can't trigger the infinite loop necessary to corrupt them with just theses two elements. Finally, it gives the exact same result than a normally corrupted heroine, as far as I can see. Did I miss something ?
My final thought : This was random thoughts anyway. It is the same that 1.0.2, and I love it.
And that's it for my wall of text.
Thank you for this really great game.
I hope I didn't go overboard with this comment...
And I'm really looking forward to the next update!
I think the inspiration may actually be another game entirely, especially because that game has a lot of mechanics this does not and viceversa. The title itself is a reference to Ambition of Nobunaga I presume. Also you need to refresh my memory over that, but at the same time I assume you are speaking of a "reset upgrade" system? As the more you fail the better your next run is?You know what all of this is simply can be fixed by giving us the same game over mechanic in Goblin Burrow. You will be facing 1000 game overs, but in the end, you still are going to emerge victorious. After all these games are inspired by it, you can even say this is Goblin Burrow with Genshin Skin
Goblin Burrow is cited as inspiration in the readme.I think the inspiration may actually be another game entirely, especially because that game has a lot of mechanics this does not and viceversa. The title itself is a reference to Ambition of Nobunaga I presume. Also you need to refresh my memory over that, but at the same time I assume you are speaking of a "reset upgrade" system? As the more you fail the better your next run is?
Otherwise you lost me, but I don't feel it's the same type of game, especially considering how vast the map is in this and it's gonna be.
EDIT: Also, to clarify, I'm not against a "reset upgrade" mechanic, but it feels it would become the focus on the game for how punish heavy it is.
i think the word you are looking for is "new game +" which would be to keep all upgrades, units and items from a previous run while everything else resets. i liked this in the original goblin burrow since it made game overs more bearable and you can always just save before a mayor change. i will start playing the new version to see, but that little bit of enemies get stronger by my upgrades is really annoying, i agree it should be a threat bar scaling as others have said and maybe a new boost if another nation falls so you have to siege and conquer everything at roughly the same time.I think the inspiration may actually be another game entirely, especially because that game has a lot of mechanics this does not and viceversa. The title itself is a reference to Ambition of Nobunaga I presume. Also you need to refresh my memory over that, but at the same time I assume you are speaking of a "reset upgrade" system? As the more you fail the better your next run is?
Otherwise you lost me, but I don't feel it's the same type of game, especially considering how vast the map is in this and it's gonna be.
EDIT: Also, to clarify, I'm not against a "reset upgrade" mechanic, but it feels it would become the focus on the game for how punish heavy it is.
What is the game over mechanic ?
Because it may have some inspiration from Goblin Burrow in the unit formation and the presence of breeding, but the gameplay flow is extremely different. It favors longer and more complex run, and a lot more content to do to advance a single run.
I, as a player, don't like this "inheriting from your last game play" idea. Because it is a perfect excuse for developers to neglect game balancing. Once you allow inheriting, you quickly turn the game into, like, requiring dozens of cycles to defeat the final boss, an incredibly tedious design that ultimately reflects developer incompetence. If I encountered such a game, I would resort to using CE rather than waste a day restarting the game over and over. Therefore, I would only implement this mechanic if completely unable to resolve balancing issues.i think the word you are looking for is "new game +" which would be to keep all upgrades, units and items from a previous run while everything else resets. i liked this in the original goblin burrow since it made game overs more bearable and you can always just save before a mayor change. i will start playing the new version to see, but that little bit of enemies get stronger by my upgrades is really annoying, i agree it should be a threat bar scaling as others have said and maybe a new boost if another nation falls so you have to siege and conquer everything at roughly the same time.
i deafeated them, but i think i couldnt capture them, the earth girl is always encased in stone so u cant grapple her... and the other one didnt want to capture, she just dropped items, and elemental resonance, maybe im just noob xDYou're missing two NPCs to capture from two hidden locations which is what I was thinking I was hallucinating in the last post I made I think. I don't know at what point you can even click their locations are even clickable to enter but they don't show up on the map.
They used to be visible is all I'm gonna say. So you can figure it out where they should be.
bro please i really wanna play tsIm stuck in a black screen, the game loads up but all i can see is the game's custom mouse thing, is my computer not strong enough or is this a common bug im too lazy to look up in the thread
That's because 1.0.2 is the most recent official version. The Dev only posted a comment with the Alpha version 1.1.1 because it has yet to be balanced and there are unresolved bugs. you can find it hereThe OP should really get updated with the most recent version. It still links to 1.0.2