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sact12

Newbie
Jun 17, 2022
27
16
Yeah, Lumine being so strong wouldn't be such a problem if she didn't cause an instant game over for losing her fight
 

DDSDD

Newbie
May 29, 2018
26
23
Yeah, Lumine being so strong wouldn't be such a problem if she didn't cause an instant game over for losing her fight
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.
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.
 

nicohentaixxx

New Member
Sep 27, 2020
3
0
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.
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.
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
 

NamedUser1111

Newbie
Apr 1, 2024
76
52
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
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.
 

MadKitten

Newbie
Mar 12, 2023
41
42
1748108821607.png
great trial alpha update so far, though a lot of punishable mechanics, even with dificulty decreased i found it troubling to capture(not kill or miss) training girls, and if u do kill them, u miss them for good, wish they would become "invunreable" once u decrease their HP to 0 so u can capture them like heroines, because with new enemy scaling over time, missing a trainer can lock to be doomed, especially if u are new to the game

is this all of them, or did i miss someone? xD
 

Whiskas2

Newbie
Jan 7, 2020
84
208
You'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.
 
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Asdfzu

Newbie
Sep 3, 2021
52
38
I 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!
Thank you for writing such a lovely review :3 Great preview for me since I'm still playing the old version, thanksies
 

Stlag

New Member
Oct 4, 2023
12
4
Im 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
 

DDSDD

Newbie
May 29, 2018
26
23
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
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.
 
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NamedUser1111

Newbie
Apr 1, 2024
76
52
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.
Goblin Burrow is cited as inspiration in the readme.
You can see it from the concept of caching girls and breeding them to produce better units, as well as the unit formation mechanic, with a leader and a support troop type that you fill.
But I fully agree that, while is may have been the starting ambition, it has evolved into something completely different (and much better in my opinion), with the addition of corruption, a battle map, actual bosses, world map.....

I am not a big fan of the idea of a "reset upgrade" : usually, it means that a part of the game is more or less locked behind one or several game over, which can be okay to give a higher duration to a simplistic game with basic gameplay (which is the case of Goblin Burrow) or a game made designed around getting several mutually exclusive endings, but for a game that has enough content to stand on its own and (as far as I can tell) a single ending, it would just slow it down and make the first few runs a chore/meaningless...
 
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fenrir5034

Newbie
Jun 6, 2018
44
8
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.
 

Theofrad

Member
Game Developer
Jan 29, 2025
103
449
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 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, 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.
 

MadKitten

Newbie
Mar 12, 2023
41
42
You'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.
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 xD
 

nomotiveluna

New Member
May 9, 2023
1
0
Thanks for the great game.
I played through to the gallery complete, but there is one thing I would like to see improved. It is about the end of the unit's turn.
Move, attack, bottom right of screen. Move, attack, bottom right of the screen ......, clicking on the corner of the screen for every unit action has become very annoying in proportion to the progress of the game. This is especially noticeable when more units are added.
Would it be possible to place an end-of-action button to the right of the action circle, or to end an action by right-clicking on it while it is unselected, or by using ..... etc.?

Note: I think the hourglass button is useful for the first turn when all units are not moving to see what is going on.
 

Stlag

New Member
Oct 4, 2023
12
4
Im 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
bro please i really wanna play ts
 

MineHard444

New Member
Jan 31, 2022
12
4
The OP should really get updated with the most recent version. It still links to 1.0.2
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 here
 
3.80 star(s) 38 Votes