3.40 star(s) 17 Votes

dismasx153

New Member
Jun 15, 2023
9
1
Attach me your save please. Invisible monsters are usually related to videocard (or total lack of it) issue.
No, it will no longer be possible since I managed to pass the level with the invisible monsters since I was lucky and guided by the map I was able to defeat the centaur.
 

assc0bar

Lewd Maze Developer
Game Developer
May 12, 2018
434
756
I cant' believe I wrote this 6 years ago, so how far has the game come since then?
Content-wise, i would say a lot.
Currently it has more than 70 CG scenes and around same amount of animations.
Well, assuming you're here for porn :)
Zero's in demo were mostly indicating me being rather bad at some stuff like making cool quest ideas or writing story / dialogues.
We'll wrap that after all ingame 18+ visual content will be close to done, i would really need to hire someone to write stuff in palatable style.
 
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assc0bar

Lewd Maze Developer
Game Developer
May 12, 2018
434
756
Like small funny text for Talk button, or gameovers, or better characters interactions in town / quests.
 

Ragna666

New Member
Jul 15, 2020
6
0
If someone wants to play it on rog ally or legion go or another rdna 3 handheld or gpu.
You need to rollback the amd driver to 24.3.1
If you don't do that prepare yourself to get 3fps in dungeons.
 

aradan3

Newbie
Feb 17, 2022
16
32
The game is quite fun and easy to play.
Since I see the dev is around here I will just throw this here:

COMBAT
In combat, I wish things had a small description of what they were going to do when selected or hovered. This is for spells mostly, normal attacks and "talk" options are selfexplanatory (it wouldnt hurt to add them too for consistency). If you want to keep the game "vague" just explain it without numbers (ex: "Does high dmg but lowers defense", or "Exposes themselves and lowers defense"). It could be a place to add flavour to characters in how they describe themselves and their moves, since classes are character specific.

Passives are identified just fine, but spells you cast out of combat should also have a different type or distinction. Out of combat they have different colors for ongoing effects or simple cast, but in combat they should be seen differently to those you can cast. Telling you they are only usable out of combat, and not available in a different way to not having targets or mana would.

The "Chat" option in the talk menu should auto close the menu after selecting a target, unselect the character you just talked to, or show the character is still selected and some sort of "still selecting/targeting" UI, because it's the only thing that works like that (keeps the option open and the enemy selected).
The way it is right now, even after knowing how it works: I click the option, then an enemy, chat, then I click the option again but auto "chats" with the previous enemy.
This looks like a problem on how combat state is explained or shown, or a "targeting UI". If the enemy still being selected or you in selection mode was more obvious, this wouldnt be such a problem.
Also, clicking to accelerate chatboxes during the "chat" only works when clicking on top of the menu, looks either unintended or the click is not registering on most of the screen.

INVENTORY AND UI
There has to be a Quest traker of some sort. Quests, as far as I've seen, are all fetch or hunt quests, 1 - 3 steps, but if there's any plan on making them longer they should have some sort of support. Would be cool to know what is active/ongoing and what steps are next.
Also, If you want to keep the quest options in dialogue, for replayability or scenes, I would add some sort of Indication to differenciate if the "quest" button is completed or not (maybe a "!" or make them shiny).

This are my observations about the Inventory/menu, take them with a grain of salt because I dont know how hard to edit that menu is:
  • The "close menu" button should always be visible and available, at the same place (I'd rather it be a "X" than a "Stop" or "Prohibited" sign, looks counter intuitive, IT EVEN LIGHTS UP TO SHOW IT'S INACTIVE!)
  • The main tabs (inventory, equip, status and skills) should also be always available and visible, probably on that red decoration at the same height as the close button
  • The other secondary tabs, that replace the main tabs once you click them, can stay where they are.
  • Skills, Status and Equipment dont have any secondary tabs, probably and indication they don't deserve to be main tabs. They should all share some sort of main tab for "Party" or "Characters", and become secondary tabs.
  • Missing a "config" main tab. Throw a replica of the "Settigs menu" from the Title page, a "close the game" and a "return to title page" buttons.
  • Maybe also add the quest traker here on a main tab?
I see the margins, the way the text fits, the way colors are put on things... The UI is unpolished, I dont know where on the road map it would be, is not a problem until you try to hire some designer or focus on them to make them look clean and nice. But those things listed I feel are important, to give reason and purpose to what's going on in that menu. The general sense of the menus and the purpose of the tabs and UI is not there.


I write knowing some or most of this things are probably known issues, resources are limited and I suspect patreons drive the focus on what to work on, but I hope atleast this can add some direction or ideas on how to work this features going forward.
 

assc0bar

Lewd Maze Developer
Game Developer
May 12, 2018
434
756
Unlock mansion, get few buckets of stuff from alchemist, you get full 1st stage gallery from your Imp maid.
Haven't added 2nd stage yet, i kinda skill wanna add more events with Dullahan and perhaps get her a bit more boss scenes.

(well alternative is various tiers on Patreon, that will get you either full gallery for raider or higher current WIPs, sketches, concepts and all that)
 
3.40 star(s) 17 Votes