Ah nevermind, didn't realize the advice for Mythics unlocked before the actual recipe. Progressing to another location unlocked the recipe I wanted.
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Are there not already state descriptions in the encyclopedia? Have you tried scrolling down on the encyclopedia menu?
While being able to re-read Gabbi tips is a good idea, I have no current plans to do that. If it's something you really want, Ic an consider adding it.
There are no plans for scenes with Xion, Eden, Michaela or Furnace Knight.
It sounds like you've got everyone! Don't worry, you can repeat the time skip as many times as you want. Also, Ray and Bessi will get pregnant during the time skip.
1) Nah, I decided not to have some late-game blessings be upgradeable because it's just busy work that late into the game.1) Can you upgrade Quistis' blessing?
2) During the postgame, while running cleanup for anything missed, I hit hunter rank 0. Specifically, from 8th, I picked up eight ranks from Sybil's frozen colossus contract, from the Colosseum.
There is no team; this entire game was made by just me!Just finished the game. Was pretty alright. Story was a bit weak in places (early game idol Eris, Swiftstroke, Juggernaut, etc). The gameplay is what made me decide to make a post.
Brief Disclaimer before I start. I have played... a lot of RPGs. Nearly every single one I coudl get my hands on back when I learned to read back during the 3rd generation of consoles. So don't take any of these as objective flaws. Just weaknesses I personally felt due to overall exposure to the medium.
Outgoing/Incoming Damage
The game is pretty exceptionally heavily unbalanced in the players favor. On RPG master at least. Reflect, percent, cover, etc strategies are way too strong. Not capping off things like Alice, super adamantoise, etc, is obscene.
The outgoing damage is way way wayyyyyy too high and the incoming damage from the fights that try to match it can't because defense doesn't interact with the damage formula in a way to prevent them from killing themselves. There's no progress/level based ceiling for outgoing. No multifactor additional attribute based formula to control enemies incoming.
MP costs don't even remotely come close to balancing the potential of spells, especially in the early game.
Something as simple as introducing the big 4 stamina/mind/strength/intellect would have introduced a hell of a lot of wiggle room towards balancing encounters (hard to overkill if you work backwards from maximum) when combined to the already existing attributes. Especially for ailments to give more levels of resistance other than blanket luck or raw [x] resistance. Then you could influenced a bit of RNG (potentially luck based or rand(0....) etc) to effect scaling values to introduce more variance.
I'm not saying the formula should be as complex with as many variables as like SaGa Frontier (for one, very few people are even capable of something that needlessly complex) but it certainly needed more balanced encounters if it was going to put itself in a position where it had to constantly punch up to introduce challenge.
Progression of Challenge
This game has a very noticable weakness in escalating it's ability to outline a path towards strength. Many lower "level" fights have at least a tiny bit more going on then later fights. Level is completely meaningless as a metric for strength. Some bosses desperately needed a retuning to kits for their rematch but didn't get them.
Sword Saint Juggernauts post game rematch has a little disclaimer that it's a superboss. I did it as soon as I could once I cleared the game. The rematch was as "strong" as the initial challenge was which is clearable by a bunch of level 36-38 chumps. Alice has a neat gimmick in that she counters with ultima but can still be poison, frozen, and burned to death in a relatively short amount of time.
All of this is a long way of saying that the game needed more quest completion dependencies or, failing that (such that you want to let the player have choice) a more accurate power representation that's not "recommended level"
Player Induced Challenge
For obvious difficulty related reasons I had to abscond from using 'immortal' in general due to how much easier it enables these kinds of strategies, ended up doing away with reflect, and tossed poison to which then multi-hits rear their head, breaking the game in their method. On the topic of reflect, due to how it interacts with damage, endgame "challenge" fights in the mash eventually get to the point where they blitz themselves down to 0. While at the same time a very very small number of fights try to punch back by comitting the RPG sin of unmitigable disables. Which despite being something no game should do ever ever only impact your overall strategy if you're already playing with handicaps.
Power Progression
Moving on. Half of the things in the ultimate shop should have been additional mythic recipes. The final battle needed way more unique to it CG's to help with the impact as well as potentially a BoF4/ Suikoden Tierkreis/ Astlibra ending where you get maybe a few scenes or sentences showing what happens if you lose or kneel to final Eris. Characters needed to be closer to the camera or fully drawn to avoid the whiplash when you see their models just end to stubs. The backgrounds for many many many many fights, especially towards the second half, do not match the scale or impact of the strength of the characters nor the import of the events.
Skills being tied to the skill shop and the method of unlocking these things requiring a bit of tedium was a weakness as well as any mechanically inventive abilities being locked behind the skill shop or weapons. Gear from random battles to a very small minority end up overwhelmingly useless towards the halfway point of the game. Which is aggravated by the fact that mythic recipes stop being a thing towards the final 3rd of the game.
On the topic of mythic items. They needed a more moderate curve and also should have been introduced earlier to get the player interacting with the itemization earlier. Starting incrementally stronger until you got to multiple mythic fusion recipes that provided the last set of mythics we unlocked. A little bit of a scavenger hunt with no stakes to help elongate the gameplay for the few people that want to do it.
The RPG master difficulty is like the screwup they have done in many games of the past, recently in Labyrinth of Galleria where 'cruel world' will violently outlevel you from the challenge while dumping all of the best items in the game into you with minimum grind involved (not that I'm a fan of grind) but with the additional caveat that there's no early way to limit player xp besides just not doing optionals.
Miscellaneous
Many characters towards the end of the game already have their dialogue options talking about the final battle displayed. The final battle really really REALLY needed more unique CGs. The scale of the fight really gets lost when Eris blows up the planet but there's not associated planet busting imagery to anything near the necessary scale for impact. Many many MANY fights either needed full character models or better scaling on the models so that you don't get visual whiplash seeing their body cut in half or end in handless/legless/tailless nubs. Many many MANY fights needed better/unique backgrounds. A few fights towards the end explored with this and that's appreciated but this is like the final 2 hours of a 20-30 hour adventure which it then threw these lessons away for most of the post game.
Anyways I enjoyed my time with the game. I've done all the fights until a few difficulty modifiers in for the monster mashes.
Just had to get all of this off of my chest so I can move on. Bravo zulu to the team. Takes a lot of effort to see a project all the way to its conclusion. I should emphasize again that most of my complaints the average person isn't going to notice or even care about.
Oh? In that case good jobThere is no team; this entire game was made by just me!That last mission took me two months to complete, the same amount of time that all of Misty Woods took.
Thanks for your feedback, I think the key issue here is that the scope of the game was too ambitious for what it wanted to be, and I should have adjusted the game to be easier for a single person to develop. This is something I'm keeping in mind for my future games, but it was fun to go all out.
What kind of fetishes will it contain?I'd say it's actually closer to my first game, Friendship with Benefits, but with some gameplay elements instead:
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The premise is that you'll be living in a manor with several other characters, and you'll get to spend time with the other characters to get to know them, progress the story, and unlock sex scenes. But you'll also be able to visit a dungeon to fight monsters and collect resources. It's not as wild as Monster Girl 1,000 in scope, but it's focused approach should allow for a greater level of detail and quality.
The art also aims to be much better:
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"Unveiling the Unknown" will be a game where sexual content and variety are prioritized, and the characters you encounter are no exception. As you progress through the game, you'll come to find that each maid, butler, and nun has their own unique kinks and fetishes, which will manifest themselves in tantalizing ways.What kind of fetishes will it contain?
You just need to visit that character at their house again.Pardon me if it's been answered before or if there is a tutorial that goes over it. When are pregnancies announced after you've completed/quests for harem members, given them gift boxes and fucked them without protective herbs?
I can't find anything for it anywhere.
Oh damn, didn't expect a response so quickly. Thank you, that did the trick.You just need to visit that character at their house again.
hmm, so i take it that male MCs won't have any futa transformations or be avoidable in that gender choice path? if so smart decision!Depending on whether you choose to play as a male or female, your body may transform in different ways, such as futanari, but no matter what form you take, the female characters of the game will be more than willing to lend a hand (or any other body part you desire) in order to help soothe your curse.
Yeah I changed the packages file, and followed all the steps outlined in the guide - that's the only way I was able to even get it to run at all in the first placeYo !
That's strange, I did not, maybe you should try to run in in the console, but from another directory with a absolute path (starting with / and . or ..)
And see the ins.. sorry logs coming from nwBash:cd /tmp /path/to/where/you/installed/it/nw
I don't think I had problem with it, but I use also the steam launcher to run it (now)
Did you set the name in packages.json ? It sounds to me it's a problem only when trying to run with absolute path (not sure)
Have a nice weekend
Fun fact, back when I was learning how to draw art, I drew a lot for Renryuu Ascension. It was also my idea for the game to start with a blowjob, and we've come full circle with MG1K having one tooHonestly, this and Renryuu Ascension are some of the absolutely fucking craziest hits I've ever seen come out of RPGM
This game ate 50+ hours of my life, often convincing me to play until like 3 AM on a work night. For a porn game. That's insane.
My only regret with it... my only criticism-
-is that the entire game is spent building up to and finally achieving babies... and then once you have them, you only get to see one, and get one line of dialogue from them, and the rest are all 1 button that does nothing on click. I wanna cry.
9.9/10 game, would pay for it a 2nd time if I could actually see and hang out with my kids in it.
Genuinely, if you made a paid DLC for this on steam that just added some postgame fathering and suchlike, my wallet would be a fucking casualty of war and elevate MG1K to 11/10 status.
...speaking of Renryuu... if I had a nickel for every RPGmaker game that revolved around you being a superpowerful half-dragon from humble beginnings with a ranged-attacking childhood ladyfriend, that ends up ruling and building up a small region while knocking up monstergirls left right and center...
I'd only have two nickels, but it's still weird that it happened twice.