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Snooley

Newbie
Game Developer
Oct 17, 2025
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can some one tell me what affiniti do
Every character has one of 12 affinities that they belong to. In addition, they're more efficient against certain affinity types and if they fight against someone who has an affinity that they're efficient against, they will gain a bonus to their "Hit", as well as "Agility" stats.

So in short, they're more likely to hit their target and evade incoming attacks from them.

I want to play, but unfortunately I can't since it's not supported by Windows.
Is this perhaps a notification about DirectX?
Installing the newest version should fix this issue.

Regards,
Snooley
 

Crab Jeans

Newbie
Oct 11, 2020
88
87
192
Every character has one of 12 affinities that they belong to. In addition, they're more efficient against certain affinity types and if they fight against someone who has an affinity that they're efficient against, they will gain a bonus to their "Hit", as well as "Agility" stats.

So in short, they're more likely to hit their target and evade incoming attacks from them.



Is this perhaps a notification about DirectX?
Installing the newest version should fix this issue.

Regards,
Snooley
I have DirectX 12 but it said I need the 2008 version to play it? I don't understand if DirectX 12 is supposed to be the latest version.
 

youraccount69

I'm like a karate chop
Donor
Dec 30, 2020
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NayitoshiFightForTheSkyline-R2
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Well, I tried it out on Wine, but—as a visual-novel fan—I couldn't make myself get through the visual-novel intro:
  • The audio is too loud... and attempting to adjust the volume in-game leads immediately to a crash due to invoking a pure virtual function. (Even if it worked, that's far too late to handle the painful beeping which the game opens with on first execution.)
  • The text is unadjustably too large; frequently the last word of a line is drawn on top of or under the first part of the next. (If you have code to wrap the text, why do you also have hardcoded newlines?) It was still possible to use the history feature to read the text, but it was frustrating.
  • In at least the default UI scheme, it is not obvious what the triangles do; even if one is aware, it is not trivial to identify which is "save" and which is "load". I strongly recommend icons.
Thank you, though, for at least ensuring that text can be displayed instantaneously, and for implementing the history at all; far too few custom-VN-engine authors do this.

There have been a few rare instances where they did, it mostly depends on how big the changes are between each executeable files, though even then there's no 100% guarantee that things would work as intended.
Please tell me you're not using pickle or the like.
 

Snooley

Newbie
Game Developer
Oct 17, 2025
16
70
33
Well, I tried it out on Wine, but—as a visual-novel fan—I couldn't make myself get through the visual-novel intro:
  • The audio is too loud... and attempting to adjust the volume in-game leads immediately to a crash due to invoking a pure virtual function. (Even if it worked, that's far too late to handle the painful beeping which the game opens with on first execution.)
  • The text is unadjustably too large; frequently the last word of a line is drawn on top of or under the first part of the next. (If you have code to wrap the text, why do you also have hardcoded newlines?) It was still possible to use the history feature to read the text, but it was frustrating.
  • In at least the default UI scheme, it is not obvious what the triangles do; even if one is aware, it is not trivial to identify which is "save" and which is "load". I strongly recommend icons.
Thank you, though, for at least ensuring that text can be displayed instantaneously, and for implementing the history at all; far too few custom-VN-engine authors do this.
Thank you for the feedback and suggestions and thanks for giving the game a try.

Regarding the save and load functions, when I was looking for references I saw a few other games using arrows / triangles for these functions which led me to this design decision, but I can see how it can be confusing so I'll be keeping that in mind.

Talking about other games, I'm pretty certain all of the ones I played had a history function, so this comes as a surprise to me, though granted I only played a good few of them. I thought that function was a staple of these types of games which was why I implemented it.


Can male MC every bottom or be submissive? Or is he always in control?
There will absolutely be scenes where he / she'll be submissive. I have ideas for one or two factions which would be led by a female boss who'd be very dominant, as well as some side characters or one offs that'd take the lead.

Regards,
Snooley
 

PhazeUFO

Well-Known Member
Sep 28, 2021
1,881
2,016
412
I won't lie, Battleloading6 reminds me of a circus, and I will be disappointed if there is no clown character or carnival level. :LUL:
 
5.00 star(s) 3 Votes