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skyrfen

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Jun 13, 2021
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PriceForFreedomAvarice-B34.2
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deck

Member
Game Developer
Dec 21, 2017
133
963
Whan I read comix and found outt there is a game, I hoped there is somthing akin to that rpgmaker things. But this... they clearly not suited for making games. Overcomplicated combat without obvious mechanics is shitty at least.
Save-load made so poorly, you cant even tell - are you loading or saving.
Perfect example of situation when art is NOT everything.
No obvious pointers is making you reload again and again without any understanding - what the fuck did you do wrog this time. From gamedesign point of view - complete shit.
When you escaping prison, second room, SECOND FUCKING ROOM - and they're keep catching you. What to do? Where to hide? How stupid and blind devs are to shit this crap to life? Hope they will never make games again, they are imbecils anyway. Even BG3 has combat more comprehansible than this shit.
You just need to pick up your sword... That's obvious when you read the dialogue, or check the objective, or check the . Either way it's probably not your kind of game.
 

Zerokou

Newbie
Jan 18, 2018
25
43
Whan I read comix and found outt there is a game, I hoped there is somthing akin to that rpgmaker things. But this... they clearly not suited for making games. Overcomplicated combat without obvious mechanics is shitty at least.
Save-load made so poorly, you cant even tell - are you loading or saving.
Perfect example of situation when art is NOT everything.
No obvious pointers is making you reload again and again without any understanding - what the fuck did you do wrog this time. From gamedesign point of view - complete shit.
When you escaping prison, second room, SECOND FUCKING ROOM - and they're keep catching you. What to do? Where to hide? How stupid and blind devs are to shit this crap to life? Hope they will never make games again, they are imbecils anyway. Even BG3 has combat more comprehansible than this shit.
When reading comprehension is your biggest enemy... I never had trouble with the game pointers, Though yeah the combat has much to be desired but it is in it's early stages with the art and story being the main focus at the moment dev wise. If you want something done then supporting the dev and having patience would be the logical and ideal thing to do. and honestly? The art does carry the game this early on and that's more that can be said for most that end up being abandoned.

~~If I wasn't such a broke bastard I'd be donating on their patreon...~~
 

Vakul

Member
Apr 10, 2022
359
473
That's obvious when you read the dialogue,
Hate to ruin your imaginary world, but "obvious coz of dialogue" is not a gamedesign. In games "obvious" is where highlighted markers placed. Or at least, when your taskbar tells you to search for doors. Or at least , HIGHLIGHTING the doors. There is issues with contrast settings. While in comix you can use that blurry 50 shades of beige, in games where player INTERACTS with your world, you should at least make decent contours. AT LEAST. Or kill that filthy thief who stole colors, leaving only that 50 shades of beige.
Characters SHOULD stand out from surroundings. Interactive objects SHOULD stand out from interior clutter - or there SHOULD be "highlight interactions" button. Videogame industry is more than 50 years old now, it has its own rules and tips. If developers choose to ignore that rules - well, the end is predictable. Examples is hundreds.
Though yeah the combat has much to be desired but it is in it's early stages with the art and story being the main focus at the moment dev wise.
There is Fire Emblem Heroes where seasoned devs implement a simple Rock-Paper-Scirsoss system. And AFTER THAT they begin to complicate things. About a year and a half after the complete release. Here we have unnececarry overcomplicated shit instead of battle system. Is it contributes to story? No. Is it maybe somewhat emphasizes artstyle? No. Maybe it is highlights character backgrounds? No. Then why the fuck it is here at all? What for? To frustrate? It is one of the most basic rules of gemedesign - WHAT THIS ELEMENT IS FOR?
From what I see, simple Rock-Paper-Scirsoss system would be more than enough for this game. Ok, if too simple, then 1>2>3>4>1 systemm but it would rise a question about 1&3, 2&4 interaction. And after that - introduce character skills of weapons which somewhat changes the usual Rock-Paper-Scirsoss order. Period. No body part focus, no wierd bleed mechanic, armor which resets and all that.
Tip for the future, when YOU are the problem, it's best not to make it obvious by trying to blame the devs.
Say hello to Concord devs for me. It seems, they are your dear friends with all that "No-no-no, you're lying! It is not like we made shit, it is gamers who is guilty".
 
Last edited:

deck

Member
Game Developer
Dec 21, 2017
133
963
The Russian translation is so fucking disgusting. Do you not give a shit that much that you just embedded unedited Google translation into the game?
Obviously there no way we are going to pay someone to check the million words of the game in russian.
That being said we are making a tool in game that will allow people to help improve the translation in their native language. The machine translation is the baseline for it.
 
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Valaska

[PFF: Avarice Dev]
Game Developer
Aug 5, 2017
663
974
The Russian translation is so fucking disgusting. Do you not give a shit that much that you just embedded unedited Google translation into the game?
You're not too far off, we are using a paid ML service to do it... but ML is pretty shit, sadly, as most all AI services are at the moment.

The sad fact is we need to save up enough budget for translations, we are already over 1 million words which is more than Foundation... like, the ENTIRETY of Foundation. It could be tens of thousands at this point per language. We can only afford to do this at the end of the project when all the text is done and we can get quotes on translation services.

As Deck said, we are putting these in as a stop-gap, but encourage community translations if anyone wants to take it upon themselves and Deck has made some very robust tools so people can tackle it... but for now, we can't.
 

Vakul

Member
Apr 10, 2022
359
473
No, this is more a soulslike issue, it's not the devs fault you're shit at the game.
So now it is another excuse?
What does this have to do with soulslike games? Through bad gamedesign? Didn't play any soulslike, so I cant tell how good or bad are they. But It is hilarious to see how obvious shortcomings are attributed to some reasons unrelated to the game. Bad player, skill isues, etc. Whats next, bad weather maybe?
If I'm unable to press 5 keys simultaniously - is it enough reason to excuse any obvious design problems? What about 3 keys? Or 2? Does this brings any changes to coloring scheme where is no visible highlighting of interactive objects? Does it changes the fact the battle system is overcomplicated without any actual meaning behind it? If it does - ok then, fell free to think only problems with this game is that I'm unable to press 5 keys simultaniously and I can't distiquish one shade ob beige from 49 others.
 

Valaska

[PFF: Avarice Dev]
Game Developer
Aug 5, 2017
663
974
There is issues with contrast settings. While in comix you can use that blurry 50 shades of beige, in games where player INTERACTS with your world, you should at least make decent contours. AT LEAST. Or kill that filthy thief who stole colors, leaving only that 50 shades of beige.
Characters SHOULD stand out from surroundings. Interactive objects SHOULD stand out from interior clutter - or there SHOULD be "highlight interactions" button. Videogame industry is more than 50 years old now, it has its own rules and tips. If developers choose to ignore that rules - well, the end is predictable. Examples is hundreds.
The hoodlum who was sighted spreading yellow paint all over game worlds was arrested, tried, and sentenced to death in the PFF universe. As such, we have a cohesive world designed as if it is lived in and fairly realistic for the logic/setting.

We have word that his twin brother has been spotted in ubisoft titles though... so we keep a vigil and have orders to shoot on sight.

... also, hit left Alt, it highlights interactables :x

There is Fire Emblem Heroes where seasoned devs implement a simple Rock-Paper-Scirsoss system. And AFTER THAT they begin to complicate things. About a year and a half after the complete release. Here we have unnececarry overcomplicated shit instead of battle system. Is it contributes to story? No. Is it maybe somewhat emphasizes artstyle? No. Maybe it is highlights character backgrounds? No. Then why the fuck it is here at all? What for? To frustrate? It is one of the most basic rules of gemedesign - WHAT THIS ELEMENT IS FOR?
From what I see, simple Rock-Paper-Scirsoss system would be more than enough for this game. Ok, if too simple, then 1>2>3>4>1 systemm but it would rise a question about 1&3, 2&4 interaction. And after that - introduce character skills of weapons which somewhat changes the usual Rock-Paper-Scirsoss order. Period. No body part focus, no wierd bleed mechanic, armor which resets and all that.

Say hello to Concord devs for me. It seems, they are your dear friends with all that "No-no-no, you're lying! It is not like we made shit, it is gamers who is guilty".
I'm not sure what the rock paper scissors example means exactly, do you mean we should have a like "High attack, low attack, medium attack" and the choice will auto-beat 1 of the 3 and negate for the 2nd or do half damage? Or certain characters just auto delete other characters based on their type?

As we are still working on the combat system and trying to figure out a happy area for it we are open to suggestions, but a bit more depth to this would help a lot?

Also... we have more players and a larger community than concord so, whatever.
 

Avaron1974

Resident Lesbian
Aug 22, 2018
25,900
89,305
So now it is another excuse?
What does this have to do with soulslike games? Through bad gamedesign? Didn't play any soulslike, so I cant tell how good or bad are they. But It is hilarious to see how obvious shortcomings are attributed to some reasons unrelated to the game. Bad player, skill isues, etc. Whats next, bad weather maybe?
If I'm unable to press 5 keys simultaniously - is it enough reason to excuse any obvious design problems? What about 3 keys? Or 2? Does this brings any changes to coloring scheme where is no visible highlighting of interactive objects? Does it changes the fact the battle system is overcomplicated without any actual meaning behind it? If it does - ok then, fell free to think only problems with this game is that I'm unable to press 5 keys simultaniously and I can't distiquish one shade ob beige from 49 others.
It's an rpg, reading quest text is a requirement. It's been part of game design since the first rpg pixelled it's way into our lives.

It's not an excuse, it's a skill issue.

You can't do anything in a game unless it has a flashing neon sign pointing at it saying "pick this up". That's not a game design issue, that's you being shit at gaming. Not an excuse, a fact.
 
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4.10 star(s) 37 Votes