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Unity Abandoned Saeba - To Find a Legend [v1 Overhaul Part 1 Free Alpha] [NekoPan Cafe]

5.00 star(s) 1 Vote

NekoPanCafe

Newbie
Game Developer
Nov 25, 2019
17
51
It seems Saeba's f95 thread got a bit of a minirevival while I wasn't looking!

Thanks for trying version 1.8 of Saeba! I'll answer some of your questions and comments while I'm here.


Hey bit hard for a demo , but looks great u have futa plans?
No plans for that, unfortunately.

Thanks, I love the "game over in 10 seconds without giving you any chance to learn the controls or what you're even supposed to be doing" game.
That's interesting. I feel like it's been a while since someone complained about difficulty. The ramping difficulty should give enough time to get somewhat acquainted with the controls.

Here's some thoughts (for context I'm playing with the Mouse and keyboard)
1. the final hit of the basic combo swing (the one where you make a circle) doesn't seem to register the hit against slimes.
2. the slimes are hard to see and I feel that they don't get "staggered" so when I do a regular attack combo I am always interrupted by the slime even though I am hitting them. maybe it's because I'm bad at the game but because there is a dodge function but it doesn't feel intuitive
3. the health should be increased, mostly in part because this is an ecchi -game, you die pretty fast before getting to see the ecchi -scenes. either increasing the health, or alternatively, have the health in "segments (i.e. 5 bars, you getting enough hits will break 1 bar and have you get knocked out)
1. hmmmm, I haven't heard of or experienced this problem before now. It's possible you just weren't close enough and you missed, but if not I'll keep a look out for it in future testing. If you find a way to recreate this issue on other machines, please let me know so I can fix it!

2. I suppose the gels being formless could make it difficult to see their damage animations. The gels have a higher stagger threshold than humans, so you'll usually need to get your hits in, then dodge when you see their attack is about to come out. or, you can attack when they're not charging an attack. That's a free way to stagger them safely.

Remember, you can cancel most attacks with a dodge, so use this to your advantage! Attack the gels while they're charging their attack, then dodge right as it's coming out. This way, you can be on the offensive and not get interrupted while attacking.

3. Try using your potions! You start out with a decent amount of them. To use your potions, press start or escape, then go to inventory. You survive for pretty long if you master the dodge/counter system and use potions, I feel.

Ugh, another Demihuman game pretending to be good enough to have the furry tag -_-;
Sorry! I didn't put that there. I'm not sure how the tags here work, so I assumed a mod put the furry tag there. I opened a thread about creating a kemonomimi tag for animal ear people in the suggestions section, but so far it hasn't gone anywhere.

This is a kemonomimi game, not a furry game. It will not feature furries.
 

belmontzar

Member
Oct 5, 2017
121
43
Hi there, like alot of people I really like the demo and its animations. But I do need to point out that the Potions you mentioned here in the forum don't show up in the FAQ at all. Hell the fact there is a pause and inventory didn't show up even, so you might want to add that. The option for a potion button can also help players as well. Over all im looking forward to what you do next with this game, keep up the fun work. Though like others I did have trouble with the Rate of enemies popping up.
I also just noticed the notes talking about a city? How do you get to that? Id love to check out the characters other outfits.
 

NekoPanCafe

Newbie
Game Developer
Nov 25, 2019
17
51
Actually, you're probably right about that! I'll update the developers notes to mention the inventory and potions.

There are other locations and shops in the patreon build of the game. If you played that one, you could go all the way to the right in the test level, which would bring you to the world map, where you can choose from 3 locations, currently.

The free version is limited to the test level with ramping difficulty, however. ^__^
 

belmontzar

Member
Oct 5, 2017
121
43
oh alright, might want to put that in the front page, that the mentioned city and outfits are only on that build and not this free version. -nods-
 

YHL

Newbie
Jun 10, 2017
94
49
This game looks super interesting, the animations are great! However, the combat is too hard for my taste and not smooth enough in some aspects. Many times, I run into these situation where the enemy is just out of range (but the effects make it look like the enemy is in range) but I don't hit them and then I get hit. The amount of health is really low and does not leave much time to discover or appreciate all the beautiful animations. It feels like you have the same stats as the enemies, but without the invincibility shield. Enemies also feel a bit too beefy for my taste.

Speaking of shields, I think they should be reworked, removed or reserved for bosses. I would rework them into a guard which means that enemies can block but not attack in this state. You could keep the current shield for bosses if you want.

I would really like a guard button as I find the dodge to be a bit trick to use or I can't figure out how to make it properly work. You could make counters deal more damage as a compensation. I would also give more mobility when it comes to the combos to avoid pushing enemies out of range with your attacks. The game could also use some optimization but this will probably come eventually.

Despite all of these little things, this game looks great and super promising. I think it has a lot of potential to become great and it's one of the rare games that have good 3D graphics while also having decent gameplay. Even if it's a young project, given your amount of Patrons, I think this is a hidden gem and I can't wait to see what you have in store for us in the future.
 

David-ko7554

Newbie
Feb 10, 2019
20
3
Don't you think we would have to update the version of the link here? I say it because we are going for the Demo version v4.1. I just want to warn since the game I have not been able to play much due to X problems but it looks very good
 

YHL

Newbie
Jun 10, 2017
94
49
I tested the new demo and it seems that i'm able to hit enemies more consistently but I'm still not liking how beefy the enemies are and how clunky the combos can be. Besides, having a ground enemy and one flying ball is very tough to deal will, at least with Mana Pistols as you can't target both at the same time, it's very hard to dodge both attacks and your window of opportunity remains very small which can make the fight last very long if you want to play it safe, which leads to more enemies spawning, effectively making the situation even worse.

Furthermore, this game definitely needs I-frames when you get hit because getting spammed and knocked down so often is frustrating and not fun. Sometimes, three quarters of the health bar disappears because the enemies spam you, especially those flying balls.

I would personally prefer if the combos were smooth like in Hounds of the Blade or Hounds of the Meteor. I would also like the flying balls to have more telegraphed "energy sphere" because, many times, they shoot that straight up in my face as I try to air attack them. These same bouncing energy balls can be hard to avoid when they are shot at low angles since you can't crouch under them and there does not seem to be I-frames to dodge them either (unless I'm missing something).

Again, this game has huge potential to be so good, not only as an H game, but a good game as a whole. It just needs more smoothness, more reliability and trash mobs need to feel like trash mobs in my opinion.
 
Last edited:

NekoPanCafe

Newbie
Game Developer
Nov 25, 2019
17
51
I tested the new demo and it seems that i'm able to hit enemies more consistently but I'm still not liking how beefy the enemies are and how clunky the combos can be. Besides, having a ground enemy and one flying ball is very tough to deal will, at least with Mana Pistols as you can't target both at the same time, it's very hard to dodge both attacks and your window of opportunity remains very small which can make the fight last very long if you want to play it safe, which leads to more enemies spawning, effectively making the situation even worse.

Furthermore, this game definitely needs I-frames when you get hit because getting spammed and knocked down so often is frustrating and not fun. Sometimes, three quarters of the health bar disappears because the enemies spam you, especially those flying balls.

I would personally prefer if the combos were smooth like in Hounds of the Blade or Hounds of the Meteor. I would also like the flying balls to have more telegraphed "energy sphere" because, many times, they shoot that straight up in my face as I try to air attack them. These same bouncing energy balls can be hard to avoid when they are shot at low angles since you can't crouch under them and there does not seem to be I-frames to dodge them either (unless I'm missing something).

Again, this game has huge potential to be so good, not only as an H game, but a good game as a whole. It just needs more smoothness, more reliability and trash mobs need to feel like trash mobs in my opinion.
Hey! I appreciate your feedback. I've read your reviews and spoken to some friends and over time, I've come to realize that the main issue with the free version could be the format of survival mode. It's a relic of early development where this format was used to quickly test all of the combat systems at the same time, but the actual environments in the full version of Saeba are supposed to be exploration based, so in the normal mode that's currently only available in the patreon version, the forest's spawns are much more controlled and scarce than the ones in survival mode.

I'd like to update the free version to match the actual intended level design of saeba's concept as soon as it becomes possible to do so (on a smaller scale, of course).

The spell guns' fighting style doesn't have i-frames, but as kind of an experiment. I wanted to make them more of a defensive weapon to complement their range, as opposed to the mana blade, which has shorter range, but is more suited toward aggressive players. The idea was that each weapon type would play completely differently to each other without having standardized properties for anything, but lately I have been thinking about what I can change about the spell guns to make them a bit stronger. I might just end up adding i-frames to them, if nothing else.

By the way, you should try the mana blade when you get the chance! They have a dodge and counter with i-frames, and have from day one.

I suppose now that you mention it, I could add a small telegraph to the drones' bouncing projectiles. The original idea was that the projectile is kind of slow, so it didn't need one, but I suppose up close it doesn't matter how fast it is.

Thanks for playing!
 
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YHL

Newbie
Jun 10, 2017
94
49
Hey! I appreciate your feedback. I've read your reviews and spoken to some friends and over time, I've come to realize that the main issue with the free version could be the format of survival mode. It's a relic of early development where this format was used to quickly test all of the combat systems at the same time, but the actual environments in the full version of Saeba are supposed to be exploration based, so in the normal mode that's currently only available in the patreon version, the forest's spawns are much more controlled and scarce than the ones in survival mode.

I'd like to update the free version to match the actual intended level design of saeba's concept as soon as it becomes possible to do so (on a smaller scale, of course).

The spell guns' fighting style doesn't have i-frames, but as kind of an experiment. I wanted to make them more of a defensive weapon to complement their range, as opposed to the mana blade, which has shorter range, but is more suited toward aggressive players. The idea was that each weapon type would play completely differently to each other without having standardized properties for anything, but lately I have been thinking about what I can change about the spell guns to make them a bit stronger. I might just end up adding i-frames to them, if nothing else.

By the way, you should try the mana blade when you get the chance! They have a dodge and counter with i-frames, and have from day one.

I suppose now that you mention it, I could add a small telegraph to the drones' bouncing projectiles. The original idea was that the projectile is kind of slow, so it didn't need one, but I suppose up close it doesn't matter how fast it is.

Thanks for playing!
Thank you for listening to my feedback! I tried the Mana Blade and it feels significantly smoother overall, which kind of invalidates my initial complaint about smoothness. It feels less clunky the the i-frames are very appreciated. However, I did not find the range difference to be very noticeable for the most part. I had more trouble pulling off dash attacks than with the guns somehow and one tiny change that could be good in my opinion is to be able so switch the direction of the first counter attack. Right now, the first counter attack will always attack in the direction you were facing and you can only change the direction for the following counter attacks. Since slimes pretty much always jump past you when they attack, you almost always have to turn around to hit them and so you kind of "waste" this initial counter attack. Overall, the Mana Blade feels much better, especially against the flying balls.

I think the Spell Guns need some tweaking since I find it much harder to deal with airborne target, both because you can't float like when attacking with the Mana Blade and because the heavy attack has a slow wind up and seems to have trouble hitting the enemies at times (enemies stay with an empty health bar for a while before blowing up somehow). The dodge with the guns looks cool but I think it's an inferior alternative to turning and dashing since turning and dashing makes you go further without having to recover from the fall, all while being able to to a dash attack. I would personally give dodge attacks a sort of guaranteed stun/attack interruption, at least for trash mobs since, realistically, you can only hit mods that are attacking you with the dodge attack. I would also speed up the base combo and give it slightly more range. I find it difficult to interrupt your combo with the Spell Guns compared to the Mana Blade.

Honestly, I would be fine with the Spell guns not having I-Frames or being weaker in close combat to compensate a really big range but I think they should have more range in that case and I think the dodge could be balanced around the fact that it has a long recovery time. (You could even introduce a cooldown if you want) For example, you can add i-frames to the dodge but you would have to deal with a long recovery time and a cooldown that makes you vulnerable if you don't adjust your positioning.

I really like ranged weapons in games, but it does not feel like a proper ranged weapon to me, morel like a disguised melee weapon. But maybe you reserve full infinite range to a future rifle type of weapon? You could balance the infinite range by only being able to interrupt enemies within a certain range or only with certain attacks if you decide to make that tweak.

Sorry for the long block of text but your game is really promising and, when a game has so much potential like that, I tend to brainstorm and get a lot of ideas to potentially make the game even better. Again, I really appreciate you reading my feedback! I heard the Patreon version has a lot of differences so maybe trying it out would give me more perspective on the game, its design and its balance. I'm short on money though so it's not for soon unfortunately. That said, I would not mind supporting you in the future.
 

NekoPanCafe

Newbie
Game Developer
Nov 25, 2019
17
51
Thank you for listening to my feedback! I tried the Mana Blade and it feels significantly smoother overall, which kind of invalidates my initial complaint about smoothness. It feels less clunky the the i-frames are very appreciated. However, I did not find the range difference to be very noticeable for the most part. I had more trouble pulling off dash attacks than with the guns somehow and one tiny change that could be good in my opinion is to be able so switch the direction of the first counter attack. Right now, the first counter attack will always attack in the direction you were facing and you can only change the direction for the following counter attacks. Since slimes pretty much always jump past you when they attack, you almost always have to turn around to hit them and so you kind of "waste" this initial counter attack. Overall, the Mana Blade feels much better, especially against the flying balls.

I think the Spell Guns need some tweaking since I find it much harder to deal with airborne target, both because you can't float like when attacking with the Mana Blade and because the heavy attack has a slow wind up and seems to have trouble hitting the enemies at times (enemies stay with an empty health bar for a while before blowing up somehow). The dodge with the guns looks cool but I think it's an inferior alternative to turning and dashing since turning and dashing makes you go further without having to recover from the fall, all while being able to to a dash attack. I would personally give dodge attacks a sort of guaranteed stun/attack interruption, at least for trash mobs since, realistically, you can only hit mods that are attacking you with the dodge attack. I would also speed up the base combo and give it slightly more range. I find it difficult to interrupt your combo with the Spell Guns compared to the Mana Blade.

Honestly, I would be fine with the Spell guns not having I-Frames or being weaker in close combat to compensate a really big range but I think they should have more range in that case and I think the dodge could be balanced around the fact that it has a long recovery time. (You could even introduce a cooldown if you want) For example, you can add i-frames to the dodge but you would have to deal with a long recovery time and a cooldown that makes you vulnerable if you don't adjust your positioning.

I really like ranged weapons in games, but it does not feel like a proper ranged weapon to me, morel like a disguised melee weapon. But maybe you reserve full infinite range to a future rifle type of weapon? You could balance the infinite range by only being able to interrupt enemies within a certain range or only with certain attacks if you decide to make that tweak.

Sorry for the long block of text but your game is really promising and, when a game has so much potential like that, I tend to brainstorm and get a lot of ideas to potentially make the game even better. Again, I really appreciate you reading my feedback! I heard the Patreon version has a lot of differences so maybe trying it out would give me more perspective on the game, its design and its balance. I'm short on money though so it's not for soon unfortunately. That said, I would not mind supporting you in the future.
You can actually rotate the first attack of the counter using the mana blade. ^__^ All you have to do is hold the direction you want to attack before pressing the attack button. The video for the counter attack shows the player doing that in the tutorial for the mana blade (the tutorial changes to match your weapon).

I can test possible buffs to the spell guns, I think. A small speed buff or range increase could work. Or I could use your suggestion and implement a tipper mechanic, similar to marth in smash, although that could be a little bit overpowered.

An idea I've had for the gun dodge is to have it work similar to how it does now, but have it activate slow motion and i-frames if you're hit during the animation. I don't know if I'll necessarily do that, but it's 1 possible change to how it works.

You don't have to become a patron if you can't afford it. :) I really appreciate you playing it and giving helpful suggestions and feedback, either way.
 

YHL

Newbie
Jun 10, 2017
94
49
You can actually rotate the first attack of the counter using the mana blade. ^__^ All you have to do is hold the direction you want to attack before pressing the attack button. The video for the counter attack shows the player doing that in the tutorial for the mana blade (the tutorial changes to match your weapon).

I can test possible buffs to the spell guns, I think. A small speed buff or range increase could work. Or I could use your suggestion and implement a tipper mechanic, similar to marth in smash, although that could be a little bit overpowered.

An idea I've had for the gun dodge is to have it work similar to how it does now, but have it activate slow motion and i-frames if you're hit during the animation. I don't know if I'll necessarily do that, but it's 1 possible change to how it works.

You don't have to become a patron if you can't afford it. :) I really appreciate you playing it and giving helpful suggestions and feedback, either way.
Oh, I did not know that. I only played the tutorial with the Spell Guns so yeah, I probably missed some things on the Mana Blade. Add to that the fact that I tend to suck. :D

The Spell Guns being more "clunky" than the Mana Blade could be a balance factor in exchange for something like more range if making the guns less "clunky" is too difficult to do. As for the tipper mechanic, it all depends on how it's balanced in the end.

I think it could be a viable alternative for the dodge. Because of the lack of counter attacks, the slow motion could be longer than with the Mana Blade while allowing you to shoot in real time speed. That way, even though the Spell Guns would lack a "proper counter attack" compared to the blade, it would still allow the player to be rewarded for a successful dodge by giving them the opportunity to dish out more damage.

Can I ask, how about i-frames after taking damage, like at least 0,5s? I have run into many situations where I got juggled by enemies (usually when there are 3+ enemies) and I lost around 2/3 of my health. Is this something you plan on implementing or maybe this sort of situation is not common in non-survival mode?

I'm really liking your ideas. Honestly, I really wish your game would get more attention/recognition. To me, it's a real hidden gem and I'm glad Bomb-A-Head introduced me to you. I really wish you the success you deserve because this game has very good quality. Do you plan on making an uncensored mode by the way?
 

YHL

Newbie
Jun 10, 2017
94
49
I tested the latest Patreon option and the rhythm is very different from the usual survival. I also like the fact that you face other humans/cat girls more often. I wish there could be ways of damaging their clothes slightly more and to trigger the scenes more consistently on enemies (the ones where they fall onto each other in various positions).

I think I have honed my initial complaints to more precise ones. I think that "clunkiness" I mentioned might be the fact that many timings seem kind of short and I'm not super good at timing personally. I think some people will like this difficulty but I would personally prefer if the game was more forgiving with people like me who are not super good at timing and reflexes, maybe through easier difficulty modes.

I also think that the recovery time of some attacks are really long compared to the pace of the game, especially when facing cat girls since they are onto you non-stop. I know you can interrupt attack with dodge but it seems to not work at time but maybe it's me messing up. My computer can get a bit laggy and I noticed it can mess with the controls of many games so it could be that.

There is one thing that I really like and got used to : the "purple glow warning system" when an enemy is about to attack. However, I think it would be super helpful if the timing between the apparition of purple glow and the attack hit was more consistent. I noticed I got used to the slimes' leap attack timing and that I kept messing up the timing of all other attacks, particularly from the cat girls since they are much more common than on the public build. I think making the timing consistent would help a lot with the gameplay, especially since, with all the effects on screen, it can be difficult to notice that an enemy is preparing an attack or how close they are to starting an attack. I would say the most annoying ones is for cat girls with guns since there is a very long pause between the appearance of the purple beam and the beginning of their attack.

I think the implementation of I-frames after getting hit is still very important though as I ran into a lot of stun-grab loops with the cat girls. They tend to use the breast grab quite a bit and I think that, at times, it kind of breaks the flow of the gameplay as some do that while you are in the middle of a combo, despite you hitting them. This can make you surrounded pretty quickly and it can be very difficult to get out of a situation like that as they will often grab you again and you might end up in a loop like this

I have encountered a bug in the forest where a cat girl and a rock golem spawned, but only the rock golem spawned between the magic barriers. Meanwhile, the girl fell of and I could not defeat her since she had fallen down, which means I was stuck between the magic barriers. It happened on a floating rock, the one, that has a climbing slope going upper left and the fight happens on the flat ground after it.

Despite these little complaints, I really love seeing more enemy girls and I also really like the customization. There does not seem to be bras available though and you can't unequip items nor preview them while equipping them. I think it could be a nice touch to have these little quality of life functions but you're probably working on it (or will at some point). I would personally prefer if the shop was just an interface to avoid having to run around the city to buy certain items.

I'm not sure but there might be a bug with the Micro Shorts as the panties seem to appear "pulled down" or "folded"

Overall, I'm happy to have tried this version and I can't wait to see this game grow even more. Congratulations on all the good work!
 

Reapergod36

Well-Known Member
Jun 23, 2017
1,049
954
Combat feels really floaty, hits have no impact, inputs sometime feel like they're not registering despite how clean you input them.

Every enemy has a ton of health.

The dodge mechanic works, but the counter doesn't hit most of the time(even in the tutorial.)

The game seems like it's running a little too fast as you only have split seconds to react to things and recognize animations.

I get the feeling you're going for a Devil May Cry 5 vibe and I've played through that on Dante Must Die. This game is very difficult compared to that. The fact that it feels like you're swinging a whiffle bat and not a sword is a big problem. The air heavy attack at least has some weight to it. But with every enemy requiring at least four combos to finish off it becomes tedious and less stylish.
 

mattshadow

New Member
Jan 8, 2019
8
1
by any chance, is the patreon's version uncensored? is there any idea of launching the free version uncensored?
 

YHL

Newbie
Jun 10, 2017
94
49
by any chance, is the patreon's version uncensored? is there any idea of launching the free version uncensored?
The Patreon version is censored. From what I understood, there is no plan for uncensoring for now because it's and Ecchi game, not a H game, but the author will probably give you best answer.
 

David-ko7554

Newbie
Feb 10, 2019
20
3
The Patreon version is censored. From what I understood, there is no plan for uncensoring for now because it's and Ecchi game, not a H game, but the author will probably give you best answer.
I tried to download it but the game gives me an error, although apparently it is possible to remove the censorship although it did not work for me.
 
5.00 star(s) 1 Vote