No plans for that, unfortunately.Hey bit hard for a demo , but looks great u have futa plans?
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.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.
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!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)
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.Ugh, another Demihuman game pretending to be good enough to have the furry tag -_-;
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 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.
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.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!
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).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.
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.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.
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.by any chance, is the patreon's version uncensored? is there any idea of launching the free version uncensored?
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.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.