Yep, I think I'll add a genre "lesbian only" in the genre list so it's easier for people to know.Did we get to play pure lesbian harem route or not
Well played I don't even know how you managed to do that. I'll take a look at it.I don't think you are supposed to brainwash the Fencer girl during Chapter 14?
I used Dark gift and on their turn, she attacks herself to 0 hp and converted.
This one should be easy to fix it'll be fixed next update for sure.View attachment 3329488
Also if Fionne stands on that house and you trigger the stage event, this happens where Fionne and Chloe overlap (easily avoidable if I just don't stand on the house.)
Maybe i should rephrase what I said, she attacked into my unit while Dark gift was active and convertedWell played I don't even know how you managed to do that. I'll take a look at it.
Yeah I now how it happened, but i'm not sure I can do something about it because of how SRPG's ID and event work.Maybe i should rephrase what I said, she attacked into my unit while Dark gift was active and converted
Thank, I'm quite happy with the hard mode, the normal mode on the other hand was a bit too hard, but thank to the magic of feedback I was able to fix it by adding a knight.Oh also I want to say that chapter 14 Hard mode was well made.
As you have fewer units, there is less room for error and you have to make most of your early turns count.
The special win condition allows it to not drag on too long, which is what usually happens when you get the upper hand and slowly but inevitably take over the enemy that tend to drag on as they keep building new units to delay the inevitable.
It's like chess/advance wars pvp if your advantage is too severe that the enemy realize they can't win, they resign to save both players time.
Also, that extends to the other maps that had alternate win conditions when the enemy can build units. If you can get the alternate win condition, you usually are in a winning position, so it saves time than to rout all enemies as they keep building new units.
There's one particular instance of permadeath that leads to an alternate scene, namely with a character who I believe is named Alice and can be either alive or dead by the time you reach a certain point in the story. I'm not sure if that happens with any other characters, though, as most of the named characters just give you a game over if they die. I think the Alice thing was just an experiment.So is there permadeath in this game? The game seems ridiculously hard so far at the start as I'm always heavily outnumbered without even having the advantage of terrain or positioning and I'd rather not use sacrifice tactics if my named characters actually die if they lose their health. That said I do enjoy the story and characters so far but I'm only like chapter 5 or something. Just got two named archers this chapter.
It's a bit more than an experiment, but most of the content that depends on characters death will come into play later. There aren't that many that can die though as create "path" is usualy a huge amount of work as you have to adapt all dialog affected by the event.There's one particular instance of permadeath that leads to an alternate scene, namely with a character who I believe is named Alice and can be either alive or dead by the time you reach a certain point in the story. I'm not sure if that happens with any other characters, though, as most of the named characters just give you a game over if they die. I think the Alice thing was just an experiment.
If you manage to ensure you have first hit with CHloe + FIonne for instance, not only you often don't loose a single hp, but you also brainwash an ennemy and then you can use them to tank and brainwahs the next ones an build an army.Ok I'll have to retry the map cause both archers died since I got swarmed by like 5 scouts and o ly started with farmers besides the named characters
Note that if you struggle too much, 0.6a (only available for patron for now sorry, I'll post it here in a couple weeks) have an easy mode in most level.Ok I'll have to retry the map cause both archers died since I got swarmed by like 5 scouts and o ly started with farmers besides the named characters
I think a strategy game like this is very snowbally, where the first few turns are the most crucial to succes.Note that if you struggle too much, 0.6a (only available for patron for now sorry, I'll post it here in a couple weeks) have an easy mode in most level.
I should probably have done it earlier but I guess I understimated how important it was since I'm a huge fan of strategy game it's not as obvious to me how hard it is for player that aren't as experienced as I am in the genre.
So thank you for your feedback, I think it helped me to make the game a bit better.
Reducing map size reduce the impact of the snowball (if the map is small the good thing is, when you reach the snowball point, you've kinda almost win so you don't have to spend 10-15 turn to finish things)I think a strategy game like this is very snowbally, where the first few turns are the most crucial to succes.
Not mind controlling the best enemy target each turn puts you at a much weaker position the next turn compared to players that do the most optimal opening.
In the later Hard mode maps, I look at how enemy behaves and look for openings, plan out what I want to mind control for the first few turns. If I can find the optimal opening, the rest of the map becomes trivial once you start building an insurmountable opening advantage like that.
If we get overwhelmed by the enemy, it usually meant the opening wasn't strong enough to capitalize on their options and the enemy start to build up their own insurmountable advantage that can get out of hand.
Chapter 14 Hard, I had to really think how to build the best possible opening as your immediately get attacked by 2 knights + 1 Fencer very early and they start to build more and more knights each turn. You must kill/mind control more knights than the enemy produce each turn or there will be more and more knights than you can handle over time.
Not sure what the best way is to make maps easier, you could lower the enemy income/bases for example to lower how much the enemy snowballs. If a player overcome the first 3ish turns with the same map layout as normal/hard mode, but their own army is in shambles afterwards, it should ease the pressure as the enemy can't build up their reinforcements as fast to capitalize on the player's much weaker army than players using the best possible opening moves on that map.