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Others Completed Shinobi Train: Ninja Rikune and the Pleasure-Falling Train [v1.0] [neruhituzi]

rageso

Newbie
Oct 13, 2018
28
93
thanks...
I hope you will still be able to enjoy it! :giggle: I think he takes it so seriously based on the playtest feedback. My job was coding, UI rework and images like the move on and purify buttons, those are up to my standard. The first pass really was not playable, even with bug fixes. All UI text overlapping, going off screen, or images of Japanese text...o_O

Man, I vaguely remember playing the first game two years ago, and thinking "This is a fun game, but too short to really enjoy. I can't wait for the creator to make a more developed game." So thanks for the upload!

Shame that it doesn't look too long either judging from the Reminiscence preview screenshot.
It is shorter than Shinobi Gear sadly :( But more H content I think. If Shinobi Gear was 25% H, here it is probably 90%. The bad ends are still long, Bad end 3 is almost twice as long as the story.

Shinobi Train started from the developer trying to get good enough at TyranoScript to make a minigame, and then was built from there. Actually I think the minigame ended up removed because it was not up to standard. But I think it's why Shinobi Train's story is more of a side story than a serious story. It was also planned to make the game in 1 year but it took 2.
 

iamnuff

Well-Known Member
Sep 2, 2017
1,662
1,209
Feels like something is broken?
I don't have invincible mode on, but i'm still walking right past the red icons with no event happening.

Edit: After the first time (in mission 1, not the tutorial) it mentions that the explaination will be skipped, but it's also not showing if i'm evading these events, or if they're just not triggering.
I restarted the mission and now sometimes things happen when I step on the marker, and sometimes I walk past it with no popup at all.

On the first attempt though, I was walking across multiple markers on Risk 85+ to no effect.
Genuinely think it was broken.
 

rageso

Newbie
Oct 13, 2018
28
93
Feels like something is broken?
I don't have invincible mode on, but i'm still walking right past the red icons with no event happening.

Edit: After the first time (in mission 1, not the tutorial) it mentions that the explaination will be skipped, but it's also not showing if i'm evading these events, or if they're just not triggering.
I restarted the mission and now sometimes things happen when I step on the marker, and sometimes I walk past it with no popup at all.

On the first attempt though, I was walking across multiple markers on Risk 85+ to no effect.
Genuinely think it was broken.
I downloaded the packaged version to be sure, and it is working. Maybe it got bugged somehow your first attempt though... I don't know.

After the first red space in a mission, there will not be any text or popup for a red space unless an event triggers. Events triggering is based on Risk %, as you think it should. The rate can be raised with the Pheromones status effect - at Pheromones LV5, it is always more than 25%, and events trigger much more.

If you play Sensei's gacha enough you will be able to heal then apply just Pheromones if you want more events to trigger. In later missions the Risk also increases more each space.
 

TJ412

Member
Sep 24, 2018
235
236
Personally I don't enjoy M/F all that much, so I was a bit disappointed with how much of the content it makes up. That said, I do really like this dev's art-style, how they write and "direct" their scenes, and the corruption elements.

Mechanically, this is amongst the best H-games of the year for me, despite it being dead-simple - or perhaps because of it. The gameplay is improved over Shinobi Gear, with corruption and status effects to make it more challenging and strategic, despite still being driven largely by random chance - whilst also tying the H content and gameplay closer together.

This is how you do it - well, one way at least. I've long maintained that the mechanics of H-games of this type (where the player-character is, let's say, not the dominant one) are best when they operate on the same conventions as survival-horror - which can be boiled down to more of a focus on trying to stop numbers from counting down to zero, instead of only making them go up (or never having them really change) as you progress through the content - avoiding lasting negative effects, having limited opportunity to regain any of whatever you lose - level or progression design that has the potential to compound previous failures.

Shout-out to Angel Apostle Liebe for its stamina/HP-management system, as well as the fact one of the two player-characters (who you usually control simultaneously) can be captured if they're beaten on a mission, and you have to solo a smaller side-dungeon as the other. The longer you wait to regen the surviving character's stamina, the more the captured one has to endure. It took a long time (and a lot of mistakes) to reach anything close to a true failure state through that system, and the rescue missions were usually quite easy, so it enabled the player to experience most of the content without it (or the failures required to trigger it) feeling either too punishing, or too inconsequential. And I think Shinobi Train overall strikes the same kind of balance.

The Quarta Knight games by Kudarizaka Guardrail also do a similar thing, but leaning much heavier on status effects than any kind of resource management.

The multiple-choice side-events I found kinda annoying - most of them being towards the middle to end of a level, where you're most likely to have incurred status debuffs and Reason loss, and have to play the timing/guessing game with them. It's an interesting feature and an appropriate way to implement more scenes - but in execution, if you're trying to beat the level, I feel the penalties were a bit too harsh for the progression curve.

I feel like the boss fights (the only traditional battles in the game) could've done with being more engaging and challenging - they're basically a test of whether or not you've maintained enough Reason and Chakra to proceed to the next stage of the level. I'd have suggested a rock-paper-scissors type system - attack/defend/magic-attack for the Player Character, vs the enemy's H-attacks which reduce MP, physical attacks that damage HP and/or incur status effects, and more powerful attacks that need to be defended against or evaded. So you can go through without taking significant damage.

The danger-level mechanic I like quite a lot, it adds a bit of determinism to a game otherwise largely driven by random chance. I think it'd work even better if the actual chance vs danger level were a bit more skewed - eg 40% danger would translate to an actual 30-25% chance.

These are all minor criticisms though. All told, it just makes me more excited and optimistic for whatever they choose to make next.
 
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