- Nov 2, 2020
- 13
- 6
He doesn't reset your stats, he just resets/removes the balls (so they don't stack up as high allowing you to knock them around with the claw).-in claw minigame you can hit balls with the claw into the tube but robot shopkeeper calls you cheater and resets your stats to default and this can happen even if you do it unintentionally, so avoid claw game it's dangerous there :/
I will say that the video explaining beginner bias comes off as dismissive; I guarantee there are people here who have played this game more than long enough to understand it mechanically (myself included) who still think some things are just flat out poorly tuned in terms of effort for reward, and difficulty is just one part of that functional relationship. If you want the game to be that way, I would just cut everything else out: just be honest that this is your vision without the "it's justified by X design principle", and I wouldn't even dispute it.I've been reading everybody's feedback, and I appreciate all of it. I can't respond to everything because I only have so much time, but know that i try to read every word of every post. I'm sure lots of you are new and seeing this project for possibly the first time, and you're probably surprised by the seemingly impossible difficulty of this game.
I'm sure you've noticed, but this game is NOT beginner friendly.
I'm sure you've noticed there is NO progression in this game.
maybe you're asking, "WHY!?"
Well, here's why.
I believe if you make a game for everyone then you make a game for no one.
Is that exclusionary? Yes, and I'm aware of that. But I think there's lots of artistic merit to it.
In the same way that filtering out scenes of a movie makes a movie more inclusive, so does altering difficulty in a video game. But in both cases it alters the artistic expression of the work, the intended experience has been altered.
My target audience is masochistic veterans of turn based strategy games. So I guess keep in mind when you give me feedback that every choice i'm going to make as a designer will be favoring maso-veterans above beginners. You're welcome to attempt this game though, and i still appreciate you being here.
If this design choice is just still absolutely baffling to you, I recommend checking out this video by ElectricUnderground:You must be registered to see the links
Am I perfect at balancing this game? Heck no. Do I sometimes make terrible design choices? Yeah absolutely.
But I put a lot of thought into my design, and I know the type of game i want to make. The big final boss of erorpgs. Once you've played 200+ erotic rpgmaker games like me and many others have, that's when you'll understand why i'm creating this monster.
Thank you for your feedback, even if tend to disagree on a lot of things I appreciate you taking the time to play and write about your experience and frustrations. Thanks for being here, everyone.
Also before I go to bed.
Here's some memes I thought up based on the reactions to level 2, I hope you enjoy. (these aren't made to make fun of anybody, I just feel like the capture how this update is feeling to lots of people)
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That sounds like a bug, can you provide more details on this?I kind of hate the fact that the gallery resets with each run, makes it hard to keep track of which scenes I've got so far (Well, aside from screenshooting) You get to see the images you got throughout that run and it is complicated to get the scenes you want, like the slaver's minions ganging on the heroines.
Now that I think about it, the first time I downloaded the game, the gallery had a background but now it is black for some reason, not sure how it happened :IThat sounds like a bug, can you provide more details on this?
I've gotten about 6 runs into level 2 and beat 3 as of 2.40 If Level 1 is 60 percent zone control and 40 percent damage output, I'd say Level 2 is 80 percent zone control and 20 percent damage output. I cannot understate how much zone control matters on this level. Target prioritization is also extremely important. Denying or keeping mind of enemy abilities is very important (dont attack red while in counter, pull cutterflies out of their zone when they start charging. separating shield bug from each other and killing them before they reach blue with friends.)
General rule in my opinion is blue > green > red. Order can change based on the status of heroines but generally blue are always the most threatening.
If you don't understand that you can kill a missile with a missile, you're basically already dead. The mushroom stack piles on way too quick so I never leave more than 2 on the field if I can help it and always aim for 0.
Those are very fun ideas.These are just suggestions but I feel like some skills could move AND swap enemies, or just skills that swap enemies. Maybe move skills that "launch" enemies over other enemies either horizontally, vertically or diagonally. Moving enemies gives you a sense of control, so if you fuck up, cant blame anyone but yourself.
Btw Trongle is their music access for casual listening?
Leaving game running in the background only works when at the privacy of home comp
Wait so I'm confused, you want to NOT cheat at the claw game?3) One QOL thing I'd like to see on the crane game is a "Shield" or way to gate off the "I just won, go down the tube" case I accidentally do "cheat". Like yeah the cheating's funny and I completely get punishing the player for trying to get one over the game: but sometimes you really are just trying to make the most of your last 70 gold to get that +1 attack goo gummie, and it's possible to end up unable to do it without risking being called a cheater. Having a button to press to be able to say "I didn't grab that one with the claw, it's not going in" would be appreeciated.