- Sep 30, 2019
- 8
- 3
What version are you playing? The latest version (2.42) should have that fixed.- And lastly, the gallery resets all of its contents whenever I open the game or enter a savefile.
sorry dev but that's how it is... that's why vn are so popular you can just hold ctrl and skip into scenes but there's also great number of people like me who wants to have his game to have you know... gameplay xD and don't want to everything being handed on a silver platerAlso I don't necessarily want the game harder to mod, I... You know...
I just want people to actually play the game and not just scalp it for art. I get it though.
Same. I get why people want an easy way to get to scenes/gallery, but i like a bit of challenge with my h-games.sorry dev but that's how it is... that's why vn are so popular you can just hold ctrl and skip into scenes but there's also great number of people like me who wants to have his game to have you know... gameplay xD and don't want to everything being handed on a silver plater
Womp wompAlso I don't necessarily want the game harder to mod, I... You know...
I just want people to actually play the game and not just scalp it for art. I get it though.
oh no... creative crisis...Hey, we're planning on adding some new map events in the next update. (I have a few ideas but i want more)
If you have any good ideas for one, feel free to DM it to me or respond to this comment.
Thanks!
Not at all, just with this one aspect.oh no... creative crisis...
can you create more sex scene with Voodoo dolls ? I think it would be nice if it were possible to choose enemies yourself or customize them like in one game. Сould add kobolds, minotaurs.Hey, we're planning on adding some new map events in the next update. (I have a few ideas but i want more)
If you have any good ideas for one, feel free to DM it to me or respond to this comment.
Thanks!
Something I'd like to see is more ways to boost stats. Seeing as you said your oppossed to meta progression to boost stats, and the very rare chance it seems to find a stat up in a chest(not to mention it feels bad you only get to choose 1 person to give 2 stat ups to and not everyone gets better) maybe there could be something like a random campfire with some food, eating it fills you with power(stat up) but had a chance of the owner coming back(maybe a mini-boss type enemy spawning in the next wave?) Could be other events like a drinking contest that gives you a random stat up, but has a chance of making you hung over for the next few turns which essentially stuns you or something?Hey, we're planning on adding some new map events in the next update. (I have a few ideas but i want more)
If you have any good ideas for one, feel free to DM it to me or respond to this comment.
Thanks!
If a missile is hit with another missile it gets removed. A lot of the times this isn't possible to do tho since you have only one turn and sometimes you just can't get it in the right spot sometimes there's an enemy in the way. I can say for certain that this game is not for me because of the difficulty. And my favourite games are souls-likes which is known for their difficulty. When your game is more frustrating than worst souls-likes you know you're doing something wrong. Honestly I thought the balancing would get better with the second level but it doesn't seem like a well balanced experience is what the game is going for. And the game really isn't that complicated so it's easy to play "perfectly" and still have you winning or losing based on luck of the draw, which really sucks.Yeah level 2 seems borderline impossible so far. Sorry, I just can't see any way to deal or cope with the mushrooms. As you can see, the debuff stacks up to 25+ easily and there's no counter, because you can't even move the missiles, much less get rid of them.
Predictably in ~3 turns after the situation below they all started getting fucked one by one and I CAN'T CONTROL THEM so I can't even use the tools given to me (items, skills) to counter or in any way bail myself out of this shituation. It's praying to RNG at this point for the mushroom sluts to hit the enemies they need (and 4 of the targets on the map are fuckin invincible).
And this was one of my luckier/better runs because I got Chain-Blade Combo on Ninja and I got her attack to 20 for insane nukes (the best cheese I was able to come up with in the game). So it was relatively smooth sailing despite all the block bugs bullshit UNTIL the mushroom debuff started stacking up.
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I don't know, maybe introduce some kind of item that purges the mushroom debuff stacks, while making it so that one girl can use it on another? Or make it decay at a rate of 2 per turn instead of 1.
I think map choices like the type in darkest dungeon could work but with a H scene twist, few ideas belowHey, we're planning on adding some new map events in the next update. (I have a few ideas but i want more)
If you have any good ideas for one, feel free to DM it to me or respond to this comment.
Thanks!
While I wouldn't call this game completely reliant on rng (though it's definitely an issue), this game has an absurdly high skill floor and doesn't really have anything that helps lower it, besides adding more rng stuff.Well, came back to play level 2, to see if there was any improvements, and there was none. Art was still a banger, but the gameplay is still a slog. Level 2 added a bunch of mechanics which made the game even more rng reliant, as stated by others. Not sure why the devs are leaning into this type of game style. Rng doesn't equal "skill" or difficulty.
It's simply just a way to waste the player's time. Oh well, probably won't check this project out anymore, but good luck to the devs regardless.
Well I still think you guys have the wrong aproach to balancing the difficulty. I get that if you just added the second stage, it's not polished and properly balanced yet, but if anything you should make it too easy and then push up the difficulty in an adequate way. Since you cant keep any progress between runs no one will benefit from easily making it through the new content anyways.What are you two talking about? We’ve been adding balances that make the game easier and reduce RNG every almost every update and fix.
These are all changes from how it used to be in the first demo:
You can buy S.L.A.V.E tickets to revive heroines on the go.
After having sex, the heroines get double damage.
Swordswoman pushing 2 spaces.
Player can pick which stats to boost instead of random booster.
Player can equip spells (one of which stops the enemies from spawning)
Less enemies will spawn in when there are bosses on the field.
Punching glove, magic whip and magic arrow all do 20 damage instead of 10-15.
You can crash enemies into each other to deal bonus damage.
Wide slash has been buffed so the player has more range.
The game is getting easier.
The point of this new update was to prioritize getting most of the level two enemies into the game, so of course that’s going to throw the balance off a bit. If you look at our roadmap the next two updates are going to focus a lot more on adding new tools and stuff for the player to fight back with.
There’s only been like 2 content updates so far and each one has added and changed a whole lot, complain about the difficulty all you want, but don’t pretend we’re not making improvements to it.
This should go without saying, but balance is going to teeter around until development is completed. Mechanics still have yet to be introduced both on what enemies can do and what the player can do, and with roguelikes everything feeds back into each other, so yeah when new stuff drops, it’s gonna be a bumpy ride, but we’ll smooth out the bumps as we move forward (like we’ve been doing the whole time).
What are you two talking about? We’ve been adding balances that make the game easier and reduce RNG every almost every update and fix.
These are all changes from how it used to be in the first demo:
You can buy S.L.A.V.E tickets to revive heroines on the go.
After having sex, the heroines get double damage.
Swordswoman pushing 2 spaces.
Player can pick which stats to boost instead of random booster.
Player can equip spells (one of which stops the enemies from spawning)
Less enemies will spawn in when there are bosses on the field.
Punching glove, magic whip and magic arrow all do 20 damage instead of 10-15.
You can crash enemies into each other to deal bonus damage.
Wide slash has been buffed so the player has more range.
The game is getting easier.
The point of this new update was to prioritize getting most of the level two enemies into the game, so of course that’s going to throw the balance off a bit. If you look at our roadmap the next two updates are going to focus a lot more on adding new tools and stuff for the player to fight back with.
There’s only been like 2 content updates so far and each one has added and changed a whole lot, complain about the difficulty all you want, but don’t pretend we’re not making improvements to it.
This should go without saying, but balance is going to teeter around until development is completed. Mechanics still have yet to be introduced both on what enemies can do and what the player can do, and with roguelikes everything feeds back into each other, so yeah when new stuff drops, it’s gonna be a bumpy ride, but we’ll smooth out the bumps as we move forward (like we’ve been doing the whole time).