4.30 star(s) 56 Votes

bucefala

Member
Sep 1, 2020
278
212
Yeah, you CAN do that, if you hate variety and fun. :|
Gotta agree with you. As difficult as a run with bad skills is, this is the main challenge and spirit of the game. Playing and adjusting to what you've been given. If you get only one good skill, you upgrade the character that has it and play around them. If you dont have any skills that you like, go for the shop and chest whenever you can.
 
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HandyCapped

Newbie
May 18, 2020
97
58
Gotta agree with you. As difficult as a run with bad skills is, this is the main challenge and spirit of the game. Playing and adjusting to what you've been given. If you get only one good skill, you upgrade the character that has it and play around them. If you dont have any skills that you like, go for the shop and chest whenever you can.
While I've only a few runs under my belt in this game, I'd agree with that. I think the better course would be to buff some of the more below the curve skills to make the power floor a bit more even. That way there is more worth in actually exploring the roster and experimenting on the less powerful or more niche skills.
 

Monakh

New Member
Sep 3, 2019
5
3
Okay, I got a little worked up and bought new suits. And even customized them... But how do I put them on?! I apologize in advance if I messed up somewhere and missed some info during the first conversation with the half-tengu.
 

Trongle

Artist, writer, game designer.
Game Developer
Jun 16, 2018
344
875
Okay, I got a little worked up and bought new suits. And even customized them... But how do I put them on?! I apologize in advance if I messed up somewhere and missed some info during the first conversation with the half-tengu.
shirt in the key items tab
 

Rak335544

New Member
Nov 14, 2022
12
8
Does Steam demo version, and version that uploaded there are same? Because when I played before there was a 2nd location, and in demo run ends after 1st location.
 

Trongle

Artist, writer, game designer.
Game Developer
Jun 16, 2018
344
875
Does Steam demo version, and version that uploaded there are same? Because when I played before there was a 2nd location, and in demo run ends after 1st location.
Steam version doesn’t update til final release
 
Dec 26, 2019
135
85
Anybody know if they fixed the second map bug on Android?
Every time I go past the first checkpoint with the claw game, the map just freezes and the game crashes for no apparent reason.
 
Aug 19, 2018
23
39
The difficulty spike on the second floor is brutal, but eventually you learn what needs to be dealt with immediately pretty quickly. the Swordswoman just kind of sucks in terms of DPS, usually her only purpose in my runs is to push the enemy back two squares, which is pretty useless because of the way the game will flood lanes with mobs every once in a while. Outside of preventing certain minibosses from getting into insta-kill range, I find her abilities mostly useless.(The hell blade ability is decent, the sweep two rows is great, the rest sucks) In both floors, you rely very heavily on the Archer to insta-kill (or near-insta-kill) problematic enemies, and the ninja to sweep up what's left, and stun the rare enemy that actually makes it to it's zone of control.

Overall, I feel like build variety is the biggest thing that's missing from the game; level ups are scarce and you rarely pick up a second skill for all of your units, meaning that for the most part you spend your time playing shuffle the mobs with whatever your starting skill loadout is, even if you prioritize minibosses and loot crates. IMO, the easiest way to win is get a early SLAVE camp and kill brad for the get out of jail card and (usually, sometimes more) 2 level ups, which is weird because killing a miniboss, which are usually much harder than killing Brad usually nets you a single level up and a item or two.

There's potential with the risk/reward system of sexual attacks, but I find that most of them don't outweigh the risk of having a hero being fucked in a zone that would take your other heroines 3-4 turns to rescue, and I feel like most of the skills in general should add a multiplier on base attack damage, rather than just being attack damage tied to different zone of control rules.
 

renaclock

New Member
Mar 2, 2018
12
5
I'm really liking the game both gameplay and arts.
But one thing,I can't see the animations very well because they are like split seconds so I need to be looking at the char before it happens...
 

barronsat

Newbie
May 14, 2017
79
30
Alrighty, so I've read through the thread and replies from the creator. Here are some thoughts...

I play a lot of Rogue like games and think I'm fairly good at them, having played a lot of RTS in my life. I understand the mechanics and play style you're going for here with the zones. On a paper level, it's all there.

But there's a certain point as a dev you have to think about what's more valuable - making the game challenging, or making the game fun? The two aren't mutually exclusive, but there can sometimes be a clash here. As others have mentioned, there's a big risk/reward factor to this game, along with luck like in any roguelike game, and the idea is to play repeatedly to learn the best strategies. BUT, there's also a threshold where gameplay just ends up being tedious more than it is difficult. It's no longer challenging when the strategies have already been figured out, and you're just waiting/hoping to get the right hand on a run to maximize your chances of winning.

There should still ultimately be a balance in roguelike games between having some influence from luck, while the majority of it still being based on skill.

It also doesn't help that the rounds take a long time, once enemies stack up. As some have mentioned, it'd be great to have a speed up function. But as for solving this within the actual gameplay, it would also benefit to be able to kill enemies faster. Having both player and enemies able to kill each other faster mutually is ultimately more fun than both player and enemies having such low damage amounts, resulting in super slow and repetitive turns. After a few losses and reading from others, I've gotten the flow of things now but it's not necessarily fun, or exciting, or even rewarding to kill enemies after a point. It just feels repetitive, and not in a good way (obviously with roguelike games, repetition is part of the genre).

In the end, it's up to you how you want the game to be, of course, and you have to make a game that is fun to you. But in order for a game to succeed, you also want community feedback to be heard. It'd be cool to see more progression of the characters within a match. Typically in roguelike games, you have fast progressions whether from leveling up or finding items, and you don't really have that pacing here.

The UI could probably be improved later on to be cleaner and more clear as well.

The artwork is great though. Love the character designs. Would be great eventually to see animations as well instead of the static images. Excited to see this keep developing!
 
4.30 star(s) 56 Votes