3.50 star(s) 105 Votes

Karl Speidel

Active Member
Sep 20, 2021
817
773
Be more careful with the bonis you can get from optional dungeons. Rewarding the adventurer is important and right but you spoiled us.^^

As I said before there are many ways to reward without going overboard. Something like having special runes that grant the PC...

  1. minor regen on runes for health, mana, TP, etc.
  2. maybe a % chance for each turn to reduce damage by 25 % or a thorn effect that smacks some of the damage the PC received back to the enemy (either physical or magical)
  3. a random chance to get a minor buff that can be triggered for each round
  4. perhaps an effect so weak thrash enemies (normal ones, not scripted scenes) will ignore the player if so desired or their agro range is reduced

You should think about that together with your playtesters. Surely there's a solid way to make things better. The good old "you were lazy in exploring, now it gets harder" should stay a thing though. Don't reward laziness so the average Joe can never lose but make it possible to overcome when people know how to play. :D
I was thinking the same,making equipment more dynamic than just +1 atack or +2 defence like adding special effects will make the game more bearable,maybe even add some replaybility.But the temptation mechanic still needs to be reworked because its useless.
 
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nokku24

New Member
Jan 4, 2022
3
0
HELLO,
is still story after defeating all succubi and helping Attesattia and others?
I saw something like in the future but i dont know how to get there can you tell please?
 

tek65432

New Member
Nov 3, 2018
14
10
Oh, I see. But I was a few days back talking to a few players and some also suggested making the game harder.

But many were against that because a lot of them complained about how difficult the game was.

I guess it comes down to exploring and knowing how to use your powers. If you do know and if you explored and won the relics, the game will become much easier.

But I'll see what I can do, perhaps a easy/hard mode? No idea for now.
what I use for an easy mode is I edit my save to have more max hp. That could be easy way to implement an easy mode. Since doubling or even tripling max hp makes the % based healing items more effective, but still keeps the temptation % based attacks just as potent, I think its a pretty good fit for an easy mode. It makes the fighting part easier while the combat still feels the same (your not one-shotting bosses). If it changing the hero class would mess up the game , you could always add an item to equip that would act as easy mode. Just be sure to clearly mark the item as a easy mode/cheat item.
 
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Zion of Olympus

Well-Known Member
Game Developer
Apr 23, 2019
1,838
3,892
I was thinking the same,making equipment more dynamic than just +1 atack or +2 defence like adding special effects will make the game more bearable,maybe even add some replaybility.But the temptation mechanic still needs to be reworked because its useless.
Once I start the second game, the first thing I'll do is develop the gameplay.

This is literally my first game, so I'm still getting the hang of it.

I think the rework I did on the full chapter 3 improved things, but I'll regardless try to do better in the second game.

Like the creation of multiples items, diversity of effects, perhaps even upgrades of items and so on.
 
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Karl Speidel

Active Member
Sep 20, 2021
817
773
what I use for an easy mode is I edit my save to have more max hp. That could be easy way to implement an easy mode. Since doubling or even tripling max hp makes the % based healing items more effective, but still keeps the temptation % based attacks just as potent, I think its a pretty good fit for an easy mode. It makes the fighting part easier while the combat still feels the same (your not one-shotting bosses). If it changing the hero class would mess up the game , you could always add an item to equip that would act as easy mode. Just be sure to clearly mark the item as a easy mode/cheat item.
Just changing max hp doesnt mean its easy mode,its a very lazy solution and way to look at it,as i said dynamic items and enemy succubuses having different skills + a rework of temptation would do the trick.
Easy mode could be so you start with more consumables and gold while it requires less xp to level up,another aspect could be to dissable certain lethal skills or modify them when in easy mod

Normal/medium mode would be normal start,exp and overall,the canon/true experience

Hard would mean less items are found in the world,more xp to level up,enemies have better skills or/and certain special skills,sex attacks are more dangerous,mobs are more likely to fight in gangs than alone + maybe the boss having constant backup.
 
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Karl Speidel

Active Member
Sep 20, 2021
817
773
Once I start the second game, the first thing I'll do is develop the gameplay.

This is literally my first game, so I'm still getting the hang of it.

I think the rework I did on the full chapter 3 improved things, but I'll regardless try to do better in the second game.

Like the creation of multiples items, diversity of effects, perhaps even upgrades of items and so on.
I can help you with that,from testing to giving you ideas. You have an example above.
 
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Zion of Olympus

Well-Known Member
Game Developer
Apr 23, 2019
1,838
3,892
Just changing max hp doesnt mean its easy mode,its a very lazy solution and way to look at it,as i said dynamic items and enemy succubuses having different skills + a rework of temptation would do the trick.
Easy mode could be so you start with more consumables and gold while it requires less xp to level up,another aspect could be to dissable certain lethal skills or modify them when in easy mod

Normal/medium mode would be normal start,exp and overall,the canon/true experience

Hard would mean less items are found in the world,more xp to level up,enemies have better skills or/and certain special skills,sex attacks are more dangerous,mobs are more likely to fight in gangs than alone + maybe the boss having constant backup.
Those are awesome ideas. I'll make a sketch for the whole gameplay before I start.
Like skill, items, armor, relics and locations, enemies skills, strength and weaknesses, etc

For now I'll focus on finish the first game. For now I think it's "good enough".
I'll see to it once I start the second game.
 
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Karl Speidel

Active Member
Sep 20, 2021
817
773
Those are awesome ideas. I'll make a sketch for the whole gameplay before I start.
Like skill, items, armor, relics and locations, enemies skills, strength and weaknesses, etc

For now I'll focus on finish the first game. For now I think it's "good enough".
I'll see to it once I start the second game.
What about testing? Could you make me one for your games? My budged is tight now so i cant donate but i might if it gets better.
 
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Zion of Olympus

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Game Developer
Apr 23, 2019
1,838
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What about testing? Could you make me one for your games? My budged is tight now so i cant donate but i might if it gets better.
If you still have interest by the time I start the second game, I'll send you a prototype so you can give me your impressions.

Be warned, though: My knowledge as a developer is not that great. I don't know how to script things for example. What I'll do is limited to my knowledge of RPG Maker and what the basic engine can do.
 

Karl Speidel

Active Member
Sep 20, 2021
817
773
If you still have interest by the time I start the second game, I'll send you a prototype so you can give me your impressions.

Be warned, though: My knowledge as a developer is not that great. I don't know how to script things for example. What I'll do is limited to my knowledge of RPG Maker and what the basic engine can do.
Lose interest? I very much doubt you'd fuck up with chapter 5 of the first game,i will be glad to test the second game,i just hope you dont forget about it. Maybe put me on the list of testers or idk how you do it.
 
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ToxicNoob

Member
Oct 13, 2020
178
159
If you still have interest by the time I start the second game, I'll send you a prototype so you can give me your impressions.

Be warned, though: My knowledge as a developer is not that great. I don't know how to script things for example. What I'll do is limited to my knowledge of RPG Maker and what the basic engine can do.
Don't Say That Amigo,I Love Your Game and Your Ideas You Are Working Well as a Developer "Believe Me";)(y)
 
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Porn_Jesus

Forum Fanatic
Jun 21, 2017
5,663
5,615
HELLO,
is still story after defeating all succubi and helping Attesattia and others?
I saw something like in the future but i dont know how to get there can you tell please?
I assume you are done with chapter 3? If yes you must return to Hammerfall Tribe and speak with the Leader, Tallius, to progress.


If you still have interest by the time I start the second game, I'll send you a prototype so you can give me your impressions.

Be warned, though: My knowledge as a developer is not that great. I don't know how to script things for example. What I'll do is limited to my knowledge of RPG Maker and what the basic engine can do.
You should really look for someone who can support you with such things. You won't get happy if you run against a wall at some point. :/
 
Last edited:

Zion of Olympus

Well-Known Member
Game Developer
Apr 23, 2019
1,838
3,892
I assume you are done with chapter 3? If yes you must return to Hammerfall Tribe and speak with the Leader, Tallius, to progress.



You should really look for someone who can support you with such things. You won't get happy if you run against a wall at some point. :/
I'll run against a wall by calling someone. When someone else tries to implement something that I don't know how they included, and let's say they disappear for whatever reason, I don't know how to change, improve, or even remove it. And this has happened in the past with other projects that I was in and people that I know.

That's why I prefer to keep everything inhouse. It might not be addicting as Devil May Cry or The Witcher level of gameplay, but hopefully it can turn out at least rewarding.

There is a reason why I avoid working with too many people, specially those who will change in-game things.
 
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Porn_Jesus

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Jun 21, 2017
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I'll run against a wall by calling someone. When someone else tries to implement something that I don't know how they included, and let's say they disappear for whatever reason, I don't know how to change, improve, or even remove it. And this has happened in the past with other projects that I was in and people that I know.

That's why I prefer to keep everything inhouse. It might not be addicting as Devil May Cry or The Witcher level of gameplay, but hopefully it can turn out at least rewarding.

There is a reason why I avoid working with too many people, specially those who will change in-game things.
I know where the problem is. People nowadays are sometimes too ambitious, lazy, unreliable, zealous or hot for endless debates.

It's super hard to find people who just work and talk later. :/
 
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Zion of Olympus

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Game Developer
Apr 23, 2019
1,838
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I know where the problem is. People nowadays are sometimes too ambitious, lazy, unreliable, zealous or hot for endless debates.

It's super hard to find people who just work and talk later. :/
A friend of mine had to completely discard an entire project (500hrs+ in) because the guy who did the gameplay and other stuff disappeared.

He didn't know what to do, since it was all based on scripts and he was like me, no idea on how to proceed with that.

He had to start from the ground up.

So no, I won't be calling anyone to help me with that. I'll learn and do the best I can with what I have.

Not to mention that I like to personally add little details on the gameplay that fits the lore. All skills are based on the lore I created. They are not there to "look cool" or anything, but to fit on how Adalon Hunters fight when using angelic relics.
 

Porn_Jesus

Forum Fanatic
Jun 21, 2017
5,663
5,615
A friend of mine had to completely discard an entire project (500hrs+ in) because the guy who did the gameplay and other stuff disappeared.

He didn't know what to do, since it was all based on scripts and he was like me, no idea on how to proceed with that.

He had to start from the ground up.

So no, I won't be calling anyone to help me with that. I'll learn and do the best I can with what I have.

Not to mention that I like to personally add little details on the gameplay that fits the lore. All skills are based on the lore I created. They are not there to "look cool" or anything, but to fit on how Adalon Hunters fight when using angelic relics.
Hm yes, I read that very often. The old breed of giving a damn about others is dying and what remains are the hardcore smartphone people, who are questionable at best.

Best of luck with having the necessary skills and being able to get new ones when needed. =3
 
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tek65432

New Member
Nov 3, 2018
14
10
Just changing max hp doesnt mean its easy mode,its a very lazy solution and way to look at it,as i said dynamic items and enemy succubuses having different skills + a rework of temptation would do the trick.
Easy mode could be so you start with more consumables and gold while it requires less xp to level up,another aspect could be to dissable certain lethal skills or modify them when in easy mod

Normal/medium mode would be normal start,exp and overall,the canon/true experience

Hard would mean less items are found in the world,more xp to level up,enemies have better skills or/and certain special skills,sex attacks are more dangerous,mobs are more likely to fight in gangs than alone + maybe the boss having constant backup.
Was mostly responding to Zion about an easy mode. My suggestion was very simple to make it easy to implement. Since difficulty is different for every player, two players can play the play the same game and it can be very difficult to one and very easy to the other. So my suggestion was simply a way Zion could easily help a player getting stuck/not enjoying the combat.
It doesn't really address what I think your core problem with the combat is, that is being too simple. I find the combat pretty boring as well but addressing that is much more bigger task. I think the main problem with the combat is only being one character rather than a party of 3 or 4. That makes it very hard to combat doesn't devolve into a dps race were you just spam your most powerful attack, since you only get 1 action a turn. With other rpgs with a party system you can have characters that are strong in some areas and weak in others. Like a tank to with low attack, but high defense, paired with a ranged character with high attack but low defense. With only one character your character needs to be able to do everything. Its a hard problem to fix and i don't think a party would fit with this game, so i'm not suggesting that.
If I did have to make a suggestion it might work to have different builds with your character. Like choosing which stats to upgrade and which abilities to learn. That way you could have some strategy before the fight even starts. That could be hard to balance though and again would take alot of work. I think this game does well in releasing good updates with alot of content and i wouldn't want to trade content or slow down releases to maybe make the combat a little better.
 
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Zelig13

Member
Aug 25, 2017
128
146
A friend of mine had to completely discard an entire project (500hrs+ in) because the guy who did the gameplay and other stuff disappeared.

He didn't know what to do, since it was all based on scripts and he was like me, no idea on how to proceed with that.

He had to start from the ground up.

So no, I won't be calling anyone to help me with that. I'll learn and do the best I can with what I have.

Not to mention that I like to personally add little details on the gameplay that fits the lore. All skills are based on the lore I created. They are not there to "look cool" or anything, but to fit on how Adalon Hunters fight when using angelic relics.
Well, I think you could find trustworthy people and learn in the process, I know is difficult, but that would speed up the production of the chapters and also make the game mechanics better, but that is your decision and I understand you.
But also don't close that door forever my friend.

Also one thing that would make the game better and more challenging is to make different enemies like in the forest always are the plant monsters or in the ruins there are always the same enemies, there is no variety, I liked the elf ruins because the tree guardians were more challenging.
The plant monsters in the forest in the first two chapters are a good challenge, but in chapter 3 and 4 if you collected all the runes are more annoying and their purpose is useless, I think that a good idea should be to create some different and stronger plant monsters and if you are near a succubus she could have a few plant monsters as her guardians something like a general plant monster.

In the next chapter Aeolos will have to fight with the duchess and her generals, like he should face a major challenge, something worthy of his new relics and not only the succubus but also the different monsters in this new forest.

In general the game is going well, the lore is great, but better fight mechanics and new and more powerful enemies would make the game even better.
Anyway, good luck Zion.
 
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3.50 star(s) 105 Votes