- Oct 2, 2020
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Only for this game. That's probably were you got confused. Zion said 5 chapters are one game and 4 games are an era. Basically we are 20 chapters in one era and we have seen 4 chapters so far.Next chapter is last ?
Succubi are actually addicted to life energy as well. This is a trait to any spirit that takes form in the Scorching Hell.Have a question about the in universe combat here. (Not gameplay)
When succubi go to war with humans in a open field, is it just a giant fuck fiesta of girls riding men, or would they not use temptation in such a large wide open area with so much prey?
Given how sex dependent succubi are it seems hard to believe that they would waste so much of their "cattle" by out right killing them, even though it does makes a much more practical sense for them to do so.
I just like to imagine every now and then that I'm a regular soldier fighting in one of these battles. The contrast of seeing my buddies getting murdered by a plant less than a few metres away from where another is being sexually assaulted is both funny and interesting. It's probably to much work to depict in artwork, but I love how this game treats the succubus as an actual threat, giving them ranks and contrasting personas, i just wondered how it worked in larger combat.
Side note. The succubus bios will presumably get updated, but their an extremely strong aspect for me and I don't want you to feel pressure from others to simply get them done as a way of tracking player progression. Reading them actually prompted me to replay the entire game, as the number of succubi are increasing it means some don't standout as strongly as others, those bios really made me interested in going back to get tempted to those I initially said no to.
Anyway, great job on the game thus far.
If you have all the fragments, use it to open the ruin door, where the cat fairy is.I have a dream fragment. In the inventory desc it says take it to my camp for now. I've been to the one in the opening where the slaves are, the first beach camp and also the jaw tribe player camp. What camp does it mean and what do I do with it?
Keep up the good work
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.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...
- minor regen on runes for health, mana, TP, etc.
- 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)
- a random chance to get a minor buff that can be triggered for each round
- 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.
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.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.
Once I start the second game, the first thing I'll do is develop the gameplay.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.
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.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.
I can help you with that,from testing to giving you ideas. You have an example above.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.
Those are awesome ideas. I'll make a sketch for the whole gameplay before I start.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.
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.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.
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.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.
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.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"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.
I assume you are done with chapter 3? If yes you must return to Hammerfall Tribe and speak with the Leader, Tallius, to progress.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?
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. :/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.
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.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 know where the problem is. People nowadays are sometimes too ambitious, lazy, unreliable, zealous or hot for endless debates.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.