Jul 25, 2020
98
98
So right now, I dont think anything will drop it. Its more a stat there, that will exisit jsut doesn't have any content around it.
That said, I orginally thought of drinking as one way, you thought sleeping, and I think that says more about me than the game.
ah ok, so does it still hurt me ingame right now, or can i just continue without worrying about it?
 

balitz Method

Well-Known Member
Jan 30, 2018
1,032
1,618
This improves on Abyss Diver, which never really addressed the fact that there's no actual exploring to be done or quests to be completed in an exploration game, but plenty of design issues need to be solved.

One of the reasons Degrees of Lewdity is so good (and why other games with stat management aren't) is that Degrees cut away all the the tedious management and boiled it all down to a few core stats which directly tie into the themes and experience in an obvious and intuitive way. What point is there to needing to pee every once in a while? Go through the stats you have and ask that question. Does it contribute directly to the core experience or is it just a bar that goes up and down?

Someone earlier in the thread mentioned how it's easy to miss when there are multiple opponents and I agree; the first time it happened several turns passed before I realized that I needed to switch to an otherwise invisible second target.

Rather than randomly searching for relics it'd be better for the stats you have to center around looking for clues that point to their location and then performing the actions that you need to take to get them. That's exactly the sort of thing where nailing down the core experience and deciding which stats to have and how they matter will make everything cohesive. You could plan out a few different ways to approach any particular relic that take advantage of different builds.

Having a map for a game like this is something to prioritize. When you only have a maze and a vague sense of where you are it's too easy to wander in circles looking for a new path. I don't agree with those who said it should be completely linear, but you should have a simple way to keep track of where you've been.

Once you've nailed things down a bit more it'd be good to have a character or two that can walk a new player through the sorts of things they should buy and what needs to be managed and how, too.

I'm happy you're doing this because I've always wanted to like Abyss Diver but it just fell short in too many places and the dev was more concerned with adding a ton of curses than fleshing out an actual game world where you could explore their consequences.
 

sgb3

Member
Dec 14, 2019
499
985
I'll watch this one until more content gets released. Tried the online version, the concept is fine and I greatly appreciate being able to customize and turn off mechanics you don't like (I can count one hand the number of games I've played where hunger mechanics actually made the game more fun to play). There's just not much to do right now. There's some weird bugs, as expected of an early alpha. If you kill a plant monster or wolf every further encounter with one will start them off already dead. Also bribing bandits gives you XP as though you beat them.

The paper dolls badly need a facial expression of some kind. They all look like robots right now.
 

Deepfaceboy

Member
Jul 27, 2017
250
297
A Made in abyss parody game sounds pretty fun, and this does have the makings of something good. Definitely needs more player model assets and actions. A map would be super helpful too. A way to display a bigger background image would be nice, something like the text field being across the bottom instead.
Actually I just spent a bit of time and redesigned it myself. Pretty generic, but works. The text fields as they are are just to show you can have up to 8 options displayable, and you could remove the camp and loiter options since they are in the hotbar now. The hotbar being to the right of the landscape picture would probably be better, but these are suggestions in any case, so follow whatever you want.
 

blacklotus

New Member
Jun 7, 2017
13
21
I don't know what Made in Abyss is, but taking inspiration from DoL? And looking at the tags? Now you have my interest.
I save you the trouble, is a pretty brutal anime because it tricks you thinking that is going to be all friendly but is the opposite. For example when you see Berserk from the first episode you can tell is going to be very tragic and you are expecting things related to that. So if you go with this perspective with Made in the abbys is not going to be all that shocking.
 

FanOfClouds

Newbie
Apr 12, 2024
60
72
if you are that paranoid then just play it on itch.
I'm glad that it were just an false alarm, already got some problems with similar situations in the past, got a little paranoid since then, i confess.

Already played the game also, will keep an eye on this one for now on.
 

Lindazana

Newbie
Sep 16, 2018
95
127
I feel a lot of the people having issues with the difficulty forgot to get supplies before leaving. Like, a sword. so you can actually stab stuff. That and 2 agility and you can't lose any fights currently in the game without abysmal luck. Fight and loot other humans for loot (sell their stuff back at the shop). Not much to do yet aside hoard money, level up, and get flesh seed relics rarely, that give you some mutations. Has some promise though, we'll see where this goes!
 

bobbot

Member
May 10, 2018
477
324
after playing it a bit heres my main bits. currently the furry tags a bit misleading, this is more kemonomimi / monster girl then furry atm. not seen fur, snout, or paws yet. also theres way too many obscure bit such as gathering curse, only way ive been able to do it is abusing the gondola, the golden forest is pretty though. other rough spots is theres a lack of tool tips to tell you what things do, on levl up had to refer to a notepad. hovering over gages doesnt tell you what they do sometimes, like the stress gage. try as i might i cant make the chars sanity drop and i tried starving them during gondola world tour while they peed themselves... speaking of which might wanna put a check if they are naked or not as i managed to have them wet their non existent clothing.
 

GreatS

New Member
May 6, 2020
7
24
Do you think putting the character within the landscape would work well? Like in that example have them standing in front of the tavern? As I get an aritist on board to do some enviroment art, I could even have it setup to be a portrait aspect ratio.
Since the environment is an important part of the setting, i wouldn't recommend placing the character within. You would have to consider the positioning to prevent covering details and a difference in artstyle or scale can also end up being detrimental.
 

GreatS

New Member
May 6, 2020
7
24
Right now i feel like the ratio of clicks to events is too low. A hotbar or another way to quickly access consumables in the inventory would be nice. The map also feels too stretched for the implemented content. Having to go upstairs to sleep or talk to the leader of the guild currently doesn't add anything.
As a general advice, you should only subdivide areas if there is a reason to f.e.:
- to show off different enviroments
- if the events that can occur in the separate zones are different
- to provide more chances to trigger a random events (like walking to school in Dol)
- to have a cost asociated with changing zones (like walking to the farm in Dol)
- to subdivide the available actions in an area
- to foreshadow zones that only reveal their benefits later on (f.e. shortcuts)
- to split up secrets or puzzles

Thanks! yeah for me working out a fun way to search for the relics is tricky.
Personally i would differentiate between common and unique relics. Common ones could be discovered with an 'explore' command within certain environments or gained from enemies. This would necessitate an amount of random events or different enemy encounters proportional to the time the player is supposed to spend in that zone, so the outcome doesn't become boring.
Unique relics could be obtained through crafting, completion of quests or puzzles, as well as from special encounters.
 

ishaiatien

Newbie
Jun 29, 2020
34
3
Will there be capture/relationship mechanics? Definitely interesting, and hope there will be someway to revisit your favorite randomly generated npcs.
 

Tattletale21

Member
Jan 26, 2020
389
561
you know what? i think you're taking inspiration from the wrong source. DoL is a good game for what it is, but what you're going for seems more like a cross of Abyss Diver interactive...and Corruption of Champions. specifically, the Xianxia mod. more specifically, the Ebony Labyrinth in the xianxia mod.

allow me to explain if you haven't played it.

the ebony labyrinth is an infinitely looping dungeon that gives exp rewards for every ten floors you explore. every fifty throws a unique, labyrinth-only boss at you that drops unique gear and transformation items. every hundred floors contains a pool that you can use to upgrade a weapon into a legendary/unique variant. every time you explore up to fifty floors you have the option of dropping 'down' a level, that increases the difficulty and exp/money rewards accordingly.

now, this is a game where you explore a hole that gets progressively deeper and more dangerous, and more difficult with rewards to match, i assume. you could do what i think you're going to do with this, which is make each floor a unique thing that has its own unique enemies, curses, and locations...or, you could take from the Ebony Labyrinth. you could make it so every ten floors you fight a boss, and after fighting the boos you get a drop related to that boss; a weapon, armour, a transformation item, or even a unique companion if you do something special beforehand - that is, if you're adding companions. after beating the boos you get the option to retreat back to the safe zone, or to drop down a level. the next level is much harder, composed of fifteen floors, and every level afterwards goes up by five. so floor three is composed of twenty, floor four of twenty five, and so on and so forth.

the point is, all you'd need to do is make the general enemy set up of the level, and what drops and rewards there is a chance of getting, along with level-specific curses and whatnot. you won't have to handcraft everything because all you need to do is make a general outline for now, and fill it in as you go.

an example of what i'm envisioning is this; let's say level one is a plant-based floor. so the enemies are plants and things that thrive on plants, like insects, living vines, trees, things like that. starting on floor one you get the basic bitch enemies, like the weakest insects and the easiest vines. then as you get deeper you find yourself fighting harder and harder, and much more common, enemies. the boos at the end is suited to the theme, so something like a dryad that controls a grove, or some obscure nature spirit of a sort. you kill it, it drops you a themed weapon, armour piece, or transformation item, and gives you the option to go down to the newest level or not. this incentivises the players to go up, prepare, and go through it all again to get their level up and fight the boss again to drop more of the armour set, or more of the tf items. the curses in the area would revolve around that theme, too, so anything to do with sprouting tentacles or ovipositors, insect transformation, plant transformations, things like that. every level would be like that, centred on a theme and always making sure players want to keep going down.

...sorry, i let this get aay from me. i see something that looks fascinating and genuinely interesting, and something i haven't seen much of before, and i just spew ideas. sorry about that.

EDIT: i wrote boss as boos and you know what? that's what they are now. i no longer fight bosses, i fight boos.
 
  • Like
Reactions: HotSausageGrrl
3.20 star(s) 10 Votes