LowLevelLesser

Well-Known Member
Feb 8, 2021
1,019
1,337
I hope this game has some more updates lined up, because I definitely want to play more.

The biggest update this game needs though is making it run better. It is so slow and laggy especially during combat and the loading screens. On my phone it's basically unplayable which honestly isn't that big of a deal since I barely use it. It being slow and lags on my PC is unexcusable. Make the game faster and I could easily give this game a high 9 or even a 10 but right now it's like a 7 simply because of performance.

Very minor update would be to fix Faylens side profile. She looks bad from the side.
As another has said, this game is NOT a good fit for Renpy. Sadly, there will likely always be some performance issues with it.

Imagine if Cyberpunk 2077 was made with Unity for example... dear god you'd need a supercomputer to run it and it'd STILL have issues.
 

The_Knut

Member
Jul 16, 2021
439
412
As another has said, this game is NOT a good fit for Renpy. Sadly, there will likely always be some performance issues with it.

Imagine if Cyberpunk 2077 was made with Unity for example... dear god you'd need a supercomputer to run it and it'd STILL have issues.
I wonder if it's possible to transfer the Renpy development knowledge to another engine more suitable if the dev ever finish this game and make a sequel. Maybe Godot would be a good option, but I dont know enough to be sure. The first step is for the current project to not be abandoned then well see what's next...
 

glad071

Newbie
Jul 24, 2017
20
6
Nel stole my body, there was an event where she showed Faylen a new suit and disappeared, how to get body back i'm stuck on Glace and liam. I can only walk like a candy or an elf
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chari

Newbie
Mar 22, 2020
15
72
Maybe Godot would be a good option, but I dont know enough to be sure.
Unlike renpy, godot does not have an integrated dialogue system, nor a mechanism to **fully** handle save files out of the box.
It means that the user, in addition to be knowledgeable about the engine itself, is forced to either use external libraries or write their own implementation. I am doing it in my spare time for one of my side projects, so I have a good understanding of the complexity involved :(.

Clearly, this would enable many improvements in the game, not just performance and fluidity of combat scenes. I think going past the limitations of renpy would make for a decent UI/UX improvement, like the inventory and crafing mechanisms which at the moment are borderline unusable.

This port would be by no mean impossible, but it would require significant effort, and to halt development for several months. Even more if we consider all events must be ported over the new syntax/format and I am not sure how much of that could be performed automatically or via LLMs.
So yeah, I don't think this will ever happen, but if I were the author I would really consider changing engine before their next project if it has a similar scope.
 
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luigigod

New Member
Aug 15, 2018
6
6
I will say that Combat needs some form of status spells, like spells that buff yourself or spells that debuff your enemies
Otherwise combat just feels like a war of attrition.
 
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Cecele

Newbie
Apr 8, 2024
22
19
I will say that Combat needs some form of status spells, like spells that buff yourself or spells that debuff your enemies
Otherwise combat just feels like a war of attrition.
Absolutely, there is a huge gap when it comes to status spells. Even items, ones we do have only make us resistant, and don't provide any combat buff to us or a debuff to enemies. Simply add items and spells in this category will open doors for more creative for boss fights, and not just "give the boss a million HP and spam angel mode until its dead."
 

GreenNight009

Newbie
Jun 17, 2022
79
41
Nel stole my body, there was an event where she showed Faylen a new suit and disappeared, how to get body back i'm stuck on Glace and liam. I can only walk like a candy or an elf
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Its a bug Demius released a patch for that. But i'm not sure if he released it for the public too.
 

The_Knut

Member
Jul 16, 2021
439
412
Absolutely, there is a huge gap when it comes to status spells. Even items, ones we do have only make us resistant, and don't provide any combat buff to us or a debuff to enemies. Simply add items and spells in this category will open doors for more creative for boss fights, and not just "give the boss a million HP and spam angel mode until its dead."
Maybe it's not even necessary to have more spells, just add the effects to the existing ones, like:
  • Thunderbolt = chance of stunning (not act for x rounds)
  • Tornado = can get the mob dizzy so they may hit allies on attack
  • Bubbleblast = make the mobs wet (they can be affected by elemental spells like ice/eletric, from you or when they cast, which increases the chance of the effect being applied)
  • Iceburst = chance of making the mob act slower (spd debuff)
  • Fireball = chance of getting a mob on fire for x rounds (more dmg than poison but for fewer rounds)
  • Rocksmash = after hitting the main target shards are created which can hit the other mobs for 1/3 of the dmg (or something similar?)
A reaction based element system could be too hard to implement and/or change too much the scope focus of the project but it's fun to imagine. With something like that it would give us more reason to use each spell, aside of being just strong/weak against different mobs. The description is just to give an idea, I havent thought deeply taking balance in consideration, so stuff like debuffs affecting the mobs for x rounds or not would need to be evaluated if its necessary for each type of spell.
Since the mobs can apply debuffs on us/mc it's fair to be able to do the same (and a bit weird in how we dont if you think about for each element).
 
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C17alexhalfer

Newbie
Sep 28, 2017
49
27
Maybe it's not even necessary to have more spells, just add the effects to the existing ones, like:
  • Thunderbolt = chance of stunning (not act for x rounds)
  • Tornado = can get the mob dizzy so they may hit allies on attack
  • Bubbleblast = make the mobs wet (they can be affected by elemental spells like ice/eletric, from you or when they cast, which increases the chance of the effect being applied)
  • Iceburst = chance of making the mob act slower (spd debuff)
  • Fireball = chance of getting a mob on fire for x rounds (more dmg than poison but for fewer rounds)
  • Rocksmash = after hitting the main target shards are created which can hit the other mobs for 1/3 of the dmg (or something similar?)
A reaction based element system could be too hard to implement and/or change too much the scope focus of the project but it's fun to imagine. With something like that it would give us more reason to use each spell, aside of being just strong/weak against different mobs. The description is just to give an idea, I havent thought deeply taking balance in consideration, so stuff like debuffs affecting the mobs for x rounds or not would need to be evaluated if its necessary for each type of spell.
Since the mobs can apply debuffs on us/mc it's fair to be able to do the same (and a bit weird in how we dont if you think about for each element).
It's kinda cool and genious ,if think about it...

I also, thought,tat your Tornado debuff seems kinda simillar to mindflyer's confussion effect?

Also, what about dark or light spells?
I'm not judge -jst interested... ^_^
 

The_Knut

Member
Jul 16, 2021
439
412
It's kinda cool and genious ,if think about it...

I also, thought,tat your Tornado debuff seems kinda simillar to mindflyer's confussion effect?

Also, what about dark or light spells?
I'm not judge -jst interested... ^_^
Yep, that was intentional, some mob effects could be used by us by adapting to a spell that makes sense and applies the same/similar effect, no reason to make something from 0 when you can just recycle what is already there (like the stun debuff from the tentacle mob being the same effect of the Thunderbolt).

I think that not every spell needs to have a debuff effect so I excluded light/dark spells since those are a bit outside the rock/paper/scissor concept, on most games light/darkness just counter each other (light dmg on dark mob, vice versa) and that's it. Maybe for darkness it could be something like a % of blinding the mob for less hit chance but idk for light (could be the same logically but that would be boring).

There's also the stronger Area of Effect spells too which I havent thought about since those have mixed elements and are already strong, adding debuffs would be too much.
 
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Cecele

Newbie
Apr 8, 2024
22
19
Maybe it's not even necessary to have more spells, just add the effects to the existing ones, like:
  • Thunderbolt = chance of stunning (not act for x rounds)
  • Tornado = can get the mob dizzy so they may hit allies on attack
  • Bubbleblast = make the mobs wet (they can be affected by elemental spells like ice/eletric, from you or when they cast, which increases the chance of the effect being applied)
  • Iceburst = chance of making the mob act slower (spd debuff)
  • Fireball = chance of getting a mob on fire for x rounds (more dmg than poison but for fewer rounds)
  • Rocksmash = after hitting the main target shards are created which can hit the other mobs for 1/3 of the dmg (or something similar?)
A reaction based element system could be too hard to implement and/or change too much the scope focus of the project but it's fun to imagine. With something like that it would give us more reason to use each spell, aside of being just strong/weak against different mobs. The description is just to give an idea, I havent thought deeply taking balance in consideration, so stuff like debuffs affecting the mobs for x rounds or not would need to be evaluated if its necessary for each type of spell.
Since the mobs can apply debuffs on us/mc it's fair to be able to do the same (and a bit weird in how we dont if you think about for each element).
Yeah I quite like this. Regardless of whether its through new spells or adding effects to existing ones, it'll be better to let Celica have access to status effects.
 

C17alexhalfer

Newbie
Sep 28, 2017
49
27
Yep, that was intentional, some mob effects could be used by us by adapting to a spell that makes sense and applies the same/similar effect, no reason to make something from 0 when you can just recycle what is already there (like the stun debuff from the tentacle mob being the same effect of the Thunderbolt).

I think that not every spell needs to have a debuff effect so I excluded light/dark spells since those are a bit outside the rock/paper/scissor concept, on most games light/darkness just counter each other (light dmg on dark mob, vice versa) and that's it. Maybe for darkness it could be something like a % of blinding the mob for less hit chance but idk for light (could be the same logically but that would be boring).

There's also the stronger Area of Effect spells too which I havent thought about since those have mixed elements and are already strong, adding debuffs would be too much.
Thanks for pointing out for more details.
^_^
I think,if those statuses ,tahta you stated to existing elements so it will be kindainteresting about stronger versions of element spells ,which combining element.
If they combine element,so they combine effect, but much weaker effects ,but applies 2 statuses...

yeah, i know,that you say,that you only thought about standart spell,without their stronger versions ,but i just wanted to think a little bit furthner ,shall we?
Just a little bit imagination ,ecause i don'tthink ,what we talking about is REALLY be in the project...
Nut,who knows ? maybe it will...
Nobody restricts us bout wondering and imagining something ,right?

Thanks for understanding in advamce.
P.s: rock\paper\scissors theme - god damm - YOU A RE RIGHT! How i been fooling to forgot about this theme? You a tight:it means: one spell stronger to one,but weaker to another
But, stronger version of elemental spells a little bit destroy this concept,(or maybe, ineedto say - modernize) ,because combining elemetals ,we got a more variations or weak\strong couners...
Also,some mod can have 2 types mumeltaneoulsy ...
So , 2type Mod + strong 2combine elemental spell with your concept of spell effects = interesting result,i think...
But who knows? Maybe it will be unplayable dogshit...
Sorry for rammbling.. :(
 
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