Unreal Engine Twiwood Tales [v0.71.9 Demo] [ENTITIES]

4.30 star(s) 4 Votes

ENTITIES

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Game Developer
Jun 19, 2025
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did you modify your save that enemies and yourself have 0 hp?
Not sure what exactly was modified in the save, since not everything is included there, but the 0 HP issue is on me. I capped stat scaling at 100, which caused that. I’ll be fixing it in the upcoming updates.
 

nossiob

Member
Jul 28, 2017
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141
i tried playing it a little bit, but i havent seen anything thats nsfw except some good looking female enemy models and the fox shop. are there any actual scenes? are they player started or do enemies also start the nsfw? i just see a decent rogue like game only so far
 
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ENTITIES

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Jun 19, 2025
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  • Yay, update!
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ENTITIES

Newbie
Game Developer
Jun 19, 2025
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67
i tried playing it a little bit, but i havent seen anything thats nsfw except some good looking female enemy models and the fox shop. are there any actual scenes? are they player started or do enemies also start the nsfw? i just see a decent rogue like game only so far
Hang tight, the new tutorial’s coming soon! In the meantime, check out the Techniques tab and try collecting some memory shards. That’s where the fun starts ;)
 

ENTITIES

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Game Developer
Jun 19, 2025
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How do I equip the axe? I'm trying to equip it and I can't
If it's not a bug, then:

1. Go to Character Tab
2. Select the Axe
3. Press Equip in the right lower corner

Otherwise, please explain what is happening when you press "Equip".
 

ruzzmer

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Mar 15, 2024
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I suppose when the game is closer to release your stats will reset each run, with some minor roguelite progression inbetween.
Also I noticed the Expedition 33 inspiration, the only thing missing is the QTEs for attacks other than the spanking. :ROFLMAO:
 
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Archer90

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Aug 8, 2017
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So as someone mentioned before: Balancing is definitely needed. Scaling rework is a good start, however what this game really needs is for enemies to have a limit (or harsher limit) for their big moves. Case in point: if you are not ridiculously overpowered to the point of one-shotting, Ivy will clone herself endlessly. Add to that Doe's healing and well even if you are powerful that's really annoying. The other enemies (skelly, pebbles, and mimic) don't seem to have this problem as bad. On the note of Ivy, JFC nerf her into the ground, she's one of the first enemies and she has: infinite cloning, poison, and a fuck you kamehameha.

Suggestions for places to put skip button: Victory screen, death screen, and (most importantly) spin the wheel. When you have 20+ coins it takes forever to spend them. Also another suggestion speed up battle time, I tend to miss parries because some attacks take so long to wind up.
 

ENTITIES

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Game Developer
Jun 19, 2025
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I suppose when the game is closer to release your stats will reset each run, with some minor roguelite progression inbetween.
Also I noticed the Expedition 33 inspiration, the only thing missing is the QTEs for attacks other than the spanking. :ROFLMAO:


Not sure yet about full stat resets, we’ll experiment and see what feels right, but I get what you mean. Some form of roguelite progression between runs is definitely on the table.


And yep, optional QTEs for more techniques are already in prototype.


Funny enough, we’d been working on these mechanics for a good 2 years before Expedition 33 came out — guess that coincidence plays in our favour!
 

ENTITIES

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Game Developer
Jun 19, 2025
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67
So as someone mentioned before: Balancing is definitely needed. Scaling rework is a good start, however what this game really needs is for enemies to have a limit (or harsher limit) for their big moves. Case in point: if you are not ridiculously overpowered to the point of one-shotting, Ivy will clone herself endlessly. Add to that Doe's healing and well even if you are powerful that's really annoying. The other enemies (skelly, pebbles, and mimic) don't seem to have this problem as bad. On the note of Ivy, JFC nerf her into the ground, she's one of the first enemies and she has: infinite cloning, poison, and a fuck you kamehameha.

Suggestions for places to put skip button: Victory screen, death screen, and (most importantly) spin the wheel. When you have 20+ coins it takes forever to spend them. Also another suggestion speed up battle time, I tend to miss parries because some attacks take so long to wind up.


"fuck you kamehameha" :ROFLMAO::ROFLMAO: love that phrasing.


Yeah, I get what you mean: Ivy + Doe together can feel pretty rough. I’m a bit biased since I playtest constantly, but I agree Doe could heal for less, and Ivy’s clones maybe need to be weaker/limited. For the demo we wanted to show them off early, but in the full game they won’t be popping up right at the start.


Some skip options are already in (Victory screen & Boss intro), but thanks for pointing out the Death screen, good catch, I forgot about that one. And you’re right about Foxy’s spins, I’ll look into tightening that up.


By “battle time” do you mean the wind-up animations on enemy attacks, or the overall turn pacing? The turn time is tied to HST stat (which shortens action times as you level it).


Thanks a ton for the detailed feedback, it really helps shape the polish!
 
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Archer90

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Aug 8, 2017
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"fuck you kamehameha" :ROFLMAO::ROFLMAO: love that phrasing.


Yeah, I get what you mean: Ivy + Doe together can feel pretty rough. I’m a bit biased since I playtest constantly, but I agree Doe could heal for less, and Ivy’s clones maybe need to be weaker/limited. For the demo we wanted to show them off early, but in the full game they won’t be popping up right at the start.


Some skip options are already in (Victory screen & Boss intro), but thanks for pointing out the Death screen, good catch, I forgot about that one. And you’re right about Foxy’s spins, I’ll look into tightening that up.


By “battle time” do you mean the wind-up animations on enemy attacks, or the overall turn pacing? The turn time is tied to HST stat (which shortens action times as you level it).


Thanks a ton for the detailed feedback, it really helps shape the polish!
For the battle time I mean overall speed up, like a x2 option (could even mask it as "lightning mode"). Now that I think about it I think Ivy is the only one whose walk animation to the player and back is noticeably slower than the other enemies.
Another thought that popped into my head was making, the first fight only skeleys and that first chest mimic-free. This would enable players to at least get a chance to make a little progress if they hit a "rut" (like no potions). I say this because I had 3 loops that started with Ivy+Doe, Ivy+Pebble, and Ivy+Doe. I def rage quit lol
 
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ENTITIES

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Jun 19, 2025
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For the battle time I mean overall speed up, like a x2 option (could even mask it as "lightning mode"). Now that I think about it I think Ivy is the only one whose walk animation to the player and back is noticeably slower than the other enemies.
Another thought that popped into my head was making, the first fight only skeleys and that first chest mimic-free. This would enable players to at least get a chance to make a little progress if they hit a "rut" (like no potions). I say this because I had 3 loops that started with Ivy+Doe, Ivy+Pebble, and Ivy+Doe. I def rage quit lol

Nice idea — I’ve been wanting to make the game feel snappier, but wasn’t sure if everyone would be into faster-paced combat. A 2x speed option (“lightning mode”) could be a good compromise. And yeah, Ivy’s definitely on the slower side… probably just plotting how to make your life miserable while she strolls over :devilish:. I’ll check her walk cycle.


I really like the suggestion about the first chest being mimic-free, gives players a sense of "safety" and a fair start.


Wow, :eek: RNGesus wasn't on your side, I guess. I’ll look into scripting early encounters a bit more so things feel fairer.


Thanks a lot for the feedback. It really helps us see the game from a perspective we don’t have as devs!
 
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ENTITIES

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Jun 19, 2025
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We’ve pushed a new update to the demo on Steam — it’s live now!


This patch adds a proper menu tutorial, sound settings, skippable screens, and a rework of enemy scaling (no more enemies levelling up with you :sneaky:). There’s also a new shield reward and several QoL improvements.


A lot of these changes came directly from your feedback here and on Steam. Thank you! Your input helps us see the game from fresh perspectives and fine-tune it. Please keep sharing your thoughts, they’ve been invaluable in shaping the demo.


If you’d like to try the updated build, it’s available now on Steam. We’ll add a new build here on F95 once we’re confident it’s stable and polished.
 
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4.30 star(s) 4 Votes