In seriousness this combat system is interesting, I've never played something like it before. I found it confusing because I felt like I always had to 'guess' what the enemies were doing and I was always playing catch up. They seemed to move so fast every turn.
But I do like this sort of 'strategic' turn based game so I think if I figured out the mechanics I could be better at it.
The white/blue girl only shows up if you hang around for ~45 turns and shows up on the left side. She's designed to be brutal but not infallible. I'm surprised people aren't complaining more about the ram-girl, she's kind of bullshit in v0.3.1.
Good to get a comment like this, though, it's the sort of feedback I'm most interested in right now since it's sorta experimental. It's a balance between "In the final game players will learn how to deal with early enemies while sometimes rarely tripping up, and blitz through the early levels to get to later content" and actually giving the player info to work off of. I definitely want to make where enemies have attacked clearer, maybe have a middle-mouse-button mode that shows all the moves the enemies just took (with paths to show it) and make it more obvious when enemies are readying attacks with an effect or aura or something, or when an enemy has aggro on you, stuff like that.
Edit: Just remembered, players should have access to use enemy abilities in the future which should help to understand them a lot.
I love me some monster girls. However I had to kill some monster girls and died a few times. I really like the combat with the abilities and movement with predicting what your enemy will do, getting axe kills was satisfying. That being said it was unclear what my objective was and the tomboy wolf repeated their entire dialogue each encounter, also swimming killed me i think not sure but i died to water too I really like the art and look forward to what the game will become.
Dialogue is what I'm working on right now. Today I've reworked the entire way the system stores conversation data to allow for better editing and more alternative dialogue lines, but that'll be out in the future and I've already re-written the conversations. There'll be cases for, say, if you talk with a certain debuff or if you've talked to them before or whatever.
The goal is just generally going to be to keep progressing through stages until the end, but creating the end stage is going to be far off yet, depending on how far I take the thing. Right now it's just the one stage over and over. Going to actually write the story after I've put scenes for all the current girls in.
Comments
THE FAT TITTIED CAT BITCH KEPT WRECKING ME
In seriousness this combat system is interesting, I've never played something like it before. I found it confusing because I felt like I always had to 'guess' what the enemies were doing and I was always playing catch up. They seemed to move so fast every turn.
But I do like this sort of 'strategic' turn based game so I think if I figured out the mechanics I could be better at it.
The white/blue girl only shows up if you hang around for ~45 turns and shows up on the left side. She's designed to be brutal but not infallible. I'm surprised people aren't complaining more about the ram-girl, she's kind of bullshit in v0.3.1.
Good to get a comment like this, though, it's the sort of feedback I'm most interested in right now since it's sorta experimental. It's a balance between "In the final game players will learn how to deal with early enemies while sometimes rarely tripping up, and blitz through the early levels to get to later content" and actually giving the player info to work off of. I definitely want to make where enemies have attacked clearer, maybe have a middle-mouse-button mode that shows all the moves the enemies just took (with paths to show it) and make it more obvious when enemies are readying attacks with an effect or aura or something, or when an enemy has aggro on you, stuff like that.
Edit: Just remembered, players should have access to use enemy abilities in the future which should help to understand them a lot.
I love me some monster girls. However I had to kill some monster girls and died a few times. I really like the combat with the abilities and movement with predicting what your enemy will do, getting axe kills was satisfying. That being said it was unclear what my objective was and the tomboy wolf repeated their entire dialogue each encounter, also swimming killed me i think not sure but i died to water too I really like the art and look forward to what the game will become.
Thanks for trying it out!
Dialogue is what I'm working on right now. Today I've reworked the entire way the system stores conversation data to allow for better editing and more alternative dialogue lines, but that'll be out in the future and I've already re-written the conversations. There'll be cases for, say, if you talk with a certain debuff or if you've talked to them before or whatever.
The goal is just generally going to be to keep progressing through stages until the end, but creating the end stage is going to be far off yet, depending on how far I take the thing. Right now it's just the one stage over and over. Going to actually write the story after I've put scenes for all the current girls in.