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Following a previous save file,  reached the end of the current version! Terrain work keeps being great and there's plenty of awesome special effects like the animals moving around the forest, very nice balance of plot/combat/puzzles/exploration. Didn't manage to beat the special optional forest battle at the end though, they just kept curbstomping me. ><

Couple things that I'm not sure if a bug or intended:
 -The first time going explore the Dark Forest, we're supposed to have the fancy monster-repellent, but swamp tiles would still trigger encounters which would often one-shot Angel who was usually at 1 HP because of said swamp tiles.
-The metal slimes which usually would reduce physical damage to 1 (and thus take 3 hits to die) would take 3-digit damage from a character attacking them with a scepter and die right away

Now for some more personal comments:
-The new main menu, although nicer-looking, felt a bit worst gameplay-wise because I couldn't go left to loop around to reach the "save" option faster, meaning I needed a lot of presses each time to save the game.
-Some later bosses feel too-limited puzzles in that there seems to only be one correct solution and the game mechanics will prevent any other way of defeating them, like the bronze soldier that starts by casting their mega-reflect that's so hax it's dispel-immune and even Angel is scripted to call them a cheat if she tries to use dispel on them, with the only way to actually defeating them seemingly being tricking them into casting shadow on themselves. Ditto for the mom battle where she opens with her ultimate and the only right move seems to be to defend right away, then needing to spam vampire to keep up with the following damage race. Thankfully death in this game places the player right where they lost ready for another go (also what's up with multiple single parents rising their kids to become combat machines while not properly explaining their origins?). Either way, although it's fine for a boss to have some super-weakness to cheese them, IMHO they should still be defeatable through other means.
-Hidden money  on the dungeons often felt pretty disappointing being just 1 or 2-digits worth of gold.
-The tone shift from "charge into a goddess's realm and challenge her to single combat!" to "go collect some regular berries" felt somewhat abrupt. Like there's even the dangerous monsters roaming around in the same area, shouldn't they be the main priority and collecting berries the sidequest? At least make them fancy magic berries that even gods enjoy?

Some particulair  details I loved:
-Puzzles just popping an help manual if you screwed up with them too many times.
-The lottery prize prediction being real and giving enough gold to basically buy whatever I wanted (also fortune fairy out of nowhere, hope we get to see more of her in the future). Actually got around trying new clothing for Angel!
-Prisioner just walking around unconscious and tied up along the party.
-All the pseudo-italian, nice to see the distant foreign land actually have a more foreign language.
-Fabiana rocks, hope she'll stick around with Angel longer than average!

Keep up the great work!
(2 edits) (+1)

Thank you a lot for reaching the end, it means a lot to the fairy community. πŸ§šβ€β™€οΈπŸ§šβ€β™€οΈπŸ§šβ€β™€οΈ

To follow up on your comments:
-The repel doesn't prevent you from getting surprised by monsters when your hp drops to 1 in dangerous terrain, no. The smell of your blood becomes stronger than the repel at that point. Initially there were random encounters in that forest, but players just keep ignoring them because it distracts them from the puzzle and the gameplay with just a single Angel isn't that interesting. So I had to find another reason to make the player worry about the poisonous swamps.
-You probably dealt the metal slime a critical hit. They take full damage from physical critical hits, it is their main weakness.

-In the new menu, you would have wanted to be able to go from the "item" section directly to "game end", like in MV default menu? If it is a very good suggestion, I will add that in the next big update.
-Those two combats have in common that you are controlling only a single character who has no way of grinding/rearranging their skills, so the puzzle approach seemed the most appropriate. Don't worry, the next bosses will be more traditional.
-I guess you are thinking of the stacks of gold in the ancient village? They are more there to tell a story about the inhabitant who had to flee the village leaving the little they had than being actually valuable.
-It is. I wanted to reduce the scope a little after the Earth Realm.

-You can also see the pink-haired fairy if you create a new game or if you complete the secret quest of chapter 4 (at the inn of the Sabina region)
-Fabiana won’t be leaving the party anytime soon.

The fairy council had three questions for you:
-Did you have any problem with the puzzle in the depths of the earth dungeon (the one with the jewels you have to place around)? It is a brand new one that replaced the old puzzle which was considered by most players as too difficult, so I would like to have your impressions on it.
-Did you buy the mage apprentice outfit at the casino for 400 casino chips? πŸ§™β€β™€οΈ
-What does your achievements page look like? (It can be easily accessed in the extras)

Again, thank you a lot for going this far. πŸ§šβ€β™€οΈ

(+1)

I thank the Fairy Council for the clarifications!

-The jewel puzzle took me a bit to work out at start but then managed to solve it  neatly as soon as I noticed that each room required a different number of gems, and then by the end I had more gems that were required for the last room so I could leave some behind, felt pretty nicely balanced to me.

-Yes, Angel spent most of her time as a pretty soldier of justice during this run. :P

-Achievements:

Story: All but the "maniac" difficulty and a hidden one.

Battle: All but the extermination missions and bestiary ones.

Exploration: Only "Pious", guess my Angel ended up quite religious.

Secrets: Only Artist.