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Thanks for your feedback! 

I agree that the current battle system is pretty simple, I mean I also get quite bored while playing the main series, I could just one shot everything with my overpowered partner and repeat that.

I'll be rework the battling part, such that it's a bit "random" but not too extremely hard. Hopefully that tickles a bit of your brain and try out different combinations. 

I have no prior experience of making a dungeon crawler, so probably I won't do that. And for random encounters/sexy scenes, well I guess I can just share those in my Discord, I guess that's also random, you'll never know when a spicy 'mon pops in to the chat :D 

As a Twine game, if it was using my example text-only scenario I put there, [EXPLORE] would simply just mean it'd roll a die where 4/5 of the possible rolls would be you finding nothing or getting a random good/bad event and the fifth would be a battle (maybe one at a disadvantage, like they get a free turn against you?), [LOOK FOR FIGHT] would either be a guaranteed fight, or maybe 4/5ths would be a fight and the other 1/5 being a random event pulled from the random event pool. [EXIT] could either be a guaranteed exit, or something like 2/5ths chance be exiting and 3/5ths being a fight. Just basic dice rolls. If I ever got off my ass and made a second game, I'd totally do something like this because there's NO way I'd actually code a real dungeon.

Since there'd be no actual dungeon, it'd just be a basic simulated "experience" of one, where entering means you don't heal after fights, but rewards are higher, and you lose everything if you lose a fight without exiting first.

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Thanks for your suggestions!

If I were to do a dungeon crawler, I’d want to fully commit to it and thoroughly study how to design it properly. For now, though, I probably won’t include it in the game, as it would significantly delay the plans for v0.0.4, the development of future 'mons, and require a lot of additional coding and polishing (as you mentioned, it would be quite complicated to implement  it nicely).

I already have some exciting ideas and plans for the combat rework in v0.0.4, and I want to try and focus on making that as polished and engaging as possible. Thanks again for your suggestion!