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I'm glad you liked the art and dialogue. I designed the skills so that players could either go with the one man carry method, the two man carry method, or have a bunch of other options if they wanted to experiment. There are a bunch of hidden little combos. For example:

  • Voyd is meant to look weaker than Nol overall. Players are supposed to see Voyd as more of a farming tool than a viable character. Voyd combos with himself (sort of), but requires preparation to do so. There is a somewhat broken combo that relies on switching to Nol, then switching to Voyd for the following battle. He does have better stats than Nol as well, but his main advantage over Nol is his relatively easy ultimate. The cost of activating his ultimate makes him weak early on though.
  • Nol is meant to look like a sort of healer with offensive capabilities. Players are expected to use her just for her healing potions and not even realize she has some broken abilities or notice her stronger abilities, but not her combos. Nol can combo with herself more easily than Voyd, but she can also buff Nara's damage. She is the simplest to start battles with an ult, but her ult is actually somewhat weak compared to the others. 
  • Tulu is supposed to look like a one man army. Players are supposed to treat her as the carry and use her to take out enemies. She has the strongest ult, but it is hard to get her Ult working (There are actually two cutscenes related to her Ult). She is the most limited in terms of combos, but there is a way to have her combo with Nol.
  • Nara is supposed to look weak and relatively useless. Players are supposed to treat her as maybe a support or liability. She has one of the easiest to use Ults - no cost and can be used first turn of every battle, which basically guarantees an easy win. Against certain enemies, she can combo with Nol to do more damage than Tulu's non-Ult. Against other enemies, she can combo with Nol to do comparable damage to Tulu. 

So yeah, I wanted players to have a lot of options depending on how far they were willing to look and experiment and I wanted each playstyle to feel somewhat unique.

Yeah, the Jester is supposed to be sort of annoying of a fight. I think I even mentioned it in the dialogue. It is designed to show you how Tulu learns skills if you haven't already learned skills for her. There is actually a way to skip that because there are three ways to kill the Jest of All Time.

  1. The normal way to kill the clown, which is basically automatic once Tulu uses her delayed punch skill. (this can fail to kill the clown in the rematch, but very unlikely and you can just reapply it).
  2. There is an ultimate skill that you can use on the fourth or fifth turn if you know how to trigger it.
  3. There is an ultimate skill that you can use by the sixth turn if you know how to trigger it (you can actually end the battle first turn this way. One of the post-game items will ask you if you ulted the boss if you don't trigger the cutscene and the secret star will mention that you are missing a boss skill).

I found Nara to be quite easy to use once I equipped her with the Kodama.  She easily outpaces the other characters in level, and her quick strike (Not sure if I am remembering that name right) is plenty strong enough after Tulu has used her "normal punch" thingy.    All those 200 damage strikes add up.  

(2 edits)

Oh wow, someone actually used Tulu's Light Punch for the original purpose of buffing Nara's Rapid Strikes XD . I actually even forgot about it because I changed Rapid Strikes after to have more uses.

Did you figure out Nol's most important combo with Nara? Because that can further boost the damage. (Hint: her relationship with Nol, which is mentioned fairly early on).

I'm not sure.  Usually I used Nol for "Exp(Lotion)" attack because it hits ridiculously hard, particularly once defense had been debuffed on the enemies.  Of course, once they were down to one or two enemies left, the basic attack hits so many times it becomes the far better choice.