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I'm going to be blunt: this demo is tough. Really tough. The "kick your ass and leave you crying in the corner" tough. I've attempted the prototype fight nearly ten times now, and I've gotten runs lucky enough to the point where I'd manage to defeat both Krystal and Rem, as well as injure Ram pretty nicely, but all it would take is one unlucky hit or blade storm to finish off the best of the party. I blame Ram's near over-powered status for that since she hits like a damn truck and has the health of a tank.

Right, now that my venting about that's over, onto my main thoughts about the prototype. Whilst there's obviously not much here at the moment, I can say that I'm pleasantly surprised by the mechanics here once I look past the difficulty. I'm a fan of the traits each character holds and how they affect their stats in combat. They're quite reminiscent of Darkest Dungeon's quirk system, and leave me curious as to how they'll be further implemented in the future.

If this fight wasn't so mind-numbingly difficult, I can certainly say one thing: the combat is fun, at least for the moment. The number of skills each character leaves a lot of room for imagination and strategy, although I didn't get to explore all the avenues of possibility with the resolve and lust(?) skills since physical damage seemed to be the only way to actually make a dent in the fight. From what I can guess, however, lust appears to be used for more powerful abilities (such as Mercy's healgasm skill), like a mana bar, which can be reduced by enemies' offensive lust skills, or the other way around. Resolve took far too long to drain due to the massive cooldown time of abilities, but I assume it'll follow the same mechanics as stress in Darkest Dungeon. 

On an off-topic note, before I get to the things that need to be worked on in the combat thus far, the selection of characters here is certainly interesting. I'm excited to see what plans you have for the customization mentioned in the description. Krystal is the best waifu, fight me.

Alright, onto the things that need to be worked on and the bad. Like I mentioned above, the cooldown for skills can be crippling in this combat encounter. Bash, for example, either has a 6 turn cooldown or a 3 turn cooldown that only starts after the effect runs its course. Either way, the waiting time before you can use that ability is abysmally long, even if the skill is incredibly helpful.

The other issue I had was all of the binding and gag abilities. At first, they look incredibly helpful, as a four-turn ability lock would've been extremely helpful, but their current state is kind of a mess. Combatants are capable of struggling in the binds when their turn comes around, and it makes sense that this ability might have a percentage chance to release/reduce the bind's effect. However, whether by bug or choice, enemies always escape when they struggle, meaning that the bind abilities are actually one turn stuns. This makes them near completely useless, outside of the few scenarios where you have to stun Ram to prevent her from hitting the party whilst she's enraged. 

So, in conclusion, I'm liking a lot of the ideas this prototype's bringing up. The idea of a Darkest Dungeon + Slave Maker + Pokemon game intrigues me in the development of this game, so I'll be keeping an eye out for future changes. Since it's a prototype, all the issues I've found are easily waved off as early build problems. No one makes anything perfect on the first try, that's for damn sure.
 

(+2)

Thanks for taking the time to share your thoughts. This is extremely helpful and I cannot thank you enough for providing your feedback. You're absolutely right: the demo is overtuned right now, there are major bugs that need to be fixed, and the balancing is simply off. I decided to release the demo early because my development style thrives on feedback, and you provided it in such a thoughtful and constructive way. I really hope you will join my discord server and continue to provide feedback as I release updates. 


I'm currently working on a major update to the demo which includes:
  • Visual indicators for when characters' arms and legs are bound. While this is purely cosmetic, I think it really adds to the sense of immersion
  • Ability to tune the difficulty
  • Equipment 
  • Rebalanced skills 
  • Updates to the morale mechanic

I appreciate both the response and the offer to join the Discord! Unfortunately, I like to keep my Itch.io reviews and that apart, so I likely won't be joining anytime soon (I have made exceptions before, however). I have decided to follow you to keep up-to-date on any future releases, so I'll still be here for any further feedback and suggestions! Albeit my suggestions are more personal preference-based than actual universally loved changes, so maybe not. 

Either way, despite the rather negative tone I gave in my review, I'm enjoying what exists of this game thus far, so I wish you luck on any future development!