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Are you posting the changelog somewhere for each new version? I played a fair bit of the last version but I want to know what's changed before I try playing it again.

I have a backlog/commit history that could be used to generate a change log - it's not up anywhere currently, but we'll start to post it up on our tumblr and here in the future.

Since the last version:

  • Gave a description for what each stat does in the intro
  • Character class selection now affects more than just stat description - certain classes get extra skills or starting resources
  • Implemented initial character perks
  • Added a few new skills, including one (Hit the Deck) that lets you drop into a prone position ;)
  • Implemented selecting your name
  • Implemented the initial character appearance customization
  • Wrote our the harpy game over
  • Wrote out the various slimegirl scenes
  • Implemented our own font and UI textures
  • Spruced up the world map so that it looks more like a map
  • Various tweaks/fixes like lowering the volume, fixing the location of UI elements, adjusting the behavior of enemies (especially the slime), slime ends are not all game overs now, and the werewolf won't get "soft" visibly when she knots you.
I'm going to post a project plan up here with the details of what's going into the next few months of work, so you know what's on the roadmap, as well.

Thanks for the answer. I do like what you've got in the game so far, but in my opinion the combat system could use some numbers tweaking. Mainly so that the difference in attributes between you and your opponent has less impact and to eliminate the possibility of doing 0 damage on attacks. A good first step might be to increase the amount of health characters have and to tie base damage to the attack type and weapons being used. Have the strength - endurance difference be used as a damage modifier with diminishing returns and a max damage increase/reduction.

Yeah, combat overhaul is going to be right after we finished the world map overhaul. 0 damage attacks are actually going to be somewhat normal - the idea is that a 0 damage attack doesn't do "nothing", though. But yeah, especially as it is now, the difference in stats has an outsized effect more than it should. The other aspect is that Strength and Endurance are the only things that seem to matter currently - mainly because they just about are. When there are ways to fight an opponent that can completely overpower you, we'll have achieved what we set out to do.

Endurance, in the long run, isn't even going to directly affect damage absorption. That's just what it currently does. It might have some small effect, but not the huge impact it has now.