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(2 edits) (+1)

Thoughts so far...

I enjoy the overall aesthetic of the ladies.  Music-wise, the combat music reminds me of Ys and Lufia II, which is quite a nice thing.

Where the writing is concerned, it isn't boring and the interplay between the protagonist and company is much appreciated.  So far I haven't encountered much in the way of spelling errors, and dialogue seems natural enough.

When it comes to the trait system, I feel the threat-altering traits are kinda bad.  You can't switch off the threat alterations, which makes some partners more problematic.  Further, you can buy both branches of alteration - they should be mutually exclusive if they are designed to lock-in.   My personal preference would be the threat traits to add instant modes to the protagonist that can be switched on/off.  That would allow the player to tailor their threat level to a situation.

Aside from the that, I don't know how to view purchased traits.  If there is a way to review that stuff, I haven't found it yet.


In combat, it would be nice if there is an indicator for how much mastery progress remains for a skill.  That way, I can use safe lulls in combat for optimal learning.


When fighting the ladies, the status effects can cover their battle portrait.  For example, Samantha having one...in her mouth.  While amusing, it might be a good idea to have a dedicated status area for enemies.


When selecting allies, it would be nice for Trust and Affection to be displayed.  Right now, I have to visit them to see what I do (not) have. Something like "1/4" to indicate progress to the next event would be helpful.

(+2)

Hey, thanks for the feedback!

Glad you're digging the art and music, I'm always looking to improve music and get a stronger vibe going. I love that stuff, makes or breaks a game for me.

On traits - I'm not super happy with the threat traits either, but still figuring out how I want to handle them. May swap them to instant or channel abilities as you suggested.

You can rightclick at any time, even in combat, to see all stats/traits/abilities for you and all allies, and turn off abilities you don't want to use/don't want allies to use!

Mastery mechanics may change a bit down the road so I don't want to make major changes, but I can look into adding a small indicator in combat. That shouldn't be too hard.

Status effects on sprites are a fair issue, I won't have time for it this update but I was considering adding a panel that shows all enemy names/health bars/statuses at all times and moving statuses off of the sprites.

You can view trust/affection from the rightclick menu, but I could look into adding it in the ally select menu. I'm not sure how easy it'd be to do the "next scene at:" idea, but I'll put it on the list of things to try!

(+1)

If you make dedicated panels for enemy info and such, there is a detail that I would like:  The order and initiative of battle participants.  That would make it easier to know whether healing spells would "reach" the target in time, and maybe allow for some battles to be designed around the speed of particular enemy actions.

Feel bit of a doofus about missing the information options in the general menu area.  The detail about enabling/disabling ally abilities is good to know, and should help with avoiding some disasters.

(+1)

You're not a doofus for missing the menu additions - in the updated opening I just added a special message about that, cuz I don't think it's stated ingame. UI is not my strong suit, so I make improvements to it based on stuff exactly like this. It's actually very helpful!

Yes, initiative order is something that I do intend to show when I get there, it may or may not make it into this update but I will try to get it in by the next at latest. Honestly, I'd love to have little icons for everyone to help make it easier, but again, UI is an eternal work in progress haha.

(+1)

Question:  after delivering Ina, I was given a two-week deadline.  Is it genuine? 

I want to build more rapport with Samantha and friends, but not sure whether there would be consequences.  Already wrapped up the Vila, so I can't proceed further with the quest.

This might count as a GUI thing, if stuff like a quest log is implemented.

(+2)

No hard ingame deadline, it's just a lore thing. I'm trying to stick to SOMEWHAT realistic timelines for things happening for lore stuff, but not at the cost of putting the player in a position where they have to do X in Y time.

You can make friends (and waifus) freely!