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(+1)

Greetings coffee!

thank you for your swift reply! Playing your game is my pleasure and I greatly appreciate that you are making this otome and are so gracious as to post it gratis. Games take a massive amount of effort to make, and yours has the sprite animations (which I find adorable and are one of the features I greatly enjoy while playing) which make it even more work. So honestly, the thanks go to you!

I think it's great you're participating in the otome game jam and I wish you smooth sailing! The investigation into the potential combat bugs can easily wait until you have time to poke around and see if I failed another perception roll as I botched noticing the elite bond levels increasing at a slower rate than those of the common units.

I do want to report another potential bug which is: the double bonus seems to not be added to the total for players.

to give an example:

base rolls 1 + 12 + 12

with an element bonus of +1 and faction bonus of +1 which equals a total of 2

and double bonus which should double the sum of the bonus types [1 + 1] which should add another +2 to the total

1 + 12 + 12 + 1 + 1 = 27. It should have the added double bonus of +2 to make 29.

I want to say I agree with you fully that good side banter makes a game feel much more atmospheric and lived in as it gives some insight into the NPCs [for those not familiar with RPG [role-playing game] terms it stands for non-player characters], especially the LIs [love interests] and adds to the relationships. Your game is really good with that. The elites even sass each other and it's great! I really like seeing little bits of a character's personality shine through, especially in unexpected little ways the route talks don't get into that develop a sense of connection. And I must say, I was so pleasantly surprised to see the common units have bond level talks with the PC [player character]! I did not expect that and was so impressed especially given there are so many of them and each has his own story and things that matter to him.

To respond to your comment about being open to making adjustments to the grinding requirements, I want to say I find it really admirable you are open to listening and to potentially adjusting things based on player feedback. There are many developers who aren't as gracious nor accepting over adjusting functions of the mechanics so it's welcoming you're as nice as you are offering in earnest. Before I answer, I would like to make it clear I am well aware this game is a passion project you work on in your spare time and I wholeheartedly would like you to make the game you want to make rather than feel any pressure to accommodate this silly numpty who doesn't like grinding. With that said, in the spirit of honouring your efforts and not wanting to be obtuse, I will state I'd obviously prefer to have less grinding. Either in adjusting the loyalty required for bond levels 3 and up to be lower or to have more story induced combat rather than straight-up grind duelling. Though, to be honest, I'm not certain if the grinding I've done is actually necessary for story progression or if I only think it is. It's a bit opaque to me how to proceed at certain points so I'm taking a shot that Samuel has to be level 100 for the story to progress. I'm going to start a thread asking about this, actually. My point is: I'm aware I may be misunderstanding the story progression mechanics since I don't play phone-based games and am rather unfamiliar with that genre so I feel a little lost at times. That aside, it's a great game.

Thanks!

Hi Frumious, 

In regards to the double bonus, I think I need to make the combat information more clear but the double bonus only applies to the dice rolls that shared the double. Ex. in this case, two units rolled 6's so they were doubled and converted to 12s. The element and faction points should remain the same. Thank you for bringing this up because it helps me to know how others interpret the information and what I am miscommunicating.  I'm probably going to revisit the combat sequences when I  finish the game jam so I'll definitely review the other issues you mentioned as well. 

Also in regards to the grinding, there shouldn't be any bond requirement to progress the storyline, other than getting watermage to bond level 4 in order to enter the sewers. I think a large part of why it seemed stuck and confusing was because of a bug that made the player stuck >_< my apologies for that!! I started thinking of how to interpret your feedback and decided to sprinkle more banter around the game to give the player a chance to gain more loyalty through conversation. So far I added 4 banter per elite and plan to add more when I have more time. Please see the new devlog for 1.43 for more details. Thanks again so much for your suggestion and I hope this is something you can enjoy.

(+1)

Hiya Coffee!

Oh dear. More humility and failed perception rolls on my part. As soon as you mentioned how the double bonus is tabulated, it made perfect sense, especially since some of those double bonus rolls made were of higher values than the unit can roll unmodified. Thanks for taking the time to explain it!

As far as the grinding goes, it was my misunderstanding. I had expected there to be some complex mechanics about having to be of certain levels to progress the story. It was probably partly driven by my wanting to see what else the units, especially the elites, have to say as they level, mixed with the requirement to get the Water Mage to bond level 4. It wasn't the game's fault nor yours at all, it is entirely mine own. I'm sorry for confusing the matter.

And and and!! thank you so much for adding even more banter to help raise loyalty levels! That is super great! I already downloaded the updated version and am looking forward to giving it a whirl. I really enjoy the elites' different personalities and seeing what little tidbits they reveal through banter.

Yay!

Ah it's my fault for not conveying the information clearly. I think if I showed the original roll and then show it getting converted to a double, it would be much more clear. I'm definitely going to revisit it in the future, as you are not the first one to get confused by some of the strings of numbers displayed. I'm adding some more options to my spin off game to give the player a chance to increase loyalty through "daily" tasks so hopefully that will also offset some of the grind while building some rapport with the  characters. Thank you again for sharing your thoughts with me.