Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Thanks a bunch for all of the input!  I actually went ahead and adjusted the 'Flee' part to remove the dice rolls completely.  I'll go back up and touch up the narration for that too most likely.  It seems to be a common issue in the feedback I'm getting, so...  It's updated now!  I just wanted to show off the system more for the prologue and didn't figure it would cause that much grief.  Seems I thought about that all the wrong way, hah.

I'll end up adjusting the prologue a bit too, most likely.  Or at least make it more apparent that it's a prologue?  Prologues are intended to set up the story later, and since I only got so far with the demo, it's not super apparent yet.  I kinda like the idea of starting with Dyne, doing a flashback, then continuing the story with him, so I'll think about that a bit more.

There are story aspects that will become more apparent later on in regards to the character relationships too, but again, I think I need to put some more work into the 'before we leave for the adventure!' bit, hah.   But this story isn't exactly about...  getting into a relationship with your party either.  We'll see some growth between characters and bonds changing, and other stuff can happen, yeah, but it's more like... casual sex with friends (or seeing something between part members!).  The focus isn't meant to be on the NSFW content, that's why I made a toggle for it.  It's a fun addition, but it's not the focus for a change.

Endless Bounty didn't have animated CGs, but it had other animations..  Engaging Destiny, well.... that was a whole different beast.  We don't really intend on doing animated CGs for this one, but who knows what'll happen, cause we both end up going a little harder than we mean to at times x3

In regards to stats, the guys tend to bring different things with them, and that'll impact how things play out.  Status effects will impact this later on too. For example, the 'Wet' status impacts player Defense (I didn't really get to show that off though).  Not sure about what I'll do in regards to other items or equipment though.  More stuff to think about and determine how to work it in or if it's viable!

You gave me a lot to think about, and I really appreciate you taking the time to let me know your thoughts!   I'll certainly be looking at these things more to decide how I can improve things even more.

(+1)

Honestly? I really liked how the story transitioned from the clumsy, idealistic Lairen to the mature, pragmatic Dyne. You really get a sense of their differing personalities. Lairen had so much potential to grow and love to give before his life was cut short. His passing was a real tragedy where his innocence and incomplete training gets him killed without his bodyguard, just because he wanted to surprise his lover.

Whereas Dyne's a much more mature adventurer who takes a well-prepared, no-nonsense approach to the journey. He prepares the best he can and surrounds himself with skilled mercenaries that complement each others strengths and who compensate for his shortcomings. He's a real adult who knows what he's doing and how to achieve his goals.

Sure it's a little brief, and the intro hits hard but it's supposed to be tragic. And it sets up (what I assume to be) a core theme of this story, where no matter how hard overthink something or prepare, you're going to be caught in situations you could have never anticipated.  Where your skills fail you and where your only option is to play things by ear. Which makes sense in how you can only pick two out of three of Dyne's potential companions to make the journey with him. For every victory your present members net you, there's undoubtably going to be a role the missing member tragically isn't there to fill, just like in the prologue.

(+1)

Thank you, Makato!  I really appreciate hearing that.  It's that kind of boost that I really need, so  again, thank you for that!