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(+1)

The hotfixes seems to have patched out most of the game breaking bugs so far. The game seems to be in a decently playable state.

The starting gems have given me 12/14 of the characters average so far, and the rest of the gem giving systems gets me the 13th. Though I still haven't managed to get the ninja girl again.

From the ones I do get to play with, Izumi is still OP lol. I always jump straight to the raid boss to see if I can take him down, he dosen't kill himself anymore but Izumi can still stunlock him for the entire fight. Percentage based skills such as Rin's ultimate also burns the boss pretty quick so just those two alone can beat him in a couple rounds fresh at level 1, well if the boss dosen't murk them from the start anyway XD.

Not sure what direction you want to take the stun skill, but I kind of liked the confuse before. It should just give a chance to attack ally or foe instead of just hitting themselves. With it being a stun though, maybe there should be a percentage chance it succeeds, a longer cooldown/shorter stun time, or a diminishing return for consecutive stuns. Usually games just makes bosses immune but i kind of like being able to give them debuffs, maybe he just needs support monsters.

With Yuka and Izumi, 2 enemies are pretty much out for an entire fight. That being said, the missions with 3-5 enemies gave me trouble with this cheesy strategy and I had to start properly buffing them up.

The rest of the missions seem to be in a good state, the easy ones live long enough to see all the character skills at lvl 1 and the normal and hard difficulties can need a bit of strategy if on equal power. The healing goblins especially made me think about target priority when I was still relying on stun cheese. Though I'd say the more sturdy enemies feel too sturdy even when defense debuffs are applied on them. This made bleed and burn skills seem more useful then atk buffs and defense debuffs at times.

Now for some bugs I ran along the way. That double drop rate bug has shown multiple times but I can't quite pin down what causes it. I thought it was due to a character death, a kill by dot damage, or a certain lineup of characters. I've gotten it to show up with any of those conditions but have also failed to replicate the bug with the same conditions. All I can say is my starting lineup straight to fighting the raid boss is usually
Arino Izumi
Akamine Rin
Takayama Yuka
and Nakada Yoko
something about these characters kept showing double drops. Maybe it has to do with how many turns/rounds have passed because once my girls started getting equipment and levels 5-7, It was getting harder to reproduce the bug and then it kind of stopped all together when the boss started dying around the time ultimate skills are fired.

For a bug I can confirm, Nakata Ima's speed decrease skill has had some weird effects when fighting the raid boss. Seems any change of character has varying effects, but overall the turn order ends up skipping my party's turn instead of slowing down the boss. Can characters really gain more then one turn with enough speed? I think this buggy skill just made me think so lol.

Another thing I've noticed are high HP party members can take above 100 damage and they're hp bar does not seem to update. It does seem to update though when their HP seems to get really low.

Then with the affection system, the exp is usually really close to the next level up right after the previous level up. I'm not sure if this is intended or just a visual bug because at times leveling from 0 to 1 seems longer then leveling up from 1 to 2. This isn't much of an issue for now because the lower need to level up has made testing easier.

That's all for now.

Thank you very much for your report! I have been testing various things in combat that have not been adjusted yet. This will be my last free week, so I will release one final patch. I believe I mentioned in other messages the roadmap for 2024, where I will address and modify combat from scratch. My intention is to create an exciting turn-based combat system, emphasizing the "tactical" factor, and also tweaking animations and special effects.

I greatly appreciate your help and that of everyone who contributed to the game. I truly value your support and hope to meet all expectations next year. Thank you very much, everyone!

(+1)

Oh so theres a combat overhaul coming? Guess I should just wait to see what changes when that comes. I wish there will be tactical clothing damage :3