Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I think most of the fights were alright.
The boss-fight for the rabbit quest was defeated easily enough (I think around 5 turns, without acquiring enough points for the ultimate)
    Whilst this was done on NG+ with 400% XP  it wasn't much more difficult on my first run.
   I also didn't have to use the water-ability. (or better: the bosfight  would likely have lasted longer if I did)
The Fairy-Boss was rather difficult, through likely because I mostly ran into larger groups which made leveling up hard.
    This should get easier with the change in encounter size you mentioned through, so I can't really say how bad will be with those changes                implemented.
As for the Manticore Boss, it should definitely be doable with decreased group sizes, as long as you're able to get past the robots of course.
The Slime boss was a little bit difficult. Nothing a few more levels shouldn't have helped with but I defeated the ones reachable before getting        the tf. I'll test defeating it with a bit more xp on my NG+ and see how that works out. Depending on the result I'd recommend adding a few           more enemies (for this region I don't think reducing group sizes is necessary since the encounters weren't that hard)
I can't say anything about the demon boss (after which Serina joined the party) so it was probably not that much of a challenge.
However, the most problems I had were with the swarm of enemies once you try leaving the forest.
     (I know very well you're not supposed to beat them)
     It took me level 60 and quite some luck to get through them alive.
The wave defence (Kitsune TF) however was quite easy if I remember correctly, through that was due to having teammates with me.

I think the most important takeaway from my experience with the bosses is that they are disproportionately easier if you bring teammates.

In summary I can't say that much about the Fairy and Manticore fights since those will likely get a lot more manageable with a smaller chance to get attacked by larger groups.
The slime fight should be alright, through I'd prefer some more enemies to get XP before the fight
And lastly the swarm at the end of the tutorial hits like a truck. It's quite hard to survive a few rounds (probably as intended)

Finally, as I read through the skills today I rediscovered the "Fourth Tail". I probably didn't use it (not even once) since 90% of MaxHP is quite a steep price to dodge an attack that is usually cast at the half point mark of the battle (Through I didn't really have any problems with boss-ultimates anyway, especially for bosses one can bring a teammate).

If other questions arise or you want me to test something I'd be happy to offer my assistance once again.
Also let me know if I forgot some bossfights (not counting the demons for form-improvement, they were rather trivial if one brought teammates)

(1 edit)

I could certainly just increases the HP of bosses, if they just hit strong enough, letting them have more hp makes it a bit more challenging and some buffs and form would have more time to shine.
I also could increase the hp only on hard difficulty.
What do you think?

The fairy boss certainly is the hardest in the game. Even more so then you play on ahrd since she can use some unfair skills then.
And that I easly can do, i will add a few more encounters in the sewers.
I am not 100% sure but i think saving the game and relaoding the save or quitting may respawn enemies as well but I could be wrong, never tried that out. But I also now added more enemies in there so there is more to grind on.
I also agree team mates help a lot. Original I intended to have four members take part in battle but reduced it to three for balancing reasons. It felt better.

And yes I reduced the chances to encounter larger groups by 10 to 20% in most areas where a tf story takes place, wit the excpetion of the beginning forest, restaurant and sewers. It should make a difference.

Yup that is fully intended to be "unbeatable", beating it will not change much beside on extra line of text I think.

I made that skill so expensive since it can dodge ultimates which the normal "Dodge All" effect cannot do. So i thought it needed to be expensive. I could lower it to 80% if you think its still too much.

Thanks, i will!
Your feedback already was a big help to make the game better^^
I don't think there is much to test left in the public demo.
And you didn't forgot any bosses.
Well the rabbit counts more like a half boss imo since it isn't that strong.

Edit: Actually I just remembered you forgotten the golem boss.

(+1)

I think most of the bosses are already strong enough, at least in the current version.
You said rabbit counts more as a half-boss, so there shouldn't be any problem with it being on the weaker side.
I'll take another look at the demon once I'm back at that point of the story.

As for the "fourth tail" I'm not quite sure what to do either, through  I'd assume you'll just die to the next normal attack if you use it (if you don't have any healing items at least)
However I think a bigger problem is that most people won't be able to use it at all, since at the halfway-point of the battle most won't have 90% of HP left (and usually cant heal that much after the ultimate indicator is already shown).
Furthermore, if one still has over 90% of HP left at the 50% mark I doubt they'll need the ability that much.
It is also quite inferior to the "first tail", which only uses 50% and revives one instead (which is a lot better if the boss only hits once)

All in all it is a lot harder to activate than another skill which can save one from more (meaning not only ultimate) attacks (and the effect of "first tail" persists if one were to survive the attack) and leaves one very defenceless if one doesn't bring some good healing potions. (
I think the key-problem is that the skill is very hard to use since you have to get to 90+% of HP before triggering the ultimate so you can use the skill.
Maybe replace the dodge with strong defence and require an amount of currentHP% to lower the requirements to use the skill during combat.


Also I tried Salamander again and think it could use a single-target attack that doesn't consume "ignition" stacks.
All its attack skills (except "Tail Whip" and the basic attack action) use at least 2 stacks which can make it a little bit annoying to gather stacks for "Multi Fire Shoot" (Might be a typo, through shoot is a noun that can refer to an occasion when a group of people hunt and shoot game for sport)

Another thing, through I think there isn't much that can be done in rpg-maker, is that one can't attack a mimic again after fleeing from it (which one might want to do for the ones where no sign is provided).

I'll certainly test the changes and leave another comment once I get my hands on a version where they are implemented.
Naturally I'll also comment on other things I deem noteworthy (exploits and abilities where you usually have better option to choose from)
If there is any other way to help you with the game I'd be happy to assist.

(3 edits)

I see, that is good to hear!
I do play with the idea off adding an higher difficult later that can only be unlock on ng+ but that currently is just a concept idea for later.

Yeah those are soem good points, it's too risky too use and gives to less of a reward.
Another idea "fourth tail" other solution would be instead of costing life it could cost the ultima bar instead and inflict maybe can't heal or something on the caster and has a long cooldown.
I also am open for other ideas!

Yeah makes sense, I certainly could add one such skillin the dojo that can be learned, I was planning to add some more leanarble skills for all other forms anyway, just hadn't givien it a high priority.
It's a typo, english isn't my native language, I will fix that as well, thanks!

This skill now can be learned at the dojo as well.
Salamander Sign: "Offensive Defense"
Strong 2-hit fire damage to one foe.
Increases Casters defense buffs by one level.

You are right that isn't possible by default but I think I can write some script that makes it possible. I just am undecided if I wanted the mimic to stay or disappear when fleeing so I never did that. I felt the mimic fleeing gices some more high risk highr eward feeling.
Maybe I make it stay there only on easy and normal and leave it the same for hard.
Souds like a good compromise, what do you think?

Sure, I sadly can't say when or how a new version will come out. I still haven't decided how I will continue with the game.
-I am torn between a few option, like making it free and releasing new content updates when they are ready and accepting donation to cover development cost.
-Or not release any new version until I finished the game and then sell it for 5 to 10 dollars.
-Or maybe do a patreon and all that plead there can play newer version like some kind of early access.
Updating the demo just with the new quality of life changes is also dificult since people can just datamine the game and spoil all the surprises and new content for themself or others.

Sure, I always happy about feeback and suggestions!
Thanks^^
Sadly I think there isn't much besides testing that cna really help me but I appreciate the offer : )
Also i would liek to include your name in the credits i you don't mind.
Just tell me which name you would prefer.

(+1)

i think that the donation or patreon idea would be the best choise because with these two idea we could continue to give help with the new content and share some bug or thing that would need some balancing that we would find. while with the option to sell the game we won't be able to send feedback on thing that would need to be balanced or some bug that we find while playing

That certainly is a solid point, i could still patch a finsihed game but obviously it's much more eficient to fix and find bugs way earlier.
I just never felt comfortable with accepting money for an unfishied product. Just dosen't feel right.
I am well aware that its unlikely but if I would die in some kind accident before the game is finished I would never be ablee to finish it and all who payed for early access or donated would never get a full game.
It certainly is overthinking but something I am still worried about^^"
But I agree with you, I am a bigger fan of the other two options as well since it can influence the game way more and could make it a more fun and refined game in the end!

(1 edit) (+1)

Don't worry, I already suspected English might not be your first language. It isn't mine either.
However, you might want to change the conversation with the king (Kitsune tf) from saying "carmine" to "chimney".
(I actually had to look that one up because I thought carmine was just a fancy word for it [like the German word Kamin or the Italian version])
carmine refers to a red pigment.

As for the mimics I'm not really sure either since I neither have a way to tell what they drop, nor know what to use these resources for.

For release schedule I'm sad to tell you that my answer is naturally biased and likely won't help you much XD

However I think RPG-Maker MV is git-compatible (git is a version control system, works best if the files are stored as plaintext [json (the maps are saved as json), js (plugins are saved as js] ), which would make it rather easy to make another branch and remove unused Maps and variables for beta-releases (and also to revert changes if you don't like them)

If you were to open a Patreon or something similar I'm sure you were able to gather some funds for the game and granting them access to the new version before non-backers is a system a lot of people use.
Periodically releasing version is also great way to receive some player feedback.
Through in the end you have to choose whatever suits you best.

If you want to try git and need help I'd be happy to assist (through it might be less easy to understand in a itch-comment)
I can also try myself at some JavaScript, through I'm more used to other languages.

Good luck with your plans.

Edit:
I'd be fine just being listed as "Kevin"
Thank you a lot for including me in the credits.

(1 edit)

Oh is see, thanks, will fix that as well^^
For some reason i thougth that as well^^"

A lot of the more rare resources have not much use in the demo, except for selling. Later they are used for either quests or crafting.
I did implement taht feture now for easy and normal for a tests.

Yes that is right, I aren't really knowledgable with that but I know what you are getting at.
The problem is that a lot of the maps in the demo also got reworked and have new stuff as well, if it were just new maps that wouldn't be too much off a problem.
And spending just a lot of time to exclude everything and make sure the next update really just has the few but nice quality changes we talked about that i made is probaly a lot of time I instead should put in working on the game.
I most likly instead do the patreon early access way, since I can relase tehre the current buils without having to worry about making sure to exclude new content.
I just never felt comfortable with accepting money for an unfishied product. Just dosen't feel right.
I am well aware that its unlikely but if I would die in some kind accident before the game is finished I would never be ablee to finish it and all who payed for early access or donated would never get a full game. It certainly is overthinking but something I am still worried about^^"

But periodically releasing a new version is a great way to receive some player feedback and give supporters something back. I personaly think this is teh ebst approach as well^^

And thanks for the offer!
Currently I don't think i have the time to learn git but I will come back to it if I ever need it!

Sure then I will do that!