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A_Mirelurk

18
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1
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A member registered Apr 11, 2021

Recent community posts

I get what you're saying, and you're right.

The problem I have with dark is how it behaves in the common ch2 encounter, where there is a second enemy. I don't want to play a memorisation game, and even then it's not rare to risk wasting heals instead of blocking. Even though I understand it's just bad luck, it's still annoying when it happens very frequently.

I'm kind of saying "if it ain't broke, don't fix it". Slay the Spire is a good game. But I fully understand wanting to not be too similar.

I will stand by my opinion on the gamble intent effectively hiding potential damage from the player. I can't really complain much about card steal though, especially since it can't steal your last hand of cards (if that part is unintentional, I say don't fix it).

After playing around with it more, I've realised that the neutral-only sprites are surprisingly convenient sometimes. It feels much easier to manipulate the scene without the random emotions throwing curveballs. I imagine having neutral-only sprites in addition to emotional sprites would be rather difficult to work with though.

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I think you shouldn't be discouraged by people whining about the AI art. Less time spent on art means more time spent on mechanics, which is a win in my book.

The intro could elaborate a little more on the pc's experience with the area. It could explain why the pc is only wearing pants, and why the pc has blue hair.

Packing a big surprise is a pretty meh card IMO. Only really meaningful alongside 0-cost cards or Stardust Connection. Outside of that it's equivalent to stunning everyone for a turn.

If the player has over 100 block, the font shrinks.

Could add a card that poisons multiple enemies. Maybe steal "Bouncing flask" from StS (Poison random target 3 times).

The dark debuff is really annoying, especially when the common encounter applies it every other turn. One idea I had is to change the dark debuff into "the next x cards you draw are hidden", and have the boss succubus apply 5-6 dark, and have the common demon girl apply 2-3. It would make the effect less punishing from non-bosses, and let card-drawing be a counterplay.

One solution to the issue with enemies' poison is to remove poison from enemies entirely. If you want enemy DoT, then they could be given a variant that isn't block-piercing, maybe named Acid or Fire. (Acid could 100% be a DoT that only damages block though).

I'm torn on the post-boss transformation. On the one hand, yay boobs, and it alleviates the common "lose for smut" problem, but on the other, it kinda removes the whole TF aspect from then on. I'm guessing there will be more transformations to be afflicted with in the future, though.

Maybe it's just personal preference, but I would like it if buying cards was a bit more like StS, with individual cards with individual prices, and knowing 100% what card you're getting before you spend the money (yeah, you get to choose, but the selection is random and shown after money is spent).

I think the gamble intent has issues. I once heard a story about Slay the Spire's development, saying that the game became much more strategic when they added the enemy intents. Yes, the gamble is just one hidden intent at a time, but still. I think it should either have the same limitation as StS's "unknown" intent (not attacking) or display a number that shows their damage IF they attack. It would also be very nice to get a clear idea of what they actually do after, but that would probably come down to vfx.

I haven't had any bad experiences with it yet, but I can see Card Steal being really harsh with the wrong rng/deck, since there is no way to prevent it and no way to get the card back (unless you have Infernal Recall and get lucky). I feel that it would make the most sense if it was a weak-ish enemy that steals a single card and returns it on death, or maybe deal x damage to prevent. Enemy moves that move cards around between deck, discard and hand could potentially be quite interesting though.

This is the second wall of text I post in this feed. I'm sorry, I can't help it.

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Ran into some issues with this version.

Linh's blouse and jeans sprite doesn't have emotion variants.

Sometimes Firefox detects an embedded webpage and refuses to run the game. Sometimes refreshing fixes it, sometimes I have to reboot firefox to fix it. Also, the music volume bar overlaps with the mute button. Both may very well be the engine's fault, for all I know.

Minor peeve: as far as I can tell scenes can't be skipped, so Linh must strip during the picnic before going home. I don't really mind, but some people might.

My reasoning is that "corpses" would kind of be the next best thing to have instead of enemy tf.

Sure, it wouldn't have the same thematic relevance as inflicting your enemies with the same thing they inflict upon you, but at least it rewards the player with lewds without multiplying the animation number.

Just to make sure we're on the same page, when you mention the bleed, you mean the idea where enemies apply DoT with an attack, right?

With "corpses" I more meant that enemies, instead of simply vanishing when defeated, would be replaced with a non-animated, non-interactive "dead" image. Kind of like Darkest Dungeon, if you've played it (except the position is unimportant so the corpse is just visual).

Thanks for the reply!

On poison: One idea is to have effects, or at least poison, tick at the end of the player's turn instead of at the start of the turn. This would give the player an opportunity to use potential curing cards. Alternatively, enemies could apply it with an attack, similar to the goblins stealing. Something like half of unblocked damage is applied as poison (possibly without doing direct damage, depending on specific balance).

On goblins: I did notice the blocking thing, but a: bad luck happens, sometimes you get no blocks, and b: there could be some mental bias involved, but it still feels like they steal an awful lot of gold, and I feel like I frequently find myself ending goblin fights with zero gold.

Can goblins even make non-stealing attacks? Maybe let them synchronize attacks so only one goblin is allowed to make a stealing attack per turn.

On tf art: If planned animation is the main concern, one idea is letting (some) enemies leave static "corpses" after being defeated.

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Been playing this a bunch the last few days, and I had some thoughts and bug reports I wanted to share. Or rather, many thoughts, enough that I hope this gets collapsed. Wall of text is go.

Poison damage is unavoidable. Very uncool ever since healing became limited in my opinion.

Shield Maiden and Shoulder plates does not show correct block value when affected by shield.

Researching doesn't seem to auto-target the player.

Relics fail to display sometimes. Could be an issue with playing multiple runs in one session.

Some of the relics are barely impactful. +1 strength does very little in this balance. +1 strength per enemy would be more interesting (+1 shield also isn't much, but that one at least doesn't come with a downside).

Shop heal feels like it ought to be percentage-based.

The Fragile effect if very meaningless against enemies. Although iirc it's never applied alone so not very big deal. Could still consider letting it have some extra effect on enemies.

Hoping for some kind of "gold stolen back" system against goblins (are they meant to steal like 50-60 gold per attack?)

Currently question-mark rooms are too likely to be an ambush. I assume this will be less of an issue when more events are made though.

I'm guessing it's planned, but having the ability to see your deck at any time would be very nice.

I understand re-doing art is never good, but I feel like Basic attack ought to have art where the sword is somewhat prominent.

Saw someone else mention the idea of transforming enemies, and that the extra work isn't worth it. It's a fun idea, and unless the problem is about changing enemy art rather than the amount of art, it might be justifiable to do something like only two stages, and only for bosses.

Again, sorry for the wall of text. I'm enjoying this game and I hope to see it improved further.

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I'm a little confused by the supposed gender of the PC, as they're obviously feminine but the ogre's lines claim they have a dick? Are they a futa?

Letting the player character get naked/lose their clothes is a very enticing thought to me, personally. It would need some writing legwork to justify, but I had the idea of letting the character trade their own clothes away in return for the vampire's (?) clothes. Nothing wrong with a "PC is (now) naked, deal with it" plot either.

The line when you search an empty hiding spot seems to hint at some way to tell if it's occupied, but I couldn't find anything.

I don't see what mouse interaction would add. That said, having an indicator for what you're interacting with would be good. In particular I was unable to talk to the centaur in the garden.

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Decided to try this out after seeing it again, and it does not disappoint.

That said, one balance decision threw me off, and I had to comment.

Class changing cost. It took me a long time to try, because I found it rather difficult to uncurse the items forcing the characters into their curse-classes. It makes sense to prevent class changing while cursed, and charging resources to change into a new class, but IMHO characters should be able to switch back to classes they have been before for free. Or at least cheaper.

This is not playable on PC. Trying to run the file produces the following error message:

Error: Couldn't load project data at path ".". Is the .pck file missing?
If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension).

Please see if you can fix it. This game looks like something I might enjoy.

If I'm understanding you correctly, the issue you're having is that the game is downloaded in a .rar file rather than, say, a .zip, so your built-in archiver can't decompress it, right?

If that's the case, you'll need to install an archiver capable of handling .rar. I'd personally recommend 7-zip.

Short, silly and horny. In theory, anyway.

I definitely suggest giving Cheemy a minimum time before she can change state. It's just not fun when she rapid-switches four times in one second.

In addition, if she is also given a small warning state, a little split-second heads-up before she starts looking, that could make it easy (possible) enough to avoid to make bonk gain a little more punishing.

Sorry for a slow reply.

The way I imagined it was that you'd still need the card to inspect your own carousel. This way, you can only guarantee that what you've stolen isn't luggage if you have the card, which is in line with what I feel the card is meant to do.

If it were to only cost a turn, I think that would make luggage too easy to avoid, and the inspect card would have no value at all.

Some feedback for you.

I don't know if it was an issue with my computer (my monitor is fairly small but very high resolution), but the game display was tiny to the point where I couldn't read the cards.

I think playing to 1 million is too long. My suggestion would be to halve all the money numbers and play to 100k, effectively playing to 200k as it is now. Or maybe double the numbers and play to 500k, which would then be equivalent to 250k.

The Inspect card ends up being pretty useless. By playing it, you lose your chance to steal the loot you're checking. It feels fairly obvious that you'd bank your loot as soon as possible, so if a triplet stays on the carousel it's probably luggage anyway. I think it'd work quite well to let players inspect loot on their own carousel. The player doing it gets to be sure that he doesn't bank luggage, and opponents get a chance to steal it again.

We're supposed to be able to clear 90 obstacles? I only managed 11!

A list of the issues I have with the current design: 1, Some obstacles spawn at the very bottom or top of the screen, low and high enough that there is no space to flap. 2, It is very hard to tell if the fingers of the lower obstacle are part of its hitbox or not, and if they are, the gap between obstacles is so small that the character barely fits, let alone giving enough space to flap. 3, The character will fall uncontrollably for a second after hitting an obstacle, long enough to almost guarantee that the next gap will be unreachable, and there is no indication of how long the invulnerable period is.

Anything else if common to flappy bird, so nothing new there.

I appreciate the concept, but the current version is much too difficult for me.