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Baerk

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A member registered Nov 29, 2023 · View creator page →

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It's actively being worked on. Last year when the maker attempted to rush it out just before Christmas it ended up a buggy mess that actively required the players to modify the game files just so that it wouldn't error out near immediately.

The maker clearly can't handle rushing work well and bug fixing often takes a lot longer than one  expects. The maker was actually hoping to get the next free patch out by now, but various bugs set him back.

What would count as an ally being removed in a natural way then?

If i'm not mistaken things are currently bugged to where you can't get an other ally for the run if you lose your first ally for whatever reason. All you can do is roll back to a save before you lost the ally.

Don't feel pressured to get it out before Christmas. It's fine to delay things a little if it means getting in a proper play test run that hits various features so that you can be certain players won't be hitting a mess of bugs.

there's an easy method to prevent someone from getting KO'd in the first place. the goddess statue in the temple. Might need to talk to the secret telling person in the casino to unlock it however.

the succubus cards have been available at the normal card shop for atleast a couple free versions now though? (even if you have to scroll to a second page to see them). Also I haven't had any issues with the lethality of one of the easily usable legends of the succubus theme.

For some reason I never seen the coven packs drop legends. I've always had to use that card that adds bellatrix to your deck in order to use her. The most recent version nerfed the witch elders anyways so coven is no longer good for swift height stealing.

Arena inside has a sort of black market NPC at night time where you can pay some height for a hp booster I believe it's called. At the end of day every day it will permenantly boost your hp by 5. If that isn't enough for you then there's succubus decks which have buffs that steal hp from the enemy and whatever hp they steal through those buffs is granted to you as permenant max hp allowing you to gain far more max hp than the hp booster could ever hope to give you. Thanks to succubus decks my character's max hp growth has outpaced all the enemies.

Atleast in the demo version there's no card that prevents height theft. There are however cards that can steal height. Curse of Belial in succubus decks steals 25 height per turn. Succubus decks are also special in that the hp they steal is granted to you as permenant max hp. 


Although it takes a lot of height sacrifice to set up quickly with the witch elders doubling spell counters at the cost of height you can sacrifice near 2k height to be able to gain 5k height through coven cards. There's a card that conditionally gives you Bellatrix. Bellatrix has a couple different forms and it's the 2nd form that can perform massive height stealing at the cost of sacrificing all your spell counters.

I presume mosquitoes are something in the patreon version not released in the current free version. Although I have personally used a parasite deck to gain 20k height in an hour long match I haven't tried taking it further out of fear the that the variable storing the height data might roll over at 32kish. What do the mosquitoes to that make them so bothersome?

What's most important is that fixed damage cards are basically useless against Valeria since their unmodifiable damage is basically too low to be of any use against her huge healing. What you ultimately need are cards that have their damage grow based on a certain condition and then setting things up for the condition to ultimately have the damage grow to absurdity. Unfortunately Ultimate Dark Fairy Queen and A.E.R.A. aren't allowed the damage Valeria so those 2 easy wins won't work.

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I recommend a fairy fire/fairy witch deck. Fairy fire damage will continually climb as the match drags on . Even if the witch's  bleeds and fairy fires can't punch through the boss's healing initially it'll just simply be a matter of time before the fairy fire damage gets too big for the boss to heal through. If you got an absurd height advantage on the boss stomp card will do the trick as well. Fairy witch is just an uncommon and you only need 2 at most for a good deck. This honestly makes it one of the most obtainable Valeria killing worthy decks.

Normally you start alliances by chatting with a character when you encounter them normally in the world. They'll ask you a question during the chat and you'll have to answer correctly like a few times before the alliance starts. Also from what I've read if you've already got an alliance you can't start a new one yet.

My suggestion for easy deck building is to stick to 15 card decks. Have some draw more cards cards and focus on having an ultimate hand of no more than 10 cards. The 5 other cards are just filler that either remove themselves from game when used or less powerful cards that you intentionally remove with a card that removes other cards from the game so that your deck size ultimately slims down to no more than 10 so that you can hold all the useful parts parts of your deck in one hand. the draw cards cards are so you can quickly recover your full hand after using multiple cards in a turn.

One of my favored sets for an easy to assemble decently strong deck is fairy. The mere uncommon fairy witch card which brings forth more copies of just fairy fire just simply gets stronger and stronger the longer the match goes on. Then it's just simply a matter of making a small deck so that you can get back to your important cards as quickly as possible (the fairy witch, and whatever draw/healing cards you got set up to help make the deck viable).  Self removing cards help stream line the deck and if you have troubles making the deck go down to no more than 10 cards you can always use gluttunous fairy to help remove the less useful cards permenantly (or just simply sacrifice fairy fires granted by the witches to gain 30 height even).

reply correctly to their questions during talk a few times to initiate things.

bit curious about that myself. trying to do the different dialogue options but no luck so far.

In regards to the "secret ingrediant" once you utilize it for the first time can the irksome condition to use it be removed? Was annoying utilizing it for the rest of the 9 possibilities.

aside from the fact that 3 card strategy could fall on its face in the face of bleed and burn (which do max hp based damage) once the higher level opponents are no longer stuck starting with their base hp not a bad strat honestly.

an option that didn't exist in the previous patch is talking with the opponents. odds are your dialogue choice has a bearing on this system and you'll have to answer the character's questions properly to start up the system.

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An amusing quirk I noticed in battle with coven/dominance decks is that even if you steal the enemy down to negative height they'll keep fighting as normally even though they should of technically shrunk out of existance.

r2) the timid Maru has 20 match start hp even when over 2k height. Valeria always starts the match at 100 health regardless of her current height. I strongly suspect the enemy health height scaling is broken. An other oddity I noticed with valeria is that when you steal height from her you gain height and keep it but valeria reverts to her pre match height after the end of the match. It should be noted I did an easy mode run through.

r7) not only cruelty of fairy but also a fair number of dominance granting succubus cards which (also apply submissive to the enemy at the same time despite not saying so) all have that inactive submissive. It seems any card that grants dominance to you also grants an equal level of submissive to the enemy but the submissive doesn't do anything.

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Gave the succubus theme a good run through. Is it normal for Zekari to keep her attack boosts between games? Also noticed the Apocalypse card being able to take out Valeria right at the beginning of the match. Valeria starting at 100 health to enable blitzing and the fact her notorious regen ability is able to apply to the player now normal?

The (de)buff displays are a very good step in making the cards more accessible for understanding. It should be noted that the coven theme deck has an alarmingly large number of buffs that either fail to give a buff description or fail to generate a buff name in the list entirely.

The additional text box describing keywords in match is a nice touch. The activate keyword definition box is however poorly worded. It just simply says it can be activated again without mentioning a card of that name has be played before the effect can be activated again. Since the keyword boxes are so big you might as well tack on a note for the coven spellcost keyword it not only requires that much coven level but it will also reduce coven level by that amount. I personally think the (de)buffs could be stuffed into that keyword detail explaining list as well, but that's more of a wish.

Also in regards to deck editor the box in the lower left corner of the screen displaying card details isn't wide enough so it cuts off the text of the longer descriptions. Given the empty space at the bottom you could afford to widen that box so a player doesn't have to enter a match so see everything.

Also the submissive debuff seems to do nothing to the enemy despite the fact it should be stealing height. Also slime witch serena is only allowed to have 1 in deck building mode despite being epic and costing 10.

Well given how long it's been between patches don't rush the quality assurance. A new update can wait a day if it means being able to allow a singular play through on the demo to check for easily discoverable problems.

Guess there's been some more setbacks in the progress for the next patch. Your workflow for progressing towards the next patch in good order atleast?

Considering what happened with the previous public patch some more delay for proper QA won't hurt.

Feeling hopeful you'll make your estimate or did life take an other bite out of your expected project work time pushing things back?

Agreed. Once you reach lvl 3 the male bandit turns into an asura with its wreckless charging attack. Such a devastating move has no business being on one of the first and most common enemies of the game. Such an attack should atleast have it's multi hits scaled down to the levelof the bandit LT  mow down attack so that you can atleast hope to be able to heal the damage properly with your priest. As it stands that wreckless charging attack does DOUBLE the amount of healing your priest would be capable of and there's nothing even stopping the male bandit from using such a brutal move more than one turn in a row even (found that out the hard way when it used it twice in a row).

Isn't it about time for a new public release for this game? I know we weren't given v .5 immediately when v .6 released on  patreon because v .6 was more of a polish update that didn't really introduce new content. The v .7 has been released recently on patreon however and it's not such a minor update.  Is the plan to continue to not update the public version or did it slip the author's mind to release the next previous update to itch.io?

the charity clerk images  are broken when you visit charity but the images load just fine in the gallery. imagine the link is incorrect.

the first aid cards are actually a big help since they provide both healing to survive and discard to create copies of the parasitic cards you can afford to play. the main trickiness is keeping track of which parasitic cards you've discarded once since you've last played them so you don't accidentally discard them again ruining things. you'll also want cards for drawing. Heroic rescue allows you remove cards from the game so you can trim your deck down to 10 cards so that you can fit your entire deck into your hand making it much easier to do what you want when you want. pack healing cards beyond first aid as necessary. Also pack a stomp or a do damage+draw 1 card card so that once you are finally done abusing I believe it's parasitic succubus for gaining height you can just simply use that card to grind the weak opponent away. Although once you got 20k+ height stomp pretty much turns into an instawin by itself.

for absurd growth in one fight the best best is a parasitic deck built from the basic set. bit tricky to play but if you get the hang of it it offers increasingly stronger growth power as the battle drags on. I intentionally drag out the fight for like an hour or so against a single weak opponent and eventually it gets to the point of building hundreds of height per turn and I end up farming over 20k height in a single battle.

As for powerful scaling damage that'll bring down anything. Fairy fire can ramp up to melt absolutely anything including even the final boss in her strongest form and ultimate dark fairy queen will wreck just about anything swiftly.

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Just handle the various side stories and main story fully and you'll be approached by a fox girl that'll give you the gallery password before long.

At least you're close to completing. As long as life isn't threatening to put your work on the project to hiatus status there's no need to rush. Author for growing rivalry tried rushing his most recent patch out a week early only for it to turn into a bit of a mess. Just steadily go through your checklist for completing the new patch.

I remember when you mentioned you'd release the new update after new ears. While I was pleasantly surprised by the christmas eve release I guess you really where overly hasty with that release in many ways considering there hasn't been a hotfix after all this time.

just repeated the very same thing myself.

Yeah I found the changes to voluptuous mode a disapointment as well.

Not sure if you've gotten around to it but the card that adds ultimate dark fairy queen to your deck/hand definately didn't force you to have a remaining deck of 5+ to remove 5 cards from it in the original demo.

current version of the demo actually has way more possible ending than the original version. It's just simply a matter of knocking Valeria down below 200 height whether it's you or the other characters. Once valeria loses tallest character in the current game wins the ending. There's also a Valeria victory ending if you let her reach 1300 height or so by buying too many card packs too fast.

Overload is a harmful debuff that reduces your own max mana from what I remember. Milling can be considered a sort of short hand for putting cards from deck to graveyard (word was probably chosen because of the limited text display space in game).

While it would be understandable if only the galaxy crusher form was disabled since that obviously hits way too hard it's not like her lower forms are so outrageous and absolutely need to be prevented on damage to bosses as well. Ultimate Dark Fairy Queen is immensely stronger than anything below AERA's galaxy crusher level (and much easier to access to boot). I honestly don't see the need to prevent AERA's damage to bosses as long as she stays under upgrade lvl 32. Best to apply the boss immunity just to galaxy crusher phase and specifically mention the immunity there on the shorter card description of the galaxy crusher to prevent major misunderstandings.