Skip to main content

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

Bastrii

4
Posts
1
Topics
A member registered May 09, 2022

Recent community posts

You need to complete a quest to unlock it. Make sure to do every main story quest.

I loved the demo and enjoyed playing as a Bandit, but there a few things that could be tweaked to really improve the game. This is a bit long, sorry!

1. General Movement/Platforming

I feel like this game needs a bigger focus on the platforming between fights. I think giving Agile Technique to all classes through a Skill Book, or better yet - giving all classes Agile Technique's Wall Jumping by default would go a long way towards level design and general gameplay feel. The wall jump mechanic needs to be a bit more free flowing and intuitive; if I'm running at a wall at a 45 degree angle, if I tap jump to jump against the wall, then tap jump again, I should wall jump. But on top of this, if I'm running at say - a 75 degree angle - I should bounce off of the wall at a 75 degree angle, which could be used to pass chasms in combination with dashing in air. Agile Technique should instead make platforming easier, not give options that the other section of players can't use (that way development can include more platforming, which is really fun in of itself).

2. RNG Dungeon Drops.

All dungeon drops should be at a level higher than what you'd find in the store (example: wooden weapons should never drop, only slime or crypt weapons at level 1). Additionally, adding cycling loot (you obtain the loot in a randomized order, but otherwise always obtain 1 of each type of weapon with random modifiers before it loops back around to a new set) would seriously alleviate some of early game issues. If there are say, 8 weapon types, with cycling loot you'll receive one of each with random modifiers on each type, before starting a new loop in a different order - giving it the appearance of being random, while at the same time giving you a much better chance of getting weapons you want. No more receiving 6 bells in a row before getting something you actually want. This should also simplify loot tables a bit. Finally, I think buffing the modifiers to be a bit stronger (an evasion modifier early game is something like... 0.85% evasion) would make upgrades feel more impactful.

3. Output vs Realistic Use

Some skills I noticed have great damage potential, but 0 realistic use. Volley, for example, would deal a great deal of damage... if targets would actually stay inside of Volley for the full duration. Perhaps this could be a thing in multiplayer, if you have a tank present who can hold aggro while you DPS. But for now, skills that require monsters to stand still are bad ideas to level. The other skill - I think it's Leap? - offers very little defensive capability, and only slightly better movement... until you unlock Agile Movement 3 (the Leap also got me killed a few times from the long windup; you can't really avoid most attacks because of the first jump). I ended up using a skill respec tome and removing both Volley and Leap from my bar, and never went back. Spreadshot is better and more versatile than volley with decent damage output, while Agile 3 gives all the emergency movement you need at 0 windup. Personally, I would have Volley follow the target monster - or if none is selected - stay in one place, as expected. And I would change the Leap skill into "Rebound". A disengaging shot that deals moderate damage, buffs your movement speed for 3 seconds, and sends you moving rapidly backwards as if you've dodged. Instant cast, used to escape tough situations at the cost of Stamina. Finally, I'd make at least one DPS ability consume Stamina for Bandit, as they seem to stack Stamina (Toxic Shot seems like a good contender for this). Maybe all classes need one Stamina-based DPS ability, to take some of the strain off of the Mana Pool (which can be extremely small)

4. Field Usage and Terrain

I sometimes get stuck on random, small outcroppings of terrain that can seriously set the difficulty in the enemy's favor. This leads to me, in certain rooms, ignoring the aspects that make Bandit fun (dodging, kiting, being nimble) to instead try and find a safe place to parry spam the mobs so I can wear them down through brute force. Any room with small ledges and clutter sticking out of the floor will teach you very quickly to not use your dash ability, as you may just get stuck and die anyway. Secondly, enemies rarely if ever do anything to actually control the field. An example would be slimes; they are just like most other mobs, and will chase you down endlessly, while doing nothing to prevent you from fleeing. If they catch you, their telegraphing can be VERY difficult to read, thus the best option to counter this is to constantly kite them, if not you'll get punished with a massive damage hit (I was one shot by a crit at level 12 once from a slime). I think giving the Slimes the ability to leave slime pools that slow you down, and giving them better telegraphing, would make them a far more interesting creature to fight. Other creatures should do more to constrain the player, at least control the area a bit and encourage tactile movement. Maybe if you get too far away from a certain creature, it will start using ranged attacks - thus you want to stick close or be forced to keep your eyes on them more often.

5. Item usage.

I think it's fair to say that for any encounter, you should - at most - be allowed to use a *few* of your items. Give the player 3 restorative items uses per room encounter, and grant them +1 use for every wave they defeat, and it'll balance gameplay to be less spammy (you can brute force everything right now with nearly infinite pots). This would also mean that you could set items to be a one time purchase; you buy Bunpot level 1, and you can use it as much as you'd like inside of encounters as long as you have Item Uses left, and with a 60 second cooldown outside of encounters. It would also mean you could set up quests to trade in certain items for Bunpot 2, 3, 4, 5 - etc - until you reach the cap. If Bunpot 1 restores 15 HP, each rank could restore +15 HP, meaning it could scale with the player's expected level. Mana Leafs should share uses with Bunpots; the player then has the agency to choose between more utility and damage, or more sustain, but never infinite amounts of both. For items like the invis powder, I'd say they're more like utility, and should not count towards your restoration item use. (You could set utility items like this to be on their own Utility item counter, so you'd have 3 per encounter for these as well). So you'd have 3 Healing/Mana pots, and 3 Utility items to use, with an additional +1 Healing/Mana pot each time you clear a wave.

6. Item Reinforcement

Money right now has two uses; to purchase items, and to reset skills. If we're changing item usage, there's going to be even more money lining our little pockets. I think giving it a third use would alleviate the issue revolving around having too much money; item reinforcement. Item reinforcement is a way to temporarily boost the power of your weapons and gear, and lasts until you return to the Sanctum. You can choose between Weapon Reinforcement, or Armor Reinforcement at the Gladiator/Arena Master guy (I only talked to him once, sorry). Weapon Reinforcement increases your damage output by 20%, and Armor Reinforcement increases your Defense by 20%. It costs gold to reinforce your gear, and you can reinforce both - but it may not be economically viable to do so every time. Item Reinforcement scales off of your level; at level 1-3, it's free. At level 4-8, it could be Your Level x 10, and above level 8 would be your level x 25. So a full reinforcement at level 10 would be 500 coins, while at level 4 it would be 80. Additionally, if a player wants to save their money, they could instead take on the Battle Tactician buff; which grants +10% combat experience as long as they player doesn't have an active reinforcement. This means that you're not being punished for not taking these combat buffs, but rather you're making the game a bit more challenging and in turn you get a bit more experience. It also doesn't outpace players who need the buff that badly, so the encouragement to take one or the other is still there. Early game, players would definitely want the damage/defense buff, while later on, quests would become the main experience method, and those buffs may not be so dire, unless if the player is just being crushed. Ultimately, this replaces the cost of buying potions.

That's all the feedback I have to offer. I really hope you take some of this into consideration - there's so much potential here, I'm excited for the full release!

More dialogue for the characters! And the ability to change the player's name is a must. "Null was impregnated xxx times." Also, a character select to start would be nice; pick a base race, and go from there. More furniture! That's a big want, furniture. The ability to walk around your machine would be great, too - just an overhaul of the design would be very much appreciated. ^///^

But the big thing here is just more dialogue and lines. Especially with your partner!

A small request would be a dominant/submissive switch, and a way to build Heat for certain characters. Like, a pheromone humidifier, which you can choose which rooms it'll pump to. The dominant/submissive switch is used to specify what positions the character will default to when in heat. Dominants will want to be on top/giving, and submissives will be receiving. It can have a default option based on the characters as they are now. And of course, their favorite position will have double the chance of popping up.

A story would also be great! I get strong Undertale vibes from the combat, too.

Growing towns would also be great. From village > town > city.

Split paths when digging! Sometimes a hole just needs to be a little deeper. Maybe you could add levels to mines, with harder enemies/more materials the deeper you go?

Music!

And a very important one: Duration boosters, and performance boosters. When used on a character, a duration booster will increase their HP by 100, and reduce their Tech down to a minimum of 0/11/22/33 (depending on level of the booster) for sex only, until you turn it off. A performance booster will do the opposite - while it will still grant 100 HP, it will also grant 25/50/75 Tech for sex only. Also, a Tech Limiter and an HP Limiter both would be great. Each will limit Tech/HP in sex to the number you set. So you could have 70 tech and 100 HP, without blowing a ton of permanent stat changes on the character.

This is a great game so far, I love it! Keep it up~

Hey Uriel, if I can give some suggestions that may help you figure out your down/sex system...

I think your best option is to use Lust kinda like a "guard". When the Chibi reaches 100% lust, sex will begin and the monster will start dealing damage. Upon reaching climax, Lust reduces by 100% (but with consequences). Ideally, if Chibi doesn't resist, the monster will want to reach 100% lust before starting sex.

>Resisting the enemy allows you to escape the hold, but you do not lose your built up lust like you would by giving up.

>Allowing the enemy to have their way with you causes your minimum lust to raise by 25% temporarily, up to 75% (after being lewded 3 times). This means that escaping becomes much more difficult with each successive submission.

>Choosing to charm the enemy causes the sex to start once the charm bar fills, regardless of your current lust. This means that sex will build lust instead of damaging health, until lust is capped, which point you'll take health damage. Charming an enemy will reduce your minimum lust by 25%, until you reach 0/100 once again - and resets your current lust to 0. The problem is that the higher your lust is, the harder it is to charm an enemy - making it even harder to reduce it. So it kinda encourages players to charm more often, especially when they've submitted two or more times. This also makes charming an enemy a viable way to "sedate" them.

>Each time your minimum lust increases, your sex damage taken increases by 33%. Example: A slime could, normally, deal 15 will damage. After losing once to the slime, your next submission (which will be faster) will deal 20 damage. The one after that would be 25, and each subsequent submission would deal 30 damage (double the base damage).

>Masturbating will allow you to recover health by reaching 100/100 lust. You will restore all health, but gain 25% minimum lust, and reset your lust to the new minimum (25 >50 > 75). This works well with the gases pumping around the wolf dash area; it gives a clear consequence for building lust (reaching 100% will immediately start the masturbation animation) and also makes the wolves much more dangerous (as they can interrupt the masturbation animation and lock you into sex).

>Defeating an enemy can also drop your minimum lust by 5, then can be upgraded twice up to 15. This gives the Chibi a way to self heal through masturbation/combat, as I believe the plot of the game is "all the monsters escaped their cages, the air is heavy with pheromones, and you're fighting off the urge to have sex constantly". This would work really well as a canonical explanation on how the Chibi keeps her will up, even when dealing with all of this.

Finally, this allows you to control the difficulty of the game immensely. Easy difficulty sets the minimum lust gained to 20. Normal is 25. Hard is 30. This means that submitting in hard mode, after 3 losses, will give you 90 minimum lust - making it impossible to charm and break away from enemies. Finally, the damage increase per level of minimum lust is 0% in easy, 33% in normal, and 50% in hard (250% base damage from sex).

With this new system, you could also add a perk tree system that allows you to choose simple things like "+10 maximum lust, or +5 lust reduction on sedation, or +25% faster escapes". Each has large impacts on how the Chibi plays and how the player uses her, from survival, sustain, and control. These perk points can be rewarded on defeating a boss, finding hidden chests, or completing certain challenges, and it could invite them to explore more of the game.

If you need help with ideas, you can always ask the community. I know you're not too sure how you want the lust system to work, but I think all of the parts should work together in a way that matters. Health is "how far away from game over you are", Lust is "how well you resist sex", and minimum lust is "how horny you are from giving in to the monsters" in my concept. In the end, it's your game.