Thinking along these lines, I've considered modding in a 'Present' action to the Pet class in Dungeons a couple times.. something like a token that acts as a Taunt but for grapple actions to prioritize (not sure this is actually possible.. waiting until I soak in more of the base content before I experiment with this and other ideas.)
bimonselmont
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Well, not certain since she tends to be distant from the camera when I see it, but it's that same pose she was in, before. Maybe they did switch it out with a broom and I didn't notice.
Edit: She still has it in the splash art at the top of this page, so it's probably still there, it's just she whacks you with a broom if she 'kills' you.
I think it would be good if there were a couple alternate methods of getting money, or maybe a casino to take chances with (could limit max bet and earnings per day to prevent chance at one-shotting the economy). I dropped the demo on first try because I couldn't get into the delivery movement system, but I tried it again with better luck recently after seeing the update activity (dancing cat girl gif brought me back.) The character models for the girls are nice.
In Nightclub mode, if a room is taped-up it's probably because you put Ari (mint green wolf) in the top-right room, which permanently ruins it for that run (explanation is the moonlight theme makes her go berserk and kill the customer.) When a room is locked, you need to use the roving robot to find the raccoon girl hiding in one of the trashcans and click it.
Edit: Naturally, after I wrote this up it's not feeling quite so bad after another try, but this has been my lingering impression. The new 'deaths' are looking pretty nice so far.
Edit 2: Man, I'd almost forgotten about the figure gacha in the original version. I kind of miss that.
I find myself avoiding Security Room when I get around to trying updates these days because ever since the overhaul it's just had poor visibility and largely unintelligible rooms. I think the vegetation is excessive and the lighting far too dark, making searching for interactables or anything feel pointless.
Night Club is amusing, but I wish there were more than just 2 cam angles per room, and that switching them didn't cycle animations.
The file permissions within the uploaded archive are kind of annoying to deal with. Several are marked administrator-owned, like the il2cpp stuff, affecting extraction/manipulation/deletion etc.
Are the Noble's moves supposed to become unusable after 4~8 rounds of combat? For some reason I always get to this point where only Moulinet seems to work and I can't find a reason why.
Sometimes I get the feeling there might be some sort of rank overflow going on with Forward/Back moves that Move can fix sometimes, depending on how the logic works out.
Whichever the case, it's starting to feel like I'm just entering a failstate I can't really get out of.
Edit: Guess I just need to make more use of weapons and maybe training. Had some poor starts trying weaker chars in harder dungeons before, but my most recent attempts are doing okay. Might need to identify problem chars and check their stats more closely. Was also neglecting the personal goals a bit too much.
You can get rid of those sorts of curses later with a certain building unlock, but it takes a while to get that. Just have to kind of go for a mix of dropping some chars, adapting to curses with others, or ignoring the item if possible. (Just try to get your stagecoach to where you always have 4+ replacement choices available when you get back to town.. also pump up your barracks capacity.)
Re: trapped chests, you can avoid most problems with those by learning to spot mimics and using sacrificial chars to map out the consequences of the actions taken (as you encounter each potential result, the game will show % chances of outcomes for specific interactions.)
Kidnappings can feel devastating in the beginning, but as options increase they're really not so bad.
It feels like there's a bit too much weight for higher-level missions. I have 1 Elite, 4~ Veterans, 30-something Adepts (chars), but right now in a spread of 10 available missions, half are for Elites and half for Veterans.. Wondering if I'm supposed to drop the Elites into new novice jobs until more catch up.
Edit: Dropped the Elite (removed cursed signet ring) and now there are no Elite chars and still same mission ratio..
Good game, will likely buy it at some point after release. I just wish cursed equips didn't disappear visually when grappled.. was kind of disappointed when I realized that about the pet class items in particular. Is this something modding could potentially address, or something that could be opened to modding if not? Good stuff, either way. Music is amazing, too.
Edit: Guessing the new char model stuff mentioned in the devlog might be related. That'd be killer if so..
A few more thoughts and suggestions after some play (I think I still have some things to try, like tome combos with the saw and unknown secrets..) I don't mean to intrude on the project, but I thought I'd toss them out in case they inspire; don't feel pressured to acknowledge 'em or anything:
* I'm not quite sure what shrapnel + rings does. Slow close-range ground attack? Will continue to experiment.
* Player death cam almost never has the player sprite in frame when I play. Just noting this as an anecdote.
* Could be neat for the player to have an option to induce freeze deaths. I like that the option to petrify is there.
* It might be amusing to have an effect that turns defeated enemies into rabbits (extra fun if transmuted angels had sprites with design cues to indicate what type it was previously.) Mere ammo pickups, or something else? Who knows.
* Assuming the Angelic Aviary texture pack comes along, it could be neat to have interactions between this mod's magic and certain textures (assuming gzdoom has a function to query tex on hit/use/whatever.. no idea honestly.) I tend to play these mods with obsidian-generated maps, and I'm picturing interactions with randomly-occurring portaits kind of like with the statues..
By 'portable' I just mean a release that's essentially a zipped file dump for manual file management. Fewer areas of the system touched and no risk of rogue misconfigured uninstaller. I am noticing a fair amount of itch end-users unfamiliar with archiving tools, though.. they seem to get by with zips, but rar or 7z files will mystify them.
Looking forward to the update.
Always wanted to see some games centered around ovi, and this is a pretty good start. Good size for the eggs, too (hardly such a thing as 'too big' for this.) It'd be great if portable archived versions were available as an alternative to installers. Lastly, it's kind of funny this is over 80 megs, but I guess that's how it goes these days with SDKs.
Finally got around to trying .6 and now .6f, and I'm getting an issue where the status light is always black in the original map, and the lights/buttons on Misty's console (nightclub) are always black after the first change (unless I click one of them on her end.. i think.) This game has the best characters. Excited for the possibilities Cassidy brings to the table, and hoping she has her way with more of the cast. It'd be kind of funny to see her railing the others via security cam (throwaway idea for inspiration: maybe on occasion she'll mount one of the others with a fun sound cue, and you have to find them and turn on the room's sprinklers, or the other girl goes berserk with heat.. maybe something for a different map, who knows). The wolf is looking cute.
The game's shaping up pretty nicely. I had a suggestion in mind for the previous version, but it might overlap/conflict with the new figure collecting system: I was thinking it'd be neat to unlock a model/animation viewer so you could view and rotate the character animations (specifically the ones seen via camera system.. I realize the death anims are probably not intended to be viewed from multiple angles and might look funny/broken). Maybe after unlocking all of a character's tapes, those start opening up..? Anyway, keep up the good work.