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darki4444

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A member registered Feb 09, 2024

Recent community posts

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Yes I agree bulbark is broken compared to watermal or anything else, should be only def, it doesnt make sense that it already isnt but watermal should still work imo. Also watermal should only be like 75% of mdef converted into dmg bc having a defensive stat turned into offense is always a dangerous route in all rpgs.

Idk how the coding works or who the person is that does the coding, but isnt it possible to straight up make the final basic attack damage be the one that gets calculated to scale instead of stat based scaling? So wulfricks basic attack x whatever scaling currently is. Since there is nothing that adds flat damage to attacks rn this would be the same as having atk scaling but make it possible to use watermal at least. This can also open up +flat weapon damage type of build designs possibly for future builds if it were to work like that (fucko is an example with items that give extra atk on crit).

I already assumed this was the case but since we cant see any scalings in the game at all for some reason I needed to test it and thought it was a bug. Wish he adds scalings in descriptions.

Yo idk if this is intentional or not but, there is something with wulfricks kit that annoys me.  Draining claw does absolutely no dmg when he has bulbark or watermal equipped. It made me wonder if its a skill thats purely based on atk, if so than doesnt that defeat the point of being able to use that skill in the first place with def or mdef builds?

Oh alright, didnt know that was your plan

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Hey I just wanted to say that the quest coins are too grindy. The progression from bronze to gold is fine I think, but from gold to platinum is extremely grindy. Lets say I want to get to platinum badge, I would have to do the hardest 3 missions in a row constantly because they pay the highest relevant to time spent. With Vulfoxes recommendation, those 3 pay 45 QC in total together. Which means to get to platinum I would have to do them 22 times in a row + 1 single mission just to reach 1000, those 3 together take about 15-25 minutes because of travel time and combat rng. Not to mention if I want the highest tier books or other items I would need to grind beyond that. The 2 star missions take too much time to do and the 1 star missions are rly fast but pay only 6 QC (would need to do them 166+ times in a row)in total making the 3 star missions the best ones to do. Mixing quests also takes too much time as it doesnt create a consistant route to do them and the travel time doesnt make up for it.

I think the jump from gold to plat is too grindy. I suggest making 1 and 2 star missions pay more, silver and gold badge costing more, Vulfoxes recommendation double the QC gained from quests instead and make the items cost more (so that they arent too easy to get with recommendation). This way you can get way more QC, making the badges less grindy but getting both items and badges would require higher grind, the more items you want. Unless there is some kind of event that will require getting a platinum badge with a 1 time quest where you get a massive amount of QC, then its less of an issue but still an issue imo.

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Wow thats a lot wtf, I remember there is a npc that talked about penetration being multiplicative, so let me be guess, the % bonus to stats is addative to other percentages in the case of buffs? Lets say Lace has tempest rush active (+50%mag), used vortex twice (+50%mag) and has rubyros flare (+%5 to magic damage) it will calculate: total mag+100%mag buff>ability scaling>final ability damage increase by 5%?

Spedumon whats the scaling on tempest rush?

damn they are good, i wish i was good at making animations too, what do you use to make them?

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who does your animations btw?

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Damn the updates are juicy af and always expand characters. Love it

After playing trough this public update though, I noticed how weak crewmates are relative to their level, especially Cicero after getting all of them to lvl 16.

Also there is a massive lack for equipment variety for lust and melee builds in comparison to the available weapons for ranged combat. This is especially true when starting off the playthrough when doing a melee build, because there is no melee weapon before doing the pirate quest and then have to torturously kill Grauls for materials. Could be fixed by getting a melee weapon from Galiano together with the rifle. 

Not to mention that we need other armor sets , maybe some that have good evasion, some that give mp and can be bought on Harmonia for upcoming magic builds, some that give extra damage or some that regen hp every round...

Theres a bug with Everett and Booner, after triggering the event between the two, the eye will stay at the top left and I can only see that scene when clicking it, none of the other characters in full sprite.

yes thats what i mean, maybe make it work the same way as enchants?

maybe he could do the same thing he did with weapons for physical, like give a magical weapon that can be attuned to an element so that he doesnt need to make new spells for each element, but he can also keep magic without any elements so that it stays more versatile

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Ever since the new elemental infusion and the other abilities came out (which was an amazing update imo, added much more depth to physical combat outside of just pressing "Attack" button), I compared a run between STR AGI and INT, INT was much weaker then physical. Its a shame, because magic builds have strangely good potential with bind up existing and the healing getting increased based off of INT. 

Its obvious that there is work to be done around magic in the future, but the main issue currently with magic is that physical is much easier to play around. You dont need to sacrifice too many coins on keeping MP up from potions or farm up food for MP to replenish outside of combat, "Attack" has no cooldown compared to Holy Fist and its abilities allow multi enemy combat to be delt with much easier, while also being able to use mp for higher single target damage with Leaping Slash. Its an amazing update that brought physical to life and made it satisfying to use. There is also the factor, that its much easier to gain ATK rather then MATK, because AGI also gives attack and the weapons increase ATK based on certain stats now, compared to MATK which can be gained from INT only and there are no weapons for it. NOT TO MENTION, HOLY FIST CANNOT CRIT. 

On paper it would look like Holy fist would deal big damage so there has to be a cooldown to it of 2 turns, it should cost some resource and it should deal more damage then a basic attack, but once I got to the 2nd dungeon on the mountains and gained more stats, I performed worse on a fully built INT END build then STR AGI ( I did 2 runs BEFORE AND AFTER THE UPDATE OF PHYSICAL). Physical just allows fights to not last long (even if Bind-Up heals almost nothing in that build), as long as INT END before and after the update, which causes INT END build to suffer from losing too much MP and fights last long af, which also forces you to use Bind-Up inbetween the cooldown of Holy Fist, causing you to lose even more MP. I tried adding some STR just so I can use a normal attack inbetween the cooldown rather then using defence, both scenarios cause either higher HP loss for more damage, or a damage loss for more survivability then a normal physical build. Do you see my personal issue with magic? 

Its just that Eyvind needs to learn more spells by lore and for actual magical weapons to exist. Im not too sure if I would personally want spells to crit either... because with AGI logicaly it kinda doesnt make sense??? but it also does because he uses it melee like he does with weapons?????????? So idk maybe he should have the option lore-wise to be a melee magic wielder too and make crit work on his spells.

Well today I thought about sharing my own idea of spells I came up with, because some might bring new aspects of gameplay to the idea of magic, while keeping magic builds relevent the more the game progresses for the idea of growing in power and making it satisfying to use. Not to mention to make MP as a resource more satisfying to play around.

For damage scaling referance, at 35 MATK I tested out Holy Fist damage on ghosts at night and in the cave and found the damage to be unreliable because of damage roll and susceptability to magic. So I decided to use slimes as an example for damage values, because I think they have no resistances or susceptabilities to magic damage (hence why bulls and lizards take slightly more magic damage then some weakass blue blob), compared to other monsters, helping me attribute a scaling value to Holy Fist. Damage bounced inbetween 56 to 70 damage. 70 damage would be double the MATK I had, I theorize the roll to only be a minus of the max scaling going down from x2 to x1.6 (which is too big ngl). So Ill use max ability roll damage as a showcase on slimes (if my theory is actually fcking correct, caro refuses to put any ability scalings or stats of enemies out).


My ideas:


Energy expenditure: description; Focus on fleeting and returning energies. Enhance armor for 3 rounds, gain MATK up to 3 stacks when MP value changes. At max stacks spell costs cost half the amount for the rest of the fight.

Cost: 30

Cd: 1 time use per fight

Gain 1 armor per 10 max armor for 3 rounds, each time your mp value increases or decreases, gain 1 matk per 20 MATK, max 3 stacks, lasts until the end of the fight (counts this ability as a stack, count items that change MP as a stack also). At 3 stacks abilities cost half the MP.


Rigorous Flashkick: description; Put full force into a flashkick of piercing light, dealing more damage based off of maxMP, costs 5 more MP for each 50 maxMP.

Cost: 60 mp

Cd: 3 turns

Deal MATK x2.8 damage. For each 25 maxMP this ability gains +0.1 scaling, for each 50 maxMP this ability costs 5 more MP to cast.

So at 200 maxMP this abilities scaling goes from x2.8 to x3.6 and costs from 60 to 80 MP.


Reap: description; Rip out energy from all opponents on the field, recovering MP based on maxMP, increased when defeating an enemy, this ability cannot miss.

Cost: 0 mp

Cd: 5 turns

Deal x1.7 damage while gaining 5 MP per 25 maxMP/10 upon defeating an enemy.

At 200 maxMP this ability would recover 40 MP/80 MP



Thoughts? Maybe it sounds too complicated or maybe playing around MP isnt what you guys imagine in terms of magic for Eyvind. Yes numbers can always be a subject on its own and exist only as an example, but at least it would give a new pattern of gameplay to magic builds besides spamming Holy Fist>Defence>Bind-Up>Holy Fist>Defence>Bind-Up>Holy Fist>Mana Potion>Bind-Up>...

Honestly agree 

I mean, considering that a main plotline exists, anything outside of it is always optional to begin with. By that I mean experiencing every single route is a personal choice. Nsfw scenes are also optional. Its purposefully made. Do you fr think that making only few (Nauxus and Thane in this example up until now) characters romancable as an option to be a chore? If it wasnt forced into a main storyline and the option exists outside of it, just like with every nsfw scene, why not add it? It could also be made in a way that combat doesnt impact the relationship. A chore also already exists, to either unlock nsfw scene with Naux or Axel if starting a new run. 


I honestly wish he makes romance possible, even if I know he might not.

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There is only 1 single thing that bothers me about the game and its Nauxus. Hear me out, sorry for the long text. If you wish to find out more about him and go through all endings of the war quest, please dont read this post because it spoils his backstory.


While I love the entire war quest because it is made with 0 plotholes and a massive dedication to possible plots (which I wish Caro never does again to this extend, because its way to hard and time consuming to do, I can only imagine... He should cut some slack after the war masterpiece), the only questionable shit he pulled off is Nauxus' behaviour.


Since the start of the plot with Nauxus, his entire basis for tolerating any behaviour from Eyvind (obviously differs on routes) is generous and based upon pure TRUST from his insticts, ever since he first met him. From the time of his adoptive fathers/former chiefs death, after legit being a bad omen his entire life and saved from that same former chief, to him being betrayed, to fighting torturously in order to climb the ranks again and enacting vengance/removing corrupt advisors from the throne, to the fact that he succeeded at a very shit cost to his well being in general. Not having literal basic friends he can fully trust or confide in, being constantly at the threat of getting assassinated, never has he set himself as a priority above the promise he made to the chief.


Until the Eyvind incident. This is why there is no other character imo that ever comes close to the amazing romantic writing then Nauxus. When he slowly realized that he has an interest in mc, he gave him his trust, he let him act casually around him despite him being a chief. Nauxus even included mc in the celebration and his plans despite not needing trust gained like the trial set by Axel. 


But Ill continue with the neutral route from now on. Depending on what you do and dont do, he will constantly have this consistent mindset of doing whats best for the tribe, not wanting to admit that he wants mc roped into the affairs. Only bc that "interest" for Eyvind started turning into clear love. Wanting to have have mc on his side of the war, since mc already doesnt mind the involvment, bc mc wants to be honourable despite any route. Nauxus is at many moments desperate to convince mc to be "HIS warrior" to fight for HIM and to end the war, wanting mc alive and to get closer and closer to him. Yearning this fresh wind of change that Eyvind brings into his life, allowing himself to not be at edge amidst the chaos of war and many threats, almost as if he tasted peace for the first time in his life. Evident through their interaction of deciphering pictures. It becomes crystal clear at the end of the war that he fell in love to begin with once he gives the drawing, then later joins the tavern after a romantic date. Also confessing that he wants a mate, regardless if its a male. Living his life in the tribe may be harder than anyone elses, spending any spare time doing his "hobby" of drawing is spent on thinking or even daydreaming about mc and learning to draw him, even if he doesnt know how to draw. Leaving all the worries behind for just a moment of his day to be at the tavern close to mc as a primary reason (needing to keep planning to get there each day ahead of time and spend time traveling to and from).


Im almost getting to my point. Consider the bull route being the biggest confirmation that Nauxus is the character that fell for mc harder then anyone (yes even Thane). The bull route is the saddest piece of the story imo. Because of the agony of Nauxus in the moment where Eyvind has to fetch the map. Nauxus throughout his entire suspicion kept lying to himself, that mc is not doing him or the tribe any harm. Setting the worst case scenarios aside multiple times... he did so no longer once he caught mc sneaking up. He invited him and confronted him while mc blatantly admits to tempering. The way he kept himself composed even when deep inside hes shattered, wishing that they could go back to simple times when he gave him a tour, wishing that none of the things mc did was true or that he got roped in, wishing that he didnt need to find him that night at all, yet he suspected he would (due to already prepared 2 beer tankards on the table, nice details Caro). In the middle of the fight all things broke loose. He didnt care about fighting for survival or killing mc anymore, burning his own home down disregarding anything and everything in that moment of time. Everything in his life coming to a boiling point, after countless amount of betrayal and resentment. Knowing he may not win halfway through the fight, his mind broke. When defeated, his final moments being SOO UTTERLY SAD. A wish to put himself at the priority over the promise once given to the chief. He wanted to have his one simple desire be fullfiled, to be in love, to trust, to forget about lifes worries and be happy... just once. In the name of innocent feelings of love, he desired to try and trust someone at a personal level one last time.. that trust taking away his life, his tribe. The promise unfulfilled, his life meaningless after the suffering endured. He was glad it was finaly over. Before dying he tried to hide his mistake of wanting to be his own person and a mistake of ever loving someone for the first and last time. His satchel containing drawings of Eyvind, containing all the attempts of capturing and preparing a small simple gift that ment soo much to him, a hobby he learned to daydream to and escape wishing to be somewhere else, close to him. Though he tried to hide the satchel, he collapsed to the floor and drew his last breath, burning in his own hell created through despair.


When you do this quest like I did for the first time, the entire quest can make you easily forget the amount of detail and writing put into the game that you read before, which is the whole point of me writing this whole ass text to show HOW FUCKING GOOD HIS STORY IS. Considering the story being good, its exactly what bothers me. This game is pretty deep for the way the characters are casual to interact to, at the same time, you can mess around with them and collect scenes. Thats good and all, but at the back of my mind, such a good romantic and a pretty sad story feels almost wasted or too limited on this game. Dont get me wrong the game is truly amazing, yet this type of story doesnt even fit into how the game doesnt let you choose a boyfriend/mate at all. Its not a romantic VN fine, but how can Caro continue pulling off interactions in scenarios where interactions between mc and Nauxus should exist with the corresponding routes and all, while knowing that there are multiple other characters that just wanna bang or Thane being another option of being pretty romanticaly interested as well. 


Whats the point of love in this game if it cannot be properly utilized, without it coming off as unnatural in the plot line? 

Yoshi what do you mean by something more official?

Honestly at first glance I didnt realize that the puzzle had any relevancy or that the dialogue would change depending on how fast you discover it, so I kept failling on purpose to reenact a himbo anyways. Even if I knew the answer before hints anyways. Thats when I realized that the puzzle made perfect sense and had a not so impactful differance overall, made it neat nonetheless to keep going back and check possibilities.

But something that is odd, is that when clicking on a locker segment... you are stuck. There is no option to go back and choose another one. You cant use "back" ui either. Besides the design, I realized that it adds nice flavor and interaction compared to pure text, like in other VNs.

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The game is amazing, just played 0.2 and Im in love. The only thing I wish in the future patches is for mc to actually be of better use and to see how mc looks. Compared to the bunnys design, mc lacks true identity besides hints of charisma, perception and leader skills.

I also discovered by mere LUCK that there is a rare ending with Kim and I hope that you point out, that different possible endings from replaying the same choice routes in the game itself exist (just like how you bluntly point out the value of choices beyond the first one, during the 10 seconds choice explanation on the first night). You cant expect people to experience these alternative endings unless you hint that they actually exist. But subtly

Besides, everything so far is 🔥🔥🔥🔥🔥

Thats a relief bro. If possible, make it happen

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Damn, you can only try to imagine my dissapointment when I realized IT stud Kai isnt a wrestler X_X

Not to mention his funny as fuck map descriptions

But the VN is amazing tho, keep at it ♥️