Skip to main content

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

N0c4Rd

11
Posts
1
Topics
1
Following
A member registered Oct 30, 2022

Recent community posts

(1 edit)

The shark is still everything but fun. 

Unless I missed something you only have a second in between that sound and closing the door, meaning you already have to look at the door to close it on time.
The only real way to protect myself from the shark I have found is to just leave the left door closed. 

(1 edit)

"

  • Adjusted Grass to have less of a performance impact

"

Why the grass is even there?
I remember Version A where it was there, then B where the grass was removed, then when you guys switched Engine, it was suddenly back again. 

Are you trying to imply that the facility has been abandoned by now? If so the grass would need some serious adjusting, as it looks more like it's clipping through the floor than sprouting out of cracks. 

(1 edit)

I know I'm a bit late with the second part, but I need to get these suggestions off my brain regardless.


First Slave Backstory:

Compared to Srife for Power, the first slave we get feels kind of lackluster due to the lack of a backstory. 

In SfP your first slave had an entire backstory, deciding how you met them, and there were events that build on that and later even influenced traits the Servant would get. 

The suggestion here would be to not let the first slave be handed to you by the guild, but rather be someone you already bring with you like in Strife for Power. Even a carbon copy of the choices and events would already go a long way, considering that said servant will likely stay with you for the rest of the game. 
The guilds involvement with them should imho be kept minimal, unless they get better integrated into the story. Maybe training in their initial class or just gear for them. 


Chapter 1 Alternate End:

An idea should you ever have the time for that, as I think the civil war feels a bit short: 

Since the story suggests you getting sold into slavery yourself if you fail to make the goal you and your slaves could get bought/liberated by the rebellion, allowing you to join them instead of the guilds during the war as a second chance at the game, and you only fail if you also don't manage to beat this alternate story. 

The only guild leader that would really need replacement there is Duncan and Myr, for whom we already have a good candidates with either Aire or Gregor. or a completely new character. 
Alternatively, they could get replaced by Paperdoll characters. 

In this version of the story you have two mini  branches: 

You excel as much as Aire suggested in the current story, and actually win the war for them, giving you a noble title and being able to court Anastasia with her answer depending on similar factors as in the main story.  In this version your mansion is being referred to as "castle" instead as you'd move in with Anastasia. You'll be referred to as either King or King-Consort, depending on whether Anastasia is allowed to rule in their society 

You fail to, or don't try to court Anastasia, in which case you'd move back into the mansion, and get the title of governor over the town instead. You cannot get Anastasia (and potentially Aire) in this route. 

Zephyra: You don't meet her while taking the Settlement, but rather a bit later, when she does the Shield over Aliron instead. 

The Elven Capitol part: not necessary in this version of the chapter, alternatively Duncan and Myr flee there instead of Anastasia

(1 edit)

All I read when Akaime is asking me questions is "Just so you know, your childhood friend probably died and got replaced by a robot"

Regarding the Sequence Minigame:

Can you please make it so that already hit parts are vanishing, rather than just moving to the side? They are extremely distracting and keep causing me to input the sequence wrong, as you loose track of what has already been typed in. 

Overall a solid update. 

A few things about the Night club: 
Maddie seems to have been neglected a bit here in terms of animations. Both towards the customers and the operator/sec guard in normal mode. 

I mean we get it, she is huge and heavy. Meanwhile Ari even has one for crying when killing a customer. 


I never figured out how to fix the suddenly locked rooms. Maybe I missed the explanation, maybe there wasn't one.  Going by one of the steam pictures I take you need to find whoever is hiding inside the trash can. Even if I'm right though the possible trash panda though, the night where the mechanic is introduced barely leaves any time to fix the issue. 

I can't really check whether something is in the room either as the robot keeps falling through the floor. 


Something bothering me for a while in main mode: 

Ever since you changed engines again, the entire facility is overgrown with grass that is also clipping through the area. Can you please start removing that? I really makes no sense for it to be there, and going by how it's clipping through the floor it's clearly not meant to be there either. It's also kinda distracting. 

I think the point is more that the war itself is far too short, rather than that it needs another timer. I'll write a bit more on this someday, but in a nutshell: Progressing too fast, while not having enough war-related content. I think gatekeeping progression like mansion upgrades and perhaps the farm would be a better choice. I.e. giving people a reason for wanting to complete it rather than forcing a timer. 

For example: Ore could cost more while the mine is not in your possession, or not be available at all. Classes being gatekept behind progression in the story, perhaps in the form of teachers that aren't available. 

Minor annoyances that don't force people to progress if they don't want to but also don't let them get strong enough to cheese the game. 


Paladin for example should imho require you to have Knight + Templar and Holy attacks should be restricted to Priest, Bishop, and Paladins in particular.  Other classes should have similar flavor. I have for example no real reason to pick Knight over Paladin, so that would give Knight a better use. Those classes in turn could be kept behind story related content, or sidequests, like the Priest class is. 

Another thing regarding classes is that there should be a maximum (not counting Master, and so on though. the master is already pretty weak compared to the Servants. )


And last but most importantly: Available quest rewards. I literally got a full, average levelled, Draconic Lance for slaying an Ogre, which is really easy even without a healer. 

(1 edit)

Maybe my version is old... But sometimes when you use it, it resets the entire manor. All upgrades - gone. 


Edit: addendum: It also resets all the stat points ion some characters, while not giving you the option to allocate them. 

Same problem, it seems to randomly appear at some point in the game. 

I tried turning off my mods, but it didn't help either.  Would be nice to get a short hotfix telling us which line in the save we'd have to change to make it work again. 

Note: This was a completely new game, and it DID work at first. My guess is that either some of the classes or skills might be buggy. 

It also still works with Quests that give you the normal menu with the plus sign, for example right before the Siege

(4 edits)

Some things that I noticed with 0.8:

  • Poppy sometimes clips through the wall, shortly before she intends to stick to the window.
  • Poppi sometimes T poses. 
  • 8/10 times someone sticks to the window it's Poppy. The other times it's Nile. 
  • Sammy never seem to come to the window, even if you deliberately let her break stuff. 
  • On the rare occasions Sammy at least enters the corridor next to the booth (without preparing an attack), she usually picks the right side one. I've never seen her on the the left side. Poppy and Nile on the other hand, seem to prefer the left window. 
  • The rest of the time I couldn't even find her.

A suggestion:

Would it be possible for them to move around instead of standing still on the part of the map where they currently are? 

I mean like do something interesting to distract the player rather than standing there in the same pose. 

For example do some tricks, leave the map by walking out instead of teleporting. 

Sammy could do some magic tricks, Poppy could... Set someone dog on fire? (that's a reference)Misty could play a guitar and so on. 

Will they ever get their glowing eyes back? Dunno why but their absence makes them look really cartony rather than scary.