Why is this pack not available to purchase anymore?
SadSmileGames
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Hey orange~,
here's another suggestion: Could you put the automatic save that you get after completing the character background story to right after the start of Day 1?
It really sucks to miss out on recruiting Abela simply because I don't want to replay the tutorial and the introduction each and every time!
Thank you :D
Hey orange~,
I really like Fear & Hunger: Termina so far! However, I'd like to suggest a feature: "Field Saves". Essentially, let me be able to save the game from the menu while exploring Prehevil temporarily because it really sucks to lose a lot of progress because you can't continue playing for whatever reason.
This savefile should automatically be deleted after loading it 1 time or if the game wasn't shut down properly (that would prevent save scumming)
Many rogue-likes and rogue-lites use this save system (e.g. Shiren the Wanderer and Pokemon Mystery Dungeon to name a few).
Thank you for playing!
What exactly did you find difficult about the combat system? Was the encounter rate too high? Was it unclear how the "CT System" works? Did RNG screw you over? (Unless your RNG is bad you should be able to stay at 50+ HP for the majority of the first couple of floors since the combat system itself is mostly deterministic and transparent (Minus the % based effects like Stun, Deadly and Stagger))
SPOILER: Here's the tactic for the Slime Eater: The Slime Eater will always use "Cautious" followed by "Red Goo Spit". During Cautious, you can't hurt him due to the high DEF 20 value of the move. So you can instead use the time to heal up with Glibber or a Health Potion but you'll need to time your attack moves in such a way that they will activate once "Cautious" ends and before "Red Goo Spit" ends as well as the Slime Eater will cast "Cautious" after that as well. For example, you'll need to use a Rusty Sword or a Long Sword between CT 2 and CT 7 to hurt it during "Red Goo Spit".
This is incredibly well polished and feels like an actual old-school (D)RPG.
The UI is great, there's a variety of items that do stuff and the game is well written.
Sadly, I personally can't enjoy instant move games. I get lost and confused extremely quickly and it is physically straining for me to play.
So now I'm not sure how I'm supposed to rate the game...
The audio, graphics, and completeness are superb, no questions asked BUT how am I supposed to rate the fun factor? For me personally, it's not that high solely based on the navigation alone (which is a big factor in DRPGs), but it is by no means a bad game! (everything besides the movement is great). So I think I'll go with a "middle of the road" approach for now, but I might change my mind later.
First of all, thank you for the detailed feedback!
Yeah, the inventory system could have used a bit more tweaking...
We also agree with the feedback on the combat system! In the future, we might revisit this idea but we'll probably give the player a default "Attack" and "Defend" options that you don't have to waste items or stand idle for so long.