Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Monster Girl Uprising

An SRPG game about saving the world by turning the inhabitants into monster girls · By Fighterman481

Grievances

A topic by FoxGirlFan created Mar 15, 2024 Views: 826 Replies: 9
Viewing posts 1 to 8

This is a good start with a unique premise, but the RNG can be frustrating. I was almost done with Chapter 1 when the boss got a crit against Maia, killing her instantly and giving me a game over. Units either need more luck to combat enemy crit rates or critical chances need to be lowered overall, otherwise having a unit take a crit to the face is an inevitability. With critical hits doing triple damage, most units will just die through no fault of the player (Maia had the best luck but it wasn't enough). Targeting is frustratingly slow due to having to scroll through tiles in an unintuitive manner, and it doesn't default to enemies in range. I don't understand why it's like that when staves work how you'd expect. I'm also worried that the incredibly high growth rates of the playable characters will cause horrible difficulty balance due to the possibility of being blessed or screwed by level ups, especially as you turn up the difficulty. Hard mode actually seems pretty balanced aside from this at the moment and I hope it stays that way, and I hope to see creative and challenging maps in the future.

Developer

Yeah, next non-hotfix update I'm going to be addressing the crit situation as well as beefing up player characters so it's harder to die in one or two hits stray hits, and I'll look into the targeting thing at the same time. I'll have to look through my plugins again and see what's up, I think I put in one that shows your full range of attack instead of just the things you can target, it's possible that messed things up. That or I'm missing a setting somewhere, that's also possible, the layout in SRPG Studio is...janky at times.

I'm gonna keep an eye on the growth rate situation as things go forward, probably study other games' growth rates a bit more closely so I have an idea of what works and what doesn't. I just went with what felt right at the time (and how they compared to other PC growth rates and playtest tweaking), so they're probably not the best ATM.

Chapter 2's alternate shop is unavailable despite defeating the merchant's guard and getting the money. Is this a lunatic change or a bug?

Developer (1 edit)

A bug, and I have absolutely no clue how it happened, since I haven't touched that shop in ages. I can only imagine it's the result of the somewhat janky way I implemented lunatic (and then subsequently un-jankified it), the shop was set to only open for chapter 7.  It's fixed for the release later today.

Edit: Just realized what it was. When I did some of the slight reworking of ch. 2 I made a copy of the map to do the changes, in case I wanted to start back from the beginning (SRPG Studio doesn't have great undo functionality for stuff like units), and I deleted the original when I finished. It must have just defaulted to being for the latest map only (since it's by map, not necessarily by chapter).

Enemy defense in Chapter 1 is really high, to the point that Violet can barely damage them. Also, one of the lancers was able to double Elise. I think you got the Hard and Lunatic difficulties mixed up, Chapter 1 of Hard was much more difficult. It would also be nice to have an opportunity to save after curing Violet and Elise, just so you don't have to spend time re-doing what is more or less an interactive cutscene (I don't even think it is possible to lose) if you lose in Chapter 1 (like what happened to me when I got crit by the boss).

Developer

Seems in my reshuffle of the difficulties I accidentally doubled up on the easy/hard changes (since I realized that where I did have them would potentially not have changes viewable in preparations), and forgot to remove the extras in the first chapter, so the units were getting double the buffs they should. It's fixed for the release coming in a few minutes.

Also, you can save on any turn so long as none of your units have moved yet, just by opening the menu like you would to change options or check the objectives. I'll make a note of that in the quick SRPG Studio primer I have at the beginning and in the tutorials.

Yeah, kinda forgot about that function, too used to Fire Emblem not having it, and I don't like using it anyway.

(-1)

I know I mentioned this before, but playing through all the current content has confirmed that my units snowball quickly, even on "hard" mode. I understand the narrative element where Monster Girls are strictly superior to humans, but it's a bit absurd this early on. I'd reduce growth rates across the board, make it harder for individual units to solo entire groups of enemies. This is how I'd change the growth of the Playable characters. Note that while I have not made an SRPG, I have played every mainline Fire Emblem game besides Gaiden.

Maia: 75% HP, 35% Str, 45% Mag, 45% Skl, 50% Spd, 50% Luck, 25% Def, 30% Res; Total 355. Her growths are all above average aside from HP, a unit with no weakness while not dominating in any one area. I made her magic growths slightly better since she can use all magic types but the only weapon type she can use is lances. I'd also give her an acrobat-type skill (move through all traversable terrain without penalties) since she can use her wings to boost her mobility.

Elise: 90% HP, 55% Str, 5% Mag, 40% Skl, 40% Spd, 35% Luck, 25% Def, 10% Res; Total 300. Classic bruiser type with high HP and Str but mediocre defenses. 

Violet: 65% HP, 35% Str, 5% Mag, 60% Skl, 60% Spd, 60% Luck, 15% Def, 15% Res; Total 315. High Skill, Speed, and Luck, but shaky strength and poor durability make her rely on dodging attacks rather than taking them.

Emily: 85% HP, 50% Str, 30% Mag, 35% Skl, 20% Spd, 30% Luck, 50%, Def, 20% Res; Total 320. Very slow but incredibly durable. Will end up being more useful now that not everyone is capable of taking many hits.

Steph: 50% HP, 10% Str, 50% Mag, 35% Skl, 35% Spd, 60% Luck, 10% Def, 50% Res; Total 300. High magical attributes and incredible luck but incredibly frail physically.

Galiena: 70% HP, 30% Str, 20% Mag, 60% Skl, 50% Spd, 40% Luck, 25% Def, 25% Res; Total 320. Relies on Maid Daggers and effective weaponry do deal heavy damage but has enough durability to survive multiple hits from both physical and magical enemies.

Sylvie: 70% HP, 50% Str, 10% Mag, 50% Skl, 50% Spd, 50% Luck, 10% Def 20% Res; Total 320. Absolute glass cannon with high mobility. Her skill will need to be changed, but fliers often go off on their own anyway due to their mobility.

Lily: 80% HP, 15% Str, 60% Mag, 50% Skl, 30% Spd, 25% Luck, 30% Def, 30% Res; Total 310. Reliably hits once for heavy magic damage while, but more skillful enemies may end up landing a critical hit against her doing heavy damage. Her skill should probably make enemies more prone to attacking her due to how big her true form is.

Developer(+1)

I do appreciate the feedback, but I'm not going to touch growth rates at this second.  This would require a massive overhaul of the entire game, and unless I see that it's becoming a major problem with balancing, I'm going to hold off on doing that and focus on newer content. I know this sounds like I'm potentially kicking the can down the road, and to an extent I am, but at such a time I'll be far better equipped to understand what works and what doesn't for enemy stats. If that time does come, I'll come back to this topic and look at these proposed growth rates as starting points, but I won't just straight lift them - some of them conflict with my vision for the character (mostly Sylvie and Lily), and I'd like to refine that when possible rather than completely rework the character.

So, yeah, I'll probably come back to this post later, but until it's a problem I'm going to stay the course and revisit the topic when it's becoming an issue and when I'm more experienced in design and better understand what makes people frustrated and what doesn't.

I found a bug at the end of the chapter 1, Maia lost her spear and tome after I finished the chapter