A match-3 puzzle rpg game with furry adult m/m content. · By
i think its the battle, i found the enemy npc is still to hard to beat.. T-T the difficult still feels like normal even tho ive choose relaxed level.
🤔well sometimes it nice to feel a challenge but, for me sometimes i need to try like 7 times to just beat some of enemy (enemy is the same level as me *rn its 15)
So yeah i think the battle difficult in relaxed level need too be more relax and chill.. got beaten by the enemy *6 times in relaxed mode that is not funny at all😓😭
*another note, can you add icon beside an effect.
Sometimes idk if the special effects appear at wich color tiles. Sometimes i forget freeze would appear at white, and shock will appear at yellow, and etc.
I think with adding an icon beside a effect on skill description would help so much.
- Thankyou☺
Thanks for the feedback! Showing the gem enchantment icon is one of the things we want to do, so we might work on that in the future when we have time.
I'll try to tweak the cascade breaker and the enemy parameters more for the relaxed difficulty. Some of the enemy's armor bonuses have also been adjusted according to difficulty already. For example, Poisonous Mushroom won't make more than 1 Poison Gem in relaxed difficulty, as opposed to 3 gems in Normal difficulty and above.
- Punipen
The game just has high variance, at any difficulty level. It's possible to have a breeze of a battle against overleveled enemies on the highest difficulty if the gems line up right for you, and it's possible to get obliterated by low level enemies on the lowest difficulty if they line up perfectly for your opponent. Neither of these is particularly common, but both can happen.
There's already a mechanic that stops the enemy from getting a cascade from new random gems in the easiest difficulty to make a long lucky cascade less likely to happen. And in the case that it does, their parameters are halved, making it's less punishing. They are also more likely to ignore any match-4 to get an extra action, unless it's unavoidable.
- Punipen
Yeah battles can feel very 'swingy' at times, some bosses took me 3 to 4 tries (talking about the build released to the public here), that fight against Aoba is insane. I don't mind the challenge at all but I had to choose which puzzle blocks to move very carefully for most fights, even against the generic mobs, cuz every fight can go south really fast. I had to think hard about which skills to take and their synergies, which equipment to use, grind for items to do all quests, healing after every battle, upgrading armor whenever I could, it felt a bit like an old school RPG not gonna lie.
Here’s some tips I gave to a player in Patreon forum.
If this is your first bejeweled type of match-3 game, it’s probably better to start the game in casual or relaxed difficulty so you can focus on recognizing the patterns on the board. In any case, some common strategies in this type of games are:
1.) Try to spot a possible match-4 first, since these will give you an extra action. And it’s almost always better to get that extra action.
2.) A vertical match is preferred over a horizontal one, as that will maximize your probability of getting a cascade from random gems filling the empty spots.
3.) Matching gems around the bottom of the screen also has a higher probability of causing a cascade.
4.) For Kemo Coliseum, don’t forget that Rage Gems will be erased along with other erased gems adjacent to them. You can use this knowledge to create a cascade.
In any case, the game isn’t about a long cascade/combo as much as trying to make the most out of your three action points each turn. Your skills, equipments and elemental reactions will help you in the long run!
- Punipen