Skip to main content

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

Dungeon: Raid Her

A real-time 3D adult roguelite action RPG · By keepherdev

Why is "Crying" Such a problematic staus effect?!

A topic by Wolf-056 created 15 days ago Views: 680 Replies: 8
Viewing posts 1 to 4
(+4)(-1)

I started off as a Loppan just to see if I like it... And Not only were the Controls so janky that it makes combat awkward (And risk damaging a perfectly good Mouse), but status effects like "Crying" make any means of Rescue borderline IMPOSSIBLE.

I cannot use the "Interact" system because for some daft reason, it counts as "TALKING". This means that when I try to use the binding mechanic, I end up having my Loppan BLUBBER while she's standing over the Wolfkin that is about to kill her!

What makes it worse is that there is no option to disengage friendly fire, so I end up accidentally hitting my rescue target in the middle of beating up someone else, and make her hate me!

(+1)(-1)

I mean, dev DID say "very early build." Maybe you're the first person to voice that it's a serious problem. The originator of this game is the dev's other game, which is less an action-RPG and more a dungeon keeper-style thing so maybe everything transferred over 1-to-1 didn't work out the way it was intended?

(+3)

Perhaps. One of the bigger problems is the AI... And the fact that the wonky hitboxes means I spend too much time Mashing the mouse button.

I mean, there is not much point with a crude "Companion" system when half the time, you are trying to avoid hitting your "companions", since hitting them will cause them to lose respect for you, and that is not even covering the limited health items (Which don't heal as much as they should), that you have to start off finding them at random, because we cannot actually buy any health supplies, which makes Gold absolutely useless and dungeon crawling VERY Stressful.

I was spending more time running around in circles and hoping my "Companions" and my Enemies don't end my "Virgin run" because we cannot actually preplan our raids... And the less said about how hard it is to leave the dungeon once we feel we have what we came for, the better.

(+1)

OOF. Yeah, I haven't played yet, have to wait until later for potentially obvious reasons. Yeah I can see those being a problem. Hopefully those issues get ironed out.

lol, yeah, but if we go back to developing part of this new game. It is very good.
sure it is janky, but i think it is a true gem. i start of as lopan aswell (bunnygirl), and it is funny.

if i was that horny all the time i can imagine keeping my panties on would be a problem. 

for the escaping part. i totally agree on the approach. it is nice to have a game that takes away the chinese takeaway approach.
but yeah it would be cool if friendly fire is turned off as soon as you make a companion. 

"if i was that horny all the time i can imagine keeping my panties on would be a problem."

It is. Loppans have a higher chance of stripping down in the middle of a dungeon run and flicking the bean.

The only good thing about it is that it allows us to get rid of the crying effect quicker... But unfortunately, it also means that you are more likely to end up vunerable when the enemy figures out the janky physics of the dungeon.

And to be frank, while I agree that having the ability to bail out too soon is too cheesy, the issue is that when you are at a piddling segment of health left, you have no health items or any way to restore health in any manner, and you have at LEAST two rescues and four companions under your belt, Then suddenly, it isn't so much a "Chinese Takeout" option anymore, and more "Oh Gods, where is the bleedin' Exit?!" There needs to be an option where in order for you to find the exit, you need at least two rescues to have the option to leave... Or more health items than just One Roll of sodding Banages.

Adding to that, having our companions becoming actual party members should be a thing, and choosing who stays with your group, and who goes to live a regular life after their ordeal. I had managed to snag a cute Deer Girl named Theodora that I had JUST managed to ensure she became a companion... And then I left the dungeon to find out she had disappeared and wasn't coming back, because she counted as a Rescue.

Really made the 20 Gems I gained NOT feel worth it.

(+2)

Maybe an item can implemented for "quik` escape or alternative escape method. Like rope.

Not making the game more easy. But still giving a sort of penalty for having an escape button. Making inventory management a bit more challenging 

(+2)

Yeah, the mind is a bit too easy to deplete when its all based around struggle or trying to get back up on your feet, while the only way to regain it is to masturbate.
For my point of understanding it feels very unbalanced at first, but it is a very early build and not easy to add a character into a world where the old core mechanics are still in the game.

Like for example some dungeon parts are not available, so you get these short rooms with nothing happening in them.
Some are even with prison barred loot boxes and other stuff, but there is no way to open them.

And lets not forget about that the movement are taken from the other game and slapped to this one, because there is actually no real free movement, because your character sometimes wont move to certain location because of how a NPC would want or not want to move in the game, and that goes for the player too.

(1 edit) (+1)

And you cannot even have a "Lock on" function like some games do, where the character can aim themselves at the nearest enemy once you do things like "Hold down right mouse button", so you can actually aim your weapon of choice at their clothes. Also, allowing us to change the control layout of the player should help a lot better as having our characters and the enemy all flail around like inflatable tubemen in an attempt to hit each other is pretty stressful.

The one good control-wise was the "Skirting" mechanic, where we can give our enemies the slip with minimal stamina loss... And it is funny to have our characters just slip through the dungeon and imagine them reading a newspaper while they do so.

Another was the polite "Enemies do not engage you while you have an inventory open". It can lead to comical moments where your character is looking at the inventory with an enemy right behind them with a weapon out, which can result in picturing your character is just looking inside a chest with their butt sticking up and the enemy is just standing there, tapping their foot and waiting for you to finish.

It helped to reduce the stress of being chased around by enemies with full bars of health while you have a piddling one percent of health left because the game doesn't allow you to buy health items when you start off, and you have no health regeneration at all.