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The game is available on STEAM and Itch.io!

F&H 2: Termina is oppressive, relentless and hopeless. A mix of jRPG and Survival Horror. Turn-based combat meets resource management. 3 days to explore the wicked town of Prehevil and find out about its dark secrets. 3 days until the pale and sickly green moon rises at its apex. Termina is upon us!

CAUTION! The game contains scenes of explicit violence and gore. Dismemberment is one of the core mechanics in the game. The game also includes the following: Use of alcohol and drugs, scenes of self-destructiveness from suicide to self-harm, nudity and sexual content.

Themes of depression, mental health, sexual violence, child abuse, war and atrocities that come with it are represented in the game.


You are only given 3 days to uncover the sercrets this wicked land holds within its darkest corners. Among 14 strangers, you find yourself at the outskirts of a backwaters town of Prehevil. A town that still holds tight onto its ancient rites and macabre traditions. You are forced to partake in the Festival of Termina, an ominous event that only occurs once in every pale and sickly green moon. A moon that happens to be grinning and watching your every step... There is only one that walks away once the three days are over.


  • jRPG x Survival Horror hybrid - A turn-based dismemberment combat system mixed with strategic planning and saving of precious resources.

  • Oppressive and ruthless atmosphere - Fair game design won't save you here for better and for worse. It is up to the player to survive.

  • Open-ended world - You are given freedom to approach the horrors from the direction you'd best prefer.

  • 3 days to explore - The world changes around you and other characters have their own agendas to pursue depending on the time of day.

  • 8 playable characters to choose from each with their own distinct playstyle and story.

  • Pixel Art x Digital Painting - An unique art style that tries to give at least hints of tranquil beauty in the midst of relentless darkness.

  • Original Soundtrack with a number of atmospheric tracks from Chilly Makes Music along with my ear piercing Yamaoka-core tracks.

Hope you like the game!

Latest Blog

Fear & Hunger 2: Termina is OUT!

I've been neglecting rpgmaker.net way too much in the past few years. It shows, the last update was in 2020. It took me some time to get this game page up to date too, but Fear & Hunger 2: Termina is finally out! (technically it has been out for a couple of weeks but that's besides the point)

Took me 3+ years of working on it pretty much full time. A lot longer than I first anticipated, but I'm happy with the results. The game is still in a bit shaky and janky condition, but so far the reception has been really positive and I think it's a good foundation to build upon. Bug fixes and content updates will follow in the coming year.

If anyone's interested in trying out the game, here's a small giveaway of Steam keys. Please don't use more than one so others can grab their copy too, thanks!

  • Completed
  • Commercial
  • orange-
  • RPG Maker MV
  • Action Adventure RPG
  • 08/06/2019 01:58 PM
  • 12/29/2022 03:16 PM
  • 12/25/2020
  • 55042
  • 26
  • 523


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So my favorite dev is back with a new game =) cool!
Your style is just very attractive as usual

I did not know how badly Fear & Hunger needed a 1942 backdrop until this existed.

Thank you for making this!


I did not know how badly Fear & Hunger needed a 1942 backdrop until this existed.

Thank you for making this!


Yeah the 1942 era came as a last minute surprise for me too. I hadn't thought about such game at all previously with the planning of the sequel. But with the setting many of the plot points started to make sense and certainly it's a dark period in the history of mankind.
It's definitely perfect for the game. I'm just kind of surprised the timeline syncs up with our earth. The first game felt very much like it took place in its own setting, and I'm kind of curious to see whether Termina keeps to that. 1942 in a world that only sort of mirrors our own would be really interesting.
the world ends in whatever my makerscore currently is
Dude, subbed! :D
Dude, subbed! :D

Awesome! Long time no see! Which reminds me, I downloaded your game a while ago when I switched from Mac to Windows. I need to write up a review!
I'm liking this game's aesthetic more than the first one. Keep it up.
This looks really really cool. I especially like the art direction!
This looks really really cool. I especially like the art direction!
Thanks. I think the art is the most refined part of the game, everything else is me trying to survive with the music and coding, etc. Still I think there're some cool things here.

Feedback & Hunger incoming...

-Title screen is wonderful and atmospheric. Dopplering background screams certainly set a tone, and when the music kicks in everything gets a very best-of-late-80s-horror vibe.

-Menu sounds and menu responsiveness are both phenomenal. Small elements, but they're done perfectly here.

-Oh. Huh. The occultist was born a boy, but dresses fem because his mother promoted this to keep the church of All-Mer from involving him too heavily? Or am I misunderstanding the prologue text?

-"You proved out to have great talent" should just be "proved to"

-The Vatican having a "Ministry of Darkness" feels kind of narmy. Honestly, just the phrase "Ministry of Darkness" feels very overblown and silly in its own right.

-I really like the depth of the prologue.

-Whoah. The god choices are excellent. And I'm guessing choosing fear & hunger ties directly to the events of the first game?

-"Your affliction with said god grew greatly" affiliation

-Whoah, that menu screen has some strong persona vibes to it. It's almost a little distracting, but I like the design.

-Knife's weapon description is as a "short iron sword". Should be blade instead of sword?

-Also, I start with both a "Knife Occultist" and a "Knife 1/100"? Is this a bug?

-Whoah, engraving affects character art. That is cool as heck and this looks ridiculously polished.

-Not having any text for what each of the menu options is feels a little needlessly clunky. Maybe have "items" or "equipment" or whatever show midscreen as you highlight it?

-Just having the skin bible of gor-goroth let me grave his sigil. I didn't have to read it first. Is this intended? Also, I didn't start with the sigil of the moon god, who was the one I let in. Is *this* intended?

-Lucky Coins altering the coin flip mechanic is excellent. I am all about having a spendable resource that lets you tilt the odds on the otherwise punishing 50/50s the past game threw at you.

-Have you played Little Nightmares? I am getting strong Little Nightmares vibes from the train. Incidentally, I super dig Termina as a title and trains as a theme, especially tying into the WWI setting.

-The janitor is a bit strong. Also, it reacts not at all to having its genitals stabbed off. I had hoped that might buy me time by stunning it, but yeah no. Zero percent cares about losing those.

-The leg-sawing animation goes on for a little too long. Not like too long in a scary way, but like I think you'll get a stronger horror-hit out of having it finish quickly.

-"The janitor walked away to get more materials for cubes" Cubes? This hasn't been explained in any way up to this point. Maybe walked away mumbling about cubes?

-I *really* dig the festival angle, and the expansion of the lore to include Rher. Although that brings up an interesting question. Is the moon good you can let inside Rher? And is it the same as the force behind Moonless from the previous game?

-Containers have an "opened" sprite. This is huge.

-I like that you meet the rest of the cast after disembarking from the train. The first game had cool elements and branching narratives, but this feels tighter and more rigorously planned from the start.

-"They had these kinds of hallucinogens experimented on war prisoners before" should be "They had these kinds of hallucinogens tested on prisoners of war before."

-"I wish I had your capacity and feist" I dunno if either of these words is totally right. Maybe something like "I wish I had your capacity for biting at every line"?

-The maps are all beautiful. Honestly, the audiovisual impression of this game is amazing.

-You get an urge to jump down the well, but you can't act on it?

-Compared to the instant meatgrinder of the first game, this is heavily atmospheric. I love it.

-What are the yellow and blue icons next to your name in combat?

-The man near the abandoned truck, when you get near him, framerate drops to almost nil. Not sure what's going on.

-Game could really use a "retrieve beartrap" function. I popped down a trap in front of the man, he stopped moving, and refuses to approach through the beartrap. Unfortunately, that trap is on a single-tile wide path, so I can't progress any further in that direction.

-Okay, the beartrap just straight up won't trigger on that man. Although it won't trigger on me either. Intended?

-Double coin flips work perfectly.

-Deployed boobytrap, Chaugnar just strolled right over it, taking no damage in the process. Is this intended?

-Got very murdered by Chaugnar.

-This is a FANTASTIC demo and I will play more. I'm kind of amazed by how much there is and how polished it is. There seems to be an excellent depth to the game in almost every possible direction, and I am hugely stoked to see more of this as it develops.
This looks awesome and very original! :D
Kumada! Back with the specific feedback! Thanks a lot for the help!

- that one line of text about occultist seemed to start a lot of discussion on discord.
- I agree the Ministry of Darkness is a little cringe. I'll have to see how I handle it.
- The persona-esque menus are something I've been going back and forth with. I'll see how the overall game feel goes before choosing what to do with it.
- the knife 1/100 is not a bug. There's now a possibility of getting weapons with slightly different stats and the plugin brought that info along with it. It is a bit distracting.
- I agree the menu seems a bit clunky... It's kind of a long story why I went with that design. I tried to emulate the feeling of playing some super obscure japanese SNES roms as a child when the game was only partially translated. The cryptic nature kind of added to the vibe of mystery. It's not good game design, but yeah...
- maybe it's better if you need to read the book before using sigils. It just works similar to recipe books where the book itself makes it possible already.
- Yeaah.. I've played Little Nightmares :D There are quite few on the nose references in the game.
- I'll have to tweak that leg sawing animation. I agree it's a bit too slow.
- And oh yeah, you must have attacked the janitor right away. The cube line doesn't make sense if you do that. I need to fix that.
- I need to go through the talk with the rest of the cast again. There are bunch of awkward lines there.
- jumping down the well might be coming later on.... :O
- the yellow and blue icons are the new rev up system. There is a book explaining it, probably should be available at the start. Using one Rev point boosts your attack, using 2 makes you attack twice and so on. Also some magic require rev points.
- I've heard about some framerate drops. I need to investigate that...
- I agree on that retrieve beartrap. It's coming.
- which enemy ignored the beartrap?
- Boobytrap only stuns enemies. Probably won't work on Chaugnar because that enemy is a bit stronger....

I'm really glad you got good first impressions. I've kind of been insecure about the game lol. It's so different compared to the first game and since I've only been testing it myself, I haven't been that sure if it all translates well to players.
I think if you specified that the Vatican was aligned with All-Mer, or with multiple gods, or with something like that it would make it more clear that it's not the this-world Vatican. Just, like, "the Vatican of all gods" is a baller name and would do a lot to emphasize how the worlds are separate.

I am genuinely curious if I understood the line about the occultist correctly, and honestly the line might work as a beat that's never truly followed up on, that way the player can decide for themselves how the occultist thinks of himself (edit: just realized she goes by Marina. Herself?). Granted, if Sylvian plays a part in this game, it might be narratively tough to avoid talking any further about the occultist's gender, but I'm interested to see how this gets followed up on if at all.

What does the 1/100 in the knife mean? I'm cool with weapons having different stats, and especially with those different versions of the weapon having different names to make it possible to tell them apart at a glance, but if there's a way to replace that 1/100 with like "of the beast", "blood-hungry", "stalwart", etc, that would be even more useful from the player side of things.

I am 100% with you on the feeling of playing partially translated, or old and unintuitive games being cool, but those icons in the menu are the only part of termina that really lean into that aesthetic, and as such they kind of stand out as clunky. I really like the icons, but some text to contextualize them would be really helpful.

I'm super okay with books working like recipe books in the previous game, where they unlock knowledge as you read them.

Little Nightmares is splendid, and the visual references are weirdly perfect for a WWI era game.

I didn't know there were multiple conversation routes with the janitor. I more or less got into combat with him right away.

The Rev system sounds super cool, but starting with a book that explains it would be very helpful since it's a significant mechanic that every character has. I do genuinely like how many tools the player has at their disposal in termina, and how the game retains a strong horror feel despite how comparatively well-armed the player is.

The man outside Chaungnar's bunker ignored the beartrap, but I think that's partly because I placed it outside of the fenced enclosure and he's unable to walk out of that area.

The boobytrap looks like an IED. A text indicator that it just stuns would be helpful. I was expecting it to be the upgraded version of the beartrap.

This is definitely not a game to be insecure about. F&H was a really cool project, and this could just be because of my tastes as a gamer, but I still like termina way, way more. The pacing feels less meat-grindery and more slow-burn...but only until things get dangerous, and then it's 100% back into the grinder. This lets termina shift back and forth between feelings of tense safety and acute dread with much more agility than F&H. F&H had cool locations like the courtyard to break up the oppressive feeling of the dungeons, but they were rare. Termina feels more like a 50/50 split between dungeon and courtyard style locations, and I really like that. I'm also super down for the evolving metaplot and the updated setting.

Basically you've created a super cool thing.

Anyway, testing further. This time doing a run as the soldier.

-"you made a pact with the said god for life" with said god for life

-For the 'weapon' and 'armor' parts of the equip screen, your character class displays on top of some of your equipment. Minor bug, but looks a little janky.

-BUG: Okay, I'm in the prologue, I have a trenchgun, I have five shells, I equip the trenchgun, I get a "you are out of ammo and we have unequipped your trenchgun" message. What's going on here?

-Oh, okay. If you don't immediately go hostile against the janitor, the scene adapts accordingly. That's super neat and adds a lot of mystery and replayability to the prologue.

-"You to assemble cubes" not sure what the intended spelling was, but maybe the 'you' is meant as 'use'?

-Successfully jinked around the janitor this time. I really like how many possible variants of routes there are through the prologue.

-Hard confirmed, trenchgun is bugged. Trenchgun does not recognize its own ammo outside of the prologue, either. If you equip it, it unequips.

-Marina: "Maybe it's just because I've been studying occult and religion" the occult and religion. Also, Perkele *introduces* the moon as Rher, so it's a bit weird that Marina says 'hey I think it's rher'. Unless Perkele's dialogue and the information he lets slip is supposed to canonically be different for each character, even though it isn't for the player? If this is the case, I feel like it still might be a thing that's difficult to communicate to the player.

-Yellow mage: "we are not known to pulic as we once were" We are not as known to the public as we once were

-I really like the way the herbs match the background. A lot of rpgs go the opposite route and try to make items stand out, which usually I am all for encouraging, but hunting for unique plants against the mist and the muted color palette feels very immersive in this game.

-Combat manual is super useful, especially for newbies to the series, and I feel like you should probably start with it.

-Okay, so you can use shotgun shells as an item in combat? And they do nothing? You may want to just disable them as being combat usable if this is not an intended function.

-Rifle, I am happy to announce, is not bugged.

-Does Marksmanship apply outside of combat? Or during combat as well?

-I like that the items you can pick up in the prologue are available on the train even if you skip the prologue. That's a good design choice.

-Wait, lavender is an item but you can't harvest it from the purple flowers on the map?

-"There is absolutely nothing inside expect" except. This is part of the dialogue for the toilets.

-Shot a villager, searched her, no dialogue box. Searched her again, dialogue box saying that she had nothing. Bug?

-The car in the village can't be interacted with? It seems like it should produce at least some dialogue.

-The house with the red box in front of it---the red box can't be interacted with, and the bookshelf inside can't be interacted with either.

-Drinking a light blue vial does not give you a glass vial and it feels like it should.

-The gun versions of the sprites look great.

-I genuinely like the silent hill style static that alerts you when an enemy is juuuust barely off-screen. It adds to the game's terror but cuts down on its surprise-lethal-combat ambush factor.

-In the basement of the house with the red box out front, there is a pipe that is supposed to go overhead but instead in non-passable and blocks off a hallway.

-I wish there was a way to switch weapons in combat. Like, at all. Because a lot of things are ammo based, and because of the setting, emptying the mag of a pistol and then pulling a knife feels very in-flavor and in-balance for the game, and yet you can't do it.

-Man the sountrack was good.

-The basement in the section of town to the east, the villager to the south walks up to the edge of the wooden area and then stops. He won't chase you past it, which feels weird and also can cause you to waste boobytraps/beartraps.

-Selecting "give an offering" on the new gods ritual circle does nothing. Or at least it doesn't give you a dialogue box telling you anything happened.

-Man this demo is big.

-Ah, I think I found the route of the lag problem. When a monster runs into a barrier, it seems to happen the most. Particularly if that barrier is at an angle? I've gotten it to show up in some other places in the game, and it's always when a monster can't get to me.

-Can confirm all trenchguns are bugged, not just the starting one.

-After thinking about it, I feel like firearms shouldn't automatically unequip after they run out of ammo. After all, buttstocking someone is a bit better than punching them, and it only gets more advantageous if, for example, the rifle or trenchgun features a bayonette. Having the weapon default to a lower rate of damage when there's no ammo might be better, and would also take some of the pressure off the need for weapon-switching in combat. It would also reduce situations where on the map you fire your last bullet at an approaching enemy, your gun unequips, and you go into combat unarmed.

-The four ages of history book misspells distinguished

-I wish Anathomia covered what each status effect did, other than what the symbols mean.

-Wow the mayor's arm is resistant to rifle bullets. Also, rifles don't unequip when you lose your arm?
-you're right the trenchgun was seriously bugged and ammo was wonky otherwise too. I just dropped a quick-fix for the biggest bugs in the initial release. Trenchgun is now working (should be at least)

- also the ammo system is working properly too. (Should be at least :P ) Previously it didn't deplete your ammo in-battle, but it should be fixed now too.

- Also added the combat manual to the menu when you start the game.

- You can also pick up booby traps and bear traps when unused now.

- Occultist has gathered many puzzled people. I think you understood the line in the intro correctly.

Many other people wished to be able to switch weapons in-battle too, so that feature is coming too. I already got it running properly, but it's not in the demo yet. Also for the next update the 1/100 in the item menu will disappear. It's useless text as far as this game is concerned.
More feedback:

-Wait, there's televisions but it's WWI?

-So, shooting a villager but not killing them via Marksman doesn't seem to damage them at all. Shot a villager twice with a rifle outside of combat, entered combat with them and they had all limbs at full hp.

-When Vile loses balance, the text says "the woodsman loses balance"

-I really wish the rev'd multiswing let you pick multiple targets, rather than having to attack the same limb twice.

-Confirming that sometimes the search option on a downed villager doesn't return a result.

-Pipesmash villager has a pipe arm that can withstand an attack from a knife, making him maybe the only villager that can do this. Intended? It's weird that he'd be more threatening than double knife villager or Vile.

-So I have the necromancy skill, but I can't use it on a downed villager. Intended?

-You can walk onto one of the tables in the mayor's home. Second floor right side, has a document on it.

-You can't go through the doorway chaugnar opened in the wall?

-The elevator descending animation looks a little weird. I think just hearing the sound cues lets us know it's descending. It doesn't have to slowly and wobblingly go from top to bottom of the screen.

-Chaugner smashing through the second wall legitimately jumpscared me.

-He super ignores boobytraps, which is frustrating since you're supposed to run from him. I feel like they should at least stun him for a moment, even if they don't set him up to be killed.

-No unique death scene for chaugnar? He seems like he should have one.

-The whole chaugnar sequence feels VERY luck-dependent. The corridors are tight, boobytraps do nothing, and he has triple attack strings, so even with three characters if you fail to run and his string goes off the right way, you instalose. On top of that, once you get to the subbasement you have to pick a direction blindly, and certain things that are not ladders look like ladders,

-Is there a way in the current build for the ex-soldier to recruit the occultist? I found the opposite, which the occultist needs, since he is VERY reliant on the rng giving him a weapon or a usable spell. However, more powerful enemies spam attacks so effectively that I feel like having a second character might be vital for the ex-soldier as well, just to program in additional actions per turn and absorb some half-hp attacks.

-Is Headless recruitable? Ghoul murdered him before I could finish giving the Good Boy all the meat from my inventory, and I'm curious whether this is a callback to the first game or a trap for complacent players with heavily meat-based inventories.

-Similarly, is there a point where you feed the goat enough carrots that he does something?
OH!! I missed your previous post kumada! I'm pretty sure I check it up before... hm.

Well anyways just to post here that the new Demo Version 2.2 update is up! Compared to the first demo, it's quite a lot bigger with 2 new additional characters, many new enemies and areas.
Okay, logging feedback on what is hopefully the current and correct version of the demo, but I guess we'll see:

-From the class select screen, there's Mechanic. But their default name is Engineer. Intended?

-Mechanic playthrough, go

-"only to collapse after weakly ten meters" only to collapse weakly after ten meters

-"The man had been shot to the belly" in the belly

-"The organization had been brewing hidden" growing, hidden

-"your expertise would surely come handy" come in handy

-Plank shield "offers a little bit protection" should be 'little bit of protection'

-Day 1? There's a time system? I dig it.

-Wrench Toss seems really useless. You lose your weapon for a single attack? It might have a little more utility if you can throw your wrench outside of combat.

-I really like the variety of mushrooms and plants you can find. Granted, I'm someone who wants to write a woodlands plant foraging rpg, so I may not be reflective of the wider audience.

-Duck Tape should be Duct Tape. The item itself is correctly named, but the 'you find' message from the toolbox under the hatch in the riverside shantytown spelled it as Duck. (Edit: it's Duck Tape when you get it from any container. Found the same issue with a random drop from boxes near the woodsman)

-The northernmost oil drum in that same area can't be interacted with.

-Moonscorched villagers might be a little too hardcore. Three attacks /turn, each one chipping a third of your health and inflicting status effects, means that unless you've gotten really lucky with your early game drops, you have to chance a turn one strike at the head.

-The Engineer feels interesting. I think I've missed 60% of my limb attacks with the wrench, and 100% of my wrench throws, which makes me wonder if the wrench has an accuracy debuff. If so, it might warrant a note about that in the item text. Overall, short circuit is GREAT, the crafting options seem like they'd be interesting by midgame once you've accumulated a bunch of items, but the class feels *very* underpowered to start, and might benefit from a beartrap or two to even out their starting kit.

-I really like the character histories, and the way the worldbuilding from the previous game interweaves with the new details from this one.

-Doctor gets no reward for choosing "an honest line of work"?

-"you cannot cure any symptoms without givin something" giving

-"occult had completely swallowed the baron" occultism

-Doctor doesn't start with a weapon equipped?

-Not sure luger shots from the map do anything. Hit moonscorched villager three times, no result.

-"you ended up starting a street praction" street practice

-All enemy attacks / limb health seem like they've been tuned up to the point where beginning battles aren't winnable unless you've used Marksman shot or used traps or have combat items ready to go.

-Doctor feels like a very solid class, with healing options and solid equipment picks right out of the gate. I was kind of hoping the class might start with an option for some herb crafting recipes, since starting inventories kind of get flooded with herbs, but I'm not sure what I'd swap out for that, maybe scalpel, and even then it's hard to nitpick a class that lets you start with healing whispers.

-That said, analyze does not feel like a good skill. It has a cost, and it uses an action? Meaning if you have multiple characters, you're basically giving up someone's limb to try and get information you could guess anyways. And if you have one character, you're giving up the battle. I think making it not use an action would make analyze more worth using.

-In occultist's intro, "all the new student" should be 'students'

-"Your affliction with said god grew greatly" affiliation

-It might be worth toning tackle's damage down a bit. That way it still allows partially disabled enemies to provide threat, but it's not as strong as a lot of their regular attacks, just more random and without a debuff inflict.

-Similarly, one of the things that made F&H's early game survivable was that, even with bad rng, you got a lot of tactical options like traps and explosive vials to resource-spend your way through tough combats. In termina, I'm swimming in food and medicine craft drops, but this doesn't do me much good when a starting encounter can melt me unless I have damage items/marksman rifle/traps, or unless I get unrealistically lucky with a turn one head-target.

-This may not be implementable, or at least not worth the work of implementing, but it could be interesting to let players spend lucky coins to enhance their attacks. Basically, use one, it doesn't cost an action, and it boosts your hit chance for that round. Lucky coins are good, so I don't think this would get out of balance, but it would making trying for a turn one headshot possible if you're willing to spend coins for it.

-Necromancy is not a selectable option for the dual-knife-wielding villager's corpse. Are there meant to be human enemies you can't use it on?

-Booby trap is pretty terrible. Its stun is shorter than when you run from combat, and it deals no damage. Maybe it could force the enemy to start the next fight with a debuff?

-"You are feeling dizzy" message popped up at the same time as "you died because of your infected wound." Also, I hadn't ever gotten an infected wound. I'd gotten bleeding, and then cured that with a piece of cloth. Bug?

-Switching weapons feels like it shouldn't cost an action, but also I'm sour because I did it and went from full health to dead against a villager who was already missing an arm.

-Having a miss chance against limbs still doesn't feel great, since it gives the rng considerable freedom to decide you just lose an early-game combat. Combat items were a check against that, but I've yet to find one in my ten (?) runs of the current build. Engineer can technically make them, but only if they get lots of the right loot drops, and only if they're using a trap engineer build instead of a weapon engineer build. Soldier with marksman rifle is currently feeling like the only viable build, but even then you're reliant on luck, your bullet supply, and having a clear line of fire before combat begins in order to survive even lowest-level matchups. In original F&H, it was easy to get a second party member within the first five minutes, and there was decent odds of finding something (hurting, explosive vial, beartrap, bow) that could potentially define your build, even if your class hadn't already provided it. In termina, you have to play for a while to get to your first chance of a death (and even longer if you want any control over your build), and then you have to play for quite a ways past that to have a chance of getting another character or maybe a good item. This makes dying and restarting feel a lot more tedious, and I think it might be worth putting in a save point outside the train that you can *only* use when you're there for the first time, thus allowing you to pick your build, see the intro, and talk to the other characters *once*, rather than every single time in case any of those things trigger an event flag later in the plot. I also think having a second item pick at the end of character creation might help control early game luck a little more. After you've chosen between food/alcohol/healing supplies, getting a second choice that's traps/damage items/shield would be really welcome.

Overall, I like what I've been able to see of the new riverside area, but I'm not sure how deep into the game I can get without either some hidden information that I don't currently know about, or a really lucky soldier run.
Thanks for the honest feedback kumada!

- I'll need to check those typos.

- I personally found lots of use for the wrench toss, with a little dmg boost, you can one-shot normal enemies with it and it also causes stun to larger foes. I might buff it up though

- I did some investigating before putting duck tape in the game and apparently duck tape was its original name in the 40s because of its water-resistant qualities. But it's a typo nevertheless, because the name is not consistent.

- The wrench should be as accurate as most weapons, so bad luck maybe?

- I think the engineer is more utility/support class kinda like the doctor too. They don't have that strong offensive

- you can kill enemies with the pistol on the field, but I don't remember how many shots it takes... (quite few) Also by shooting the enemy on the field few times and then starting a battle, it has already taken some damage to the torso even if there's nothing visually telling you that. (maybe a message could be useful) So you can often down the enemy with one attack to torso after shooting it few times first.

- Maybe I need to nerf some early enemies... Although I haven't even touched their stats since the last demo, so I'm not sure if it's any more difficult... (which doesn't mean that it wasn't too difficult to begin with ofc)

- herb crafting sounds good for the doctor, although I've also planned a botanist class, so... dunno.

- and yeah I realized that I never corrected the "affliction" terms you mentioned apart from few places. Still need to do that.

- There actually is a save spot in the train now. The last bench before exiting the train lets you rest. I realized it's easy to miss, so I'll have to make it more recognizable.

I might have been a bit blinded by the difficulty because most of the people testing the game have been people who know all the tactics a bit too well. I'll see how to best tone down the early difficulty. The moonscorched are probably the most dangerous early normal enemies, but they can be avoided pretty easily, because of their speed. For the villagers, I'd simply recommend taking out the armed arm/s and then just going for the torso. The game does kinda require you to use the Rev Up system, otherwise it might get too difficult. There are still optional resources to use in battles, but they are bit different this time around. You can pick up glass shards and throw that to the faces of the enemies. You can also throw gasoline canisters and attack them afterwards to cause an explosion (although that's 2-turn tactic)

I think with an out of combat option, or with equipping weapons not taking an action, wrench toss would be decent, as-is it feels like you either hit with it, or you lose. And even if you hit and disable your opponent's only weapon limb, you're still taking two turns of tackle damage, when you could be regular-attacking the weapon limb, then targeting head, or else two-shotting their body.

Maybe wrench toss's dps is high enough that it can take out some enemies with a single body target? I don't know. I haven't hit with it yet.

re: duct tape, I honestly didn't know that. I always called it duck tape as a kid, and got corrected to duct tape, and duct tape is what it says on the packages. I think either duck or duct is fine (although duck might look weird to people who had the same experience as me,) as long as it's the same spelling throughout the game.

Doctor feels like they're a better offensive class than engineer (and potentially as good as soldier, if they get good protective equipment), since healing whispers lets them get into combat without worrying too much about using up their blue items.

If you've got a botanist class in the works, I wouldn't worry about giving herb-crafting to the doctor. And the occultist has a little bit of herb crafting too, so there's options in the current demo to go that way. Plus, a botanist could reasonably start with cooking and poison-crafting recipes, and I'm all for that.

re: the train save spot, moving it just outside the train so that you can talk to the other cast members and then save would be a huge time/effort save for the player. Plus, you could make it a little more visibly obvious that way, and have it as a campfire or something that could burn down by the time you revisit the area. Still, I'm super glad it's there at all.

I don't really think enemies need hard nerfing (except for maybe the handful of minor enemies that can tank two hits to a weapon limb), but miss chance on limbs + scarce combat items (I've yet to see a gasoline canister) + scarce party members + tackle being strong and frequent makes normal enemies feel harder than guards from F&H. At least guards could be controlled with the abundant combat item drops and party members, didn't damage you every turn if you fought them the right way, and were in environments where it was fairly easy to loop them. I *like* the Rev Up system, but it requires you to survive to turn 3 to get a full salvo out of it, and I'm frequently dead by turn 2. Again, I don't think the nerf bat is needed, just start players with a few more spendable resources so they have a touch more control over their first three combat encounters.

Even just adding a glass shard to everyone's starting inventory might help, and give the player a clue that they can be picked up and used.

Okay, new playthrough. Let's see if I can gain a bit more ground.

-Does using the train bench save advance the clock? I feel like the first time you use it shouldn't, as otherwise it's a punishment for taking a safety-save to skip all the opening dialog.

-I'm not sure engraving gor-goroth on myself did anything? It implied it might boost my attack, but that does not seem to have happened.

-Wow, glass shards are terrible. Unless there are very specific situations in which they have a pre-programmed effect, they are maybe the worst thing you could do with a given combat action. Low damage, and no blind or bleed? It's vastly better to try and chop a limb or run.

-Occultist starting without chalk feels strange

-Soldier's "stock up on ammo" should probably give you ammo for the weapon you picked. It seems weird for him to strap his trusty rifle onto his back, and then buy a bunch of shotgun shells just in case things get ugly. It also means the player kind of has to reroll the intro until they get ammo they can use.

-BUG: Moving the cursor around the hexen triggers bleed damage.

-Executioner has two skill nodes on the hexen? (edit: this is for a soldier who started with marksmanship. Execution displays in the marksmanship slot as well as in the execution slot)

-Some kind of early-game peddler or ragpicker shop might help, since bleeding is a death sentence if you don't get a lucky drop, and soldier's heroin has a similar problem, since you basically start in heavy withdrawal, and you only have one syringe in your inventory, and it's a rare drop. Alternately, adding poppies and yarrow as plants that let you control those two status effects might help.

-I think a lot of the issues I'm running into are just a result of Termina's item list being bigger than F&H's. When I open a crate or chest in termina, the odds that I'll pull something relevant to my current needs feel way lower, but I think that's because there's more total stuff to pull. Either way, my inventory is always filled with cooking supplies that I'll never get hungry enough / have the recipes to use, and then healing items that I'd have to survive a battle to use.
Okay, going to do a few more runs until I get lucky enough to have a viable start position.

-On the train, after talking to Marina, she goes back to being "the sleepy one" if you talk to her a second time.

-Pressure plates are an absolute resource bottleneck for the trapcraft engineer. It might be worth starting her off with a couple, since otherwise it feels about as likely to find a beartrap as to build one. (edit: confirmed. I have a beartrap, but have yet to pick up a pressure plate in any playthrough)

-Getting repeats of books feels really bad, especially if it's something like the newspaper article where it does nothing to begin with. It might be worth letting the player reroll the item if it's a book duplicate.

-Using a blue vial boots you out of the menu for some reason. Other healing items don't.

-I lost a leg, and then used a leg item. No changes to my sprite either way. Did I patch the leg onto myself, or did I eat it?

-Resting but having your sleep disturbed by a combat encounter does not advance the clock, right?

-What circumstances are supposed to lead to the soldier appearing in the two-story house? I think the trigger for it might be broken.

-Shooting at the crawling woodsman (after you've hit him with a trap) does nothing.
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