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Announcement

Part 2

Hosted on itch.io due to size limitations

Updates
STORY
Added Part 2 (ch 7 - 10)
Removed Demonic Wolf event (+ event recruit)

STAGES
Added gear stages
Added School's In (Event) Exam minigame
Actor stages requirements now level (removed trust)
Reworked tower to a first time clear rewards, reset monthly (monsters should also change but im too lazy to set this up)
Reworked arena and labyrinth rewards

BATTLE
Reworked battle UI
Added attack all button
Rescaled all battle skills, and enemy stats

ACTORS
Removed skill tomes in favour of another skill
Introduced actor passives (including a unique for every character which add unique abilities, e.g counter, follow up attacks)
Passives points gained every 5 levels after lvl 10 to level up non-unique passives

EQUIPMENT
Equipment now exist individually and have its own level (can be upgraded by consuming other equipment or equipment dust)
Changed equipment to have random sub stats based on tier
Added equipment sets which grant stat bonuses when the specified number are equipped

CAFE
Now solely based on time with max rewards at 10hrs
Three types of rewards (gold, exp, energy) and will improve as guild level increases

OTHER
Updated missions based on changes
Updated shop based on changes
Reworked gacha scaling chance
+ whatever other changes I forgot to mention

Personal notes
Though the story is to be concluded with Part 3, I don't plan on finishing it (there was some more story I could have done for Part 2 as well). I think this showcases everything that I want for this type of game. For now I'm hoping for feedback to see if this could work in a proper mobile game.

Game Design

Battle UI

So the current battle ui displays everything that I want but I find it a bit too busy with the actor portraits showing at the bottom. Also I want to show the full single actor portrait during their turn, like how its done in other turn-based games (Etrian Odyssey etc).

OLD


NEW


I'd like the portraits to be bigger but it cant be so big that it overlaps enemies because of how inputs/ selecting targets work in this game (other games the portrait fills half the screen but get hidden when selecting a target) so it kind of loses its charm. There's now more space at the bottom though it needs a new window skin, I tried using the boxes but it doesnt look that nice so just leaving it blank. Enemies are realigned back to the center which is nice. The turn order at the top, having it smaller makes it look cleaner but I think the vertical provides clearer detail (though you should be able to tap it to show the details anyway so maybe its ok). What battle ui do you think looks better and why, or is there something else I could do to make it better

On a side note, if anyone is interested, I'm planning to redesign the actor customization (new skills, battle mechanics etc) and inventory (equipment upgrades, item rewards and other stuff). I was going to use another game engine as I thought it would be limiting to work with the default rpg maker script (namely equipment/ upgrading them) but after writing some code I figured it'd take the same amount of effort to start from scratch vs modifying existing code, with the only benefit of being optimized, and at this stage I'm just testing ideas so there's no need for that yet. I'll probably include some new chapters for part 2 as well.
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