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Building I'm Scared of Girls Patch

Since this is a featured game, and did win the competition, I feel like it merits extra attention than I was going to give it after the date of completion.
So I decided to set my current gaming projects on hold once more to try to make this game the best possible game.
While I'll be doing my own testing and evaluation of what is there and what should be there, I would appreciate that you post your grievances, bugs, solutions, whatever in the comments of this blog post. The judges have given great advice and useful criticism which I will be taking into account- but I'm sure there are other parts that they just didn't catch in the hurry to evaluate the other great games in the contest.
Here is a general list so far of what I will be doing:

Adding Ending (A big one.)
Tweaking the current 'end'. (Goes in tandem with above objective.)

Adding actual gameplay aspects to the costumes. (Sort of a rip-off to gain those abilities only to have them not do anything but be aesthetic.)

Removing teleportation after collection of certain gems. (This is a big decision on my part, one that I do begrudgingly but understandingly.)

Tweaking the battle system.(A even bigger decision. If anyone has some advice, that would be spectacular. Otherwise, I'll be working to making it less annoying. This has been an even bigger stick in the mud for people.)

Secrets. (I started to add some, but I had to refocus on the main project during the construction time. Now that I have a little more time to work on it, I think that I can squeeze a few in.)

Bugs. (There are several spots where a old auto-text code rushes the text to the point where people have reported problems reading it- so that will be found and removed.)

Posts

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Max McGee
with sorrow down past the fence
9159
I approve of this list of changes; it's more or less what I'd have recommended.

I feel that having the power-ups DO something will basically fix your battle system right there, as long as the core mechanisms are functional. Stone (or whatever) form can offer damage resistance (50% chance to ignore damage from being hit), while princess form could increase accuracy (assuming that there is some kind of behind-the-scenes 'to hit' roll going on when you collide with an enemy). Things like that.

Giving some enemies more than one health (like giving the 'bigger' enemies two health) could add a lot of depth too, because you could have some forms increase damage, too.
Thanks for the input!
I'm looking at my battle system way more critically now, and those additions alone would drastically increase playability. I think I've identified part of the problem with the original battle-system, so similar additions will be made after core problems are fixed.
I wouldn't remove the teleport to the starting map.

As for changing the battle system... don't really. Just make the outfits change the battle, like increasing hit rate, attacking from up/down, attacking from afar maybe. But I'm afraid putting too much focus on the battles may have a bad effect.

It's a hard decision to be honest, I'm still unsure. THAT would drastically change the game, since a good deal of the exploration would be cut from necessary playtime. I'm not going to change it until I'm absolutely sure. I was toying around with the idea of including a easy mode, where the gems didn't transport you and other things. It'd be a easy way to let people who want the full experience to have it, and let other people who only care about story, have the story fast and hard.(oooooooh)

While the Battle System change may have effects, it's still no excuse for a flawed, eventually monotonous, system to persist. If anything, as it stands now it's a shadow over what I want people to see in this game- and in some cases prevent people from even enjoying what is there! That isn't good. It will play essentially the same, just with some additions that are necessary and rewarding.

@When you miss a attack, the chance a enemy will actually damage is lowered from 100 percent.
@For enemies over 1 hp, a low chance of counter is now available.
@After a certain number of enemies are killed, you'll gain a rank. All ranks do is increase your hit-percentage in combat, and lower the negative percentages. Some costumes negate this with their own percentage calculations, but they'll mostly use that.

chana
(Socrates would certainly not contadict me!)
1584
I haven't played it to the very end (quite a bit though), I heard the end was missing, can there, is there going to be an end? thx
There will be a end programed and ready. It's being constructed right after I finish the battle system's optimization and script editing.
I've got several possible scenarios on paper, but I am going to make my final edits after I edit/re-read the script and story so I can see what will best fit. Or if multiple endings are a viable possibility.
It's my goal to try implementing the full set of changes in the coming week.
Good to hear, I'm looking forward to this.
Just chronicling my work here because it's motivating:
I just finished repopulating the dungeons with the battle system.
Costumes deal certain damages that help tremendously- but in some cases take more damage from damage floors, some costumes stun and get healed by damage floors, some instant kill enemies you otherwise would have to grind through a boss battle to get through. While this adds a little to the difficulty of some areas, it spices things up. There is also now a indicator to tell whether your attack has missed.

Now that it is complete for the most part, I'm moving onto some small updates.
Namely the addition of Easy Mode. At the beginning of the game, right before you start- you will be asked to either pick normal or easy mode. A disclaimer will appear, and if you press on- you're in Easy mode.
Easy mode DRAMATICALLY lowers the time you spend in the game by not whisking you back to the television landing- but you'll only be able to experience the standard ending. It's basically for people who hate the ABS and hated having to do things. Very story oriented.

After that I will be tackling bosses, and the all important endings.
Best for last I suppose?
Guess I'll wait for the update to play this
I just finished coding the ending, and I will be finishing the Easy Mode adaptations, along with final checks/playtests tomorrow.
The download should be posted either then, or the day after.

Easy Mode is basically a abridged version. It doesn't have a lot of the feeling of the original because of the large omissions to gameplay. If you liked the old version, then don't leap for the easy mode.
Normal mode is the original intact, and includes combat upgrades, the removal of the auto-text code, adds combat support for the costumes, and some other additions I can't think of. However it still contains teleportation after gems.
Both modes will let you experience the same ending, and due to other projects and the nature of the story- I've decided to have only a single ending.
Is it a new ending, or the one that's already in?
New. I took out that impossible battle bullshit.
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