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MW Underground: What's New?

It's nice to see that this game is getting updated. I came across it like two weeks ago when I was looking at the 'Top Rated Games' section on the homepage. I refreshed a lot since it randomly generates what games it's showcasing. It's better than sifting through dozens of pages by using the search bar. Gems are not always indicative by how many downloads they've had, after all. Worthwhile endeavors can sometimes be found in obscure titles that haven't received as much fanfare.

But I digress. I haven't actually got around to downloading and playing it yet. I should probably wait til you make the changes to save myself some effort on my part. I do hope that the bosses are challenging to fight and that their attacks aren't too easy to dodge and that they change up their tactics once they've hit specific HP thresholds (75% > 50% > 25%) instead of doing the same thing over and over again.

Just from reading the character bios, I'd say that Ferkin appeals to me the most. In looks, in backstory, and in class type he has it all.

author=XBuster
Long ago,Shion killed the Tyrant Dragon and holds a grudge towards him and warriors alike, so he bears a powerful grudge against those kinds of people.
I always thought this sentence from Glaedr's excerpt sounded weird. It's kind of redundant to say he holds a grudge against Shion and warriors alike and then again state that he bears a powerful grudge against those kinds of people. By the way, it totally looks like his swords are sausages (if you know what I mean) or those thin balloons, hehe.

So does this game require you to download something like RTP to run it?

And will you be able to upgrade your characters' skills? Let's use Lydia's Fireball for an example. Let's say in its normal state that it just shoots a projectile horizontal from her. So an upgraded version might let her lob it upwards instead or maybe set an enemy on fire. Rather than have all your skills at full capability from the start (and thus making them bored once they've played with everything since there's nothing new to look forward to), they should have to work towards it and decide what to get (either you can eventually get all the upgrades or you can make it so you only have a limited amount of points to spend and the upgrades have branching paths; this means more work but also allows you to customize your character).

Bai's Tornado Swing could create, well, a mini tornado that then sweeps away enemies in its path before dispersing. Push them off a cliff or group them all together to finish off at once. There could be an upgrade to make it last longer or capable of deflecting weak projectiles.

As for Ferkin, well, I have no idea what his skills do but he definitely would appreciate faster MP Regen via a passive upgrade. Lapse sounds like it might temporarily stop time? So an upgrade to that would be making it last longer. Hehe, now I'm imaging firing dark energy blasts while the world is paused and then all the attacks hitting a boss when it resumes. 'Course that might be too OP if you could stop time and then move out of the way of enemy attack whenever you wanted. I suppose it'll have a huge MP cost so you can't spam it.

I searched up 'Yotsmungand' since it sounded like it came out of Norse Mythology. I ended up with Jormungand, the World Serpent who encircles the world from mouth to tail and whose poisonous bite killed Thor. Apparently it's also a Fire Emblem dark spell that... poisons the enemy. That made me think of Ferkin summoning a snake familiar that follows him around for a while and fights/shields him. That or shadow clones. Shadow clones are always fun.

As for his space aspect, he should be thinking with portals! Create linked portals so that a monster (small enough to fit through it) will be brought to the other end. It's ripe for abuse and combos like dropping enemies off cliffs,shooting an enemy through them, or just making a quick escape. To set the portal locations he has to move to the spot and press the skill button. Repeat for the second one. Pressing the key a third time will remove them so that you can re-situate them.

Glaedr's Flame Breath skill seems like could be an effective boss killer if you could hold down the skill button and shoot out a stream of fire that extends a short/medium distance. Instead of a set amount, it gradually drains your MP until you let go or run out so you can decide how long to use it.

The fact that he was raised by dragons makes me wonder if he could have a temporary transformation skill. Though that'd mean more work for you since you have to make sprites for that dragon form and animate its movement and attacks. I could definitely settle for an ending where he becomes one instead at least.

But in the end, what the characters skill set should be and how they work is up to their creators and the technical constraints of you the developer. All I can do is offer suggestions. At any rate, you have a lot on your plate. I wish you success in creating a project that you can be proud of and any future aspirations!

Turtle Head

Hoping for a good story and plot twists. Nice character interactions/dialogue so that we might actually care about them doesn't hurt either. Is there a set main character or perhaps it goes Corpse Party-style and switches control between them (after they're separated) so that they each have a segment of their own?

That green-haired girl (in images) must not have ever seen HetaOni 'cause everyone knows you shouldn't stand next to unlocked doors while talking!

Hmm, the monster won't get stuck behind obstacles like the Ao Oni, will it? I've seen many chase scenes fail because they got trapped trying to take the most direct path and thus allowing the player to walk away at their leisure.

The monster should probably pull out some tricks to catch you 'cause plain ol' running right after you doesn't work if you both move at the same speed. I've seen variations like the ability to move through walls/obstacles, gaining speed when lunging (which forces you to dodge; can't only move straight), things falling over to block your path and slow you down. In theory, the monster melting into the shadows and then traveling ahead of you and then reforming to cut you off sounds effective. Flashlight chase sounds fun too. It's where the room is dark but there are occasional flashes of light (lightning works nicely). Whenever it flashes, the monster will disappear and you'll be unnerved at where it went... only for it to reappear in your path in the next flash! If you're not fast enough, you'll run right into it!

You probably already have your own ideas finalized but I'll put these on the table anyway (please let there be no spike traps or wires that cut off your head if you run through them). Here's to hoping it's good enough to get people to make fanart and obtain coverage from somewhat notable Let's Players!

Oh, and having multiple character headshots for different emotions/reactions would definitely add to the experience if you haven't done that already. Though I suppose it is a lot of extra work.

RPG Fighter League

Hmm, that NBA-like header is certainly eye-catching. Points for knowing how to attract potential players!

Challenge Leagues would be good to have, if you don't already have them. Basically, they have restrictions, handicaps that force you to remove the crutches you've been used to (your true-and-tried go-to strategy for everything) and find another way around the problem.

Damage Cap: You can only do a certain amount of damage per hit. This is where multi-hitters shine! That'd be a good concept for a boss actually.

No Healing/Diminished Healing/No Items: Self-explanatory.

Start all battles with a debuff or enemies buffed: Self-explanatory.

Normalized: Party's elemental resistance is set to neutral (take normal damage). If you were hoping your immunity to attacks would help you here, think again!

Three Strikes and you're out: Every time one of your teammates is KO-ed, you get a Strike. Get three and you automatically fail! Either it resets at the start of the next battle or it carries over. It that's too tough, you could maybe get a Strike removed whenever you clear like 10 battles or so.

Timed: You only have a certain amount of time to beat this challenge. Pick your moves and equipment wisely!

Guard Limit: Each character can use Guard only a certain amount of times and the enemies can hit hard! Use them wisely!

Golden Trio: You can only choose three characters for this challenge. Pick wisely!

Boss Rush: Face all the bosses one after another only this time they're packing some new tricks up their sleeves...

If you haven't already, making some party members obtainable only if you fulfill certain criteria (beat a challenge league, obtain # fans, beat # leagues).

And remember: COME ON AND SLAM AND WELCOME TO THE JAM!
THE ONLY ONE WHO CAN BEAT ME IS ME!
GEEETTTTTT DUNKED ON!

Tristian: Lady of the Lion

So spears can't hit the back row? I guess I was thinking they were standing like directly behind the front row, heh.

Ideas for skills/passives (have no idea what Lance or Trebant fight with):
-Residual Energy: Dante Passive. Chance of regenerating some MP after casting a spell by gathering the particles of mana from the area.

-Magical Splash (probably needs a better name): Dante Passive. Single-target damage spells will also hit enemies adjacent to the target but for less damage.

-Concentrated: If their attack misses, their next attack will gain increased accuracy. This is for someone who has a cool head that doesn't let a miss agitate them like a brawler swinging their fists randomly in frustration. Then again, if they're so focused, why don't they have the accuracy boost all the time? Derp.

-Strong Immunity: Decreases the chance of being inflicted with a status and allows you to recover naturally overtime from them sooner. Unfortunately, this also decreases the effectiveness of healing potions despite them being beneficial substances.

-Endure: Once per battle, survive an attack that would have been lethal with 1 HP.

-Mana Shield: Dante Skill. While active, your MP is damaged instead of your HP.

-Blood Magic: Dante Skill. While active, your spells cost HP instead of MP.

-Bleeding Slash/Stab: Can cause target to Bleed. Bleeding enemies take damage each turn until the status ends. Armored enemies are are heavily resistant to bleeding.

-Shield Bash: Requires a shield equipped. The impact may stun the target. User gains some temporary defense for the turn like a lesser Guard.

Quick Shot: Bow passive. Occasionally, you will move fast enough to fire an arrow at the enemy before they can react and block it. Deals increased damage and accuracy.

Poison Coating: Darcy Passive. Normal attacks and physical skills have a chance to Poison your target.

Stealth: Darcy Skill. Decreases chance of being targeted for attacks when used and also increases evasion. Your next physical attack becomes a guaranteed critical but, regardless of whether it hits, you lose your Stealth status. Also wears off if you get hit by an attack.

Taunt: Skill. User attracts the attention of the target. The foe will deal increased damage but their accuracy and defense is lowered.

Protective Instinct: Tristian Passive. If Ianna would have taken a lethal hit, Tristian takes the blow instead (with the damage being modified by her stats/resists). Fails if Tristian is KO-ed or otherwise immobilized at the time, though it'd be amusing if she can protect Ianna in her sleep...

Thrill-Seeker: Passive. Greatly increased damage, agility, and evasion when at less than 33% HP.

Fast Metabolism: Passive. Increases the effectiveness of consumables on you. This affects healing items you use on yourself or that others use on you. More versatile than Ianna's Double Healing but not as strong.

Dual-Wielding: Striker's Passive. Allows a second weapon to be equipped in the off-hand/shield slot. Normal attacks and weapon skills hit twice. Cannot use items ('cause hands are full) but others can still use items on them?

Ferocious Strike: Melee Skill. An inaccurate but powerful attack that may intimidate your target though I think it may have something to do with the growling.

Soul Slash: Melee Skill. Costs a lot of MP to use but it ignores defense. Use it wisely (like after buffing yourselr/debuffing the enemy)!

Boss ideas:
-A boss that copies any attack you use hit it with but stronger. So if you blast it with a fire spell, you better have some fire resist for the return fire! And you better not use any all-hitting spells or your whole time will get blasted as well!

-A boss whose attack will increase your Heal resistance. Heal is at -100% so you heal from the positive "damage" of healing items/spells. If you take too long, the amount you heal will gradually diminish until you actually take damage from it!

-A boss that can inflict berserk on a character, making you unable to control them and also forcing them to normal attack. Which is not a good thing when the boss has a counterattack stance lying in wait!

Melting Moon

Decided to check this out 'cause I saw the new art on the homepage under 'New & Notable'.

So the werewolf Curse got replaced with the female Styxia, Ravage got his design revamped, War is due for his own wardrobe change, a new character got added (Azel), and the story/setting has changed.

Death looks like a panda! "I know your type: tall, dark, and dead."

Can I take Azel home with me? He's too good-looking not to be a route/dateable!

Hmm, all I can say for the original contest version is that you revealed plot points too soon (like War being the betrayer) and the boss battle against Curse was too simple/easy (even if you can justify it as him playing with you and not fighting seriously). That's something to consider for the Eclipse edition.

Three Cheers for the Strawman

Hmm, got the bad ending first.
The controllable helplessness of being unable to respond to Juon was cruel. And the memories in 'Out of Time' certainly did more than drain her stats; it also made me feel her despair. The demon at the 'End' was also cruel since you couldn't back out once you've entered its room and could do nothing but wait for it to approach and kill you.

Although, I did manage to beat it by luck. Whip to reduce it to one attack, then Butcher to heal (only works if you didn't get the 3 memories in the Ambition area that drop stats). With 80 HP, the demon will take out 50 of that while Butcher restores 40. But if it misses (that's what I mean by luck), you're free to use Fury/Bow and then follow up with a stronger and more healing Butcher. Then use the other you didn't use first (Fury/Bow) and Butcher it until you can Execute.

'Course, killing it (on the first encounter) doesn't net you a ending like I thought it would. Just a black screen with the music still playing. Though you can still access Juno's stats menu and quit. Just thought you'd like to know.

I thought my responses to Juno's questions would affect the ending...
They don't. I had to die repeatedly (until the final message?) before entering 'Hell' and then get pwned by the demon. Who knew making Juno feel all that pain and despair made all the difference in allowing her to be able to hear my voice telling her I haven't given up on her? You'd think in this sort of game where you get depressingly worse comments from Juno with each defeat, that not dying a lot would be a good thing but it turns out you're not rewarded for a "perfect run" but enough failures instead.

The fact that I restarted the game a few times to choose different responses didn't help how I felt about this. A good amount of extra time beyond 30 minutes was lost doing that and trying to see if the demon really was an impossible battle.

Still, I at least enjoyed the "memory" dialogue and the descriptions when obtaining Armatas (My favorites are the Mask-destroying Bow and the Whip of contempt for those better than you). Some of those thoughts/feelings I can relate with.

Casia

Okay, so that means I have no more qualms about arresting the Pirate Captain. Thanks! Had to do some sailing back and forth between Hekina/Torito when I learned that you need 1 Steel + 2 Iron for each Nuclear Armor (need 6 in total; 5 if you're bringing Robert) and 'cause I forgot to smelt the Steel one time. Huh, if you killed Rob, does that mean you can't get the code in the Abandoned Mines that only he can read?

A Garuda you say? Interesting. Mythology-wise, Garudas are the archenemies of snakes, Nagas in particular, and feed on them. And snakes are a very common encounter in this game along with undead and demons.

Having encountered Levithan and Behemoth, I wouldn't be surprised if Ziz was in this game too.

Hmm, I don't know how but the spikes in the Gargoyle Cave (that you have to go through to get to Peru) are lowered now and I got my third Mythril Plate from it! I don't think that was the Secret Cave so it isn't the Mythril Armor mentioned in the walkthrough. Still don't know how to get to the other side with the two lever switches.

In the Fire Temple, there's a pool of water that Casia comments "If only I had something to carry it with..." Although I don't have it anymore, at the beginning of the game you can get a bucket and there's a guy who needs to water his plants. Giving him the bucket earns 50G but what if I had held onto it all the way until then? I don't feel like starting the entire game over just to know if it works and I don't think there's a way to get another bucket.

Anyway, the monsters in it and even the boss were easy but then again I did do the Water Temple first (which was even easier) and am dousing them all with the Summon Water God I obtained from it. I wonder... are Thunder enemies weak to water? I'll find out when I find the Thunder Temple.

You know, the Quetzalcoatl scales gave me an idea. It'd be nice if you could forge armor out of it. Then again, its scales are too thin to work with. At least, without its snakeskin anyway. I was thinking a Shed Skin effect where you have a chance to cure yourself of any status (yes, this was Pokemon-inspired). Wyverns in High Village means there are dragons so Dragonhide armor could be possible too.

Oh, I finally found out you could get to the Thunder Ring chest by entering from the Beach. Kind of embarrassing that something you could obtain from the start of the game continued to confound me until now. I was literally walking around wondering if there was a way to walk to the other side. Then I noticed the tell-tale signs of a entrance path (two stumps/rocks/pillars,etc.) Still need to find the Earth Ring and likely a Wind Ring as well.

Castia sure is powerful, though. One might even think her strength is illogical. She was just a country girl but somehow she has the training to use any weapon? Something's not right there,
contracting all the Elemental Spirits for only herself notwithstanding. Hmm, guy in West Aldi pub teaches Castia Power Punch at the cost of Slam. But I prefer being able to stun and Elemental Summons are stronger anyway.

Fought
Lich Tore. His Mass-Paralysis and the Doom Skeletons' Mass-Sleep put most of my team out of commission. It doesn't help that my mages (Sunita, Yenka) and ranger (Lenka) can't equip the Shield of Undeath for sleep resist. Daan and Robert at least can equip them but they got nailed with paralysis. Luckily Casia had the Ailement Ring & Shield or I would have been boned.


Finally got my Hero Badge. Now that guard can't deny me entrance. The most important thing here is the stall selling stat-boosting seeds, recruiting Isabel, and the shortcut to the Orc Tunnel which itself leads to West Aldi, Minion Tower, Wyvern area, and the Vampire Manor. Does the Honorary Delta Town Citizen Badge do anything?

Hmm, I took a closer look at the inactive characters in party switch and noticed they're higher level even though I never took them out. So my comment about how you should include a "exp share" feature is moot and spoken too soon. However, whenever you recruit a new character, their level is about half of what Castia's level is from what I've seen. Castia is currently level 37 (and undisputed highest character; Daan comes second at level 30), both Isabel and Denitsa joined at level 19. Speaking of my Guardian Angel, bringing her with you to Delta Pub and talking to the little Cherub angel (??? didn't accomplish anything. I thought for sure it would react. Oh well. Denitsa is like Sister Lidy except better since she can fight with Light spells. With her I finally got the Mythril Mace out of the sealed chest in Snake Forest.

I've just realized I've been playing all this time without using a single Prayer buff from the Church. My life would have been much easier if I had remembered that. Heavenly Mercy blesses the party when used but what does a blessing do? And the description for Heavenly Protect says that it 'doubles P. & M. Def and element resist of one character for 6 turns. But the brochure's description says it 'doubles their stats and raises evasion', suggesting it affects their STR/ACC/INT/AGI. The former is probably right while the latter is misleading. And well, we can't even see ele-resist of the characters. All I know is that Yenka absorbs wind and Denitsa light (while probably being weak to dark in typical RPG fashion).

I think Krissy is a joke villain.
Compared to a Snake Charmer, a Robotics Scientist, and Liches, her haughty noblewoman with a maid shtick is silly. Lenka summed up the boss you fight when you find Miriam, the maid, in Aldi. "You have got to be kiddin..."

And Elf... well, I always questioned why she is called that. Having your name be the same as what your race are called is kind of odd. I don't they're being derogatory about it either like Goblins referring to us as "Human!".


Anyway, when a place has the name 'Temol Secret Tower', you'd think it was a bonus dungeon.
But it's just Mette's hideout. Then she goes to Kele, specifically the cabin with the Chest monster. Super Lamias spawn in the area where before there were only bees. Guarding the entrance to the cabin is a boss with the same sprite as Quetzalcoatl. I thought for sure Lenka would point out the resemblance since she previously wanted to hunt it but nope. Anyway, the flesh "dungeon" (inside of snake) was interesting. Grotesque sure, but there's just something appealing about cosmic horror-like areas. Beat the heart easily. I used my newly acquired Summon Fire God to give it heartburn!


Oh, and got the Mythril Knife (I spoke too soon, that's what it says in the quest book but you actually get a paralyze ring, darn it!) for doing Julienne's side-quest: bringing her letter to her lover (Shopkeeper) in Peru Village. 'Course if you're rude to her, I suppose you get locked out from getting it. Stealing from said shopkeeper (with Jesse) might do that as well. Getting banned from Murre (Casia's hometown) would probably be bad too. In retrospect, it was a bad idea bringing Jesse to the Guard Station though I wanted to see what would happen and then reloaded without consequence afterwards anyway.

Vivi's Motivation party-buff skill can miss. Is that intended?

Got a Violin weapon from a girl on the docks on Garlic Island. It's unorthodox but it's as strong as a Steel Sword and can confuse your target on normal attacks. The attack animation is considerably longer than other basic attacks. Not Summon God-lengthy but still takes more time than a simple "smack". I would use it but I already have Mythril weapons.

The Magic Frog quest seems to be glitchy. In the beginning of the game, I turned in two frogs (Country & Oasis) and kept the others til I had the remaining eight. But when I came to redeem them, the count had been reset to 0. Now I'm stuck at eight with no way to finish the quest. And yes, I did go check each spot that I found them again to make sure I didn't miss them.

Casia

I was drawn in by the 18 playable characters feature. Always nice to have options and variety. By the way, I didn't know you could use more than four characters (up to 6) at once until I combed through the thread. :I

Oh well, it's more challenging that way?
I beat up the bosses in Peru Village and Elf in the Underwater Cavern easily enough anyway. Tomas & Jana were troublesome until I got Sister Lidy to (survive) and give everyone Barrier to mitigate the duo's physical attacks. One thing I don't like about statuses in this game is that you can only see the most recent two and that the skills/items don't say how long they last. Tomas whacked Dann for 1300 HP (out of like 1600) 'cause I didn't notice Barrier weared off (his Sharp/Rush statuses were covering it up).


I'd also like to note that the game would probably have been easier if I had gotten a fourth member before fighting a Kobold Robot for the first time.
The triple Orc battle in the Underwater Cavern would have gone swimmingly as well. But well, I got scared that if I went to Kele after fixing the sailor's boat that I would be unable to go back for a long time. 'Course it turned out to be somewhat lengthy but totally doable. If I had known this, I wouldn't have had to suffer being zapped to death when you fight two Robots and getting OHKO-ed by Sharp-enhanced Orcs. Basically it came down to luck and stun-locking.


Stun-locking was/is kind of my main strategy really. Have Vivi cast Rush/drink coffee and then have Castia use Slam and Daan use Feint Attack. While it's not always 100% stun, usually it works and I stop two enemies from attacking each turn.
Though the Robots were resistant so when I was fighting two in the Underwater Cavern with only those three characters, I just had to hope lightning doesn't strike the same character twice. One Greater Thunder is bad enough. Two meant death at my current level then.


After I got Sister Lidy/Jesse/Sunita (in that order),
I drove my newly-obtained ship back to Delta Beach. Before, I couldn't beat the water monsters in 2 minutes with only three characters and Leviathan just wrecked me with its party-attacks. But I leveled up a bit after Peru and had a fourth member now. Castia obtaining the Sailor Chop skill helped too.


I killed the monsters and waited out the timer to see the difference.
For the former, I expected Elf to say the 2 minutes was just giving me false hope and she could have summoned Levi already. For the latter, I thought I would have to fight Elf after Levi.

Neither of them drop a rare item at a low chance, right? I'm kinda OCD about that. Like how the guy you can fight at the Delta Bar at night can drop Iron Sword at a 50% chance. He's a one-time encounter so if you save after, you can't get it. I spent a good portion of the early game using Iron/Bronze Swords. If only I had done Torito sooner since you can get steel equips for free by mining ores. I noticed that Shield of Undeath (Skeleton drop) is only slightly weaker than a Steel shield (quest reward for defeating Elf first time). Not that I'm complaining.

Err, but the mine-cart/Krissy section seems to be glitched? When I cut the switch wires, I can't leave the room through the way I entered. Can't get into the minecart on the track either, if that's what was intended. Derp, nevermind. I didn't see the ladder in the right corner. This is an idiot moment for me.


I should be able to beat the
Fairy now (since I beat Topia, the Treant) and recruit Anderi and Ioana. Wrecked her. Now I can finally open that sealed chest in Snake Forest. Nevermind, I need Denitsa instead. Does the angel in the pub react if you have Denitsa? Though I really want to get Lenka 'cause I like elves. At first I thought Murre Fortress was the final dungeon 'cause of the placement in the walkthrough but it's just incomplete since it's missing the Harbor/Peru/Shipwreck/Murre City. It opens at night (should include that in the walkthrough) and Castia learned Curse after beating Death and using the key on the wooden gate you see when you first enter. Dunno what the Clusmy status is but Delay should be the opposite of Rush (so Slow), while Weaken/Feeble lower Physical/Magic attacks respectively. Should be useful against bosses/single enemy at any rate.


Daan is pretty much my fav party member
'cause of Feint Attack and now he has Hurricane for damage. He really shined in Peru with Cross Cut.

Sister Lidy isn't as useful anymore now that I have Barrier Stones which affect the whole party rather than a single person and can be used by anyone. Potions and Dispel Herbs means I have healing and status-cleansing covered.

Jesse, I think I'll stick with. Poison does percentage damage, right? Good against high HP enemies. Ticked off 3200 HP a turn against Levi. 'Course Jesse got OHKO-ed afterwards. Being level 10 when everyone else is level 17 (or 20 in Casia's case) probably had something to do with it. That's a grievance I have in games where you "recruit" party members. That by the time I get them, I'm over their level. Like when I found Daan (embarrassingly, I didn't think to look in the destroyed buildings and missed him), I was level 6 but he was level 2. I don't know about you but I'd like it if they scaled to my level when they join. Then again, Castia seems to level faster than everyone else for some reason... Party members gaining exp/levels when not in the party would be nice too.

Ioana, I wasn't too impressed with at first but she became a life-saver 'cause of her extremely high agility. Being able to put use Barrier Stone before a faster enemy can mean the difference between victory and defeat. My only issue is that for a being who is supposedly two-in-one, Andrei and his fairy companion don't share the same level. Not that I'll probably use him 'cause he's slow but it's the principal of the matter.
I should probably clean out the Delta Tomb now that I'm strong enough.
Okay, beat the Behemoth and entered the Dark Castle. Pwned the Skeletal Ninja... only to get Game Over by running into giant lava monster thingy. Is it a bad thing that my reaction to it appearing is to try and fight it? No offense, but the man yelling/screaming and explosion sound effect when it spawned didn't scare me if that was your intent. Hands coming out of the wall to grab me aren't too shabby though. I'm not fond of press switch/pull lever to lower spikes so I can press the switch/pull level that it was blocking though.

The Evil King wrecked me with Quick Attack. Too powerful at my current HP/level. Even Barrier isn't enough to prevent my lower-level teammates from being OHKO-ed. Making me do that moving fire switch puzzle before fighting it is just cruel. Okay, kind of cheated and ate a few HP seeds (your fault for making them buyable in the Troll shop) and also used a Blink Stone to raise team evasion. Only got nailed by Msss-Feeble/Weaken and one Nightmare which hit 2000 dmg (Jesse barely survived that with 100 HP. Blink pretty much made all the Quick Attacks miss but I put up Barrier for good measure. Evil King is quite resistant to stun, not that that stopped me from trying. Poison/Confusion went a long way to damaging him, despite his resistance to those as well. Maybe Burning would have helped too? Dunno how strong that status is compared to Poison.

Not disabling the moving fire after beating the boss is cruel as well since the next segment has a 2/3 chance of instant death depending on your luck (or process of elimination after you fail once/twice) and not so much who is most trustworthy. No one in their right mind wouldn't go back and save before doing it, even if it means going through that annoying 'stop them all at the right spots quickly' "puzzle".

And then we time to walk across spike tiles when they're lowered, push some boulders, and meet Diabolos. Meaning he will probably be stronger than the Evil King. Then he traps us in the room where we have to interact with all the "save" crystals while dodging the zombies chasing us (if caught, you have to fight a very tanky 50k HP enemy). Then we go downstairs and see a bunch of blood-splattered bodies and even a bisected elf that looks like Yenka. That got me thinking: what if there's a boss battle where you have to fight dark versions of your party?

Anyway, onwards to Purgatory! And a few seconds in, we meet Death for the second time. He then proceeds to Mass Harvest and kill everyone except Castia and Daan who only survive 'cause it missed. Man, this dungeon is a lot deeper and harder than I thought it would be. I came to kill a Tomb Guardian; not explore long corridors in a Dark Castle and then dive into Hell and eventually fight the Devil at the end. The worse part is that I may have to turn back if I can't beat Death (and the enemies after are too strong) and that's A LOT OF BACKTRACKING! I did better the second try and survived til Death drained everyone's SP and then killed me with Quick Attack. If it comes down to it, I could buy a ton of HP Seeds to cheat my way through.

Okay, so it wasn't too bad going back (as opposed to walking back and forth activating switches) but a shortcut would still be appreciated. Maybe that fiery section with Hellhounds accessed from the Desert Tower leads there if you open the door from the other side in Hell?

For all my troubles, I got a Mythril Sword. Though for an ultimate weapon/only one in existence, it's nothing fancy in terms of special effects or rather lack of. I suppose +48 more ATK than Steel does make a difference despite my disappointment. Soooooo... where's the Adamantine, Rune, and Dragon equipment. *Runescape reference

Also got a Saint equip which is the best gear for mages. Well, Ioana can get a Fairy Special Coat which is better 'cause it also provides poison/confusion resist. Now that's what I call an ultimate armor. Is the Magician's Ring (from magic shop in Hekine) only possible for her to equip?

By the way, it would be nice if the save point before Purgatory had the party switch function. I want to see everyone's reaction (when reading the sign).


I was gonna complain about how slow the
ship moves but then I read in this thread that you can recruit sailors from certain places to speed it up (could maybe put that in-game so people will know, along with sailor locations?). After getting three, it became smooth sailing from the on.

So what combinations of seeds gets you what? What the farmer said suggested that you can get "hybrid" crops if you plant two different seeds? Also, clicking no when you've selected two seeds makes you lose them.


Oh, and the guy in Delta who sells the Bronze Helm stole Vivi from me. I thought their date would be over if I progressed the time (since I assumed it would be in Delta) but I read in this thread that they go to that
demon-infested city (Which I haven't gone to yet 'cause I don't want to be trapped there til I beat its boss). Would be nice if Vivi had the decency to tell you where she's going.


Anyway, I mugged the Merchant in Kele by stun-locking. Who knew he could hit so hard? At least now I know why merchants hang around in areas where monsters are nearby. It ain't for lack of self-preservation, that's for sure.

North of the Peru Village is the Drift. It's an endless expanse of white snow. Is there anything there (besides the Tonic chest at the start and the 2 INT rings chest a little bit above that) or is it just a long, pointless trek? Read the Mythril section of the walkthrough. Putting the Axe and one Plate armor there... well played.

I found three Diamonds in a chest. To find them, you head to the rightmost tree you can see in the entrance area (the thin tree). Stand to the left of it and then keep heading up. If you head 14 steps down from the Diamonds chest and then keep going right, you'll find a chest of 30 Seeds of Dextality (accuracy?). And if you head south from that Seeds chest (which turns blue/red after opening, making a good "landmark"), you've eventually see a chest with a Charge Potion inside. And if you go back north from that chest, you'll see a tree to your left a seconds in. Going north from that tree will bring you to a chest of 10 Sharp Stones. Then there's 3 Full Perfumes... somewhere. The Perfume's chest turns blue/red after opening so kind of a "landmark".

Heading west of the Sharp Stone chest proved to be fruitful because that's where the Mythril Plate can be found to the left of a thin tree! Now I have the second and last one, though there's still the Armor to obtain. +27 P./M. DEF compared to Steel.

Okay, found the Axe. But I can't retrace the steps I took to get there. All I know is it's a chest beside a tree. So much wasted time for a weapon with 222 ATK... Yeah, I know that the extra damage (compared to Steel) adds up overtime but it was not fun searching for the needle in a haystack. I take back what I said about backtracking in Dark Castle being awful, the Drift is pure torture.

Castia is holding a 179 ATK Steel Gun right now. I know Andrei can wield axes but I don't think I'll ever use him. Checking the walkthrough over and... no other character can wield axes except Castia but she can use anything.

And only Rick can make use of Guns but I think I prefer Barry for his Anti-Demon skill. And the Love skill they both have... it only works on Castia but that should be obvious. Though I kind of feel that Love should go both ways? I dunno, it kind of seems only one person is giving in this relationship while the other is only receiving. +50% HP (temporarily) is better than SP, though they're both kind of redundant if you decide to buy a ton of HP/SP Seeds in Troll Village. Maybe a passive "Guard" effect would be better? If Castia or her boyfriend would be struck with a fatal blow, the other would take the hit for them? Though that wouldn't work so well against attacks that hit the whole party...

Got a 6000G chest somewhere on the East side... I'm not gonna bother retracing the steps to get to it. You should have plenty of money by now that it makes this amount spare change in comparison. Sooooooo much walking. Your hunger/thirst meter is sure to drop while wandering aimlessly in the Drift so be sure to have some food/drinks.

How do I get into the other side of the Icy Cavern where I can just make up two levers? I'm pretty sure they're key to getting the red chest by the stairs that are blocked off by spikes (and the color tile switches can't lower them). I read it appears for three hours before midnight so that would mean 21:00 - 24:00? Where does the entrance appear?

Currently, I'm at the place where the
Troll Chief gives you a key to enter. Dunno what he wants me to do. There's a cottage there with a switch puzzle. That's probably the goal but I'm terrible at it and it'll take forever. So if you could give me the solution, that'd be nice. Nevermind. Solved it with determination! (Pressed random buttons until it worked; still, it's not a bad idea to put the steps in your guide) I see a lot of robots and Mette and new guy. Beat the Robo Angel easily with Castia's new Water God Summon. Then fought the dueo and two yellow basilisks. They were easy but it's the basilisk's mass-berserk that made the battle last much longer than it had to.

This boss battle is where I had Lenka & Yenka debut. I also learned that Ice attacks not only freeze but deal DoT damage so Sunita will likely get more use. Robert learned his own poison attack which will make me choose between him and Jesse. Jesse is faster but Robert can double his accuracy with a skill. Considering that statuses usually fail when I try to inflict them 'cause they miss, that's pretty significant.

Got the Ailement Ring which is awesome.


The walkthrough says Castia can trade Sprint for Rush in
Garlic Town but that's kind of pointless since coffee/Vivi already have that covered. Also, you should probably add that she can learn Sailor Chop from helping a Sailor on Captain Hirmu's ship.


I always wondered where the Stairs in Toro city lead to. Now I know. A comment from Daan
when you escape and realize where you are would not be out of place. Like "How dare that woman use my home city for this purpose!" Actually, some reaction to being dragged overseas would be warranted. This is why you don't accept drinks from strangers! Since my ship is still docked in Kele Harbor, how do I get back there?


Having added dialogue in scenes depending on who is in your party at the time is a nice touch. You also get different reactions from people. The Blacksmith in Murre won't sell you things if you bring
a thief (Jesse) and you can try to steal from the shopkeeper in Peru, the ravers in Disco Hall have different things to say. Sadly, no dialogue for Yenka or Robert. I think a guy tried to flirt with Fred without him realizing, heh. By the way, why does Yenka refer to Lenka as a 'he'? What gender is Yenka anyway? Forest Nympths tend to be female but Yenka certainly can be either.

I take it that Daan & Vivi have the most to say? They're quite vocal when making a pre-battle speech before fighting Elf in the Desert Base and also their opinions about Robert.


What does the Lucky Necklace that the old lady sells for 40G do and what are the sleeping arrangements for party members when sleeping in Castia's one-bed house? Bought all three houses in Hekina 'cause I could and I plenty of money anyway. I entertained the idea of being able to buy furniture to customize your house(s). The birds in Delta are kind of annoying if they block off your path. Sometimes the green-haired guy by the entrance gets in the way as well.

Is there anything to do in the Goblin Village and where can I get Nuclear Armor (besides the Pirate Hideout Island)?

Tirawrmisu

Customers will also try to opt for their "favourite cake." Each customer has their own particular favourite which they will aim for and pay more for.
My head-canon is that Carrot Cake is the (Bunny; his (demo; dunno about the revamped) sprite's hair looks like one. Plot twist: he killed a bunny and wears it on his head) Kid's favorite (my fav too). Now I can only hope the little terrors don't multiply like crazy...

You can flick between things like your apartment (where you can save, sleep and access the wardrobe)
Well, that covers his sleeping and bathing arrangements. Sounds like it can be decorated too.

At the moment, the Hero Hair and Legendary Armour have been changed so that your end of session EXP is increased by 5%. Levelling up works a little differently now.. You will gain EXP as you perform certain actions like baking things, selling your cakes and harvesting ingredients, but it won't reflect on your level until the end of your session. At that point, it adds up all the extra goodies like bonuses from your clothes and there's a "performance multiplier" that gives you extra EXP if you kept your customers happy, avoided getting hit by monsters, etc.
But if you ever reach max level, will their effects change? Though I suppose it wouldn't matter because you've probably already beaten story mode by then, much like how defeating a Bonus Boss in an RPG gives you the most powerful weapon in the game but you already killed everything that was challenging.

Those performance multipliers sound like adding in achievements could be possible. Things like: collect # items without being hit (does Dragonlord Horns still register a hit and make you lose an item when you proc pain-prevention?), 'Free Sample' sell # items for free, 'Walk in the park' complete a harvest session without sprinting, being hit, and also collect # items; 'It's a Trap!' hit # enemies with traps in one session while wearing Maid Costume/Battle Panties--okay that might have been too silly.

The idea is that every 5/10 achievements you earn, you get a unique reward whether that be: a music track to play on the Juke Box, a recipe, a piece of clothing, new item becomes available in General Store, furniture, etc.

It used to be the same thing worded differently, but the Hairclip has since been changed to "Rare harvestables spawn faster." The Rare harvestables show up as little stars, rather than ingredients. When these get cashed in at the chest, you're rewarded with a Wardrobe item. These take less time to spawn if you're wearing the Hairclip, whereas the Monocle affects ingredients.
Is what clothing you get random? Do stars not spawn anymore if you have everything? It kind of sounds too easy to get all the Wardrobe items depending on how stars you can harvest in one session. If that is so, it might be better to make stars a currency where you redeem three for a unique item; not necessarily clothing.

Some more questions and suggestions:
What is the purpose of 'improves relationship with |Customer| faster' clothing? You haggle a higher price from them and they may want to buy two items? I assume relationship resets after each session otherwise you cap them out and then never have to wear them again. So what is the difference between 'customers pay higher for cakes' (Crown) and 'customers accept higher prices' (Tophat), both of which are headwear?

What does and how does your bakery gain Popularity (Strawberry Mascot)? Well, it probably involves satisfied customers telling their friends/family to come while unhappy ones tell them not to.

Is the Merchant a new customer or did they appear later in the demo? Are there gonna be new customers?


I assume Hat Hair doubles the effect of the worn Hat being as it takes a slot and should therefore be as potent as one. Dragonlord Horns, Battle Panties, it might be better to put a percentage to their effect because 'less likely' is pretty vague. Actually, Fuzzy Hood 'get better prices at general store', Crown 'customers pay higher for cakes', 'accept higher prices', even 'improves relationship faster' are all vague. For Strawberry Hat (I had to pause the video at the right time to catch it since you never wore it and moused over everything quickly; same with Band-aid, Strawberry Mascot, Flower Hairband, Sidetail, Mankini, etc.) instead of 'Cupkrakens have less range.' it would probably be more clear to say 'You can get closer to enemies without alerting them.' Though if water monsters automatically aggro the moment you step in their turf, then it should be 'non-water enemies'.


I hope there are different types of traps (your Gif didn't really show what those three dots you dropped did) and maybe a Cupkraken Hunter (colored) NPC who talks about monsters and sells you traps. Like creating a tripwire by dropping down two connecting parts within range of each other, dropping a bomb you can manually detonate when you want with the press of a button, a shovel to dig pitfalls, and, like I mentioned before, dropping bait that you may have to bake that will make a glutton-type monster ignore Aarin in favor of heading towards and taking time to eat it. Optionally, you can put sedatives in it to put them to sleep or, if it's not too gruesome for the game's ERSB rating, poison to kill it. Traps probably wouldn't work in water considering they'd just sink to the bottom. Whether or not you can trip your own traps is another issue.


Actually, I imagined that you would be able to eventually knock out a monster if you hit it with enough traps (a Boss would just get stunned, leaving it vulnerable to your attacks). At which point you can carry it (requires all 3 item slots; heaviness may make the stamina meter deplete faster while sprinting) back to the start of the area (while avoiding other monsters) and dump it in a special box/cage (provided by the Hunter). Then the Monster becomes a currency you can redeem at the Hunter's shop for rewards. Plus achievement for capturing # monsters. You could even make it more trickier by making the monster regain consciousness if you're too slow bringing it back. Live monsters would be worth more to encourage you not to take the easy route with the aforementioned poison. More dangerous monsters would also have a higher bounty. A basic Cupkraken, for instance, would be worth 1 'Monster Token', dead or alive (since they're probably close to the start of the area). The Rolling Donuts would be the same value since all they do is roll back and forth.

Lastly, what are those dragons wrapped around those pink cupcakes? They look so life-like... they're not gonna flambé me if I walk by them, are they?

Tirawrmisu

I downloaded this game on 6/30/15 but I completely forgot to comment on it. Let's fix that.

Roarsay eats virgins? Why don't we feed him Aarin-- *angry fans kill me*

These customers sure are rude throwing trash and drooling puddles on my floor. I know I sell mouth-watering pastries but control yourselves, people!

Amusing how Dunkin (Donuts) makes Aarin do everything (collect ingredients, bake, sell pastries, wash dishes--run a successful business) while he runs off and does... whatever manager dragons do (granted, he did pay the Academy all his life savings to hire the pâtissier). How long is Aarin's "rental period", anyway? That could become a plot point when it's over and he has to leave and suddenly Dunkin realizes he has gotten quite fond of the chef.

Make your employee crossdress as a maid and wear panties? Total abuse of power (that I LIKE)! Though I think that stuff on the mouth (mustache and goatee?) and "diamond" on the forehead when you wear Dragonlord Attire looks weird and you could do without them to be honest. The two goat Dragonlord Horns look awkwardly 2-D flat and might be better suited jutting out from the top of the skull and curved upwards in typical-demon fashion. Longhorn-cow type might work too (remember they should be above the ears).

Lol at the Mankini which makes Kids come in the store less often (THANK GOD, though banning them alright would have been better). 'Not the most bakery appropriate wear'? Pfft, like panties, swim trunks, and a bathrobe (the last two bare Aarin's non-existents abs for the world to see) don't break the dress code.

So can you only change your clothes at the start of the day? 'Cause otherwise, what's stopping you from putting on Legendary Armor and Hero Hair for EXP gain right when the day's about to end? Not to mention, they'll become useless when you hit max level anyway. When you hear and read the words 'Legendary' and 'Hero', you probably think of some monster slayer who saves the day, right? So since you can't fight Cupkrakens (except with traps), and the Dragonlord set already affects them (slows down their "jumping out", 20% stun chance on touch, and less chance of being hurt) along with Long Hair + Battle Panties (reduce Knockback chance), Strawberry Hat (Lets you get a bit closer without alerting them), and Band-aid (Extra chance, whatever that means; +1 life?), the only other thing you can do is run away from them (as ironic as that is for a hero to do). But rather than increase movement speed, you should have a Stamina Meter which decreases if you run. Oh wait, I checked your Twitter and you already have that. Never mind. Though if you were already planning on creating exercise/jogging/track suit clothing for increasing Stamina recovery rate, then I guess we're back at the drawing board for what Legendary + Hero should do.

Now that I think about it, Swimming Trunks will get stained with chocolate if you wade through the syrup/milk. Makes you wonder how Aarin washes that out or if he can't and buys a new one after a dive.

Looking at the Butler clothing, what's so bad about customers leaving unhappy? I'm pretty sure you wouldn't be able to reduce the chance of (much less stop) them leaving unhappy if you failed haggling thrice or keep them waiting too long.

What is the difference between higher chance of rare harvests (Monocle) and higher chance of better harvests (Hairclip)? Or are they the same thing but are worded differently?

Anyway, my thoughts on the game:
The intro needs a skip button or a way to speed up the scrolling text if it's slow/lengthy.

Carrying ingredients one at a time is too slow--but I see that you're gonna remedy that in a revamp so good. Including a recipe book that you can check in the menu would be nice too, if only for the sake of remembering what to grab to make what.

It's too slow or rather days don't go by fast enough (doesn't help there's not much to do). I kept wishing tomorrow would come already after having to sell a hundred cakes. If the Yakuza Hair makes people get in line faster, that will at least speed up the process.

Customers have nice art but there's no difference game-wise (granny walks slower but that ain't much) since they all will pay up to 200% of the base price -1... except that kid who everyone hates 'cause of his smirk and the fact that he needs three too-high haggles to get rid of him without profit loss every time. Fun fact:

When I first saw this, I thought it was a bunny come to steal me pastries. Turns out I was only half right.


Like others have said, making money is too easy. Worse yet, you can spend that money to buy ingredients and sell the product for more than you spent.

As you said, the Bakery music got tiring and selling became repetitive fast.

Customers are kind of stupid since they only head for one shelf and leave if there's nothing on it even though the other shelves have stuff. Which causes problems when you want to remove stuff from a shelf to put on another since you take them all by default and potentially make a customer leave if they were about to grab something. It would be more convenient if replenishing/removing automatically set the number to how many you have (at which point you can lower it). Or, you know, the customers learned how to look.

The premise reminded of Cake Mania and that in turn brought back memories of Diner Dash. What I remember from both is that customers (each with different traits and tolerance for noise made by other customers that probably can't be reproduced here) have limited patience (measured in hearts) before they got angry and left. That's not much of an issue here since time pauses when you're haggling the price.

Some ideas/ways to improve (You don't have do them if you don't want to):
Looking through the window, it never turns orange-red at sunset or dark when it becomes nighttime. So you can touch on this and maybe implement a weather system too? Like on rainy days, people are gonna get your floor wet and you have to clean more. And maybe the bakery needs a bedroom upstairs (that you can decorate) 'cause Aarin seems to live and work there 24/7 with no rest. And also a bathroom since he apparently doesn't bathe either. ...And actual food since I doubt he could survive on just sweets and empty calories. Being able to explore the town and interact with its inhabitants would be nice too.


Make customers with different characteristics (some people buy two items at once or lose their patience faster)? In real life, if a store was all sold out of your favorite pastries, you would leave (assuming you didn't like it), right? Everyone has their own likes/dislikes unlike these customers who will grab whatever's on the shelf. Plus if you do this, there'd be a reason to make a variety of cakes instead of just making the highest selling item.


Include a "thief" character or code customers to have a low chance of generating with such a tendency to steal one item from a shelf. To stop them, you'd have to run up to them and "talk to them". They won't steal from your glass display case next to your counter (you know, those ones that can only be opened by the employee on the other side), though you won't start off with one and will have to buy it (and it should be pretty expensive). Maybe you could hire a security guard (after you meet them when they introduce them self on Day #) to prevent thievery? You'd have to pay them at the end of the day and can decide to re-hire them the next day or not. Rather than some random person, you could make them an NPC (with the special privilege of being colored) that you can talk to. Maybe they can even order stuff from you (though you'd have to bring it to them). Come to think of it, the store might need a restroom. Not having one inconveniences employees and also customers. Considering what horrors are made in restrooms, I pity Aarin who is the makeshift (maid) janitor if they were ever implemented and needed to be kept clean and stocked with toilet paper/paper towels. It's bad enough he has to be the dishwasher for all the batter he makes in the kitchen.


To counteract the fact that you can buy ingredients, you should only have there be a limited amount available each day. To curb how easily money can be obtained, you could have like a huge bill you have to pay at the end of each week (increases as you go further) to keep the business running or get a game over (option to restart the week for anti-frustration). On that note, you could also throw in a weekly Cake Tribute that Roarsay demands if you think people are easily making too many pastries.

Huh, now I'm imaging a boss battle against Roarsay in Okami's Orochi style where you can switch between: Aarin who feeds him cakes filled with alcohol or sedatives and then bash his face in til he dies of diabetes, and Dunkin who flambés and chases Roarsay down (Snake (game) style) and takes bites out of him. I got the imagery of a Tirawrmisu Pac-Man mini-game as well.

Maybe make it so your pastries have a freshness meter that decreases overtime and will eventually expire in 24 hours. I see some of the clothing makes the Quality of your food decrease slower or make them come out of the oven higher Quality during baking so I'll assume that's freshness. In which case, you probably made it so customers pay less money for your goods if their Quality lowers to certain intervals (Ex: $600 at 100%, $450 at 75%, $300 at 50%; though I don't think anyone would eat it after this point). Though if you buy a refrigerated (this costs more than an un-refrigerated) display case, you can keep it fresh longer. You won't have an issue if you don't make more than you can sell but I'm just putting this out here since it's unrealistic that you can sell week-old cake and no one can taste the difference.


To add to your idea of having different products to sell, you could have a purchasable drink maker (milk tea, fruit smoothie, hot chocolate with marshmallows, coffee)? The customer would go up to the counter and ask for something available on the menu (you can maybe add/remove from it?). Unlike with pastries, this can't be pre-made since you don't know what the customer is gonna order until they do (in case you don't have the ingredients to make their drink, you should be able to interact with them and tell them so). You could also sell frozen deserts like ice cream or ice cream cake, which would of course require you to buy a Freezer to keep them from melting.


Have a rival store with an employee that Aarin may have known in the Academy. This would let you explore his past and learn about his personality, if you wish to write that. I personally would like to get to know the backstory of Aarin, Dunkin', and any other characters or even the history of the town, dragons (how they're born), and other places.


Include 'special orders' quests. For example: bake 10 Dragonuts, 20 Lava Cakes, 5 Burndt Cakes; Reward is: |Clothing| and |Recipe|. Giving a ton of money would probably be a bad idea. Maybe make a product that uses other products as the ingredients--if that even exists (Donuts on cake? Chocolate, strawberry, banana-split with donuts, cookies, and cream? I dunno). Also, on like Day #, you could get a request for a Wedding/Birthday Cake (multi-layered for the former; I can already hear the sobbing) that requires you to get special ingredients from a new area (that gets unlocked when you accept).


Have a Juke Box so you change the bakery's music. Though you may have to unlock (getting far enough in the story), buy, or get some as a reward from a quest.


I see you've added a trap feature to combat the cupcake is a lie monsters (and a trap for the player; donut that moves back and forth that you have to dodge?). If you haven't already, you should consider adding different types of monsters that each act differently to make it harder on the player. Examples: a monster that normally moves like the basic Cupkraken but occasionally charges forward quickly in a straight line, a monster that sleeps and does not wake up if you sneak by it (don't run or are wearing stealth clothing), a monster that can walk across water (while Aarin cannot without swim shorts equipped) or is faster in it than on land, one that shoots projectiles at you that either: deals one damage, reverses your direction keys, drains your Stamina meter, or blinds you by covering your screen with its white cream; a monster that can be distracted by placing bait (food; maybe something you have to bake) and will ignore you until it finishes eating. Oooh, perhaps even one that can leave a trail of slime behind it like a snail. This gunk will disappear...eventually, but you'll slow down if you walk on it. A "true" CupKRAKEN that can occasionally extend a tentacle arm in each cardinal direction that can reach three spaces away so you'd have to be careful to move away if it's behind you and watch out that it doesn't grab you if you try to walk around it.

Huh, now I'm imaging a Kraken boss that's fought while you're swimming in a Milky Sea. Boss fights would be nice if you could implement them.


Also, other places besides Gateaux-Black Forest could have different terrain, traps, or weather conditions. Like an area which is dark and shortens your range of vision, geyser tiles that periodically erupt and do something if you happen to be stepping on them at that moment, sticky tiles that you walk through at half speed, donut bombs that explode a few seconds after you get near them and will cover you in cream that will immobilize you temporarily unless you get out of its blast range, lava that rains down from the skies and creates a shadow on where it's going to land.

You could make a 'Last Stand'-type mission where you are surrounded by an army of monsters and have to use traps to protect your crate of goodies til help arrives. Or a 'Race' one where you and your rival both navigate a track full of monsters/obstacles to harvest items and bring them back to your crate. Whoever gets the most items in the time limit wins.

After remembering that chocolate fountains exist, I think it'd be nice to have a chocolate waterfall in one of the resource areas.