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Super Doki Doki World Review

No, I made my way through it eventually, it was just the one that stuck with me the most after playing. I think I spent more lives on it than the rest of the levels combined! (Slight exaggeration)

Breach: Awakening Review

It said "There's a note tucked under the keyboard" then ended. I wasn't able to read it by searching again, either.


You can read the note by "using" it from the item menu. I think I'll edit it so that the note's content automatically triggers the first time the player picks it up.

I was actually referring to the resource needed to capture a demon.


Sek/Energy is the "currency" of the game. You gain some after each battle. Demons with higher energy (magic users) generally give you more sek for beating them. Also, the formula for how much it costs to capture a demon takes the difference between their relative strength and Lucas' , which is why some will cost more when you first encounter them.

It'd be cool to have a special color when you're approaching a boss, like Kasha.


I'm actually planning to do this. The only reason it wasn't in the demo is because the Kasha event was, for some reason, a total nightmare. Once I got it to work, every time I tried adding in an extra line, I had to change the entire structure of the event to keep it from messing up. It really needs to be re-done for the next release.

I can't remember there being a bonus option after Kasha, sorry!


Depending on how many turns it took to defeat him, the player can earn a rare item called "Quickener" which can be used to cast haste on the entire party, and several different tiers of stat boosts. The best reward set is: Quickener, a choice of +3 to any stat for the entire party, and 1200 bonus EXP. The most likely reward set is +750 Xp, and +1 to any stat for the entire party. The lowest tier reward is +500 XP and +1 to any of Lucas' stats.

Breach: Awakening Review

author=Miracle
Now that I think about it, were those 2 of the 4 hidden items you mentioned?


The other two are kind of connected to each other-
Note #1-
This gives a little background (it is written by the guy who you find out was killed when you check the emails on Scott Corea's computer) and points to the location of the other item, and how to use it.

Mini-Disc(Encrypted)-
You can't do anything with it yet, because they are files from a different department and require a secure system to access them.


• How are energy points gained? It sort of seems like I never ran out.


If you mean MP, it is recovered by Charging (1000 sek during Rest), being healed by Faye, Absorbing a Demon that has MP, and the Restore MP bonus after a flawless victory.

• How does this game determine how many demons you can capture? Is it Lucas' level?


It is determined by Lucas's Will stat. Will / 4 rounded down to the nearest whole number. Familiar Bracelet raises Will by 2.

• I was walking down the corridor with Slimes and the gameframe turned yellow, then back to white when I exited. What does that mean?


The Slimes encounter is the third most dangerous fight in the demo. Their acid can inflict damage over time, and they can rip some of the physically weaker Demons to shreds in no time. The color change is to let the player know they are in a little more danger.

If you only saw it as yellow and never red, I know that you were at least level 5 by the time you hit that hallway =)

• Will absorbing a demon replenish my HP if my MP is full?


The HP & MP gained by absorbing demons is equal to that demon's current HP and MP.

• Both the female spirit and K. Mikami's E-Mail mention an 'Aiko', will we find out who he is? (My first thought was that he's a puppy, for some reason. Must be because of Fenris :\)


Aiko is not a puppy. -potential minor spoiler-
It is no coincidence they both mention Aiko. She is Keiko Mikami's daughter. The mention of her in the email is to give the player a hint. The spirit they were talking to at the beginning is Keiko Mikami, and it is little Aiko's picture that is in the locket you have to take to her to get your first passcode.


My turn with a question:
What, if any, bonus option did you get after defeating Kasha?

Also, I like the Glass Corpse idea. Since I establish with Shambling Corpses that some demons can't properly manifest, it makes sense that some of them might animate other objects besides the rapidly dwindling supply of dead bodies. The next area is supposed to have broken glass cylinders anyway, so that type of enemy would be a perfect fit!

It even gives me an idea for a new boss.

Breach: Awakening Review

Thank you very much for the review! I'm glad you had an overall positive experience with the game, and I really appreciate the faceset resources you contributed.

I know that encountering an enemy immediately after going through a door could cause some black screen issues in the past, but the map one is new for me.

I double checked both builds I have, trying to see if I screwed up exiting the map when I moved it from a keybind to a menu option. The screen tint and delay are still in the event, and it works correct on my system, so I'm not sure what was causing it.

I like your placement of the mini-map. Originally, the console bar on the right was going to be used for commands. I moved them to a dialog box during testing and sort of forgot to move them back. Then, I got into using it as a progress indicator, showing the number of keycards that were collected. I should have no problem sticking a mini-map in there. The top section will just show the keycards for the current area/floor instead of the whole complex. That should give me the extra pictures I need for the map function.

I have a few other wall types in the game's resources folder, but I liked the cleaner look of the main tiles I used here. I'd planned to include the drink machine, but I just wasn't happy with my graphics for it yet. The area in the upper right, where you overhear a passcode from the Kobolds, is supposed to be the break room for the floor. I planned to have the drink machine, a pool table, and some other things, but the submission deadline was looming and nothing was looking right.

I am concerned about some of the performance issues. I haven't been able to replicate the problem of some wall surfaces not showing up. I figured there wouldn't be too many issues, since I'm developing the game on an old 3.2 ghz pc with an antique 5 series Nvidia graphics card.

However, I do know that some newer graphics cards do not perform well in the 320x240 resolution range. When I tried another "show picture" heavy game on a pc with a better card, it was virtually unplayable.

For people with newer graphics cards (pretty much everybody at this point!), running the game full screen, and switching the resolution with F5 might improve performance.

One last thing. The math behind the exp bonus is based on a score for the relative difficulty of the encounter. The "bank" option was supposed to allow players to stock up multipliers by earning bonuses in multiple battles in a row, which would let them gain a LOT of exp. However, running from a fight or losing a summon would set the bank back to zero, so it was kind of like gambling. I found an error I'd made that caused the stored bonus variable to reset under the wrong conditions. I'm going to do some retooling of that section before my next release.

The Screenshot Topic Returns

author=NOACCEPTANCE772
A new titty screen!
Tell me what ya think.


From a design standpoint, the title screen is all over the map. The light against dark contrast draws the eye diagonally from the upper left to the lower right. That is the main flow of the graphic.

However, the border interrupts this. The predominantly white image in the upper right interrupts it as well.

You do have the game's name at the end of the eye line, making it the focus, which is good, but a title screen's main function should be to get players into the game. The start-continue-exit section seems like an afterthought. The eye is drawn just about everywhere in the screen, except for the one area it should be!

EDIT - I'm sure the scenes are probably important, and that they make sense to someone who has played the game, but again, I think they distract from the purpose of the title screen.

What are you jamming to?


I find this incredibly soothing for some reason. I can actually do some overtone throat singing on my own. I used to use it as a warm up in the car on my way to band practice.

This could also be why it was very rare for anyone to ride with me a second time...

The Silencing

Even when I didn't care for some of your subjects (IE, the guys jerking off together to thoughts of Penelope Cruz) I always enjoyed the way that you wrote about them. I'm going to make a point of reading this some time when I'm not doing battle with a migraine and three weeks worth of sleep debt.

Did you ever finish the story that started with the guy tied up with the bag on his head? (My details might be a bit off, I was on a lot of painkillers during my time on GW)

Story line Maker Event

I saw my maker score jumped up and wondered why, now it makes sense! Thanks to everyone who voted for The Source, and congratulations to the other winners!

RMN Battledome 3! Voting!

<puts on transparisteel hat>
Technically blaster bolts are the product of superheated spun-sealed Tibanna gas. They are plasma bolts and not lasers, per se. As to the quadlaser batteries on starships, that's a different matter.
</transparisteel hat>

Ah, youth.

Nagademo Review Drive: "Just June Jollies"!

author=apa649
I could do SDDW, if that's Okay.
It will also be my first review, and I will probably* get it done.
(hopefully*)


I already made a bid for the Super Doki Doki World review back on the first page.