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Fear & Hunger 2: Termina

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.

Skydancer - Completely Custom JRPG ENG

Is the current download the english version?

If the english version's ready, it might be worth putting out a blog post to let folks who are subscribed know.

(if the english version's not ready yet, no worries. I'm just really looking forward to being able to play this one.)

Fear & Hunger 2: Termina

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.

The Demo Version 2.0 is Out! / May 2020

Er, has it gone up yet, or should I stand by?

The Demo Version 2.0 is Out! / May 2020

I will aim to play some this week.

Final Boss work, Finally

Yessss. I can't wait for more Weird And Unfortunate Things to Happen.

(although I should probably stop saying that. I think I'm causing 2020)

Heroine's Quest: The Herald of Ragnarok

I didn't know this was on here.

Agreeing with the crowd. This is one of the most thoroughly developed games I've ever seen be available for free.

Fear and Hunger

@jigsawh, There's definitely a steep learning curve. There are ways you can save (there's a consumable item that lets you do it, and there's a location where you can do it although there's a risk that you'll end up in a boss fight when you do), and there are some spendable resources that make combat easier.

Guards are imho among the hardest basic enemies in the game, since there's so much bad stuff they can do, but depending on what class you're playing you might have some options.

If you can hit them with arrows or traps before you get into combat, you'll have a safer fight. If you have the Hurting spell, you can 100% accuracy nail them in the head and win combat at the expense of some sanity.

Otherwise, avoid them, and if you do get into fights, your chance to hit the head goes up the more limbs you pick off. Target the cleaver arm first. Both their off-hand and their, uh, kickstand have attacks that can insta you, but you should be fine if you target one first and then the other. After that they'll start tackling you for high damage, so you're not truly safe, but you should be able to survive the fight mostly intact some of the time.

tl;dr guards are bad news, hit them with traps if you can

And if you haven't already, try taking the left path from the starting area.

Set Discrepancy

I will miss the original story, but a more open-ended version of the game would be cool too.

Calling for testers

I'd be happy to test. Just send me a message.