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Fear & Hunger 2: Termina

re: wrench toss, my issue could be that I've been approaching combat the way F&H wanted me to (target limbs, then go for the head when there's a chance of hitting), and Termina really doesn't want you to do that. In termina, you disable limbs if there's nothing else to do, but you attack the body. Wrench toss + body might be the correct way to use it in the current build. I'll have to check.

I really like the train as a hub. This game feels like it's more about the group than the individual, and having a clear hub reinforces that.

I think making the first save anywhere not advance the clock might confuse players when their second save *does* advance the clock, but having a one-off non-clock-advancing save point that's only available the first time you come off the train (and that doesn't send you to talk with Rher) might be a good way to handle a few problems. For one, if you do something like a campfire, you can have it burn down after the player has left the screen and come back, and you can have footprints leading from it to the door of the train. Or something in that style, where you drop some breadcrumbs to clue the player in that the train is re-vistable. Alternately, even a dialog hint that some group members are going to hole up in the train might be enough to get the player on the right track.

Yeah, a clear status effect for when you glass an enemy in the face would help. As is, it just shows 3-4 damage, and then the enemy hits me anyways. Also, if there's a default fail chance for inflicting that status, you might want to do something to tell the player that the status inflict chance is even there. Otherwise, you have a good chance of the player correctly throwing a shard at an enemy's face, hitting, dealing negligible damage, *not inflicting* the status, and deciding never to use glass shards again because they don't know it *can* inflict a status. If the accuracy debuff from being glassed is too strong, it might be better to make it a little weaker and make the status inflict chance 100%. That way there's still rng involved, but the player knows they've at least done something when they use the item correctly.

Situational loot does solve the rng items problem, and makes the game a more curated experience---which I think works in its favor. Although there might be another way to do it, depending on how your looting system is built. Like, if you open a crate and there's a 60% of food, 30% chance of ammo, and 20% chance of a weapon, you might be able to code it so that for every three food you draw, the next time you would draw food, you instead draw ammo. Or something like that. Still technically random, but weighted. This might be harder to implement than just making some drops non-random, so I'm not necessarily suggesting this, but it would be another way of controlling rng in runs.

I've been getting a lot of repeats of books. It wouldn't be as noticeable if I wasn't also getting lots of useless newspaper articles about the kaiser.

And if I ate the leg, that means leg removal is not showing correctly on at least the engineer's sprite. There's no visual indicator that it's missing.

I genuinely like the time system, although I'd kind of imagine it's a nightmare to implement. It adds a level of deep replayability to a game that's already quite replayable, and I think it will make it so that there's always something slightly different to try during a playthrough. It *does* create a risk that recruiting other characters will be ridiculously inaccessible, though, if the recruitment relies on one specific time-based encounter or series of encounters. It might be worth being kind of forgiving and have multiple opportunities to recruit each character.

Small key works for every locked door in the mayor's house, and in the section of town below.

I think the thing about Needles that seems weirdest to me is that, based on most of the early game experience, human enemies aren't super strong in termina. At worst, you've got vile and woodsman. But Needles is head-and-shoulders above them. So when you run into him, it's a moment of "wait, so am I supposed to just treat every generic enemy like it might be an end boss?" Maybe a little bit more jumpscare music, or having him do something creepier after he finishes sawing the head, might do more to signal to the player that he's supposed to be on the Crow Mauler level, not the Trotur level.

Fear & Hunger 2: Termina

Okay, more feedback.

-Small Key doesn't get used up when it's used. Intended? Honestly, this kind of works, since useful drops are so extremely rare in termina.

-Is there a "correct" series of answers to the mayor's dinner questions? I mean, not just answers that will get you the key, but that get you something else as well? Because of where my save point is, I've been through that section several times and tried picking most of the reasonable options, and all I've gotten is the key.

-Using a beartrap on a crawling character triggers the trap, but does not seem to deal any further damage. Since they're setting it off with their face, maybe this should be a kill?

-There's no point at which the headless becomes full? I'd like to think that after five rotten meats, four dried meats, and six meat pies, even a hole into the beyond would be a little stuffed. Although I guess if they're the God Of Fear And Hunger version of a moonless, they might theoretically have infinite appetite. That said, being able to get a second party member would do a lot to ease the rng pressure in the early game. Just having something else for enemies to occasionally target is the difference between "die to knife girl every time" and "maybe survive with a missing limb 50% of the time"

-Needles is certainly a nasty surprise for the Chaugnr bunker, and I think he's a cool addition to the area, but he has mostly the same issue as the vile, knife villager, and the moonscorched villagers---he's blisteringly fast, and you can't beat him without spending resources, which you don't have. And unlike the vile, knife villager, and moonscorched, he's in an area where you can't kite him to a safe corner of the map, screen-transition, and then just stay away from the place where you left him forever. Also, his whip hand can survive at least two bayonet attacks, and might benefit from nerfing.

edit: there's posts on the previous page, too

2nd edit: non-marksman shots from the rifle don't work on the woodsman at all. Marksman shots work fine, but even if he hasn't been hit with a beartrap, regular rifle shots go straight through with no indication that they hit.

3rd edit: in chaugnr's area, when you activate the generator, the electrical panels still say the generator is off.

4th edit: I guess all of Needles' limbs have rather a lot of HP? And needle whip sometimes acts multiple times in a turn? He also polices the corridor to the generator very effectively, which means he has to be dealt with to progress. This means there are basically three options I can think of for handling him: marksman rifle soldier, beartrap and circle-kiting, and occultist + gor-goroth affinity + rare soulstone drop for Hurting. Two of these are class-dependent, and all of these are rng-dependent (soldier only because of their heroin habit.) It's possible Needles goes away if I advance the timeline (thus making the correct order bunker first, then village), but in that case I sort of don't understand the point of him? The encounter itself is set up in a neat way, but I don't get the intent of it mechanically.

Fear & Hunger 2: Termina

Okay, going to do a few more runs until I get lucky enough to have a viable start position.

-On the train, after talking to Marina, she goes back to being "the sleepy one" if you talk to her a second time.

-Pressure plates are an absolute resource bottleneck for the trapcraft engineer. It might be worth starting her off with a couple, since otherwise it feels about as likely to find a beartrap as to build one. (edit: confirmed. I have a beartrap, but have yet to pick up a pressure plate in any playthrough)

-Getting repeats of books feels really bad, especially if it's something like the newspaper article where it does nothing to begin with. It might be worth letting the player reroll the item if it's a book duplicate.

-Using a blue vial boots you out of the menu for some reason. Other healing items don't.

-I lost a leg, and then used a leg item. No changes to my sprite either way. Did I patch the leg onto myself, or did I eat it?

-Resting but having your sleep disturbed by a combat encounter does not advance the clock, right?

-What circumstances are supposed to lead to the soldier appearing in the two-story house? I think the trigger for it might be broken.

-Shooting at the crawling woodsman (after you've hit him with a trap) does nothing.

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.

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.

The Nova Bloodline - Graves of Delirium

This looks super cool.