KUMADA'S PROFILE

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Ashes of Roses

Damn. I want to know more about this setting.

Also I'm 100% sold on a sequel to Wine And Roses' gameplay.

Good luck in the IGMC!

Meta Revelations: Ring Spirits

This looks really cool, and the custom art looks great. I can't believe I hadn't noticed this game until now.

Insurgence - Chains of Renegade

Alright, I'm interested. This looks really polished. Is there a demo in the works?

Zoids | Whisper

Played for a half hour or so, and this is starting to feel like a hidden gem. Despite some clunkiness in the opening cutscene, the writing is really strong, the characters are fun, and gardening is a tracked stat.

As someone who's not deep into Zoids, this is still a cool game and perfectly playable.

Edit: I take back what I said before. This game is criminally underrated. Its graphics and the fact that it's a fangame are probably steering people away, but let me correct that. If you like good design, you should 100% steer closer.

Fear and Hunger

Oh man, that's way easier than I was expecting, and she sounds like an awesome party member. Thank you!

Fear and Hunger

Wait, you can recruit Moonless?!

TEACH ME YOUR SECRETS

Road To Paradise - The Dragon

Man, I am looking forward to episode one of the other game just so I can play as team human, and not Team Horrific Chibi Nightmare Squad. Body-horror doesn't usually get me, but apparently biological people inflicted with anime proportions finds the small thermal exhaust port on my sanity.

Now, changing subjects: mechanics.

-Re: regeneration. Hasting everyone feels more important than stacking regens in nearly all battles. This is because shutting down enemy sources of damage is more important than tanking. During long fights, once my chronomancer had nothing better to do, I did start applying regens, but that was only once the entire party was hasted. I almost never used atrophy, unless it was either that or a physical attack.

-Re: stuns. With a haste on Izuno, he can tail slap twice in a round. So, vs the final boss, that's getting a single 4 on 2d4. It's not guaranteed stunlock, and the boss eventually starts counterattacking it, but the odds are better than 25%.

FWIW, I was a forest dragon. If I knew Sky Dragon would come with autohit AoE stuns, I would've picked that up instead. Especially since this game is scoped for five episodes, I think it's worth giving the player an indication of what features each dragon has before they sign the paperwork and drive it off the lot.

Road To Paradise - The Dragon

More stuff:

-Killed a rogue lizardfolk and it stayed on the battle map, unable to be interacted with, until the battle ended. No idea what triggered this.

-Okay, got it again. It seems to be linked to the +Aging condition?

-I like that the main cast is limited in their access to ability heals. The strong heals all come from items, which are finite. With some restrictions on item acquisition, that could make for a pretty cool resource management element to the game.

-I like that combats are evented in the dungeon and random on the overland.

-Longbow deals damage based on "STR + DEX", but there's no STR stat. I'm guessing it's attack + dex?

-Man, I was not expecting it to be canonical that the people in this world have chibi anatomical proportions. That is mindbendingly horrifying, that everyone on the high-fantasy side of the setting has these balloon heads and tiny bodies and everyone thinks it's normal.

-So, if you try to parlay and you were in dragonform originally, you end up in battle in your humanform without your equipment. Having an in-combat transformation would help with things like this. It would also make Izuno a little more mechanically interesting and versatile, if there's a way to code it.

-It's probably worth just outright mentioning somewhere early in the intro that shifting between forms will cause all of Izuno's clothes to fall off. That way the player knows it's a feature, not a bug.

-Ah. Can't return to town once you're in the tower. I wish I knew that going in, as I would've bought only healing potions instead of this 20% exp ring. It also makes the gold you pick up in the tower a little less than useful.

-The dungeon is well-mapped, individual areas have their own cool gimmicks, and everywhere I went the risk/reward balance felt good and interesting.

-Lamia in the room with the blue switch just casually walks across the pit like it's nothing.

-Aaand it seems all lamias can do this.

-Final boss wasn't too tough, but I think it helped that I stun-locked him for a couple of rounds early in the fight. I'm not sure how the mechanics work for everything behind the scenes, but the feeling I got while playing is that everything was broken, and thus everything was balanced. Like, I can give Izuno haste and more or less confirm lockdown on a single enemy by turn 2, but if that enemy is a dodgemonster, or has an automatic counter, or any number of other things, or if I whiff a round of tailwhips, then all bets are off. The level of challenge felt solid throughout the game, and all abilities felt circumstantially useful, and most equipment was side-grades. This is a style of game design that I really like.

Road To Paradise - The Dragon

Feedback:

-It would be nice to get a little information about each breed before deciding on one.

-Walk speed feels a bit slow on the first three maps. A faster walk-speed or a run option would be welcome, although they do kick in on the fourth map, so it's not a big issue.

-Switching between forms does some Weird Math Things to Izuno. When he goes from a high HP form to a low HP form and switches back, his high HP form has had its current HP reduced to the max HP of the low HP form.

-You have to re-equip Izuno every time he shifts out of human form and back into it. This is a bit of a hassle.

-Talking to the woman in the library is weird. She says there's a set of books that came in, goes off (presumably to get them?), comes back, aaaand nothing. Was there supposed to be an item given here?

-Typo in the fellgard book "a blink of the ye". Should be "eye"

-The lore is cool, and I'm looking forward to it getting deconstructed.

-It's weird that to depart the island you go south and then fly off to the north. I thought the game had glitched the first time I saw it.

-In Izuno's dragon form, Claw should probably be the first ability instead of Breath. That would make mashing out physical attacks a little easier.

-Golden Serpent Ring seems to actually *decrease* exp gained by a minor amount. My testing wasn't quite as precise as I wanted it to be, but at the same level fighting the same mob of enemies, I got slightly fewer percentage points with the ring than without.

This is all the testing I can do for the moment, but I dig the setting and so far all of my complaints are quibbles, so I'll play a bit more when I have the chance.

Fear and Hunger

I'd say "survival horror" is spot-on for the kind of audience you want to attract. Dungeon Crawler is also good.

Maybe Survival Horror Dungeon Crawler?