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Fear and Hunger

hmhm interesting ideas! I'll play around with the guards for sure and see how they end up. Your previous posts already got my brain juices flowing. But tbh, my initial idea was that the player would run away from most of the guard fights, but no one seems to do that lol :'D

On Cain Reval's let's play, they had pretty good strategy with the guards. first they took off the cleaver hand, then the off-hand and then just aimed for the head. Stinger attack doesn't happen that often, so they mostly just took a little damage from guard's tackle but that's all. Also I might be wrong (I need to make sure of this) but if you destroy the head on your second turn, the one-hit kill doesn't happen.

As for the alchemillia books. That's really weird bug because there is only one volume at the moment. But that shouldn't matter anyway because the message box text has nothing to do with the actual item name as it is only text (talking from game developer perspective now) Still RPG Maker changes the number without any real reason :O That lead me to believe that text 'vol.' might have some built in features in RPG Maker's message boxes (kinda similar to how you change color of texts with some commands). Still I'm gonna fix it up somehow!

Fear and Hunger

@OldSchool, wow that sucks! When did you try downloading it? I just uploaded new version of the demo with few fixes, I wonder if it's somehow broken version or something? the old version can be found here:
https://mega.nz/#!hQg2QYyS!WhAVoc2CmNQFYOj59a-Qk1jE5barfYVNnBxVTLB6G6w


@loplop123, good idea with the sterile bandage! The guard can be killed either by destroying it's head or torso. The guard has one more last-breath kinda attack, even if you destroy it's head. Those flying goblins are super annoying yea, I uploaded already teaser demo v2, with minor bug fixes and tweaks, I also made the fight against those creatures more bearable. There is a limit to their spawn numbers. And yes, there will be a couple of ways to get your limbs back. One way is already present in the demo, however it doesn't produce the wanted effects yet...

@kumada, thanks you for the awesome feedback! really helpful info!! I'll answer few points, but I do take all the criticism and points raised to consideration:

author=kumada
-Interacting with the skeleton: feeling superiority causes less loss of mind than taking it as a warning, but both cause loss of mind. Is this intended?
It's actually the fear system that's constantly eating away your mind. If you put up lights, it recovers slowly. The feature was a last minute addition and not fully realized.

author=kumada
-Not sure if the dungeon is randomly generated, but I ran into a kitchen to the northwest of start that had what looked like a door leading to the east from it, and the apparent door was completely non-interactive.
This one is weird, lol I have no idea what doorway you are talking about. You probably noticed the dungeon layout is not randomized.

author=kumada
Instead of simply insta-ing the player, those jailers could drag him off to stash in a corpse pile or toilet.
I'm liking these ideas! :)

author=kumada
-Prison guards still take an action after being decapitated. Is this intentional?
It's a thing that originated from a bug, but it is intentional at this point. I imagine it being a dying-breath kinda attack.

author=kumada
-The Beware! card, Demo card, and intro title crawl should all be skippable with a button press.
Yes absolutely! This is going to happen.

author=kumada
-Found alchemillia vol 2 on a bookshelf without finding vol 1. Item in inventory is listed as vol 1 and shows text for vol 1. This bug is repeatable.
This is a really weird bug, I think there is something in the RPG Maker MV's code that makes text "vol" in message boxes trigger something... although it makes no sense. I mean in the message box it says loud and clear "Alchemillia vol.1"

author=kumada
-Would be nice to get an advantage for ambushing enemies.
Yes. absolutely!

author=kumada
-Could not find small key on floor one during one run. Seemed to have spawned behind door that I could not smash.
You can always use small keys found from other areas too. There is at least one small key in certain place that you can always acquire.

You got really interesting ideas here and I think it's safe to say at this point that one-hit kills are gonna be nerfed dramatically. If anything, that's the most coherent feedback I keep hearing from the game.


@CashmereCat, I'm going to test randomizing the dungeon layout in few simple ways. I don't know if it's going to be too much uncertainty for players yet, but it would at least keep things more fresh if you have to restart the game over and over again.

Anti-gameplay

haha, yea everything is not in ideal condition in the current demo. But I will tweak things for sure.


Gods will be watching seems pretty cool game, gotta check it out. Especially "what horrible things would you be willing to do to the few in order to save the many" - caught my attention :)

Anti-gameplay

author=kumada
I haven't gotten to play the demo yet, since it's Mac only and that locks me out, but I've been following the discussion.
Hey there is a PC-version too available! :O

I think I was too hasty with this blog-post, as by no means was I talking about only insta-deaths. Judging from the feedback I got from the demo, I'm already going to make those few instances more fair. Also there are plans for different ways to escape death, the more time you invest to your characters. The fairness-curve will go up the longer you play the game. (not the same as difficulty-curve)


@Pinkerton, yes definitely a way to skip intro as it's probably going to get longer too!

Fear and Hunger

lol what kind of talk this game inspires :'D

author=iopiop123
hey, Interesting game so far! I actually Had some questions...and uh, stuff. Anyway, Found a bug, (at least I think It's a bug) After my first death, I started a new game and was no longer able to target anything but torsos. Also, I was wondering if you could share the tabletop stuff you based this on or whatever it was, because I know some people who might actually give it a try~. Also If you need a proofreader or betatester let me know, I'm a native english speaker and way too good at breaking things!...Way too good

Edit- A thought, Perhaps add an ambush system, where if you manage to approach something from behind or otherwise undetected, You get a free turn? Sure, It's a dirty Move, But you do what you gotta to survive, right?

Edit 2- Also I don't think whiskey does anything? Is it broken? Unfinished? or...What?
That's a new bug, haven't heard of it before. You can also target the body parts with your mouse, so are you sure the cursor wasn't on top of the screen?

The tabletop stuff was all made up by me.. and you are pretty much looking at the material it contained (at least a small part of it). I don't have much experience from 'real' tabletop RPG's, so I'm not sure what information you need to play by it's rules. The way the game worked was that I was drawing the dungeon/area layout on a paper. Players had their own papers where they kept a list of items, status ailments, magics and such. I used a coin flip for bigger choices, but I also used common sense, like if the player was already really experienced with swords, his attacks would connect even without the coin. It was pretty free-form playing. Not so much looking at statistics as something like D&D might be. I could make a wiki or something about the world, if you are interested. I do have quite a lot thought up.

And hey great! I'll contact you later on for sure! For the next version, I'll have people test it out, before I release the download.

@edit1, yes, I'm already planning for something like that!

@edit2, unfortunately alcohol does nothing yet, it was meant to take away your fear, but I forgot to change few tiny parameters during my last nights of development before the demo release.

Anti-gameplay

author=LockeZ
Having a reason for doing something doesn't make it a good idea.

haha true enough! That's why I'm listening to feedback and making adjustments to the game accordingly. But I still feel the subject is worth investigating some more :)

Fear and Hunger

Thanks for the nice feedback everyone! ^.^

@Dragnfly, haha, gold star for the effort huh? I never even thought of that scenario of someone cutting his stinger off and then him taking the player to cells afterwards. Gotta pay more attention to such details!

You got good points with the criticism! There already is some manipulation on the odds of getting certain items and such - it's not completely random that is, but I agree that randomization needs to be toned down on some areas. I will also make it more skill based, because let's face it - it sucks getting one-hit killed all the time... sometimes it's ok though <_< .... >_> .... <_<

I'll also add a skip button to the intro as the intro is also going to get longer with some story added in. So hopefully that will make it fast enough to jump into a new game. I'll also try to make the whole experience a little bit more compact and tighter, so you can start progressing faster too.


oh and I'm jealous of your Nier: Automata.. I think I'm gonna go buy it too once I get some money :O

Screenshot Survival 20XX

@East, it's looking good man! Cliffs and grass especially got a good form and pattern to them! I would suggest using contrast way more boldly though. You can check the sprites you are using. See the difference between the brightest and darkest color? Now apply that to your tileset!

@BadLuck, that's an epic moment! Lighting effects are over the top, but fits the scene I suppose. That is meant to be super epic hug right?

@Toaster, I'm really loving those graphics! Love the palette! I think it's pretty much flawless as it is.

@Frogge, everything's looking promising! Bigger eyes definitely look better on the character! Is that a ritual circle I see? Occult rituals for the win!

Fear and Hunger

author=CainReval
It's awesome to hear back from you so soon! I wanted to point some things out. Both my buddy and I vouldnt find anyway to partner up with the bunny faced guy (the one who asks, looking for a partner?) I'm not sure if you can recruit him or not, but his text implies that you can. We were thinking to recruit him and choose the "make love" option in the circle. There also seem to be a few spots near the edges of walls, especially in the courtyard areas, that the player can walk over. Using Yanflys region restrictions would help fix that issue.

Yes I've noticed few places where you can walk over walls too. I really had to rush this game out, because I had to leave for travels, and thus I implemented many of the features during the last night/morning before releasing the demo. It's a shame really, because the "love corner" serves no real function at the moment. If you want a partner to make love to - I suggest resurrecting a ghoul buddy ;)

Thanks for the tip with Yanflys region restriction, I'll check it out!

Also I noticed how puzzled you were with the fear mechanic. Fear deteriorates your Mind. Mind is used with the few magics this game has. Some monsters, like one boss monster in the demo also causes fear. If you light up torches and candles, you can fight against fear.

Fear and Hunger

author=CainReval
Hey there, I got this earlier today and my by and i started playing it. I decided to make a video review of the game on my youtube channel. I'll post the link below, but just know, we were being pretty hyper critical with some of the stuff. We both actually like the game the more we played it. We were put off by a few things, but that's how it'll be with everyone. Anyways, thanks for a fun experience!
https://youtu.be/k3E6GLb6uFA


Wooww this is so awesome!! Thanks for the video treatment! You weren't even that critical, I think every problem you pointed out was pretty fair. This was super helpful for me too - to see the game being played from outside perspective. I definitely need to tighten up the experience, especially the cave area - There's actually more to the area than what you saw :) I also got few good ideas from your playthru that I'm gonna implement to the game! Funny how you also came to right conclusion about alcohol helping with the fear - the thing is I forgot to make it functional for this demo :P

BTW, you got a nice Let's Play dynamic going on, I enjoyed your commentary really!