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Fear & Hunger 2: Termina

@kumada,
- Yeah I really want to focus on the character interactions more in the coming versions and a hub makes it easier in many ways. I think you could have your spare team mates there for example.

- I've got something on my mind to get people notice the bed in the train. The bonfire idea sounds nice.

- I think there are many other occasions besides the glass shards too that could use a more clear indicator on what just happened.

- There already is *some* situational loot. Crates give you general goods, barrels give you food items, and shelves give you utility items. This way you can skip barrels for example if you are already stocked up well enough with food.

- clearly the book looting doesn't work properly then. Weird, because on my test runs (or in let's plays I've seen) there hasn't been too many replicate books.

- there isn't a sprite for missing the other leg yet. It's always been a bit clumsy like that. I don't really know what to make the sprite like... I mean should the character be hopping on their one feet? In the first game I added a limp, which I guess is okay way to show it.

- I'm really liking the time system too. Since I don't think there will be randomized map layouts this time around, the time system will up the replay value instead. You're right that the system would become annoying very easily if it's too strict. I'll do the best I can to give more chances to recruit different characters. But I'm also aiming for at least 8 playable main characters, it's not as serious to miss some of the chances as it was in the first game.

- Small key seems bugged :-/ Gotta go fixing!

- Needles was thrown in there a bit too fast I guess. I just needed something to replace Chaugnar in some scenarios and I didn't have anything else that made impact at the moment. I'll be sure to tweak that encounter.

- yeah good point with the "jumped the shark"-line! :D

- Night could be a lot more terrifying.

- The blood portal is intended yeah, it works with just the sigil this time around. I felt it was too many steps to get the portal if you had to get the magic first from hexen. Also Alll-mer's sigil doesn't really have any other use, so yeah..

- Crafting a pressure plate sounds good.

- ...you might want to try and play as another character, to evade needles.... why? because spoilers D:

- There's actually a bit clumsy way to prevent people from soft-locking the game by using gasoline canisters or missing the key. Someone else cuts the chain to the city open by day 3. This was just a temporary solution, because there will be something else to prevent soft-locks.

- Needles is pretty cheap yeah, I'll probably change it so you get one free turn before he starts using that paralyzing needle in the future.

- There are too kinds of teleports, Alll-mer's and moon god's. Moon god's teleport takes you to the "alternate" world.

- the decrypting the letter isn't functional yet I'm afraid

- I'll have to make sure if some items are on the list or not. They should be, but not 100% sure when you ask like that :D

- hatch your own ronteal? Sounds like a cool concept!

- you didn't have the key and the lieutenant claimed you got it? Hm.. must be a bug. I'll check it out!

- I really like bobbies too, bobbies seem to be both, fan favourites and also a cause for grief for obvious reasons.

- there's something weird going on with bear traps. There shouldn't be anything wrong code-wise per se, but they seem to function differently with everyone. I'll probably have to re-think their logic.

- It's intended that the gunshots don't kill you on the field. But maybe it's a bit weird.. Maybe making him miss a shot every now and then would be good too.

- no it's not intended for the circles to disappear in the train.

- haha, I guess I have to put alternate dialog with Daan if you go and stomp the guy first.

- oh yeah the head collector does ask for the head still! The game should read correctly that you gave the head to him, but I need to fix that dialogue.

Fear & Hunger 2: Termina

author=dethmetal
I'm excited to give this a try and let you know my thoughts!
Awesome! The difficulty curve might be a bit too steep as it is for newcomers. I'd like to make this game just a bit more accessible, but let me know how it goes!

Fear & Hunger 2: Termina

author=volke_locke
"An alternative take on the real world, where religions and occult are a lot more prevalent and where ancient deities are still worshipped in everyday life."

Are you saying this isn't the case in our world? It is more prevalent here than you might think.
haha true enough. Just yesterday I was browsing books of occultism in a normal everyday book store. I guess it's just like the real world in all actuality.

Fear & Hunger 2: Termina

- I heard someone won some of the strongest foes of the demo using the wrench toss skill, so I'm not sure if I want to buff it up :P

- yeaah, I need to choose whether I use the duct tape or duck tape.

- I'll add something to draw people towards the train save spot, because you're not the only one who has missed the thing. I kinda want to make the train "headquarters" of sorts, so that's why I kept the save point inside.

- The train save spot does advance the clock, but I was thinking the same that the first save could be "free". Currently there's not that much to miss in the demo, so I didn't tweak it yet. I thought it's more useful to show people immediately that there is a day-night cycle.

- glass shards need to be thrown at the face of the enemies for them to work. But I realized there is no text saying if it's succesful or not. You only notice if the enemy is missing attacks or not. I need to change this.

- I gave occultist chalk thanks to you. It's in the version 2.3 now.

- yeah stock up ammo needs to change!

- the executioner/hexen thing sounds like a bug.

- I'll probably have to make more situational loot for termina, so you get essentials easier.

- I also added pressure plates to engineer's inventory, if you chose to stock up on utility items in the intro in v2.3.

- do you get many repeats in books? For the most parts there shouldn't be replicates.. I might have missed some items though.

- ... you ate the leg if you used it.. There's no way to get limbs back currently.

- sleep being disturbed doesn't advance the clock.

- Pretty much all the character interactions are time based. Different things happen different days/times. Although it's still a bit limited. I plan on having schedule for all the people on the train, so you're bound to run into some characters. The time system in general was a last minute addition to the demo. It was added like a week before the release. I just wanted to introduce it to the players, because it will play a bigger role later on.

- small key not being used up is not intentional actually. where did that happen? There's going to be lockpicking again in the full game, so small keys aren't necessity later on.

- There are few correct series of answers with the mayor. Only a handful result a battle. But it's a good idea that one path would lead to something better. I also had something else in mind in how to expand mayor interaction later on.

- good point with the bear trap vs downed opponent. I need to make it damage them.

- headless becoming full is a cool idea ! :D I'll still need to see how the early game ends up later on, but I agree that few more tools (or party members) of survival in the beginning would be a good idea

- yeah needles is a bit nasty down there... he actually got a bit bigger role in the game and that's why he can take a lot of punishment. There's a certain spoiler-y reason why he's down there too instead of Chaugnar, but it only happen in certain scenarios when Chaugnar needs to be elsewhere... It's usually Chaugnar though who appears there. I agree that in the narrow corridor it's a bit too tough to evade him. I'll have to think up some ways to even things out...

LVNL_MiniMAP.JPG

Looks great like always! Seriously all your screens look very professional.

Fear & Hunger 2: Termina

Thanks for the honest feedback kumada!

- I'll need to check those typos.

- I personally found lots of use for the wrench toss, with a little dmg boost, you can one-shot normal enemies with it and it also causes stun to larger foes. I might buff it up though

- I did some investigating before putting duck tape in the game and apparently duck tape was its original name in the 40s because of its water-resistant qualities. But it's a typo nevertheless, because the name is not consistent.

- The wrench should be as accurate as most weapons, so bad luck maybe?

- I think the engineer is more utility/support class kinda like the doctor too. They don't have that strong offensive

- you can kill enemies with the pistol on the field, but I don't remember how many shots it takes... (quite few) Also by shooting the enemy on the field few times and then starting a battle, it has already taken some damage to the torso even if there's nothing visually telling you that. (maybe a message could be useful) So you can often down the enemy with one attack to torso after shooting it few times first.

- Maybe I need to nerf some early enemies... Although I haven't even touched their stats since the last demo, so I'm not sure if it's any more difficult... (which doesn't mean that it wasn't too difficult to begin with ofc)

- herb crafting sounds good for the doctor, although I've also planned a botanist class, so... dunno.

- and yeah I realized that I never corrected the "affliction" terms you mentioned apart from few places. Still need to do that.

- There actually is a save spot in the train now. The last bench before exiting the train lets you rest. I realized it's easy to miss, so I'll have to make it more recognizable.


I might have been a bit blinded by the difficulty because most of the people testing the game have been people who know all the tactics a bit too well. I'll see how to best tone down the early difficulty. The moonscorched are probably the most dangerous early normal enemies, but they can be avoided pretty easily, because of their speed. For the villagers, I'd simply recommend taking out the armed arm/s and then just going for the torso. The game does kinda require you to use the Rev Up system, otherwise it might get too difficult. There are still optional resources to use in battles, but they are bit different this time around. You can pick up glass shards and throw that to the faces of the enemies. You can also throw gasoline canisters and attack them afterwards to cause an explosion (although that's 2-turn tactic)


Fear & Hunger 2: Termina

OH!! I missed your previous post kumada! I'm pretty sure I check it up before... hm.

Well anyways just to post here that the new Demo Version 2.2 update is up! Compared to the first demo, it's quite a lot bigger with 2 new additional characters, many new enemies and areas.

The Demo Version 2.0 is Out! / May 2020

author=kumada
I will aim to play some this week.
awesome! I'm just uploading a fix-version to the new demo. Make sure you get that instead!

Screenshot Survival 20XX



Finally got another demo out! Please try it out people!

Whatchu Workin' On? Tell us!

@dethmetal, yeah no kidding. I got some serious problems in estimating the amount of work different things take. Although my last minute additions were day and night cycle as well, so it's questionable what I consider little stuff...