Just had a go and must say, as many, I’m positively surprised by this game. Looking forward to what’s next
Was playing as a Druid/Rogue, stacking degen was a powerful and interesting strategy but I did run into some issues:
Notably, the equipment penalty of the Rogue locked me out of a LOT of stuff, in particular I was losing my mind trying to figure out how I’d get the strength to use the weapon for the final blacksmith quest. I ended up lucking out in finding out that you can just change your classes whenever, which was a relief. Looking back now, though, that extra money was absolutely invaluable
I think it would be good to find some way of letting the player know they can do this, that your initial choice is not permanent. In here too, if the idea is to let the player be more free-form in experimentation, then I’d also consider reworking how the skill learning work. Instead of unlocking skills individually, you could let them upgrade their “aptitude” in general, so that when you switch classes, you have all of those available. This was compounded by some weirdness I was finding in the load calculation. Sometimes it’d look like I was good to go but once I clicked travel, then I would suddenly be overburdened. Since you can’t manually equip to be overburdened, that was something weird going on. This limitation also prevents you from equipping a piece of gear that WOULD give you the strength to wield it. So it’s a bit that could use a polishing go when time allows
Again, that’s an IF that’s the sort of experience you’re looking to provide
A great Quality of Life change regardless would be to move the loadout screen for when you’re about to leave into it’s own equipment tab. This way you can assign a loadout and don’t have to, say, look for pickaxes and skeleton keys every single time in your inventory. You also can’t back out of that travel loadout screen if you then realise you forgot something, which did happen to me a couple of times
All in all, those are a few small details in a game that is getting a lot of things right. I’m looking forward to the next release
An amazing game i first dismissed because it looked "cute". Turns out to be an actual game with decent porn on the side.
Is it me or is the alchemist completely OP compared to other classes? I mean i pretty much finished the current content in 15 ingame days using only :
- potions : evey turn even when not needing it, just to unlock the next one. - quicksilver elixir : to keep the MC alive, sometimes every turn leaving potions being my only weapon - and synthetize : to kill when when the ennemy was stacked with various debuffs
In the early game you can even make do without quicksilver because potions cover the healing needs - just don't trigger the steroids else you're dead.
Maybe allowing the alchemist to access the potions they have in their backpack woud be a more balanced skill than to generate a random potion every turn.
Because as things are alchemists don't require weapon and are to my knowledge the only mages with infinite mana AND they play two turns kind of, by using a potion and then their skill.
Poisoned? quicksilver. Lack of life? quicksilver? Lack of mana? quicksilver... Even this skill alone is a bit OP.
Add to that they seem to not need skeleton keys to open chests - a common trait to all the thieves i suppose, maybe do warn players about that.
Speaking of skeleton keys i never saw any to buy, sure the tavern owner grants some through quests but having a steady supply would be neat for non thief aligned characters.
Why do the ghosts and wraiths have 666 for physical defense? It's not even related to the devil, it's just that the longest time in a battle is 62 turns with two ghosts. And their freeze stacks for so long I just eventually minimize the tab and do something else.
Dev needed a hight number and chose this one. Maybe he/she felt evil for making ethereal creatures almost immune to physical attacks?
Ghosts are supposed to be kind of immune to normal attacks, you know, for being ethereal and all. Maybe use magic next time? Or hire a mage? Or use a potion that deals fire damage? Or use a weapon that deals magic/elemental damages when in the cemetary?
I mean if your character can't deal with ethereal creatures going in the cemetary without a backup plan is a pretty bad idea...
How do you give gifts to the town girls? I'm stuck on level 3 for Ophelia, but I don't have the option to give her anything like I would with the defeated monster girls. I'm softlocked for her route.
I would also like to mention that there's a bug whenever you leave the room. It continues to show the intro cutscene with the god of war, then the day is reset. Girls' affection is set back to the level it was at the beginning of the day, but if you happen to give a gift to them, then you still can't give another one.
I don't know what else to say to describe this bug.
Whenever I am in my room at the tavern and try to exit, it cuts to the intro cutscene that plays when you launch the game. When I skip the cutscene, it takes me back to the beginning of the day. Everything that I had done prior to this gets reverted back to the state it was in at the start of the day. If I increased affection or had a conversation with a girl, then that is reverted, and I need to do it again. If I gave a gift to a girl, then the gift is returned to me, but I'm still unable to give another gift due to the gift limit/day.
i sold the swordbreaker ( didnt know it was related to a quest ) then there was a shop reset and it was gone wich i think softblocked my game in a way. also i cant find a new game button or something like that. other than that the game is great
Incredible demo. Adorable characters, fun game play. I'm guessing only the first three areas are open because after beating the necromancer nothing else opened up. Some things I would suggest:
-Remove retreat button on the last screen of a dungeon. I thought continuing after beating a boss would make me keep going further but it turns out it just "completes" the dungeon.
-The game seemed to be depend on VSync to run properly. I'm not a programmer or anything so idk how this gets fixed but I usually have Vsync off and with your game, having it off causes it to run at max possible processing speed. (this means all actions, animations, etc happening in milliseconds)
-A better way to understand what gifts characters would like? Was kinda guessing off personality which was easy for our goblin and ... werecat? But it figuring out what our necromancer liked was painful.
-It seems like blind is a permanent debuff? It never seems to go away once applied in a fight.
I've never played dnd or any ttrpgs so idk how it all works or if this is normal, I can't quite give really good advice since I'm not versed on the dnd rulebook stuff.
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Just had a go and must say, as many, I’m positively surprised by this game. Looking forward to what’s next
Was playing as a Druid/Rogue, stacking degen was a powerful and interesting strategy but I did run into some issues:
Notably, the equipment penalty of the Rogue locked me out of a LOT of stuff, in particular I was losing my mind trying to figure out how I’d get the strength to use the weapon for the final blacksmith quest. I ended up lucking out in finding out that you can just change your classes whenever, which was a relief. Looking back now, though, that extra money was absolutely invaluable
I think it would be good to find some way of letting the player know they can do this, that your initial choice is not permanent. In here too, if the idea is to let the player be more free-form in experimentation, then I’d also consider reworking how the skill learning work. Instead of unlocking skills individually, you could let them upgrade their “aptitude” in general, so that when you switch classes, you have all of those available. This was compounded by some weirdness I was finding in the load calculation. Sometimes it’d look like I was good to go but once I clicked travel, then I would suddenly be overburdened. Since you can’t manually equip to be overburdened, that was something weird going on. This limitation also prevents you from equipping a piece of gear that WOULD give you the strength to wield it. So it’s a bit that could use a polishing go when time allows
Again, that’s an IF that’s the sort of experience you’re looking to provide
A great Quality of Life change regardless would be to move the loadout screen for when you’re about to leave into it’s own equipment tab. This way you can assign a loadout and don’t have to, say, look for pickaxes and skeleton keys every single time in your inventory. You also can’t back out of that travel loadout screen if you then realise you forgot something, which did happen to me a couple of times
All in all, those are a few small details in a game that is getting a lot of things right. I’m looking forward to the next release
An amazing game i first dismissed because it looked "cute". Turns out to be an actual game with decent porn on the side.
Is it me or is the alchemist completely OP compared to other classes? I mean i pretty much finished the current content in 15 ingame days using only :
- potions : evey turn even when not needing it, just to unlock the next one.
- quicksilver elixir : to keep the MC alive, sometimes every turn leaving potions being my only weapon
- and synthetize : to kill when when the ennemy was stacked with various debuffs
In the early game you can even make do without quicksilver because potions cover the healing needs - just don't trigger the steroids else you're dead.
Maybe allowing the alchemist to access the potions they have in their backpack woud be a more balanced skill than to generate a random potion every turn.
Because as things are alchemists don't require weapon and are to my knowledge the only mages with infinite mana AND they play two turns kind of, by using a potion and then their skill.
Poisoned? quicksilver. Lack of life? quicksilver? Lack of mana? quicksilver... Even this skill alone is a bit OP.
Add to that they seem to not need skeleton keys to open chests - a common trait to all the thieves i suppose, maybe do warn players about that.
Speaking of skeleton keys i never saw any to buy, sure the tavern owner grants some through quests but having a steady supply would be neat for non thief aligned characters.
Thank you for the review.
I've had many people claim multiple classes are op, but since it's all different I don't consider it a problem atm :)
I kindda missed the fact that quicksilver did poison the user anyway and so is not a sustainable option for every problem
Why do the ghosts and wraiths have 666 for physical defense? It's not even related to the devil, it's just that the longest time in a battle is 62 turns with two ghosts. And their freeze stacks for so long I just eventually minimize the tab and do something else.
Good game nonetheless, hope you continue it.
Dev needed a hight number and chose this one. Maybe he/she felt evil for making ethereal creatures almost immune to physical attacks?
Ghosts are supposed to be kind of immune to normal attacks, you know, for being ethereal and all. Maybe use magic next time? Or hire a mage? Or use a potion that deals fire damage? Or use a weapon that deals magic/elemental damages when in the cemetary?
I mean if your character can't deal with ethereal creatures going in the cemetary without a backup plan is a pretty bad idea...
You can't really defeat the ghosts with physical damage, but any other strategy should work just fine :)
Hi there,
Great demo. Is there any way to erase save data right now?
yea, i didnt think ppl would want this feature so it's not very easy to find. In the main-menu under codes
gl :)
How do you give gifts to the town girls? I'm stuck on level 3 for Ophelia, but I don't have the option to give her anything like I would with the defeated monster girls. I'm softlocked for her route.
I would also like to mention that there's a bug whenever you leave the room. It continues to show the intro cutscene with the god of war, then the day is reset. Girls' affection is set back to the level it was at the beginning of the day, but if you happen to give a gift to them, then you still can't give another one.
you can increase it by doing regular quests also, so ur not softlocked :p
hmm...not sure i understand the second part
I don't know what else to say to describe this bug.
Whenever I am in my room at the tavern and try to exit, it cuts to the intro cutscene that plays when you launch the game. When I skip the cutscene, it takes me back to the beginning of the day. Everything that I had done prior to this gets reverted back to the state it was in at the start of the day. If I increased affection or had a conversation with a girl, then that is reverted, and I need to do it again. If I gave a gift to a girl, then the gift is returned to me, but I'm still unable to give another gift due to the gift limit/day.
cant replicate it, but ill keep it in mind if it comes up
i sold the swordbreaker ( didnt know it was related to a quest ) then there was a shop reset and it was gone wich i think softblocked my game in a way. also i cant find a new game button or something like that. other than that the game is great
yea... i didnt think about that lol
+there is a way to delete your save in the main-menu under codes :)
*fixed
Incredible demo. Adorable characters, fun game play. I'm guessing only the first three areas are open because after beating the necromancer nothing else opened up. Some things I would suggest:
-Remove retreat button on the last screen of a dungeon. I thought continuing after beating a boss would make me keep going further but it turns out it just "completes" the dungeon.
-The game seemed to be depend on VSync to run properly. I'm not a programmer or anything so idk how this gets fixed but I usually have Vsync off and with your game, having it off causes it to run at max possible processing speed. (this means all actions, animations, etc happening in milliseconds)
-A better way to understand what gifts characters would like? Was kinda guessing off personality which was easy for our goblin and ... werecat? But it figuring out what our necromancer liked was painful.
-It seems like blind is a permanent debuff? It never seems to go away once applied in a fight.
I've never played dnd or any ttrpgs so idk how it all works or if this is normal, I can't quite give really good advice since I'm not versed on the dnd rulebook stuff.
thx for a great review ^^
and yea youre totally right it makes no sense to have a post-boss retreat lol
afraid i dont know how vsync and that works :<
If you chat with them they might give you some hints :p
blind is a permanent debuff, you'd need an item or skill with recovery to remove it :)
You're welcome to check out the discord if you have any further questions/suggestions ^^