Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Mr. Nexus

5
Posts
2
Topics
A member registered Jan 07, 2017

Recent community posts

Word. Glad I could help!

Hey Majalis, long time no see.

This is partially because you guys have been doing some good work here, and I haven't really had any problems since the last time I posted here back in like, version 1. I'm sure you guys get a lot of dumb complaints and suggestions, but I just want ya'll you know that you're doing great so far, and to keep doing you!

Regardless, some criticism/inquiry? It seems that for some reason Urka doesn't grant EXP upon defeat. I don't recall if this was ever a problem in earlier builds, or is intentional, but it seems kind of odd that one of the stronger enemies in the game doesn't give you any EXP--even if you decline her offer for sex.

Hope this brings to light something if it hadn't before.

Glad to hear it.

I agree that in general, things shouldn't be shown unless it's well under way. It's how we get projects that severely under deliver (coughnomansskycough) based on expectations and hype.

BUT at the same time, testing and public feedback is very important--especially for a small or new team who are still getting their bearings. Nintendo has in-company QA as well as long standing, very experienced members, who can make these sorts of decisions and calls by instinct alone. But ya'll ain't no Nintendo. (if you were i'd be expecting way more Rosalina and Samus)

But I think you guys have handled it in stride, and considering how it's been going, I think it's overall been a good investment. I think at this point, to kind of "retreat" wouldn't do much anymore, except make people worry and help nurture procrastination.

Do the roadmap thing. Conceptualize everything you want to do, and then zero in on what's realistic, and think about just how long you want to be making this. I'm sure you already know all of this, just saying. You're doin' the right things.

Keep it up.

Well that's a relief to hear.

It's kind of funny, makes me think that we must think alike if half the things I suggest are already the conceptual end result, heheh.

As far as the "simultaneous battle" things goes, it makes more sense when explained that way; The only thing i'd recommend (which honestly i'd put money on "is probably going in the game at some point" anyway) is a more descriptive battle log. Something simple even, like: "You used X, SUCCESS" so that it's certain no matter what if it worked or not. So in the case of blocking: "X used Y, SUCCESS...You used Block, PARTIAL SUCCESS! You managed to defend against half of the attack!" or "SUCCESS! You block the attack for no damage!", something alone those lines I feel would really clue the player in much better.

You guys aren't a bonafide company, or development team of size or experience, you're just some really talented folks making your first game, so maybe it was a bit unfair or unrealistic of me to assume the amount of finesse in a game as a fully fledged studio--But when I think of demos, or prototype builds, what comes to mind of this done perfectly is the Indivisible build by Lab Zero of Skullgirls fame. Of course, again, you're NOT Lab Zero and do NOT have the resources, so again, my bad.

BUT, since I like you guys a whole lot, and want you to be as successful as possible, I want to give this bit of advice for the future:

Do what Indivisible did. When you guys are a bigger team or a fully fledged studio, or you have the resources, and you're making something else, please please have everything that needs to be in place, in place, and everything that you can't implement, not in the game at all. I mean it from the bottom of my heart that I like the game, as well as you guys, and that i'm only saying this from a place of endearment...But I think it'll save you guys a lot of trouble in the future, to just have everything that WOULD be representative of the game in from the get go, and then add in the touches that make it a more fleshed out product later down the line.

I really hope that doesn't come across as arrogant or anything of me, because it ain't my intent at all.

With that said: I'm again very impressed at what you guys have been able to put together with such a small (assumedly inexperienced) team. It's honestly quite a marvel, and inspirational to any budding artist in any field...Even if it is porn :p. Cannot wait to try the new version, so hurry up and finish the game already! Just be perfect! Hit the enemy all the time and never get hit ever!

I played a bit of the 1.13 version of the game, and while I enjoyed it, this most recent version has some issues that i'm a little baffled as to why they're here considering they were fine originally.

Specifically, the fact that your stats have no "numbers" assigned to them. They are simply ambiguous gauges now, which for an RPG I feel is poor, as it results in you having no tactical way of telling what you can and can't do. Before, it was very clear how much health and stamina you had, so the "uses 3 stamina" had meaning, but now it seems less so, as I don't KNOW how much stamina I have.

Moreover, blocking, and defensive abilities in general, seem completely worthless. Parrying has the same text blurb as "guard" but doesn't recover as much, so why use it? Does it return damage? I can't tell! And then there's the fact that it SAYS "100% effectiveness to block", yet you still eat just as much damage as always, making it...useless? There seems to be literally zero reason to block at all. And if the idea is that you have to be faster than the opponent in order to make use of it, then I really feel like that should be tweaked--preferably to something that immediately let's you block the next attack, and just scrap the 100% thing in favor for something like 50 or 75%--and maybe it leaves you "open" or something, so if you block incorrectly you can be punished, and then THAT's where "parry" would be useful, as you could be left in an offensive stance just after parrying to negate that, but maybe at the cost of less damage negation or recovery. Nevertheless, even being the fastest starting class, I still seem to "go after" every enemy in the game (from what i'd seen), so i'm not even sure if that's what it is.

I actually really like this game and some of the ideas it has, and i'm genuinely impressed by what you two have been able to put together with just yourselves (and i'm guessing SOME assistance). The game is also very, very hot, so you succeeded in the most important, basic parts, but I hope some of these "issues" I have can be fixed, or at least addressed, in the future.

I'll keep playing t'see if there's anything i'm missing otherwise.