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(2 edits)

hi again!

i completed the current version (0.7.1), so here's my current thoughts, feedbacks, suggestions, proposal about this game. apologies if its too long since there's a lot going into my mind after all.


Proposal

biggest topic that i want to bring into this post, which including;

Waizatsuhi Loyalty System Rework

reason

- pretty underwhelming system since players only cares about sex scenes

- grind is into the longer side especially involving multiple demons (never encourage players to grind in RPGs especially in fan-made games)

- unrewarding after maxing out bond, demons felt disposable instead of deeper attachment towards them

- encourages players to keep their favourite demon/ess in the party as the game goes the opposite route of the usual "demons aren't your friend" trope

Idea

- reduces max rank from 10 to 6 (6 for sex yeah)

- add the following rewards on every rank up;

Rank 1 - Unlocks Sexy Conversation skill (includes dedicated skill slot)

Rank 2 - Unlocks Love status effect (basically Smirk, player-only effect)

Rank 3 - Unlocks Waizatsuhi skill (sex scenes starts here)

Rank 4 - Unlocks Demon Co-Op Attack (proc chance scales with Lu)

Rank 5 - Demon Whisper for all learned skills

Rank 6 - Gain Demon Source/Essence, random item(s)/gears, increased stats when fused regardless of the direction

- rank ups slower, faster when; in party, using Conversation skills, gifts.

- some demon becomes unlockable based on how many demon reached max rank.

Gun, Dexterity, Stats Properties

- since im still on hopium that gun will make into the game, i hope that Dx also will be featured as new stat, making it a 6-way stat game, so here's what stat properties should be;

(please also add stats tooltip!)

Strength (St)

- Major: Phys DMG, Demon Coop Power

- Minor: Max HP, Crit DMG

Dexterity (Dx)

- Major: Gun DMG, Ranged Atk DMG, Melee Atk DMG, Demon Coop Rate

- Minor: Gun Acc, Ailment Acc

Magic (Ma)

- Major: Magic DMG, Max MP, Heal Amp

- Minor: Magic Resist, D.Coop Power

Vitality (Vi)

- Major: Max HP, Armor, Magic Resist

- Minor: Ailment Resist

Agility (Ag)

- Major: Acc, Eva, Max Hits, Ailment Rate, First Turn, Escape Rate

- Minor: Phys Acc, Crit Rate, Demon Coop Rate

Luck (Lu)

- Major: Crit Rate/Eva, Instakill Rate/Eva, Ailment Res, Item Drop Rate, Love Rate

- Minor: Magic Acc, Nego Success Rate

Skill Evolution/Mutation/?

- prolly not suprising since it might be in the game in the future, but with some changes;

Idea

- instead of randomly mutating a skill into random tier upon level up, now the skill will rank up properly in order to not break the balance.

- may happens mid-battle (courtesy of SaGa series' Glimmer)


Opening Sequence

- ya'know when I think about the opening, it does feel weird getting lorebombed by a pixie, instead of getting typical cutscene about the driving force that makes you want to take the journey, a strange one that is...

- here's my idea on how it might give player a clear story: starts with the conception, world ruined cutscene, then a mystery voice talks our vaguely then woke us up, the COMP repeatedly shocks you, then we talking to our COMPanion, then the game starts. 5 steps later we find a pixie, recruit her then walk into cathedral of shadow. after exit, floor 8B should no longer be a safe zone, we walk until a first encounter (slime is mandatory).


Thoughts and Feedback

- since we added female npcs like sophia, lady fountain, I wish we could get our own burroughs as our COMPanion, and as quest manager.

- i've been meaning to ask: are we going up or down? because logically 8B means we are underground, so going up is what make sense. example is when interacting with 8B ladder, it says "go down" when going to 7B (which i should go up), i am very confused rn.

- the game have been peaceful, too peaceful perhaps... oh yea where's the MOON PHASE? the series most prominent feature?

- while i like jackie as shop merchant, i think i missed gustav hmmm... maybe you can adapt cadaver's hollow as mystery shop that sells rare items, and collecting mimans is a perfect fit for a dungeon crawler game...

- in need of narrative roadblock in the dungeon for main story, like i can finish all of current content without progressing the main story. (i was curious if i can beat all boss without finishing pixie bond, and it worked sorry)

- the game will be better with innate passive skill like from VV, have you consider on adding it next update?

- if the game is going to have fiend sidequests, please follow these sequences; david > matador > crusader > hell biker/daisoujou/both (L/C/N) > four horsemen (white > red > black > pale) > trumpeter > mother harlot > demi-fiend


QoL

- tooltip is nice, but the buff/debuff icons is confusing and maybe you should just use generic icons (sword, shield, boots) for ATK, DEF, AGI respectively instead of S/V/A.

- demon profile UI need major overhaul (yeah i know its temporary) since it does need to display a lot of info (skill potentials, ailment resistance, etc.)

- also profile should have their little background lore, spawn location (and preferred gift for my earlier)

- i hope we can just scroll demon stock left and right without pressing the button above, its a hassle to navigate without mouse (might also annoying on mobile)

- manual skill sorting pls, i wanna satisfy my OCD and also on demon whisper, please add an option to overwrite learned skills.

- i might been too harsh about the pixelated sex scenes feedback, but i hope you to consider adding an option to turn those scenes into 16-bit pixel filter.

- on skill description, pls show skill base power, % chance. knowing their value helps alot.

- since we're using V's turn order system, protag should be able to change his turn order too

- would be more helpful if we can see enemies' skills on analyze


Bug Report

- at daemon lvl up when he learns agi (lvl6), i got whisper when he has 1 more skill to learn (tarukaja), but the skill doesn't exist in profile.

- this bug is from previous version, where if your demon is revived and summoned to not their previous party slot, the unit card info (idk what to call) will appears out of the slot. this visual bug persist even out of battle and affects "change" screen where "delete" button does not appear until you enter save room.

- on demon whisper, if player use default name, it would be display as "PLAYER=NAME" instead of "Renn"

- naamah 2nd scene has error name


Balance and Game Design

- protag and pixie should start at lvl1 instead, missing out 9 potential skill points for natural EXP progression.

- preferred protag initial stat is 3-3-3-3-5-3, with 35 HP and 20 MP.

- early game DMG feels need to tone down, 1 digit DMG in the first 5 lvls on normal attacks.

- since this update conceals demon's resistance, why dont just adapt the unknown sprite from SJ? would have more guessing element (i remember enjoying it while playing redux)

- default null light/dark on bosses should be removed unless they're innately does on base resistance, also instakill should be 0% chance on boss

- im surprised to see that ailment skills are very effective in this game so (dont nerf them pls), really need it to work against bosses like how VV does if it doesnt yet. also, ailment should lasts until cured instead of innately having chance of recover unless they have certain auto skill learned.

- need more status ailment (rage, fear, stun, sick, etc) and add physical ailment (recurs outside of battle)

- hope you may consider adding Technicals from persona 5.

- demon conversation is the same as previous version which is too easy for most of the time, but i would lie if i dont wanna deal with SMT bs so, giving demons personality trait might solve this problem, where it gives an idea for players how to answer their questions.

- idk why i put this in this section but, yeah i think COMP need limitations in the early game like starting 4 skill slots, 6 demon slots, and item caps so that we can have gustav upgrade our COMP over time with apps.

- i wish enemies have finite MP like in older titles

- beating a boss should not progress Waizatsuhi loyalty meter at all.

- melee weapon for protag needs more than just stats, it should change its attack properties like how SJ did (should also applies to demon's normal attacks and gun if added)

- while fusion update is really good, yeah im not sugarcoating we need more demons ngl, the lack of demons in the compendium still blueballing the process especially in the first 15 lvls.

- also, are demon base stats and lvl finalised or you might adjust them in the future? im currently developing my own demon compendium which is super WIP which using SJR as the main blueprint since its the easiest to balance around with demons stats.

so if you're interested, allow me to help by sending a DM on twitter and share my spreadsheet...