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Adventure of Changes

A SFW turned based rpg with a heavy focus on transformation. · By Furandre

Feedback (Demo & Public Versions) Sticky

A topic by Furandre created Mar 11, 2023 Views: 26,950 Replies: 660
Viewing posts 1 to 20 of 118 · Next page · Last page
Developer(+1)(-1)

If you have feedback or ideas to improve the game you can let me know here.

Played through the first area on hard mode, many things to say.

1: Even with the tutorial the combat system is unintuitive. What do the skill levels do? What does the sign above the enemy's head mean? What do the new stats do? How do statuses work in this game? Why is there a visible turn order that suddenly changes when I finish selecting a move? Does the ultimate bar charge while travelling (It feels like it does but again, no way for me to tell) and where can I find it outside of battle? While the tutorial is effective at conveying the basics, it unnecessarily withholds information that would be very helpful to the player.

2: The enemies in the forest are very imbalanced. Their default attacks only deal around 20 damage but some of the specials can do upwards of 100. The hornets are also capable of stun-locking you and don't even convey you've been stunned. On top of that, most of Nana's attacks aren't very effective (which I believe is intentional, but she is in the zone where it comes off as reasonable to win anyway) with the exception of "Full Claw Charge" which kills everything even at a low level. It doesn't help the imbalance when the ultimate still charges the meter (which also covers up part of the first enemy's health bar due to positioning). Using this and the EXP shards, Nana was over level 20 by the time I left the forest opening. If you don't want players to fight in the first area, make it so that the enemies aren't worth fighting rather than just making them hard to kill.

3: Much of the equipment found in the forest has the wrong name assigned to it when you obtain it from a chest (i.e., small ribbon instead of blue ribbon) and there is nothing that tells the player when they obtain EXP shards. Herbs only restore 50 HP instead of the tooltip's 75. The way to recheck the effects of Nana's form shouldn't be buried in the key items. Odyssey of Gianna (another transformation-heavy game, though this one is 18+) has a dedicated journal for both enemies and status effects/transformations linked to the main screen of the menu making it much easier to find.

Developer

Thanks for the feedback first of all. Almost all things will be explained after leaving the forest area. The only thing that won't be explained is what skill levels do, you are right about that, sorry about that. I will add a discription in the tutorial for them as well.  There is an indepth optional tutorial about each status effect after completing the tutorial quest. I just didn't want to overwhelm a new player with dozen of tutorial at once, if you get what i mean. Attacks being ineffective is intentional yes since the story tells you to rather avoid fighting.
The visible turn order display being wrong is not intentional as a well as ultimates, charging the bar and the outdated discription. I will fix those as soon as possible. I also will look into the forest items names! How much did you fight there till you reach 20? I'm very sorry for the inconvienince but I also do think it isn't that inconvienient to just go to the key items to look something up. I would understand that point if you would need go back into a library each time but acceccing information from the item menus seems pretty handy and fast to me.

A big thanks to you for the feedback and finding all these bugs, i will see to get them fixed^^

(1 edit)

I didn't leave the forest but fought every encounter. Just note that transferring my file to the new version (I downloaded the game a few days ago and the new version took a while) made all the enemies respawn for some reason.

Edit: I did not know there were multiple rooms to the forest.

Developer

Thats some commitment, respect O.o
Also thats normal, all enemies respawn each time you leave an area and re enter. I also managed to fix the broken turn display, ultimate and the wrong description and name. As well as adding a tutorial for the skill levels. To answeer what they do: damage skills get more power and support skills get shorter cooldowns.

In battle you also can aways look up what the status effects do that are inflicted on you, just press Esc when it's your turn. i will add a hint for taht as well. Hope taht could lift some confusion^^

After i tested it some more i will update the version with the current changes. I hope you still can enjoy the game!

(1 edit)

For some reason using "Graceful Vulpine Movement" follows up with 11 instances of "Nightfall Assault"

Developer

Thanks for telling me, i will take a look at it!

Developer

Oh yeah, that was a wierd bug, I fixed it now, thanks^^

The plant boss is a big difficulty jump compared to the other enemies in the den. It certainly doesn't help that the rabbit form's gimmick adds a soft time limit, and that you are incentivized to buy a weapon you can't use in there meaning you have less healing items.

Developer

True, maybe i will give the partner rabbit another skill for the fight that can reduce Nana's stacks to balance it it more evenly, at least for easy and normal difficulties. Or maybe make guarding in rabbit form reduce the stacks by one or two. I think the secound option seems likea  good idea. I will test that one out and if it works out i will update the downlaod.

That's also true, that could be a bit misleading. Also in most areas that you can't leave is a merchant that sells healing items for cheaper than normals. In this case its a rabbit at the entrance area.

Nana's rabbit guard should probably reduce the stacks by 2 to counteract the passive +1 per turn. As for the whole "buy a weapon or magic" bit, maybe those shops should be locked until after the rabbit den with a few new lines during that part of the tour. Also where is the Kitsune form?

Ex. for the weapon shop: "It's unfortunate you arrived today instead of tomorrow. The shop keep's shipment got delayed and won't be arriving until later. Luckily your non-human forms have natural weapons so that won't be as much of an issue."

Ex. for the magus': "I heard he/she got a bunch of tomes recently, so I doubt he/she will be seeing anyone at the moment. Maybe you should check back after your investigation of the rabbits. For now, I recommend you stock up on herbs and potions instead."

Developer

It's already set so that you will only lose 1 stack and don't gain anouther so that you definitly lose one and don't keep the same amount at the end of the turn. That actually sounds like a pretty good idea, i will do that! Kitsune form is more of a passive form, all kitsune skills gained are stored in the normal skill menu where the transfomration skill also is located and can be used by any form. They are more like an universal tool or last resort depending on the situation and playstyle.

Developer

I do added the 1 stack reduction when guarding in rabbit form removing the soft time limit. Thanks for giving me the idea. It should make the rabbit form now more viable for longer fights.

(1 edit) (+1)

I tried the fight several times and It took me until level 16 for Nana and 11 for rabbit. I was able to reach the fight at half that level, but then again I did choose hard mode. While I didn't need to reload for more supplies the warning was still nice. Was the restriction lifting just meant to convey that Nana could revert or that it changed something else since I didn't notice anything different about her status. Also, what merchant? There's nobody else in the starting room. At least there is a healing spring I forgot existed for a little bit.

Developer (1 edit)

It's the rabbit in the top left of your screenshot is selling healing items for cheaper than normal but only before you have beaten the boss. Sounds about right for hard mode, easy and normal gives you some higher base stats as well as restricting enemies from using some more powerful or annyoing moves. Yes it was mainly to convey that form change is now possible again, as awell as that the rabbit form is unlocked. Her status didn't changed but nana is now able to learn a few of the rabbit skills for her human form in town. Oh yeah forgot about that too, was just a little help so taht one would at leat be able to fully heal themself and ot soft locking them with a few HP left.

I have a habit of not seeing things. In my defense all the brown made me stop paying attention to the details. Maybe a white rabbit would stand out more.

Developer (1 edit)

True it's kinda hard to spot if you don't paying close attention, i defintily should change the color to make it more noticable^^

Why is the meat free? And why can I see other buildings from inside the witch's hut, the potion store, and the second floor of the department store? It's also a bit unsettling that none of the random NPCs in the department store can be talked to and most of them aren't even animated. There are 21 pieces of trash, the warning for the rat infestation quest still presents itself as a yes/no question despite having no response and only appears once, and selecting not to sleep at the forest property still heals you.

Developer

This wasn't intentinal just forgot to set the price. my bad^^" This is because most of the interious in town are placed on the same map, for various reason like reducing loading times and file sizes. But it seems some were palced to near to each other, which i noticed to but forgott again, this i will fix now too. True xD Now they all have text and some move around. Actually there are even more, i think it were around 23 or 24 in total, i put in a few more than needed. The message and the errors with the sleeping are all fixed now too. Thanks a lot those were a lot of things you do found again^^

The new version with all those changes will be uploaded shortly.

This place is evil. The tunnels aren't consistent with where they bring you, and there isn't an easily discernible pattern to it either.
Developer (1 edit)

Yeah that was the intention just a small troll, sorry about that xD
The two tunnels that lead to the missing two places aren't random and are bit more hidden. But they still are on the same map and near the tunnel maze.

(+1)

I can't figure out, what the last form is. I have human, rabbit, fox and mouse, yet looking through the entire map I can't figure it out.

Also, is it intended that Fox Fire is locked in mouse form, but not in rabbit form (at least when you encounter the form at first)?

Did you btw place all rabbit holes in the forest? The area with chests which is blocked of west-to-east I haven't reached. And near the city is also dome elevated area, where the hole is hidden.

Otherwise, I really like the game. Been basically addicted to it. It still needs some minimap/overview, where you are, since the areas are so large.

Developer (1 edit)

Youa re missing teh most difficult to find one. In the forest where you start you can visit a ruin that give hints on missing transformations. If you still don't struggle here is a tip "Its linked to a guild quest that unlocks the way into a new building. Hope this will help^^

Yes it was intended to give the player more reason to stay longer in mouse form and let if feel more rewarding after the resstriction is lifted. I may have forgotten to mention in the tutorial that "Tiny Mouse" will disable some attack skills when you still have it. I may remove the restriction, not sure if its good or not.

Yes, all holes that lead to another hole are in the same area if you mean that. But some holes are hidden and need the ability of the form you are missing, so you havent missed anything in that regard.

Thanks, glad to hear that you like it so far^^

I understand taht point, i will see if i manage to make something like a map taht helps with orientation.
Also if you have fast travel unlocked it at least gives you a view of the overworld map which helps a little with orientation.

(+1)

Magic does pitiful damage and only hits once. Not sure if this is intentional, but the initial dog transformation removes all EXP shards from your inventory. "Wild Ball Throwing" hits four times when the description says it only hits once. The "group" of enemies attacking the girl consists of a single rat.

Developer

You're right, i increased its base damage and now let it scale of your ultimate atk instead of the normal atk stat, i will do some testing with it now. I also updated teh skill dscription, it now says four.  That's intentional, they get removed at the start of each story taht involves a new transformation and should get returned afterwards to prevent overpowewring. Don't worry they arent gone. If they not return after the story that would be a bug, tell me if that should happen. Probaly because i accidently used the script for random encounters, i will assign a set encounter for that as well! Thanks for the new finds!

Developer

Magic is now stronger and scales off your ultimate attack. Also i forgot to set an trigger to unlock new magic spells to buy. Now a few new magic spells will be added when progressing through the story. Also fixed the wrong descriptions and put a set encounter in there. As well as some more gramamr fixes i found.

(+1)

Suggestion

1. Can we have some sort of a "skill list" of each form where we can see the skills that we can unlock through levelling up.

2. I believe the Night time of the game has potential for some changes. Maybe simple ones like monsters that only show up during the night. More advance options to add to the night time of the game could be quests that is only available during the night, such as perhaps a TF quest for the bonus form that didn't make it to the demo since it is the most fun form in my opinion :D

3.  How about weapons and armor crafting, maybe even have some armor sets that can affect the capabilities of Nana's animal forms.

4.  I'm not sure if this might be good, but how about passives for each transformations that get unlocked by levelling or by the martial artist guy :D

Developer (1 edit)

Thanks for the suggestions!

1. A skill list is defintily possible and a really good idea! I really like it, i will work on one then i have the time, thanks^^

Here is some base information on how much each form learns and when . The base skill set of each TF form is: 4 attack skills, 4 support skills, 2 ultimates and 4 passives (Not counting extra skills that can be learned at the dojo.). Most forms start with 2 attack skills, 1 support and 2 passives, the rest is learned through level ups (except teh other 2 passives). All skills except the second ultimate are learned by the time you reached level 20. Only the last ultimate is 40. At least for teh demo this later may change.

2. Yeah i definitly want to expand more one the night time. Certain quest as well as unique enemies are planed to be added. And i can imagine doing some events that only would occure at night.

3.It defenitly would be possible to do. Since Nana's human form hasn't much screen time in the demo i never thought about the need to craft weapons, wich definitly could change then the game grows bigger. Never thought about armor that had such efefcts. You mean something like "When you wear this necklace all fox form skills have a chance to inflict and extra status effect or get one extra hit." Because that would also definitly possible, sounds like very good rewards for special quest or events.

4.Yeah i think that would be very cool and useful. Actually each form has 2 big passive abilities that they can learn, they aren't just in the demo since i want to be make a small side quest that's needed for aqquring them. And like you suggested maybe some other you could aquire at martial artist..

These are definitly very interessting ideas! Thanks a lot^^ I will keep them in mind when i have some spare time to work on teh game!

(+1)

Wait they have a final ultimate at lv40? Time to grind :D

(+1)

About the necklace has this effect on fox form skills, yes i mean those types of skills in which they enhance the skills of the animal forms :D

Necklace of the Moon - Allows you to retain the Night Trait of the wolf form even during daytime

like this :D

Developer (3 edits)

XD, Don't hthink that it's worth to grind for that^^" I don't even know if i even check them troughly if they even work as intended since you easly beat the demo around level 10 to 15 XD

Yeah such equipment would be definitly possible to make. If this proof of concept demo should become an actual game i definitly would like to add such equipment.

For now i will lay low and wait and see how the demo is received, as well as taking a well deserved break : )

(+1)

Please rest well, you did good for a demo and frankly i wished to see it in the future as a full game!

Developer

Thanks i will^^

And i also would love working on it since it's been fun to make and i do have a lot of ideas how to continue it but sadly it also took a huge amount of my free time as well, so i still need to consider how to move forward.

(2 edits) (+1)

How do I switch classes? I did buy the other licenses, but I can't activated them.

Also the fast travel crystals should appear already without the pass. Just make them non-functional.

What is the meaning of "XXX Sign"? Can't think of a weapon reference.

Developer

In the shop there you buy the licence, you just need to go to the icons on the tables in the building and interact with them.

Sounds like very good idea, will do that, thanks^^

Where did you find that text? Would need to look it up to say more about it.

Developer (1 edit)

Oh did you mean "Sign" in general like fox sign?

If so Sign is just short for Signature like the forms Signatures Moves The naming format is also a small reference on how spellcards in touhou are named.

(+1)

Where is the key for the side quest?

Developer

Which Sidequest are you referring to?

(1 edit) (+1)

the one get from the guild to find a key for a guy who dropped his running from monsters near the desert entrance. The side quest is called search for the key.

Developer (1 edit)

Oh that one. You need a certain transformation's ability to find it. Without it its impossible to find. So if you can't find it at the moment you may be missing that form.

Hope this helps^^

(+1)

two more questions. What transformation? And where?

(+1)

never mind I figured it out.

(2 edits) (+1)

I do have a question about the cat transformation. Where do you find it? Also what is the best place to farm for iron?

Developer (1 edit)

The most reliable place at the moment is probaly from gold slimes but those are rare enemies. In the next patch they will also be able to drops from metal enemies just forgot to put that in, sorry about that! It also can found in normal treasure chests but the odds are not that high. If you already can go into the nothern plains there is a dungeon where you have a good chance of getting it from treasure chests.

It can be found in town at night but a specific tf form is required to reach the place. Also you can get hints for where to find tf forms if you look in the Forest of Beginning.

Hope that helps and thanks for playing^^

(+1)

Yes, thank you very much. Now I'm just wondering were to find the golden egg and the elf so I can get the last tf

Developer

To find the golden egg you need the tf form with the ability to climb up big trees, I think that will point you in the right direction. The elf isn't hard to find once you are able to get into the northern plains.

(2 edits)

Hello again, I was really upset to see the original prototype was taken down since my computer randomly decided to delete one of my game folders which of course contained the prototype. Oh well. Nice to see it's back up even if I never had a chance to finish the original (doubly frustrating now that I'm missing out on something). Do you still have the original somewhere? Onto feedback! After playing for 1 hour.,,

1. Many textboxes in the opening section advance before all the text is on-screen. Nothing important seems to be in those textboxes, but still annoying.

2. Why are healing items locked to battle? Seems like an unnecessary restriction to me. If you want to incentivize using items in battle, perhaps add an additional positive effect to using them in battle rather than locking the player out of using them on the field for no logical reason.

3. I like the randomized loot in concept, but when some items are so much better than others it can get frustrating. The Red Ring is so much more useful than anything else in the first area.

4. The mimic in the forest is just mean. No warning it is there, and it will kill the player.

5. There is nothing telling the player that the purple torches are save points. You should reveal this to the player in an organic way, such as by having Nana interact with one in a cutscene.

6. Resistance is not spelled properly.

7. Using all your buff skills on the first turn is still the dominant strategy for normal battles since there is no penalty to doing so, meaning battles against weak enemies can take longer than they really should.

8. This one is more of a personal preference, but I prefer kemonomimi (human with animal features) over anthropomorphs (human traits in animals)

Developer

Sorry to hear that but it was really outdated and did not represented the final product anymore so it needed to go. You are not missing out on anything, the code can be obtained in this demo as well it also dont gives a huge unfair adventage or anything like that so no need to worry. The game still is 100% completebale without it!

1.No they dont since the player themself need to click to get to the next textbox. Or do you mean the text is cut off at the right side of the screen sometimes?

2.To give campfires way more worth, prevent endless heal spamming and make food items more valuable. Actually some items have one in battle already with certain forms^^

3.Yeah its a game of chance but the odds for good equipment is lower so it comes down to luck. Also anything obtained can also later be bought so nothing is missable. There may be a way to increase the odds a little bit in the players favor.

4.That may be true, I will think about changing that or removing this chest, thanks!

5.Well, they are so obviously outstanding that I just doubt that anyone could miss it trying to interact with them. Touching things in an RPG is one of the common things to do. But I could maybe add a small scene to it, will think about if it makes sense. I dont want to treat the player like they never played an rpg in their whole life.

6.Pretty sure it is spelled right in at least most places but its very possible that I overlooked some places if you found one where its wrong it would help to tell me where.

7.Depends strongly on the form, with some forms it will work and with others it won't. Also if the enemies are weak there is not much reason to use all buff skills in the first place i would argue.

Also thanks a lot for the feedback again, it definitely helps^^

(3 edits)

For the first topic, I should have clarified that I held Z and normally all the text loads.

For number two that introduces a new issue where players are incentivized to stall out the end of battles slightly so they can use those healing items.

For 5 I am an avid RPG fan and it took until the third purple torch for me to interact with it.

For 6 it was the ribbons that spelled in incorrectly. 

For 7 using said support skills also raises their level.

Developer (6 edits)

1. Oh I see so it wasnt the game fault then at least^^ Would had been a crazy bug otherwise xD

2. Sorry i think I dont get that point. Nana herself even has healing skills in battle and potions arent that expensive and can be found. Its like any other rpg where you use a item in battle i would say.

5. I guess that can happen everyone thinks and acts differently after all. You just the first person from which I heard this problem. You did play the first prototype so shouldnt you already known that, since it was the same as in the first demo after all?

6. Oh i see thanks for pointing it out, will fix those later^^

7. I can see your point if you want to level them but its completly optional. Its one of the ways to get stronger but absolutely not required.

8. What can I say about that its just personal preference and not really feedback. I like both so I added a mix of some more furry and less furry forms. But thats fine, like you said its just preference, every one likes diffrent things^^

You could save anywhere in the previous prototype, which I did. Often, since my the version of the OS on my computer would occasionally have RPGMaker games randomly stop rendering new frames. Thankfully updates have fixed that.

Developer (2 edits)

Sorry to hear that, sounds very annoying! Also nope you couldn't, the save feature was the same in the first prototype. I never let the player save anywhere to prevent softlocks. Sorry but you must be misremembering things.

(+1)

Is the secret surprise available, if you load old save files? Also, the bad end code was not recognized.

Developer (2 edits)

Nope old saves just mess up the game. Also the game is referring to the code you get in the secret room after you beat the first demo, where the hidden tf form was unlocked. But the code can be found in this demo too so its not missable. 

New Prototype session 2.

1. Nice Wodden weapons in the shop/

2. Glad to see one of my suggestions to prevent the player from wasting money made it into this version.

3. Glad attention was drawn to food even if it makes TP a non-issue with how stupidly cheap peaches are.

4. Why do you keep the traveler attack skills but lose the support ones when changing classes?

5. Auto regen combined with the "Withstand Lethal Hit" buff is likely stronger than indented since the buff doesn't go away after activating, meaning it can activate every turn with the slight automatic healing.

6. Pole kick only hits once instead of the two hits the skill says it does.

7. You can inherit skills from forms before they're at the requisite level to use them.

8. Hard mode is poorly balanced. Despite being Level 20 I can go from full health to dead in a single turn from the enemies outside the town,

Developer (1 edit)

1.For completionist sake I left them in, can't hurt after all xD

2. Yup think it made sense to have it!

3. That a good point! I should limit the carry limit on them as well

4. Most likley a bug I would assume. Could you take a screenshot of it? Then I can fix it.

5. It isn't that strong since its not that useful if na enemy uses a multi hit skill or more than one enemy attacks in a turn, so I think its not too powerful.

6. Oh good to know, thanks for finding, will fix that!

7. You mean like you can get them before reaching the level with the form they original belonged too? If so, well yes, sadly not much much that can be done against it but i don't think its something bad at least.

8. If they had the advantage in element that can easy happen or if you unlucky. But with the right element this normally rarely happends. (Except Mimics maybe.) But of course I will change and rebalancing if more people think that as well. Probaly will become easier or harder slowly happen over time depending on feedback. So thanks for your opinion!

(+1)

Developer

Never mind i actually found the problem, its fixed now, thanks for finding it!

(1 edit) (+1)

I'm seeing some spelling and grammar errors still.  Did you have anything planned for the guns I'm seeing in game? Because they have no skills at this time from what I'm seeing. In the full game will there be a transformation similar to the mouse when it comes size change but growing rather than shrinking? 

Developer

Its very possible that i missed some, if you can tell me there i will fix them!

Yes guns were also planed to have a class with skills associated with them. Just not in the demo.

I have some rough ideas when it comes to tf's that could make it in the full game but i haven't made plans that are set in stone. I do would like to have one in the game with the opposite effect from shrinking but I cant make any promises if such a forms would end up in the game at the end.

(+1)

I'll take screenshots during my next playthrough add post them here. 

Developer

Take your time! And thanks that definitely will be helpful^^

(2 edits) (+1)

I think it's a great game a should be brought back out in full release with a little more effort about the implementation as well bugs, spelling, & grammar errors.  With time and patience, it will be an even better game so please don't give up hope. Also, you don't need to make everyone happy and go with their preferences. Because for one there is roughly 8 billion people in the world so it's relatively impossible to make them all happy.  Just focus on toughs who are interested in this kind of stuff. Find the people who will stand up for you, as well as by you, add help however they can.  Good luck & God bless your journey. 

(1 edit) (+2)

Hello, I have been waiting for the update since the last demo dropped and i'm not disapointed, I really like that game and could pay for a full release. Hope all is well on your part.

If you look help or backup for testing, i'm a professionnal QA and I wouldn't mind helping a bit.

Developer

Thanks a lot, glad to hear that you enjoyed it so far!

Thanks a lot for the offer!
Certainly, if you do found any bugs, mistakes or have feedback and suggestions I would love to hear them^^
Also, I certainly wouldn't mind more people helping at testing when I made new areas and gameplay elements!

(+1)

I didn't find anything new from the other person here while playing. I had one crash when entering the guild after doing the demon boss but I couldn't reproduce it so it's probably nothing serious. I'll post here if I find something new.

Developer

Thanks that is a great help and very apreaciated^^

The crash in the guild is concerning but out of the blue i have no idea what could have caused it but will look into it. You also seem to be the first person who have run into it.

Thanks for reporting!

Also there was no crash error screen?

(+1)

No, the game just closed without any window. I reloaded the game and did the same thing three game. No crash. So it's probably RPG maker that crashed.

Developer

I see, good to know. I also look into the Guild Entrance and interior and did not find anything suspicious that might have caused a crash. It could really be just the RPG Maker itself that crashed and not the game.
Thanks for trying it out multiple times too!

(+1)

Good fun. But, uh... In the ruins, with the collapsing bridge, could you please make the rolling rock section easier. It's completely impossible to get past.

Developer

Thanks for playing!

Also the rolling rock section isn't that hard if you run. You also can buy an item in town that lets you walk and run even faster which makes that section a lot easier.

Hope this helps!

(+1)

Furandre is right it's not completely impossible just a little difficult for those that don't have the item they're talking about and/or don't have great hand-eye coordination with computer games. Let alone the words per minute a person is able to type cause it's difficult for because of my max wpm is 25/ hand-eye coordination sucks with computers. My sister was able to do it. Granted her maximum wpm was 65.

Developer (2 edits)

Do you had trouble with that section as well? Maybe it is a little bit too hard? I find it not that hard but I also playtesting with a controller and made this section, so my opinion might not be we most useful one. I definitely could decrease the speed of the boulder.

(+1)

Yes, a little granted when I tried last, I was incredibly lacking in the sleep department, not to mention my hands were hurting from playing all night.  Because for some reason at least for me you game is kind of addicting. But I for those that have hand-eye coordination with game system controllers a setting to use one would be a great addition, but that is just a suggestion

(+1)

I only say this because I've played other games with mini games like this where controllers were used  and was able to complete them.

(+1)

Now I'm starting to wonder if my computer might be running the game faster than you guys somehow.

Developer (6 edits)

Maybe but I think I may just made it too hard, I have no problem beating it since I designed it after all. I could turn down the speed a little bit for normal and easy or a option shows up to slow it down after failing enough time. But if you think that may be teh case you can try the option menu, there is an option to lock the game to 60fps.

Update: I added a option to slow boulder that will show up after losing the race for certain amount of times. It is include in the new patch!

(+1)

Okay, yeah. I had to toggle the option to lock the game to 60FPS. Good lord it was a MASSIVE change in speed when I did that. Made the boulder thing Honestly Way Easy afterwards.

Developer

Okay that solve it then, great to hear^^

Developer (3 edits)

I see, maybe I turn down the speed then for easy and normal and leave it like this for hard.

Also thanks I take that as a positive thing xD

Sorry I don't fully understand what you mean. If you talking about controller support and settings: The game already has a setting to rebind controls for keyboard and controllers. The controller option only shows up if a controller is detected, i think, so you may have missed it because of that. I only tested ps3 controllers but other like xbox controllers should also work, just don't have one to test it out myself.

Update: I added a option to slow boulder that will show up after losing the race for certain amount of times. It is include in the new patch!

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Some things of note:

The flying drone enemy's multi hit attack seems a bit unbalanced. Sometime it will just keep going, taking out your full party in one attack from full even in normal mode. Having to go through the zone with them by yourself to unlock the manticore is super annoying when they decide to hit you that many times, killing you even if you are defending.

Werewolf defend mission can scale a bit too hard during the defense segment if you get into too many combats.

Skills that retrigger can be a bit annoying because after they have killed everything, they still have to go through all the reactivations.

There is a graphical freeze that can happen sometimes, the game still works, just the graphics don't update. This appears to be a known RPG maker bug that can be prevented by developers somehow. Might want to look into implementing whatever that fix is.

The unfinished stuff is buggy, who would have guessed. To be more specific, the castle has some npcs with incorrect dialog, and some enemies just don't cause combat when you run into them in the same area. Some of the dialog things are the guard in the past causes the barrier removal dialogue before disappearing, and the upperleft room npcs all have the same dialogue as the guard the stops you from going north.

Are the trees to the left of town and to the right of town meant to take you out of the other when you exit them?

I might be doing something wrong, but I tend to not use ultimate because they do less damage then my normal skills.

Using xp shards needs a better way, because using hundreds at once takes forever. And you do end up with hundreds of them

Squirrel park has a cliffside that doesn't have collision. Its the one I am facing.

Developer (4 edits)

I see, I made that attack to have many hits but low accuracy. So you could have gotten very unlucky. Thanks for the feedback then i will reduce the hits by one and lower the accuracy a little bit more.

That is good to know, thanks! I may turn it down a little bit then!

Yeah that is true but unfortunately I didn't found a workaround yet. Sorry for the inconvenience!

Oh that is good to know, haven't heard of it yet but I will look into it. Thanks for reporting!

Youa re refering to teh castle in which you get the secound World Fragment, right? Yeah noticed that today as well and replaced the placeholder text for the Guard. But I didn't knew that with the encounters so thanks, will fix that as well!

Todays patch also fixed the trees, was a mistake.

Maybe hard to say. They scale of the Ultimate Attack stat. I personally hadn't notice them being to weak or got other people reported it but it may be the case. Do you mean All or just some, because a lot of them are at least pretty strong from what I have seen but some may not be balanced well yet.

The new update today added the option to covert exp shards into exp potions at the witches place in town.

Good to know thanks will fix that as well!

Also thanks a lot for playing and finding all this stuff. i will work now on fixing them^^
Hope you still had fun with the game!

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Some ultimates are definitely better then others, that is true. My experience is that ultimate can range from good to absolutely terrible. A factor in ultimates not being great is the the skill leveling system, you use skills more so they level up more then ultimates which you use rarely. At low level I would say at low level ulimates are better then skills, but as skills level up, the ultimates become worse just because they don't level up as much do to how rarely they are used. This makes me unsure how good ultimates are if you use them move, as a level one ultimate does not compare to a level 15 attack skill. Maybe other people just use them more and so it just works out better?

Developer (2 edits)

Oh yeah i can see that point!

I  tried to giving ultimates more stronger effects like double activations, extra hits or powerful buffs debuffs to make them more useful. I also tried to counter act this by making ultimate level bonuses more powerful. A damage skill gets +5% dmg per level. Ultimate skills gets +10% dmg per level. Maybe increasing it to +15% or +20% per level could solve this?

What do you think?

(+1)

I wouldn't know, I never leveled up a single ultimate in my 14 hours of playing. Sorry

Developer (1 edit)

No worries and I also will keep thinking about about buffing the ultimates^^

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I might interupt but I think a good way to make ult better would to make them not use a turn. Meaning that even if they don't deal THAT much damage, it's always bonus damage no matter what.

Developer

Interessting idea! I will play around with that and see how it affects gameplay. Thanks for the idea^^

Developer

I tried around with that for a bit and I think it makes them too good and unblanced unfortunatly. But still erally good idea!
For now I have increassed the Ultimates Skills power which should make them a decent bit stronger hoepfully.

I will include that in teh next patch!

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To be honest, Ultimate are kinda hard to get especially in boss fight since the metter restarts to 0 (that's a good idea btw), i think it's pretty ok if they are really strong (but that's just my opinion).

Developer(+1)

That also is true, maybe I should increases the ultimate points that are gained from using dmg skills and normal attacks a little bit, so they can be used more often. Yeah definitely agree that they should feel strong!

Developer (2 edits)

I found the bug you were talking about and also added the fix in ym game it shouldn't happend anymore now! Thanks for drawing my attention to it^^

I also fixed all teh other things besides the Defending Quest and Ultimates since those will need more precise fine tuning as well as feedback from others. But I will keep them in mind!


Thanks a lot for the valuable feedback^^

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Question. The Saphir items, you mean like the blue gem, right? That'd be Sapphire then.

Developer (1 edit)

Yeah i mean them, seems like I made some stupid mistake^^"

Thanks for pointing it out, I will adresss that in the next patch^^

(+1)

The new demo was something I've been anticipating for a while and it didn't disappoint. I really enjoyed playing through it and finding all the new forms. If you do continue working on this, I think you should add more bad endings instead of scrapping them. I really liked finding them and seeing what happens to Nana.

The only two things I had issues with were that the golden retriever bad ending doesn't have the bad ending indicator even when it's turned on, which makes it difficult to find because there is no indication that the gold chest in the forest triggers the bad ending otherwise. The other main issue I had was the balancing between the different forms (specifically I think the wolf form is a bit too good and the golden retriever form needs a slight rework to the playful meter). If you hit 20 stacks on the playful meter and get overexcitement then there is no guaranteed way to get out of overexcitement. I feel like overexcitement should have a cap on the amount of turns it lasts, there were times when I'd not get out of it until about 7 or more turns had passed. Also, I don't know if this is intentional or not but for some reason using a party potion with a party member also increases playfulness by 1?  As for the wolf form, the boss fight for this form is a big difficulty spike compared to the rest of the game and I needed to grind to around level 17-18 playing on normal in order to beat the fight, which is a way higher level than the other forms I had unlocked up until that point. Combined with how good the wolf skills become at night and I felt inclined to use the wolf form for everything outside of when you're forced into other forms. Then again, I did unlock the wolf as my fifth or so form so maybe I went to it too early, but I still feel like it's better than every other form in combat.

Developer (3 edits)

Oh glad to hear that you enjoyed it and had fun^^

Also thanks for the input, I definitely like the idea of adding more bad endings in the full version, just dont know if my writing skills are up for it^^" But yeah idealy i would like to make one for each form!

Oh i may have forgotten to put a warning there, will fix that!

And yeah balacing is hard, the wolf form really might be a bit too op at least at night. I could either nerf the skills or add a negative kind of effect in the night, are two things i could think off. Suggestions are welcome if you have any!

True the punishment might be a bit too harsh, a turn cap is an good idea! I will start working on something like that^^ Thanks for the idea!

I think it was intended since originally skills raise the playfullness level a lot less until i changed that, i probaly shoul remove it.

With yesterdays patch party members now will warn Nana when trying to enter that area early to let players know that its has higher difficulty. Despite being open from the beginning it defenitely meant for later visit but srill lets player try. Also a reason why you get a pretty strong form for that questline. But i definitely could make the forest only reachable with another form.

Also thanks a lot for the feedback, i will work on the things now^^

Update: I came up with some ides to test out.
-Ultimates Skills now have a stronger scaling which should make them stronger.
-The Over excitment now onyl last 5 turns and each turn the playfullnes level gets reduced as well then having it.
-Some of the wolf skills are nerfed and now come with small negative effects.

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