Yes. The lighter didn't work at all, no matter what I tried. The spots where the tongue ghost was didn't look darker than other areas.
DPhantomPhaze
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Shane, as it's a great concept with tremendous potential. Unfortunate a gane like this won't win any awards due to the practically non-existsnt balance. Still, 7 days is a very short time to work on a game, so some balancing problems are expected, but not to this degree. It's sich a shame when a game only exists for a competition with no intention of further developing. Far too many of them exist, and sometimes they are removed because they simply take up space on itch's servers.
Excessively unbalanced. Auto battle is fine, but the insane advantage enemies have is absolutely insane. The first arena battle requires hours of grinding to fight ant is immune to magic damage, making the fight completely unfair in every way since she can attack 2 - 3 times before your Digimon can. It has lots of potential, but needs lots of work to make it a fair game. The boosts last too short to be of use and the healing being set to 500 is far too little. The lack of HP bars or a way to gauge the health of either is infuriating since you can't tell how close you are to winning or losing. The digivice over characters makes it hard to see the attack animations or damage numbers, so it's purely in the way.
I'll be blunt with you. Callung the guide file A_Tour Information.TXT does not sound like it has any relevance to gameplay. Most people wouldn't even look at a TXT file that literally said gameplay guide. This is a case of dev perspective vs casual player perspective. It's when a dev does something that he believes is obvious since he made the game rather than trying to look at it as a casual player. A game dev had to add a large section as a tutorial after getting lots of comments complaining that they couldn't get past the first obstacle, simply because the game had nothing to explain how the game works.
Good to know. I tried every button and even interacted with the FOB scanners you put everywhere, but nothing worked. I literally tossed something at the door base to open it, and it only worked once, so a button to open it will be needed as they don't work properly. Money is definitely a hard one to adjust as it is basically needed to win a match, and a guide book being free as well as a way to track progress like in Phasmaphobia is still needed as it will be necessary to actually know how much is needed to be done, and what is already done. No offense but the guide book being there all the time and a checklist for progress are both no brainer requirements for a game like this. Hope you add them as well.
I have tried it and found a few issues that need to be addressed. The first is you can't open doors at all unless you throw something at it, which doesn't even work 99% of the time. Secondly, you can't earn money yet, so the $50 you get is useless as you lose everything you buy far too easily. Lastly, there is no guide of any kind on how to identify the ghost to win a match. I understand this is a tech demo, so these are just the things I noticed aren't functioning that are more or less necessary for this to be a proper game demo.
Lamia and Arachne are my favorite monster girls. I'd like to see them added, even if for a later update. Based on the map all biomes are plains, so different biomes for specific monster girls would be cool. Lamia like hot places and Arachne like dark places so I just thought different biomes on the map would be cool if added.
I got a few suggestions. Some events for when the slime grows to a certain point (Stage 3,7, and 10 would be good. 3 is just a comment on how big it's getting, could be reused foe most early stages) A better energy/time mechanic. It seems a bit lackluster to me. Slime cuddles when its big enough to have human form being a toggleable option for it so it cuddles you when you sleep or have it act as your bed. (Risk of it enveloping you completely offering you the choice to stay inside or use some energy to get out. It won't understand words until you teach it.) Random chance of getting spanked when working a waitress with a big enough ass. (Jerks and pervs) A bond/ lover system for when you add more characters. More monster girl eggs. (Harpy and Lamia. Harpy needs feeding every day once hatched. Lamia will eat only once every few days, but if you don't feed her for a week, you will be her food. Harpy food 30$ Lamia food 75$) Thats all I can think of.
The issue isn't how hard it is, but how time consuming it is. repeating the same fight and having to buy food for every fight makes the process so tedious that it's absolutely no fun. Not to mention the battles take almost 3 minuets every time means it can take up to an hour to get 1000 coins. Having more ways to earn cash or at least upping the healing from onigiri without increasing the price would greatly reduce the unnecessarily tedious grinding. If the player leveled up it would give the fights some actual purpose other than grinding for chump change as filler content.
The game has some big issues. Onigiri is useless since it only heals 10hp making it way too expensive for essentially no healing. The only way to earn money is fighting the Susamaru clone, and only gives 100 coins when she is way harder than the original fight and it takes way too much food to be remotely worth the effort. the stat boosts don't apply during the fight making it way harder than it needs to be, especially since there is no way to upgrade your skills or attack power.
No clue either. It's possible ypu forgot to add the introduction sequence. Adding an option to check controls in case a player forgets or skips it accidentally would solve that problem entirely. I have noticed that she can hear you open doors or run regardless of distance and most hiding spots that should work don't due to how her vision works or don't allow you to go around her. Her size is a bit of an issue since you can easily get pinned in a hiding spot with no way around or past her ever being present anywhere. My suggestion is allowing us to use the clothes closets as a hiding spot, but make it a mini game to stay hidden when she's close. Mini game difficulty is ramped up to an 11 on hardmode. Just my suggestion based on similar games that do this without the mini game aspect.
Hard mode was never on. I found out I just got very unlucky on all my runs because they were all small, enclosed rooms with no places to hide. It gave me the exact same layout each run so I assumed things. The game intro does not tell you about any controls at all, especially since there isn't an intro sequence at all in game. it just drops you into the game with no explanation once you hit start. there isn't an option to edit controls either, so I had to go in completely blind. (Edit) The tightness of most areas makes this game fairly hard since it doesn't play like a normal stealth game. The fact she takes up most of the space in the halls and rooms makes her impossible to get by if she decides to check the room your in. the cabinets, I find littered around would be good for hiding to prevent such scenarios from being as common as they are from my experience. I can only get 1 key before getting pinned like that in a room because you can't hide from her in cabinets or under things.
3 issues with this game. 1 There is NO way to hide at all which is a must in these kinds of games, especially when the enemy is an instant kill and takes up the entire hallway. 2 She always knows where you are and is impossible to get around. 3 No clear instructions on controls are present in any way or form. other than this it seems like a good game, but needlessly challenging with how big she is and the fact you literally have no way to win since there are over 100 areas that you can get trapped way too easily.
Been playing against charmander. Her fire attacks deal way too much damage. Seriously it deals a constant stream of damage while in the attack and it covers a huge area. I had full health and was killed in a single second. The final dragon has a start hp of 500 and based off the upgrades being the exact same amount. Max is 600. My estimate is this the fire attacks deal a whopping 800 dps. You need to balance this because it's impossible to beat charmamder with such bs high damage.
Look at Pac-Man for a reference in how to handle the preds a bit better since 2 of them spawn too close to the player. It has a lot of potential, and you could add succubus as a special pred or as a replacement for a witch. Adding different vore types depending on who gets you will add more flavor if that piques your interest.
Player should be faster than the preds as well as not having all the preds constantly fallowing the player without pause. you can get trapped between 2 preds way too easily and this means instant game over. It has a good concept, but players need a way to fend off the preds or there is no way to win except luck since the game is heavily stacked against the player. You should increase the brightness a bit since walls are way too hard to see making navigation very difficult since most areas are pitch black.
Pretty much. Scylia would probably use her lower mouth since she's a cephalopod. I also think it being a waterpark would be more aesthetically pleasing, but once again it's just a suggestion born from my mind wandering around. It being summer during a heatwave might be a part of where this idea came from.
Got an idea for you Ghost. If you add a pool map you could add a mermaid and scylia(Octopus monster girl) that only spawn in the water and can't chase you outside the water. you could also do a Pac-man mode for playing as a pred if you think that would be more fun. just some random Idea I got out of nowhere.
CHEARS MATE. I didn't expect such a fast response but I'm glad to see your efforts to make the game more accessible to people that are having a lot of trouble like me. I like the game a lot and hope that now my only problem is my own stupidity and bad luck. These personal issues are still going to fuck me over somehow, but at least I have a better chance at surviving myself.
I think part of my problem is I was trying to Metal Gear it, but the small map has little to no hiding spots that actually work and as for the bathroom thing I was far away when I hid, and she got to me after 20 seconds. It was most likely caused by me overusing my laptop or a bug that rarely happens. My mind is clearer now that I am not drunk and got some sleep, so I realize how stupid I sounded. I do think an easy mode for those who are having a lot of trouble like me would be a nice addition or at least lowering how far the preds can see since they can spot you from one side of the map to the other which does make stealth less viable and make the pillars a bit bigger so they can actually hide the player. Maybe Ghost will read this and consider these.
(Edit) She's about the same speed as the player but has better turning and can B-line towards you when she's eaten another student. I think she's supposed to get slower per prey, but it's not working as intended.