Howdy, playtester here to say that the process you listed for Vivienne's rapture grind can be sped up by having the Hero stance swap instead of using an ability since it is mechanically faster to hit the swap stance button and select a different stance, the stance menu can be opened while abilities are resolving so you only have to one click and no mouse movement when your turn comes, and also stance swapping has no ability card that pops up when used so it saves about a second each time you do it just based off that alone. Also, if you really want to grind out her rapture it is best to wait until you've gotten past the Withering Grove as there are some bonuses to Rapture gains you can utilize after that. I have personally passed several ideas to the dev on how to give Vivienne more Rapture sources but if, how, and when those get implemented is ultimately up to CM.
Also, Vivienne not being able to use weapons is an intended mechanic. In fact, any lingering mentions in-game of Vivienne having weapons, a helmet, or a shield for in moments of environmental interaction like in the smith's shop are considered bugs and if any are spotted it would be a great help to report them.
gardernecro
Recent community posts
Hey everyone, I am here to give a bit of an update on what is going on right now with the game from what information is available. Firstly, the best place to keep informed on In Her Shadow's progress as well as get into contact with the dev seems to be the official Discord which is linked to in the Patreon page's information section.
Secondly, progress on the game appears to still be ongoing, but life has been throwing some curveballs at the dev. As of posting this no release date has been given for the next update, though the project is not abandoned or anything- just delayed.
I like the idea of this game, and I am looking forward to seeing how it grows and develops. I do have some recommendations to put forth though.
1. Please add in a settings option so sound levels can be changed. An option for choosing imperial/metric system would also be appreciated as currently the only option seems to be the metric system, and it is inconvenient for players used to the imperial system to have to calculate or estimate to figure out the actual measurements of the characters.
2. Fix the bug where HP and scale gained through vitality is lost each time you sleep and then regained after a drain, as this is both extremely disruptive to actual combat during quests and the growth-based focus of the game to have it randomly clear your attribute-allocation gains every single time and only give them back when the demoness levels up.
3. An option to choose how much to allow the demoness to drain you would be nice. Currently she can only drain one level at a time when you get the RNG event, and currently the gameplay loop if you actually want to see some growth happen at a reasonable pace seems to be more about menuing as effectively as possible to defeat one or two enemies before going back, choosing another quest, then sleeping and hoping to get the drain event again.
4. A sort of warning to how enemy scaling works would be very useful, as it is very easy early in the game to clear through massive quantities of enemies in one quest and then have the demoness extremely under leveled as a result since she only levels up through a common cutscene tied to sleeping after a quest and currently only gains 1 level at a time whereas the number of levels the player character gains is limited only by how many foes they can defeat.
5. An option for a male or female player character would be nice and be a bit more inclusive for more people.
There are of course more things I would love to see in the game and I have visited the Patreon page and seen what you've posted there, so these recommendations are based off of what I did not see, what I have already seen others recommend, and where I believe this game is at in terms of development. I appreciate what you have done in creating this and I hope to see this project become truly amazing in time!