Opinions encouraged


With the 0.04.2 update i know comes a lot of changes and options to the core game, much of it WILL be unbalanced but im biased for the fact that i know EVERYTHING about the game, so i often overlook things.
Bug reports help me keep the game in order, and balance concerns would also be nice, id rather the game not be tailored to be super hard and grindy even though thats my preference.

So yeah, opinions and bug reports are helpful and appreciated.

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Nice

Trying to stage a comeback when you're losing fights is really difficult. I think the slimes just aren't giving enough gold to justify fighting them. 

next update has the heal stations and mobs have a chance to drop health pots 

Renamon would benefit from either starting with or learning a multi-target skill at level-up, considering that she faces very quickly groups of enemies, and enemies have high HP for the moment.

Corruption skills cosuming MP makes using normal skills unavailable. Considering that 2 of the corruption skills require 100 TP, which takes several turns to pool, I think it would be better if corruption skills did not use MP, and worked with TP in the same way as "limit breaks".

I think the game would benefit from a weakness system, to speed up battles. You could go with the usual four elements, or you could go with Cybersleuth's triangle (base < virus < vaccine < base). 

Related to the two paragraphs above, you could make it that normal skills are unavailable while in "corrupted" state, to give the player some thinking room as to whether they should rely on skills or on corruption skills.

Having Renamon start at 1HP after a game over is too harsh, in my opinion. As it currently is, it is easy to enter a losing loop where the gold you get goes to potions instead of skills or gear, until you're out of potions and gold.

Finally, I think that it would be nice for the slime and the slime wall to have game overs, like the slime boss, and it would be nice for the slime clone or the wall + clone combo to have their own grapples. As a general rule, you can't go wrong with more grapples and more scenes, seeing those is why most people will play your game.

yeah im still balancing the stats overall, probably going to be rebalancing a lot of stuff all the time. next path nerfing the mp use on the corruption struggle moves. the corruption moves are the two reset moves, offense and defense, and any moves gained by the current corruption equipment. i want the reset moves to stay high cost high reward, "do i spend tp on assist moves or save for the big stuff and get rid of the affliction at the same time?" those probably still ned some balancing. and the move gained by the current enemy type is a sort of look into what you could gain from that zone, though a bit weaker than what youll get if you nab the skill as a normal skill.
ive thought about an element system but theres not enough game to justify that yet in a way i can think of.
i dont want corruption effects to always limit player actions, some will, most wont. 
Im currently working out an "estus" kind of thing to deal with the death loop possibility.
i would prefer not to give everything a game over, it would make creating new enemies feel like a slog with the obligation to make them have game over scenes like everything else.  plus i prefer just not getting a game over-ed. 

gameover scenes when defeated by enemies, especially with different condition.
fights are very difficult, theres nowhere to save and restore hp/mana. and once you level up enough grapples start to miss. scene for being grabbed by floor slime once already wearing slime suit. 

i feel like the slime zone is pretty much done, i dont think ill be adding more scenes to it. ive heard the "theres no free heal" issue a lot but i dont want health to just be something you can get back whenever you want, ill think up an estus system for that probably. leveling shouldnt increase your dodge rate so im inclined to think you may have gotten lucky later on, ill have to look at it.