Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Almost done playing through the new version. Pretty neat update all things considered - especially the added intro and expanded character interactions.

The only thing that I think could use changing is the fact that during the Nightshade questline, after doing the "Defeat 10 enemies in Wolves' Den" stage, the game immediately forces you into dialogue with Luna, and subsequently the option to fight her. This also locks the player out of fighting normal enemies in the den, unless they decide to fight Luna. The problem is, that unless you were grinding before finishing this stage of the quest, you are basically forced into an unwinnable battle. I mean, this situation could be used for narrative purposes (you think you can take on Luna immediately, but whoops, you are too weak right now), but I dunno - forcing the player into an unwinnable battle so that they can regain access to normal encounters in the Wolves' Den feels kind of cheap (or maybe this is simply an oversight and this part of the post should go into the bug report thread).

Good to see the buff to the BE path skill - although it should be said that the skill description hasn't been updated (that is, it doesn't say that it stuns enemies).

One thing that would be a pretty good and easy addition is adding an event that activates when you can start encountering the Elderwood Guardians, because right now outside of the change in the Forest menu (which says that now you can encounter enemies in the 1 - 45 level range, instead of the standard 1 - 8) the game doesn't warn the player about it.

And speaking of the Guardians, I think that modifying the encounter logic in a way, that the player is more likely to encounter enemies much closer to their current level could be a good idea. I say that, so that if you want to farm Guardians with furries in their level 30's - 40's, for example, you don't have to fight how many level 1 - 8 enemies that die in one hit and give miniscule amount of XP at that stage in the game. Similarly, if you are low level, enemies with an outrageous level advantage won't be encountered (you can handwave it away as them looking at your party and not considering them a worthwhile challenge or something :P). This change could also pair well with the whole "leveling up the zones" idea that SimpleJunky suggested earlier - although I personally would prefer if there was a limit for how much a given zone could be upgraded, and having those upgrades be dependent on the player's progress, rather than tied to an item. I say about pairing the encounter rework with the zone upgrade mechanic, because if the zones were to level up, and you wouldn't have the means to safely level up underleveled characters - well, it could be problematic. I could elaborate further on this in a future post, because I don't want this one to be too long (and it is already getting quite long in the teeth as it is).

Also since this now became somewhat of a tradition to request new furries - I consider the lack of scalie representation most dissapointing. A dragon girl was already suggested by at least one person - and I do support that idea, although a kobold could also be a fun idea (but only acceptable if you make her personality be a hyperactive gremlin for everyone's amusement). Alternatively, if you don't want to add any fantasy-style furries, then a snake or some kind of legged reptile (lizards and what have you) would be a fine choice as well.

I think that's all for now, cheers!

EDIT: Also fun that I wrote this post (which was targeted towards A0.60) one hour after A0.61 became available I didn't even notice, because I didn't refresh the main page. Good times :D.

Update after beating the new version: Most of what I've said still goes, the only thing that I could add is that the game seems to be much more grindier than it was previously. It feels as if the player characters don't become as powerful as they used to. It is especially noticeable with the foxgirl on her FMG path: previously she was reasonably powerful, now she feels underpowered. In fact, on my newest playthrough she was weaker overall than the shark girl on the BE path: less health, damage etc. While it does make some sense to have the foxgirl (as a starting character) not be as powerful as the furries that you might unlock later, the current power imbalance doesn't feel right.