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Dire Shrub

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A member registered Aug 07, 2023 · View creator page →

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I can try to take a look at sizing options. Were you trying on mobile, or any particular display? The sizing has felt fine to me on my desktop but I haven't really tried other devices or display aspects. I think enabling full screen is just an option I can turn on somewhere, I can see about enabling it.

The second battle still has some placeholder text, and might deserve a bit more instruction due to the changes from the first battle. The intention is to have different text that you have to interpret what that means her stance is, but the placeholders are just "attack 1", "attack 2" and so on at the moment. So that text just means she is "attacking" and that there isn't a real blurb for it yet. The red 8 is still the attack value displaying like in the first combat (so you won't really have to interpret her attacking-stance dialogue, since that's present, but it could be relevant for distinguishing the other two).

Edit: Oh boy, full screen does not work well. I think I'd need to figure out how to make the game dynamically resize. As is, you just wind up with the same size game, but in the corner of the screen and a few UI elements misplaced.

That was lovely! I like the art a lot.

I'm hoping this issue has now been addressed with the latest release. The combat mechanics have been largely reworked, and I also fixed a bug where the health loss wasn't always updating when it ought to, which could lead to the impression you're losing more health when she is not attacking.

This update has now been included (a '?' button that displays the tile rotation order)

I think I have some issues with the intuitiveness of the game mechanics or otherwise conveying how they actually work.

In the current version, you take a fixed amount of damage every round that cannot be blocked, and happens regardless of her stance. Shields only matter when she is attacking, and it's not possible to take more damage on an off-balance or defensive turn than an attack turn, but it's possible to take the same amount of damage.

The health bars also extend a bit farther than is visible, which can also make it a little confusing when near the edges.

With the difficulty where it's at, I'm able to reliably win, but I have an unreasonably deep understanding of the mechanics, and I want to strike a better balance here.

Armor reduces arousal gain, so stripping the armor is the top priority. With the current balance it's really less about "aim for hearts when off balance" and "aim for swords when defending", and it's a bit more about "aim for swords when she still has armor" and "aim for hearts when her armor is low or gone" (which is when her corset comes off), which is another balance aspect I'm trying to consider how to adjust, so the two non-attack poses are more strategically different.

Thanks for the feedback! I'll definitely look at adding that in. I think it's one of those things I've been staring at for too long, and I forgot the effort that went into memorizing it.

I took this suggestion, and added a way to end the round early before expending all the flips. I'm not sure that gets the difficulty quite where I want it yet, but hopefully that feels like an improvement.