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(+2)

adding on to my previous review the soundtrack is great and my favoritee song so far is the song that plays whenever you talk with celica

(+2)

That's my favorite too! I had it commissioned just for her, it's one of my favorites in the game. Really fits her perfectly.

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my favorite character is celica hope you make more content to do with her in the future. great game love the story and the gameplays fun too. lewds are just an added (great) benefit, 

(+2)

Oh yeah there'll definitely be more Celica, next update will have some and she's one of my favorite characters to write. Glad you enjoyed the game so far!

downloaded game all text just a bunch of yellow lines cant play also web browser version crashes at the magic circle part near the beggining want to play your game but i cant hope you can fix soon (p.s. im using the 32 bit application)

gonna leave the application running incase it just isnt done loading or something

I've never heard of that bug. What system are you on? Did you try running it in 64-bit, aka just DivineDawn.exe? I know Renpy is moving away from supporting 32-bit systems, but I *think* 7.5 still supports them.

im on windows 8 and have a crappy lenovo thinkpad that gets stuck in a boot loop if i try to update it to windows ten it isnt capable of running x64 programs

Sorry to hear that. As far as I know, Renpy 7.5 is still compatible with Windows 8 and x32 bit systems, but may not be able to handle low amounts of RAM - I think it requires 500mb or so? That said, I'm not super knowledgeable about that stuff, Renpy handles most of it for me. Are you able to play other recent Renpy games?

(1 edit)

i havent really tried other renpy games but i tried to play the browser version again and it let me without crashing for a bit but then it crashed again when i got to the black orb thing it seem im able to play for short periods of time before it crashes and reloading the page doesnt fix it

Yeah, none of these issues happen normally, in web or downloadable. I hate to say it, but it sounds like renpy might not be quite as compatible with older/weaker systems as they advertise.

What kinds of crashes are you getting anyways? Like are these actual error messages, or the game shuts down, or what?

(+2)

"After reading latest stuff" I'm curious on what to expect from "butterfly mom", - whether she's a think first or a think last character. Looking forwards to new scenes with Sarah, given she and I relate so well. (Under-confident)

Been meaning to ask, will minor choices have an effect at all? Like, you watch Sarah's fashion show when picking who to hang around after the temple in the beginning, will somewhere down the line she does another fashion show full of confidence? Or when you first have fun with Sam, if you didn't confront her that night, it's more awkward than if you did? I know it's probably more work for ya, but I do love it when choices from earlier have minor changes down the road. Suppose it's going to depend a little on who it is though - Ashley seems to be "Sam 2.0" so I don't think choosing her or not will change much, outside of how much she's pranking Metatron!

I'm gonna start writing Rosalyn later this week hopefully, so... we'll see how she comes out exactly haha. Hopefully unique and fun!

Sarah's last scene is one of my favorites so hopefully she'll please~

Minor choices do have a fair number of callbacks, but they're not always obvious ingame cuz there's no popup. Celica has a *lot* of line swaps in her Wind training especially, based on your relationship progress with her, some of your choices throughout it, etc. Sam will remember if you confronted her outside the house or not. Ashley's stuff with Metatron gives you a few extra lines if you spoke with Maya or Metatron enough to learn much about their martial arts.

It's not perfect and not always telegraphed, but they're fun and I try to keep up with them when it's relevant!

Doing a lot of time-related stuff isn't likely though, it's harder to track.

Is it just me or does the game not run on Mac? I downloaded it and it contains the game files not inside the Mac application, but next to it in folders, which apparently MacOS is not happy about?

I've gotten some scattered reports that the mac unzipper apparently gets confused sometimes, but that it works after retrying? I don't have a mac to test on but as far as I know most people can play it fine there.

(+1)

holy fucking shit take my wallet! 9/10 ( a bug limited it from a 10. one of the duel dagger abilities causes an exception error.)

Glad you enjoyed! If you remember which ability it was that caused the issue, I'll look into fixing it for next update.

(+1)

yeah sorry The ability was "Bloody Ripper" gonna be donating soon so can't wait to see how this game develops have a great day mate!

Thank you, I'll look into the bug and try to fix it for next update! Glad you enjoyed, I've been making great progress this update so next one should be pretty chunky!

(+3)

Very nice gameplay and great artwork

(+1)

Glad you enjoyed, thanks for taking the time to comment!

(1 edit) (+3)

Very good gameplay with some nice features, couldn't ask for much more

(+3)

Glad you enjoyed! I'll keep on with the updates so there can always be more haha.

(+3)

Dang the improvements, It's been awhile since I've played this game and came back with huge iimprovements!! 5 stars!

(+1)

Aw, thank you! It's a very iterative process, I'm slowly trying to make the game look and play as nicely as possible. Just gotta get a better-looking UI... eventually...

(+1)

Speaking of UI, should I put up the mockup soon, or wait until you switch into gameplay mode after your writing brainstorm has passed? 

I don't know if you are the type who focuses on one thing at a time, or prefer allowing things to simmer at the back of your mind.  It is my preference to not interfere with your writing, which elevates DD.

(+2)

Depending on the scale of the changes, the artist I was going to work with on new UI, and how this update goes, it may be weeks or months before I do much UI stuff.

Fire away, I'll let it simmer!

(5 edits) (+2)


Righto, below is a general idea of what I got in mind.  Hopefully the walls of fortified text aren't too overbearing.

(Viewing the image in its own tab might be a good idea, for visual clarity)


Going from what I consider least controversial or difficult, and working towards the biggest pains in the backside...



1 - The face icons for the allied characters can have a function.  The idea is that by clicking on a allied face, the player adjusts the level of Threat the party exudes.  In this picture, Samantha has 40% Threat, in what I call "Introvert Mode".  Ashley is drawing aggro, through "Extrovert" mode at 60%.   Clicking on either portrait would shift around the threat level - "Neutral Mode" splits things evenly between these two.  Assuming that in-battle party sizes don't change, this should be relatively easy to implement and be accessible for players.  Each portrait has a colored border to indicate their threat mode, along with some text in the picture to precisely display the threat level.  Some enemies might dole out particular aggro states onto characters, so that text will be important for that.




2 - In the center, we have a row of faces.  They are used for tracking the speed of characters during the turn - the person most left is fastest, those towards the right are slower.  The arrows and chevrons indicate to whom a character's actions are directed.  Ashley's green arrow means that she is supporting Samantha in some fashion.  Kuril is directly attacking Samantha, and Sam herself is using an area ability on the party.  Kandros is directly supporting Kuril, but his ability is also causing harm to the party.  I think this overall concept would be useful for organizing battles.




3 - On the left is the Skill Tray.  The icons most to the left indicate the most basic ability of each action category, and each column represents an element.  Neutral, Wind, Fire, Water, Earth, Aether, Nether, and Abyss (not present yet).    Each row represents a range of abilities that have a specialty or cost.  For example, the Focused and Group melee options might have a cooldown system attached and minimal MP cost. 

I do not know how many abilities you want the player to have, but I do have a philosophy on the matter:   Too many not only clutters a potential interface, but also makes it harder to design battles - you wouldn't know what sort of action a player might wish to pursue.  With the action categories of "Focused Melee", "Group Melee", "Condensed Magic", "Area Magic", "Defensive", and "Eromancy" in this tray, there is at least 64 actions.   A GUI is a canvas for game designers, and like with a painting, it is possible to lose focus if you cram too much stuff. 

Players won't easily understand how to play the game effectively if you have too many options, so it can be a potential lose-lose for both designer and player.



4 - Utilities.  We are moving into gameplay ideas.   The concept here is that the MC has a "utility belt", where he keeps potions, wands, runestones, grenades, ect.  Unlike abilities powered by mana or waiting for a cooldown, these items cannot be normally restocked during battles and adventures, except at rest points.  This should help make the concept of utility items a powerful thing, and also gives Aspasia a specialty during conflict - she might have the ability to resupply the player in a pinch. 


5 - Attunement.  Honestly, I do not like the current purpose of Attunement in the game - it is a cap on learning stuff, which doesn't excite me.  I think it would be cooler as a mechanic during battles.   The idea being, the player can enter a state where they are effectively an elemental Super Saiyan, kinda like the Avatar from Last Airbender.



6 - Focus.  This is a resource pool that powers events and what I call "escalation".  The first, is to spend points to activate encounter or companion events during the battle.  Say, for example, Aspasia generating a item, to counter a goblin mage's fireball spell, or maybe lure enemies off the field for a bit.  Basically stuff that is specific to encounters or friends, that other mechanics are not built for.

Escalation is basically the player activating the masteries of an action, and each activation earns points towards upgrading the masteries the move can unleash.  While attuned and using a move of the same element, the masteries are further enhanced.

When it comes to gathering Focus, I am thinking defensive actions can generate these points.  By not being hurt, the MC is gathering their thoughts and momentum to make a play of some kind.  Be it a finishing move or buying time for a friend, you need to not be on the backfoot.  Aside from that, the numbers on the far-right on the Skill Tray represents independent focus points that an action category has gathered.  This gives a player a general focus pool, then specialized focus pools to help encourage move diversity.



7 - Lust.  I am thinking that Lust could affect  moves.  For example, Kuril's "Jaws" action in the mockup could become "Hump" if he gets too amorous.  While this may be a bit uncomfortable for Metatron, being dry-humped by a giant shark is probably preferable to being introduced to his maw.    Kandro's "Healing Rain" turning into a "Milky Rain" would undoubtedly be very helpful for our succubi companions.  Of course, turnabout is fair play...

(+2)

That is quite the proposal! I can safely say that I don't intend to do anything of that scale in the near future, but some were already planned and possibly easy enough (turn order) that you may see fragments sooner rather than later.

Utilities are already ingame, just not used much - Aspasia's alchemy is all adventure-capped (she has an ability to replenish them) as is your healing potion.

I'll consider the rest.

(+1)(-4)

(+2)

Started anew to see what has changed, got to everyone getting to the road trip but haven't actually headed towards Badon yet at all, just the intro to camp. I love Amnelis and how she's flirty, and also very much a goofball! Doesn't seem to understand self-preservation though... Given how flirty she is, probably another Daughter of Gaea that's lewdable!

One thing, I have to wonder if you start with something - say, a longsword and light armor - will you be able to switch out once you reach Badon? I initially wanted a Mana Blade but found the mana cost of stuff a little too steep so restarted with a longsword. Once I reach Badon, wouldn't mind upgrading a bit but not sure if switching weapons will be problematic because of skills. Armor shouldn't be an issue for upgrading though.

Sorry Amnelis, Sarah's still my favorite! 

(+1)

You can swap weapons and armor anytime in camp! Go to Progress, Equip, and you can set your primary and secondary weapons, which can then be swapped between freely in battle!

Glad you're liking Amnelis, I had a lot of fun writing her and am looking forward to more. Her first CG is already in progress and looking NICE.

And Sarah is still good - will definitely give her some love this update!

Deleted post

Sure, let me know if it happens again!

(+2)

I quite like the characters. the writing is definitely sometimes a mouthful, sometimes over explain the plot, and sometimes is just a little over the top, but i think that just adds onto the charm. I especially like the characters, none more than Metatron. The dive into what it is to be and to feel is a concept im very attached to. The exploration of her character wrapping around human life and concepts while having trouble dealing with her own is just great to read, and seeing the glimpses of those emotions are also just phenomenal. I'm looking forward to more on this. Good job so far!!!

(+1)

TBH, at some point I want to go back over the temple writing a bit more - it drags a little there at times.

Glad you're generally enjoying it though! Metatron and the Aether magic stuff gives me a lot of room to explore weird stuff and try to get fancy, I absolutely love writing all that. It's been really fun seeing people fall for Metatron, I'm grateful I got a chance to finally realize a character that had been stuck in my head for almost 10 years now!

Thank you for the kind words, hopefully next update will have more Metatron!

(+2)

Of course! The fact that you're breaking out into other molds is something that gives the writing a lot of life as well. Keep it up!!

(+1)

Topic idea regarding Metatron:  do angels eat?  I am guessing that fancy core of hers can normally sustain her, but the damage to it might force her to try out this strange stuff called "stew".

(+3)

Now I wonder: How exactly does one gain Abyssal Corruption? I know you can’t gain any right now, but now I wonder how one can get it in future updates.

(+2)

Without any spoilers; it's more of a midgame thing. There'll be a sexy option for it (of course) and some other ways!

(1 edit) (+4)

This game is something else. I love the humor and the story and of course the scenes. The OST is also really nice. I noticed the dialogue changes in the text when you have different partners, or when you and/or your partner have an ability or not (like the ina healing aftermath). It's a very high quality game from the lot of them I've played!

(+2)

Won't lie, I'm always happy to hear people like the OST - probably the most effort for something most don't notice haha. Glad you're enjoying the rest of it too! And yes, the dialogue swaps aren't always obvious, but I've had a lot of fun throwing them in and seeing which people notice; I feel like (done well) it really makes the full thing feel more immersive, whereas the times I make poor assumptions jerk people out of the illusion. It's been an interesting learning experience!

(+3)

I disagree about not noticing music.  It can sometimes really define a game - the OG System Shock 1 is very unique compared to most, since it has a techno track in a horror setting.  Same goes for La-Mulana, The World Ends With You, and so many others...

Assuming that you are making the music yourself, keep it up.  Every piece, be it excellent or failure, will make you a better creator.


When it comes to the tailored interjections, I appreciate that.  It certainly helps ensure that Celica, Metatron, and Samantha are distinct beings rather than meat suits that say the same thing.

(+1)

I think music is important, yeah, I just mean that most people aren't going to play an adult game looking for music - it seems to be pretty common to just mute immediately - so sometimes it feels like it doesn't get much attention.

The music is commissioned or under free-use mostly, but I've always wanted to learn to make music electronically - I used to play piano pretty well and adore music in general. Maybe someday! I just don't know where to get started with the electronic stuff lol.

(+1)

I guess you can try out a Digital Audio Workstation (DAW), and see if you can punch out a score or dozen?  DAW-wise, I hear that Reaper is very good, and you can basically ignore the nag screen every 60 days until you feel ready to commit to buying.  That said, Reaper is intended for professional creators, so you will have a learning curve.   Cakewalk is a freeware option that isn't as powerful, but less intimidating.

Anyhow, I keep music on for VN games - they are a genre I use for immersion and empathy, so the music is important for me.  Other games, especially action, puzzle, or simulation titles, I lower the music while listening to podcasts.  Each player has unique relationships to their gameography.

Interesting - I'll look into them both! Thanks for sharing, I've heard of DAWs before but didn't know anything about that. I'd love to be able to make some music, that and writing are my favorite types of creativity.

And yeah, if the game doesn't have terrible music, I almost always listen to it. Lotta porn games out there don't even try though.

(1 edit) (+2)

Ha when I found Ina I was questioning my sanity, now seeing your pfp it makes sense. I’ve just got to ask, and maybe it will be answered when I get further in, would she be somehow connected to that abyssal corruption bar in the future. I totally get it if that isn’t connected to your vision for the game, I just thought it was interesting along with the eldritch sound of some things like the description of the insight stat, thanks for all the hard work. 

Ina's name is definitely a bit of homage to our priestess, but that's as far as I went - anything more and it starts lurching too close to plagiarism. So no abyssal relation with her, and she won't be a priestess of the old ones.

Other characters may end up closer to that niche though, I do think Hololive Ina's design is fantastic and something along those lines could work in the setting! Just not obviously Ina.

Abyssal will get its own, hopefully unique stuff - though the Lovecraftian vibes aren't too subtle I admit!

Is Lust going to have moves & mechanics for standard battles, or will battle types remain discrete from each other?  I have been wondering if Eromancy would be a thing in this setting.

(+1)

Honestly, not sure. The original plan was to go a little more CoC and mix them together, but it didn't really feel right in practice. I'll probably move sex battles over to the vanilla battle system, but still keep a distinction between sex battles and normal battles in terms of available moves.

(+1)

Battle-fook systems are wily beasts, especially when combined with situations that call for lethal force.  Mind, I suppose that a bit of eromancy to...distract...an enemy could leave them open to a fatal blow.

Speaking of Ero-battles, you might want to check out Monster Girl Dreams on Itch.  I suspect that you and most fans of Divine Dawn would enjoy that one, what with being text-heavy and usually light-hearted.  That particular game made it law of reality that genuine harm cannot be dealt between people.  That makes sex the way to resolve conflict.

(+1)

I used to mod MGD, actually. I made Waifupocalypse if you're familiar with that mod. I don't think the barrier would work in DD, it's a very different setting.

(+1)

Yeah that makes sense. A good bit of something Lovecraftian , especially if it has a unique touch is always interesting, also the Metatron and Maya scene was super cute. Hope you have a good day

(+1)

Thanks bud, you too!

MetaMaya is super cute and I want to write so much more LOL

(+2)(-1)

Mage Loli and Mountain God Dog Loli?! UWOOOOOOOH 😭😭😭💢

We need more lolis in Itch.io

(+1)

We prefer to call them 'petite~'

But yes, both cute, Celica has tons of stuff and Maya will get more soon!

(+2)

Another update? I guess it must be for some bugs.

(+2)

I think you answered this in a previous comment, however I can't recall what the answer was; I was looking to sorta have my character learn a wide variety of magic, including both Nether and Aether, however I don't want to make any hard choices about what route I'm wanting to go, and the growing Aether and Nether corruption from learning magic plus a few of the lines has me a bit concerned that I might accidently get locked into a path inadvertently; am I safe to learn Aether or Nether magic without being locked into a route, or s that something that I have to be cautious and aware of that at some point I will either have to make a choice or accept what I have?

(+3)

I absolutely hate surprise gotchas, so you won't be locked into a path without warning.

It's fine to dabble in both Aether/Nether, but down the road if you choose to pursue either corruption to its peak, there will be two (clearly labeled) progressive choices you have to make about aether/nether corruptions, and a third route of trying to master both, each of which will have its own ups and downsides.

(+1)

Can you add platforms? Then one can search for Android Tag and find this.

For the files themselves? Or somewhere else? Sorry, the itch backend is kinda confusing, and I'm kinda dumb.

(+1)

When you click on "More Information" it says for which platform it is. Did you already Do that or did I not See that?

I'll be honest here, I have no idea how that works, and I don't see an obvious way to edit it.

It MIGHT be auto-filled, related to which platforms I designate each file belonging to?

It looks like it says the platforms currently tho, near the top

(+1)

Well, everything is fine now anyway.👍

(+1)

I made an account just for this but please please let aspasia teach us about alchemy so that we can use her moveset aswell (also alchemist seems cool and quite OP in this game)

(+1)

That is the intent! I'll be expanding alchemy and making it teachable over time, no exact ETA yet!

(1 edit) (+1)

If we are going for the alchemy class, then we should not for get about equivalent exchange, just an example ice type flask throw lowers your intiative for the next turn, the burning flask throw drains your health about 0.5 per use, that's just my suggestion also are you perhaps a fellow takodachi???


"Humankind cannot gain anything without first giving something in return."

Haha, that's an interesting idea - I was toying with it on Aspasia's potion restock ability, it costs a fair bit of health. I could see the PC having something similar, using blood to refill on battle. I could see alchemy skills having a misfire chance as well. Will see how it goes when I update it!

And yes, I like... most of the hololive girls honestly, but Ina is so damn comfy to watch. Especially from behind, so I can look at her back.

(1 edit)

Hmm… I already beat my first playthrough and now I want to play as a character that uses Dual Daggers and favors inflicting the bleeding status with both his daggers and wind magic. The issue is that his wind magic isn’t gonna be that good as I won’t be able to boost his focus stat as I’m focusing on Dexterity, Magic, and Agility.


Also… I noticed that my Frenzy stack didn’t change despite using Dearh Blossom in battle.

(+1)

You'll just have to avoid Kovomancy, Aeromancy doesn't have focus scaling so you can still use it full power!

And yeah, the stack reduction mechanic wasn't working for all abilities, fixed in 22d which I recently uploaded

(+1)

Wait it was just updated now? Huh… Well alright then. I have only been playing the game for only a couple of days and I already have a few builds I want to try out:


Manablade with all elements, including Aether and Nether to cover all future weaknesses.

Dual Dagger focused on bleeding.

Spear focus on getting critical hits while weaken enemies’ defense and mitigation


just to name a few

I have a question: Do enemies have elemental weaknesses in the game? If so, how exactly do we go about figuring it out?

(+2)

For the most part no, the system is set up but I'm still trying to figure out how to display it in a way that's not too much verbal diarrhea but still conveys useful info. Once I figure that out, they will.

(1 edit) (+2)

A thought on that:  Maybe give the enemies an glowing aura that shrouds them, with a pattern and color that resembles the element in question.  EG:  A martial artist who specializes in Earth Bending has pebbles rotating around their image, or a Pyrolisk with a red haze.

This would also allow you to give elemental phases for enemies or multiple elements that combine patterns.  The big downside is that it would require TLC to look right for each creature, and might cost money.

The simpler route is to give enemies a dedicated "game space" for their status info, including elemental strengths or weaknesses.  In that case, maybe a tiny picture of the element with an up/down arrow + sword/shield, as appropriate to the creature characteristics.

I guess one of the mechanical questions about the whole thing is how elemental preferences work for characters.  Say, an enemy that doles out fire damage, also be vulnerable to the same?  I am thinking in this something like having a flamethrower backpack that can go kaboom.

(+3)

Or perhaps a “Monster Book” for players to look through? Like once they face an enemy, the game reveals information about the enemy like a brief description for players to read and a lists of their element resistance. One way would be to make most of the resistance unknown until the players discovers them by chance or by logic. Like those elemental fairies would be strong against their own elements, but vulnerable to their opposites.

(1 edit) (+2)

Wouldn't be a bad idea.  Right-clicking on a enemy could open up a detailed Beastiary with unlocked details and lore.  (bestiary is the correct spelling, but I prefer "beast".  It just makes more sense.) 

(1 edit)

So still no one to teach earth magic yet. Also I noticed that there is no Mana Blade Skill for Fire and Aether. Then again, it did say it’s only compatible with MOST elements, so I guess those two are the ones mana blade isn’t great with.

(+1)

Yes, earth magic teacher (Alicia - art done and a patreon preview) will be in the next 1-2 updates. Mana Blade was kind of experimental, I'll add more to it over time depending on initial feedback, especially if people liked the mana juggling aspect of it.

(+2)

Well I got to say I rather enjoy it. I always enjoyed going for a Spellsword build, but I always worry I might run out of mana for the skills, but Siphon Strike managed to fix that worry. Also the base skills for the Mana Blade really seems to synchronize with the other elements. However, I always have trouble wether to go for Insight for extra damage or Agility for evasive and fast tactics. I hope that Mana Blade gets more work done on it.

You're exactly right - the base skills offer a decent baseline kit and synergy with the special stuff for each element!

Mana Blade already gives some free defense/resist penetration, so I think it's safe to go for Agility/Vitality (defensive) or Focus/Dexterity (crit) depending on whether you want to be tanky, focus on spells, or focus on skills. Cuz you still have access to the full Longsword skillset too.

Well what if one wishes to be able to use Aether or Nether magic with the mana blade?

Nether exists, the existing skill is called Dhampir.  But you need the Nether Initiate trait to access it, so it's not available at the start. More skills for every element will come over time.

(+2)

Well I'm having fun with the new update so far. The option to create y own class is also a plus. But um... I would like some advice on fighting Siofra. I haven't really fought her before until now and her final phase is kind of kicking my ass.


For an idea on what is going on, I am playing as a the Tank of the party with the Sword and Shield as my main weapon and Heavy Armor as my armor set. My strength and Vitality is maxed out to get their benefits. Also I have five points in Insight and the rest going into Magic.


The reason for the magic is I want to have access to both Aether and Nether magic, mainly to be able to use healing magic and the debuff magic.

Ok so, Siofra is actually just difficult - the first real boss so to speak (sorry, abomination). SO don't feel bad if it takes a bit of effort.

The catch with her is that she has 3/3.5 phases, and you want to play them carefully.

In general, take down the summons ASAP, if she phase swaps while one of the wisps is up you're probably gonna have a bad time.

In her final phase, she gets the infinite scaling version of Smoulder you have access to, so you're on a time limit. The tankier your party is the longer you have to burn her down, someone like Sarah can help with survivability, but in general you have to nuke her as fast as possible. Stuns help.

Since Siofra and her summons do pure magic damage, it may be worth trying Unarmored for the extra mana regen to afford an extra channel (maybe), or looking into any resistance traits if you don't have them? One of the new shield abilities, when mastered, also grants an OK AOE heal that can help you top up going into phase 3. Make sure you have any source of healing/regen possible, like Lifestream from water magic and the regen trait.

Party-wise, I did it with Sarah, I've heard Aspasia is actually really good against her, and Ashley might be good for the lifesteal/poison/damage debuffs as well.

A somewhat amusing oversight:  Siofra's portrait in some scenes only shows her bottom half - the picture is placed so high, that her torso is out of sight.

Aside from that, I have the impression her dialogue portrait might be too tall, as it clips onto the status bars.

When her portrait is low enough, something felt off to me.  Looking more closely, there is a feeling that her image is a bit...square?  I think it is because one of the flames at the top suddenly cuts off.  I tend to be a stickler for odd details like that.  Dunno if that sort of thing is worth mentioning?


Feature request:  it would be cool if characters with multiple outfits could change them each day, such as the Succubi and their civilian wear.  Bonus points if certain sentimental items are kept, such as Ashley's choker.


The read/unread icon for interactions is much appreciated.  It is a QOL feature that should be in games with repeatable conversations.  It kinda cheapens dialogue if I accidentally reread it, which sucks because I want to care for Samantha and friends.

(+2)

Siofra thing fixed for whenever next mini update is!

I'll think about the portrait image, it's tough to get those all about the same size/dimensions.

Outfit changes are possible, but there aren't many alts and for the most part they tend to wear the new one as possible (ex. Sarah isn't likely to use her old outfit unless necessary, since she doesn't like it).

Glad you like the icon! It was kind of a random idea that has been a real hit so far it seems like.

(+4)

I don't wanna do an announcement yet, but the final beta is ongoing and full release here should be Sunday or Monday!

(+1)

I'm very excite!

Well by the looks of it, the new version hasn’t been updated yet. So I guess it’s gonna be tomorrow.

(+1)

Yeah, decided to do one last beta to catch a few recurring bugs, going well and should be pretty stable tomorrow!

(+1)

Any particular time you will be releasing it?

(+1)

Uploading as we speak!

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Thoughts on lore and Aspasia.  These things are not significant, but more a record that you have an odd player on your hands.


In Badon, I went shopping with Ashley, but the products - t-shirts and the like, stood out as anachronistic, because the setting initially seemed to be an medieval fantasy sort of thing.  It got me thinking, "how are the shirts made?"  Having no ingame answer, my speculation was thus:  they are mass-produced items, that are sewn together by golems in a Triangle-Shirtwaist sort of location...but with magical runes to imprint images onto the products.  Maybe those golems are very crude copies of Juno's angels, employing a core and magi-tek circuitry that are roughly hewn?


Second set of thoughts, regard Aspasia.  One of my initial questions after encountering her was "what are you made of, and is it deadly to organic life?"  This is because she is composed of a silvery substance.  The immediate candidates that came to mind was Mercury and Lead.  As a human, that is concerning because those materials are not known for encouraging healthy living.  Dunno if the MC is aware of hazardous materials, but that was my first worry concerning the lady.  Not that she was a predator slime or hawking wares to rando forest travelers, but that she might inadvertently be poisoning people by just being around them.


Moving on, I was very pleased with Celica's love scene.  The artist did an excellent job, the ahegao was satisfying, and the writing helped convey that Celica was starting to emerge from her shell of negativity, if only for a time.  I am looking forward to spending more time with her, be it lectures or lecherous.

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Haha, no worries~ I love worldbuilding, so if anything I'm glad to talk about it.

For the higher tech - the setting varies WILDLY on tech levels. The MC comes from somewhere that is pretty low level (though they do have a functional grandfather clock - so 1700-1800s), but Badon is one of the biggest trade cities in the world and has access to much more stuff. 

There's a bit of Avatar: Korra where the proliferation of low-level magic has made some forms of production and lifestyle much easier, for example healing magic makes the average life expectancy much longer than it was in the middle ages IRL and earth/water magic can make farming pretty reliable.

On the opposite end of the scale, Mage-Colleges can be full on floating cities, and mages combine science and magic to push the boundary on things that wouldn't even be possible in our modern 2022 world.  Some of that trickles down, much of it doesn't. Across the setting, a lot of places are still somewhere in the 1700-1800s range, sometimes even tribal (ex. the beast tribes), but rudimentary guns (Firewands) are somewhat used by desert mages.

It's intentionally not *just* generic 1700s stuff, but obviously I had to pick a rough timeframe for the default.

Aspasia has a lot of control over the exact material she's made of, so she might be able to turn into mercury, though that would probably be a bad idea during a slime bath LOL

And nice, glad you liked the Celica stuff! Good play on words too. I really like Celica, she's a lot of fun to write.

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I have been noticing a trend with slimes, especially in hentai games:  They consistently have the most fatal abilities and consequences if they don't feel merciful.   Drowning, acid that can selectively destroy materials, able to grapple and vore protagonists outright, jellyfish paralysis or electrical eel capabilities in some cases.

From a human perspective, a person like Aspasia seems like Gaea's answer to the question "What if Mother Nature REALLY wanted you dead?"

When it comes to civilization at large, I suspect that slimes are also treasured craftsmen.  Selective destruction offers slimes a role in manufacturing goods - they can potentially carve wooden logs into precise shapes, or jiggle their acidic bodies to separate materials into pure concentrate.

Looking forward to Aspasia being expanded.  There are many ways for her and the world to show their interwoven depths.

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Yeah - slimes, especially if they can control their bodies effectively, can be absolutely terrifying.

Terrifyingly hot, in particular.

Aspasia is one hell of an alchemist, both because of her mind and her unique body composition. Most slimes lack either to her degree, but they can do some pretty cool stuff too! I'm hoping to spend a lot more time on Aspasia next update, where I just want to write, instead of all the mechanics bullshit that has been fucking me this update lol.

I'm not sure, but Aspasia seems...broken, like she's too powerful. Struggling to beat Siofra with Metatron, so switch her out with Aspasia. RNG was a little nicer (no 4 straight encounters with the huge toads!) but still, Siofra, at her final stage, was no match for Aspasia. Heck, the MC went down fairly early in the final stage and Aspasia still beat Siofra pretty easily. Is Aspasia meant to be overpowered, is it just she does well against the denizens of the deep forest, or because of her skillset she seems overpowered?

Wording choice after a challenge with Siofra makes me wonder if somewhere down the line the MC and Siofra are going to hook up for some fun times! Heck, the MC's boinking angels, succubi, beastkin, and humans, why not a daughter of Gaea?

Huh, you're the first person who's said Aspasia seems OP outside of sparring. It kinda makes sense for this encounter - HP% damage, occasional freezes, tanky enough to survive for a while all make her pretty good there.

That said, she has absolutely no support abilities, crit, mastery, or equipment, so she's pretty mediocre for most content tbh. I'd always take Sarah over her.

And yes, Siofra will definitely be lewdable, as well as the nymph getting introduced soon, may not be immediate though. I have an unhealthy number of ideas already LMAO.

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I think it's just Aspasia seemed to handle Siofra as easily as she did that made me think she's OP. I tend to not use her, choosing to stick with Metatron, Sarah, or Celica (depending on situation) but though I'd give Aspasia a chance and was thinking "geez that was easier than I thought it'd be!"

Also, outside of Metatron, only Celica really says anything about Maya headpats. Everyone else doesn't say anything when the option to headpat Maya occurs. Maya needs more headpat love!

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Well, she's probably the best specialist at 1v1 battles currently. Eventually, she'll get an update to have more varied abilities and masteries - probably when I make alchemy usable by the player?

But hey, glad it worked out for you on the boss homie.

And yes, when I update Maya intro a bit, will definitely give more headpat lines.

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Having gotten the max relationship with Metatron and Celica, I have found their sex scenes to be adorable, funny, and very well written. I can completely see a Metatron/Sarah/MC threesome down the road! I'd like to see a Celica/Sam/MC threesome just to see if they could, yanno, cooperate on something, but that might end badly for the MC...

I'd noticed that the later boss fights are multi-battle. The fight to save Ina(tm) was a few fights, and the fight against Sofra is at LEAST 4 fights (please tell me I was on the last round with her), are you intending to make most of the boss fights multi-battle?  The fight to save Ina made sense, because it was "fended off the goons? Fine, I'm next", but Sofra seems to be either bored or the next boss fight is going to be super tough, given she seems to be taking the MC more seriously each round.

Dorky fashion model succubus teaching out of her element angel about sex I found funny and adorable. :) 

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Glad you liked both girls! Yeah, MetaSarah is something I really want to do, I've been slowly setting it up but gotta get that payoff eventually.

Siofra is 3 distinct phases, with a 0.5 if you count the summon during her first phase. She's definitely intended to be hard - I've referred to her as the 'first real boss' because everything previous was designed to make it easy or at least pretty doable, whereas Siofra (even after her nerfs LOL) can still absolutely ruin your run in phase 3. You were her first 'boss fight' so to speak, and she realized she was having fun LOL

Not every future boss will be the same, but even the temple boss had certain things happen at various HP percentages, the wolf had its super Mark to dogpile the target, etc. Future bosses will have their own mechanics, like minions you don't want to target, near-invincible bosses that take damage when you kill minions, etc. Ideally, it'll be more than just HP bars. But I can definitely say that most won't be as difficult as Siofra.

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I really like the game, its very good but why the hell doesn't male Sam have artwork? I get that drawing art is difficult and time consuming (especially considering how well you draw) but he didn't deserve to be done dirty like that!

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I commission art, which is expensive, time-consuming, and depends on artist availability - pretty much everything I've ever made from the game has gone right back into art/music commissions haha.

There are a few other characters that don't have art as well (Olivia in Ashley's badon scene, the Knight-commander, etc), everyone having art is pretty recent. For most of the game, it was just text boxes or a mix of text boxes and art.

Male Sam was an experiment that didn't go nearly as well as hoped, while making it much harder to update female Sam, so unfortunately he is getting removed in 0.22. There will be other bros in the future (no NTR).

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What was the intent for the male Sam experiment?  Depending on what you were thinking, the general idea could be repurposed - say, for example, Samantha being temporarily gender-bent.  It might be a chance for her to see that she was actually pretty feminine in the first place.  I have the impression that she feels a bit insecure on that front.

Anyhow, Badon should be a pretty good chance to dig into lore and how the characters relate to the world.  For example, a food stall can reveal that Maya's beastkin nose is too sensitive around certain foods, maybe a festival that celebrates in honor of felled angels, and so forth.  I am guessing that Metatron would feel a bit disturbed at (false?) remains being displayed, much like real-world saints.

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The original idea is that he'd be a source of MMF content, and if you didn't like Ashley you could set him up with her.  Didn't seem like people were very interested in that and his mere existence made FSam harder to add content to, so I ended up dropping him. There may be MMF content in the future with other characters, idk, but I don't really want to deal with the anti-NTR crowd deciding everything is NTR so I'm not really eager to jump into that lol.

I definitely have plans for a number of Badon dates/adventures, will hopefully get to those in the near future! Some interesting ideas there.

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I am interested in the potential interplay of Sam(uel) and Celica, both verbal and licentious.   While I don't think a full Samuel route would pay off, a divergence that has Sam sticking their wick into Celica's candleholder is certainly something I like to envision.

Mind, how that can happen without Celica learning Apocalypse from pure anger and ending Samantha's world would be quite a needle to thread.

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Ha, I can almost hear the NTR shitstorm already. Celica is usually 2nd or 3rd most popular girl in polls, don't think people wanna share. I can't imagine that ending well, but female sam/celica competitive sex could be funny... if they can even get along that well.

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Ah, sorry, I didn't know. Glad to see that there will be other bro's tough!

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Its a bit of a shame there will never be a male Sam. But other male bros could be good. I do want Astaroth to have a bro to hang out with.

I like the idea of a Male Sam and Ashley relationship, I like Ashley quite a lot especially after recent revelations but I could have gone for that. It is what it is though.

I'm not a fan of NTR either but I really wouldn't have minded seeing more than one happy couple come out of all this.

Maybe a future bro could be blessed with Ashely, Sam or another girls attention. I can be happy with a mere 4 or 5 ladies, I'm not greedy :P

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Ultimately, it's on me for assuming that it'd be easier to have a character with optional genders. Having to write all of their scenes twice, or cut out stuff for male Sam, was just unfeasible to keep up with. A separate male character is much more doable.

Also, there's a pretty good chance there's a foxy grandpa upcoming, role unrevealed, so there will be guys!

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A silver fox shall we say? Lol.

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I found going to the church in Badon REAL interesting, and loved that the more things happens, the more the MC is thinking "am I in WAAAAAAAAY over my head?" The whole meeting with Philip was great too. He treats the whole thing as serious and if he is unaware of who Metatron really is (doubtful, given that MC's parents know of her) he hides his surprise very well. 

I do have a minor complain, but it's just because of the way I did things. I delivered Ina to the Knight Commandant (looking forwards to her artwork) then did the Badon stuff. The narration about it says he's not sure if the Knight Commandant is there - but he would know where she is because he met with her, in delivering Ina. I'm not sure how difficult it would be to change the wording slightly if you deal with Ina then deal with the Badon piece, Might be more trouble than it's worth *shrug*

Given how Maya acts, I'm thinking she's the relative age of MC, Sam, and Celica. Also thinking you should have Sam and Maya team up for the lolz over who's better at "say something then 5 seconds later brain catches up". Maya would PROBABLY do better, but not sure...

Jealous angel is cute...but still think I'd be wary of ticking off someone who can slaughter a (whatever the heck that creature was in the temple). Still waiting for Ashley to come to the MC saying that one of her pranks on Metatron went wrong or (even better) Metatron started pranking her back!

Good catch, yeah, I didn't even think of someone doing church before knights (since knights weren't ingame when I did church LOL). I'll try and remember to do a line swap.

Glad you liked the priest, I had a lot of fun with that scene! It was nice to write a guy like that, people really seem to like him in general. RIP Metatron's hopes, though.

Yeah, everyone you can bang is 18+, Maya specifically is the same age as the core few.  Unfortunately, if she played that game with Sam, MC's brain would lose from the consequences...

Metatron is a good girl (mostly) so Ashley knows she can fuck around without finding out - mostly. Metatron's possessiveness may become an issue over time, though...

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I noticed that the MC has just about equal "think first" and "think last" companions. Think first: Metatron, Sarah, Aspia, Celica (except when Sam is concerned!). Think last: Ashley, Sam, Maya. You have Ashley and Sam pair up occasionally when doing adventures (for the lolz), think a pairing of Ashley/Maya or Maya/Sam is a possibility? Or possibly Maya and Aspia because they are so total opposites...

I need to go through the area where Maya is with everyone and see how many people follow through with headpats. Maya needs all the headpats she can! Sarah I can see doing it, honestly not sure on any of the others... 

Alicia will be a good middle ground (but closer to the second group), and Sofra is definitely in the latter, so the scales tip ever towards MC's suffering!

I forget who all pats Maya, but it's not a lot unfortunately, when I go back and update that scene I'll probably add a wider band of interactions.

Dialogue-wise, there is bit of text that probably meant to be code.  In the woods, Maya has a scene in which she is described as Dog-in-a-Box.  At the end of the paragraph, it says something like "show Maya at 20 with moveinright", or along those lines.

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Already fixed in 22, thank you for the report to remind me to doublecheck!

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Still just starting the game but I have useful feedback relating to the early stages:

The writing is great! You could definitely use some set piece CGs to go with the longer segmets of the game that stretch out in a single place This would be especially helpful in the portion of the game that is simply T H E H A L L A W A Y. CGs for individual scenes with the girls would also be nice, but I imagine that'll probably be something you're planning on filling out as the budget increases. Frankly, I like the entire vibe so far. Good music, good writing, interesting art direction. I know these projects are expensive and you appear to be in it for what seems to be enjoyment of the story you're telling here. I have similar aspirations so I can relate.


TL;DR: Love the writing and music choices. What art is there is great but I think more of it would be helpful for both immersion and attention spans. Commissioning this stuff obviously takes time and money though. Keep it up, will be monitoring this project closely as I'm enthusiastic for its future.

Found a error.  This was with a character who charged the boss during the slaver battle.


[code]

I'm sorry, but an uncaught exception occurred.

While running game code:

  File "game/dawncode/adventures/adventure_framework.rpy", line 36, in script call

    call expression adventureArea.specialEvents[str(adventure_current_step)]

  File "game/dawncode/areas/severn_floodplains/special_events/severn_slaver_encounter.rpy", line 113, in script

    $ addNPC("partner.actorID")

  File "game/dawncode/areas/severn_floodplains/special_events/severn_slaver_encounter.rpy", line 113, in <module>

    $ addNPC("partner.actorID")

  File "game/dawncode/functions.rpy", line 1272, in addNPC

    renpy.show_screen("npc_screen")

  File "game/dawncode/bars.rpy", line 1286, in execute

    screen npc_screen():

  File "game/dawncode/bars.rpy", line 1286, in execute

    screen npc_screen():

  File "game/dawncode/bars.rpy", line 1292, in execute

    if len(npcList) == 2:

  File "game/dawncode/bars.rpy", line 1295, in execute

    if not npcList[1].art:

  File "game/dawncode/bars.rpy", line 1295, in <module>

    if not npcList[1].art:

AttributeError: 'NoneType' object has no attribute 'art'

-- Full Traceback ------------------------------------------------------------

Full traceback:

  File "game/dawncode/adventures/adventure_framework.rpy", line 36, in script call

    call expression adventureArea.specialEvents[str(adventure_current_step)]

  File "game/dawncode/areas/severn_floodplains/special_events/severn_slaver_encounter.rpy", line 113, in script

    $ addNPC("partner.actorID")

  File "renpy/ast.py", line 1131, in execute

    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)

  File "renpy/python.py", line 1049, in py_exec_bytecode

    exec(bytecode, globals, locals)

  File "game/dawncode/areas/severn_floodplains/special_events/severn_slaver_encounter.rpy", line 113, in <module>

    $ addNPC("partner.actorID")

  File "game/dawncode/functions.rpy", line 1272, in addNPC

    renpy.show_screen("npc_screen")

  File "renpy/display/screen.py", line 1218, in show_screen

    sls.add(_layer, d, _tag, zorder=_zorder, transient=_transient, keep_st=True, name=name)

  File "renpy/display/core.py", line 1132, in add

    if not self.hide_or_replace(layer, remove_index, "replaced"):

  File "renpy/display/core.py", line 1191, in hide_or_replace

    if not oldsle.displayable._handles_event(prefix):

  File "renpy/display/screen.py", line 500, in _handles_event

    self.update()

  File "renpy/display/screen.py", line 653, in update

    self.screen.function(**self.scope)

  File "game/dawncode/bars.rpy", line 1286, in execute

    screen npc_screen():

  File "game/dawncode/bars.rpy", line 1286, in execute

    screen npc_screen():

  File "game/dawncode/bars.rpy", line 1292, in execute

    if len(npcList) == 2:

  File "game/dawncode/bars.rpy", line 1295, in execute

    if not npcList[1].art:

  File "game/dawncode/bars.rpy", line 1295, in <module>

    if not npcList[1].art:

AttributeError: 'NoneType' object has no attribute 'art'

Windows-10-10.0.19041 AMD64

Ren'Py 7.5.1.22070801

Divine Dawn 0.21e

Sat Oct  1 17:02:17 2022

[/code]

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Thoughts so far...

I enjoy the overall aesthetic of the ladies.  Music-wise, the combat music reminds me of Ys and Lufia II, which is quite a nice thing.

Where the writing is concerned, it isn't boring and the interplay between the protagonist and company is much appreciated.  So far I haven't encountered much in the way of spelling errors, and dialogue seems natural enough.

When it comes to the trait system, I feel the threat-altering traits are kinda bad.  You can't switch off the threat alterations, which makes some partners more problematic.  Further, you can buy both branches of alteration - they should be mutually exclusive if they are designed to lock-in.   My personal preference would be the threat traits to add instant modes to the protagonist that can be switched on/off.  That would allow the player to tailor their threat level to a situation.

Aside from the that, I don't know how to view purchased traits.  If there is a way to review that stuff, I haven't found it yet.


In combat, it would be nice if there is an indicator for how much mastery progress remains for a skill.  That way, I can use safe lulls in combat for optimal learning.


When fighting the ladies, the status effects can cover their battle portrait.  For example, Samantha having one...in her mouth.  While amusing, it might be a good idea to have a dedicated status area for enemies.


When selecting allies, it would be nice for Trust and Affection to be displayed.  Right now, I have to visit them to see what I do (not) have. Something like "1/4" to indicate progress to the next event would be helpful.

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Hey, thanks for the feedback!

Glad you're digging the art and music, I'm always looking to improve music and get a stronger vibe going. I love that stuff, makes or breaks a game for me.

On traits - I'm not super happy with the threat traits either, but still figuring out how I want to handle them. May swap them to instant or channel abilities as you suggested.

You can rightclick at any time, even in combat, to see all stats/traits/abilities for you and all allies, and turn off abilities you don't want to use/don't want allies to use!

Mastery mechanics may change a bit down the road so I don't want to make major changes, but I can look into adding a small indicator in combat. That shouldn't be too hard.

Status effects on sprites are a fair issue, I won't have time for it this update but I was considering adding a panel that shows all enemy names/health bars/statuses at all times and moving statuses off of the sprites.

You can view trust/affection from the rightclick menu, but I could look into adding it in the ally select menu. I'm not sure how easy it'd be to do the "next scene at:" idea, but I'll put it on the list of things to try!

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If you make dedicated panels for enemy info and such, there is a detail that I would like:  The order and initiative of battle participants.  That would make it easier to know whether healing spells would "reach" the target in time, and maybe allow for some battles to be designed around the speed of particular enemy actions.

Feel bit of a doofus about missing the information options in the general menu area.  The detail about enabling/disabling ally abilities is good to know, and should help with avoiding some disasters.

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You're not a doofus for missing the menu additions - in the updated opening I just added a special message about that, cuz I don't think it's stated ingame. UI is not my strong suit, so I make improvements to it based on stuff exactly like this. It's actually very helpful!

Yes, initiative order is something that I do intend to show when I get there, it may or may not make it into this update but I will try to get it in by the next at latest. Honestly, I'd love to have little icons for everyone to help make it easier, but again, UI is an eternal work in progress haha.

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Question:  after delivering Ina, I was given a two-week deadline.  Is it genuine? 

I want to build more rapport with Samantha and friends, but not sure whether there would be consequences.  Already wrapped up the Vila, so I can't proceed further with the quest.

This might count as a GUI thing, if stuff like a quest log is implemented.

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No hard ingame deadline, it's just a lore thing. I'm trying to stick to SOMEWHAT realistic timelines for things happening for lore stuff, but not at the cost of putting the player in a position where they have to do X in Y time.

You can make friends (and waifus) freely!

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Confronting the slavers and helping out the saughain diplomat and her escorts, I chose to help the diplomat fend them off. Metatron's pic was there during the 2 part fight, like "OK, I'm gonna watch and make sure things go well" Apparently that spot is a little bugged or something; Metatron's pic was still there even though I was fighting with Ina. "shrug" EDIT to add something, Metatron's pic is staying put, even after the events. Talking with Ina and talking with Ashley resulted in Ina/Ashley in front and Metatron in the back. Metatron's snooping!! Talking to Metatron did get rid of the pic though, so...glitch?

Regarding the aftermath, that was REALLY well done. The MC is questioning everything about the fight, like "did I do the right thing? Did I just mess up? I don't know..." because up to that point, it's been fighting creatures and the fight against other humans has him wondering if he's really cut out for this hero business. Like, he may have known there's evil humans out there but actually having to fight them and the attitude of "head slaver" causes him to question things. But hey, if I'm getting healed by a saughain guard that I met 25 minutes before because I was protecting the diplomat, I'm sure it's the right path!

I dunno if you tweaked the writing for it or not, but the Maya headpats was super funny, like "this is a mistake because it just feels soooooooooo right" Maya may have wanted something else, but the headpat (especially with Metatron as companion!) was great fun! 

Metatron thing is a bug I've '''fixed''' three times now, but I think it's actually for real fixed this time, probably...

I'm glad you enjoyed the aftermath! Yeah, a lot of the earlygame was fairly breezy in that regard, fighting obviously 'evil' and usually unintelligent creatures. The Hobs were an uncertain middle ground, but the slavers is the first time you can just straight up murder someone. Even if he deserves it. I see it as the first major step towards figuring out what a 'hero' is for the MC, being forced to confront the reality that it's not just fighting monsters.

Maya headpats is always the way, she may be a little goof but especially with her new art she deserves many pats!

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Hmm, yes the floor is made out of floor.  Had me laughing 

The main character is truly a master of observational skill.

I think somewhere down the line you should have a busty Salamander (humanized) that just lives for battle and when she insists on joining the party the MC is thinking "great, yet ANOTHER person that doesn't think with their brain... do I attract women that act first, think second or something??" (Since you mentioned CoC!) Yes, Celica, Metatron and Sarah are quite intelligent, and Aspisa is quite an intellectual, but between Ashley and Sam, I'm thinking the MC doesn't want another "thinking is maybe third or fourth on what to do when something happens"! 

When you post an update to check for glaring errors or issues for the beta crowd, how long before you feel comfortable posting it for the rest of us to enjoy? I'm not sure how long before you are ready for that yet, just looking forwards to the update!

Haha, a salamander is definitely possible, though the core party is pretty close to done (hopefully...). ut I like salamanders, was actually talking about it as a possible future monster girl earlier with a friend, though I'll stress there are no specific/set-in-stone plans for one currently.

The beta thing is pretty new, usually I only do some testing before release. The last few betas I've done have generally lasted around 3-4 days, and I usually work during the beta to add a little extra. I want to release as soon as possible, but I have to hit my personal minimum content quota (no glaringly unfinished stuff) and get through the beta without any major issues.

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To be fair, the first paragraph was because you mentioned CoC, and the Salamander is a fun encounter in CoC (if a bit crazy!). You've been making this game for awhile, pretty sure most of the core stuff is figured out and it's more fine tuning and making sure it flows well now.

Seeing the new trust scenes with Ashley gives her more character and a better understanding of why she acts the way she does, but... Sarah' still my favorite! Dorky, underconfident fashion model is still better in my book!

It's been a long time since I played CoC but I remember liking the salamander there, and her sidequest - Hela I think? She was pretty interesting.

Sarah will be getting a lot more content soon, she's been kinda left behind in terms of new stuff and deserves better. But Ashley also needed love and I got to have fun with hers~

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Here's a bit of a review, since the rate function doesn't leave them public. Summarized thoughts at the bottom.

It's very good. Fair warning to any comers, it's got a lot of text. You're gonna be reading. Hell, it's mostly text. Longwinded text too, but honestly that's one of it's better qualities. It's GOOD, text. It's lighthearted and simple in often natural places, but it isn't afraid to get serious, and honestly quite beautiful in its word choice. The creator knows how to paint some pictures. It has an interesting magic system to explore, and the magic system gets into all sorts of what could be looked at as philosophy. It left me musing things in the existential sense, and I found it all very immersive besides the fact. I wanted to learn with my character, and the creator does not hand wave the theory very much.

On that note, the game systems are quite nice. It's a well-made turn-based RPG in the numbers sense. And I greatly enjoy the feeling of self-improvement available in that, and the methods of exploring those magic systems. Though I do have some complaints with how it views stats relative to your max level.

One downside is in the form of the combat systems feeling rather weightless. There's very little feedback, you get a well written description of your actions, and the enemies, and the enemy art is well made, but a description is mostly all you get. This does slow things down if you're trying to follow it at a glance, as well as making the actual 'action phase' of combat fairly boring. Which promotes skipping through it listlessly, despite the well-done descriptions. Won't vibe well with everyone, though perhaps people who disdain flashy effects or floating damage numbers will enjoy it. I like a little feedback, personally. If I summon and hurl a giant magic rock at something, I want to feel like I'm slamming boulders into something. But with the sheer volume of combat actions, I understand that being a tall order. It services, and the systems are good.

Returning to text however, this is an 'erotic' game or a 'porn' game or an e-game or a hentai game or whatever the hell you want to call it. But it is somewhat currently lacking in the art department. From my understanding that's changing with updates. So in the horny department, it's very much written word. That honestly doesn't do it for me, and I assume, for many others. However, it scratches an itch regardless, as I find stories, games especially, that acknowledge sex in the explicit to be strangely comfortable. And I especially enjoy them with a good plot with interesting characters. It's a hard itch to scratch, especially since recently reaching the end of 'The last Sovereigns' content. I will admit that I haven't reached the end of this games content, so WHO KNOWS if the quality will stick. But I'm pretty sure it will, and I dread reaching the end of the content even as I'm sprinting my ass to the finish line.

And my last note before some sort of summary, is that so far, it seems to be pleasantly sex-positive. Which is comfortable.

To Summarize

It's a good, well-made Turn based rpg, with engaging progression. The world building and storytelling is quite nice. The characters are all people, and interesting ones at that. It's currently lacking in visual art for it's erotic bits, and I lack the taste to evaluate that without bias, but it seems well done too.

It's not perfect, but in so many ways it's exactly what I wanted when I booted it up, and I very much recommend giving it a try, if you're in the mood for a read.

Wow - that's really in-depth! Thank you for posting, hopefully it'll be helpful for other people. I like that you included both constructive criticism and what you felt worked, it's extremely helpful for me as a dev~

To briefly touch on some of that;

-I would like to get action visual effects, but finding them at the right size and with enough variety for the huge number of abilities (will be close to 600 next update lol, with around 550 of them learnable) is an... uphill battle. My funds are pretty limited to even try to cover that right now, if I can afford it in the future I would like to improve there though.

-Yes, I'm finally at a point where I can get somewhat regular CGs, trying to get up to 2 a month. Current scenes will be updated Eventually(tm), new scenes will probably be a mix depending on how fast artists deliver.

In general, I'm glad to hear you enjoyed it, I'm getting close to the end of this update and then will be trying to progress story/character stuff at a higher pace in the future so ideally it'll stay enjoyable!

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Well I'm glad any part of all of that was helpful. Kinda just wanted to chat about the game at the time. Hard to sometimes, if they've got tiddies in them. 

I also had opinions about the 'relative stat' system used. But I feel that that's basically just backseat developing, which I don't want to seem like I'm doing, cause it's rude. Though I will state that it essentially means that the ideal build as I see it, is just to set 3 stats and forget it. Like the Characters seem to be doing. As even temporarily dipping into another stat, say to grab a trait, is basically just wasted points in the end, as every level devalues those points more and more

But I mean it is a pretty unique and creative system, as far as I'm aware. Probably just used to more traditional stat systems. It definitely encourages specialization. Which isn't a bad thing. Makes sense to punish people for trying to be good at everything at once. Also solves someone grinding forever early game and then going into the later game able to pass every skill check. Takes a bit of the joy out of leveling though. There's not a lot of consideration as to where I'm putting these points. I got 3 stats Possibly don't understand it really. I'm not really a 'build' person anyway. I just failed a skill check in a stat I was also investing in and got my feelings hurt :(

So y'know, what have you, maybe I just need to get stockholmed into appreciating it more.

And hey gonna backseat develop some more I guess, I think the combat would be greatly improved just by even temporarily including like, Four/five combat sounds/visuals. One for damage dealt. One for damage Taken. One for a buff. One for a debuff. One for a heal. No need to rush for anything unique.

Just something to make it readable at a glance what's going on. Floating number type things could also help, someone gets healed, you get a big number that's whatever color you deem means healing pop up above their head/name. So on. If you're trying to avoid things like that, understandable.

This probably isn't the place for this tbh, should join a discord or something instead of vomiting into a comment section. I just have Opinions. And oh, look its long again whoops.

Hey, I get that. It's fun chatting about games, and hard to find a good place for adult games outside of maybe their discords, occasionally one of their pages.

I don't mind feedback! The stats are kinda iffy, I think you're right for 1-2 stats (usually 1 offense and 1 defense), but the tertiary stat I've had a lot of success splitting up. 10 points for Vitality gives access to some very powerful traits, worth far more than 10 'wasted' stat points. You only really need something like 0.5 points a level in Insight for similar results, and weapon users can do well with 10 or maybe 20 focus.

Not sure how I'd fix it in a hypothetical game 2 - maybe lower scaling, more base damage, and slower leveling with bigger jumps from individual stats?

Combat visuals/sounds are absolutely planned, maybe icons, HOWEVER, my budget is... cheeks, and getting good ones will take time and money. Especially with how many weapons and spells there are lol. So I agree with you, just... don't expect too much anytime soon there.

Floating numbers is actually something I tried to do this update, but renpy seems to have some very strange bugs with multi-spawning self-hiding screens, they would appear fine but be impossible to hide. I'm sure it's possible, but I will have to experiment more in a future update to find a way to make it... less shitty.

And you can join the game's discord anytime, it's reasonably large and active, and I'm always happy to discuss the game or writing there! I just don't check itch as often, and writing longform like this can make it easy to miss a point.

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Man I can't wait for the next release.

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Me too bud, me too. The weapons stuff I'm super proud of, the opening update with Amnelis has turned out to be surprisingly difficult but is finally moving along. The new CGs are gonna be NICE though.

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