I did get a similar report before, but I don't know what is the cause. My own game shows the correct number. I could try to diagnose which events you don't have if you show me your tag list from the gallery.sav file located in C:\Users\*your_name*\AppData\LocalLow\Impy\Monsoon\
Ah, if they're both showing 132 now, it's probably because there's some sort of error in how I count events that have different dialogue text. I looked at my code and the issue's not immediately apparent, but that's got to be it. Endings and bonus events shouldn't count towards the total.
Click on the event if it shows a lock. You will need to have completed 4 or more challenges in the harder maps and to have seen the original event first before the courage intervention variant appears.
i thought the intervention thing was the heart in combat from the client and companion getting frisky well what is the heart thing interaction in combat?
The heart just pops up at any event. It was added to help notify players that something's happening because often they'd get too focused on the strategy to notice.
Rescue your friend by attacking the queen's carriage and you will see an ending associated with the missing character. Increasingly lewder videos of the queen and her knight having fun with your friend will be uploaded if you wait. If you don't complete the rescue mission within the time limit, the companion is lost for the remainder of that playthrough and your only victory option will be to find and attack the cauldron.
There are two mechanics associated with many of the new events. Using Nupert's skill when adjacent to a summonable minion will have different animations for each of them for Lilly and Felix. Courage intervention events make up the other big chunk of the new stuff, they can be accessed by completing a series of self imposed challenges in harder maps. Hover your cursor over the lock in the top right corner of the screen in any map that is at 3 cloud difficulty or higher to see your challenge progress.
Check the new "bonus gifts" section in the gallery, it lists most of the new events with simple instructions on how to find them.
Probably not. My pixel art games are difficult to adapt for mobile devices because they require consistent target resolutions and the elements are quite small for touch screen controls.
Hi, impy, I have a doubt. Look, there are times when the queen appears to me quickly and there are times when she doesn't appear. Could you explain to me the conditions for her to appear?
This game is fantastic in a lot of regards, but I must stress something super important that i feel MUST be added. In "Into the Breach" (great game to pick inspiration from! : D) you are warned super far in advance after the enemies turn where the enemy will spawn from. I feel like this game desperately needs that. All too often i'll think im safe only for two grouped bomb sprouts to drop on my head and me to be able to do nothing about them, leading to extremely unfair damage.
Another indicator you should think about adding from "Into the Breach" is what the enemies move is going to be and what it's next target is. Bag of beetles can be next to useless sometimes when the enemy just decides to ignore them. and I don't realize they have, so i just die. I think having these two things would go a long way to make it feel more like strategy and a lot less like luck. Failing quests just because an enemy decides to shoot the thing your protecting from an angle you didn't know it was coming from just feels bad.
Other than that, keep on trucking. my favorite game of yours so far!
Predicted attacks can't work in this game since there's nothing to protect besides yourselves and quest objectives. Into the Breach would have been an incredibly easy game if you only had one mech and no cities. You can right-click on any enemy to see all of the tiles that it can hit. Drop predictions are something I have considered in the past, but they come with a variety of problems. It's a lot harder to tailor enemy groups to the board state if they are expected to appear later. There are also a lot of tile effects, minions and enemy ai considerations that would interfere with such a system. In my own playtesting experience, there have been very few times where the location of a random new enemy mattered more than my own actions. Focus your turns on clearing and positioning and you'll have little trouble dealing with the next wave (unless you're playing on the two hardest difficulty settings).
I did NOT know you could right click on an enemy. that knowledge makes everything much much better and removes the need for predictive attacks entirely anyway since i can see if they are in range of the quest objectives. i feel like a dummy for not trying that!
Though with the prediction, the objectives were more just a side thing. I mainly just wanted something that would show when an ally was gonna be targeted like the beetles and angels vs you, as sometimes they will attack them, and sometimes they won't. But it's random when they will and when they won't. Making them fairly unreliable. Maybe having an icon that shows what has aggro for the turn would work better for what im thinking, for example like you throw a beetle and there's an icon on the enemy that changes from like a face to a item to show what it targets for that round. Just shower thoughts of course, maybe that's how you wanted it as a possilbe balancing thing.
Nice to hear you at least considered drop notifications. I do agree with your reasoning on why they wouldn't work. It's mainly bomb sprouts and vacuums i have issues with in regards to that, but i can't think of anything that would help specifically with those two beyond adding a 1 turn fuse to the bombs, and it doesn't seem like you'd want to do that.
In any case, thanks for getting back to me and providing your thoughts! : )
No problem, glad I could help! I'm wrapping up development at this point so there won't be any drastic gameplay changes coming, I'm fairly happy with how everything is balanced at the moment. Enemy AI always checks if it can hit you or move once to hit you before trying to target your allies. They will also target any neutral terrain that's within two tiles of your position. There's a bunch of special rules and different AI variants, so there are cases where they don't act in the way you may expect. Bomb sprouts for example will not make use of their area of effect attack to extend their threat range or target nearby terrain as a way to make them a bit less chaotic.
Aaah, so it's not random, it always prioritizes you unless your out of range. I will keep that in mind then, thank you again!
Did not realize their were different brains for each sprout, that is really cool!
Thanks for answering everything, that is all!
PS. take as much time as you need with v9, I want it to be an absolute banger cherry on an already amazing game : D I'll be looking forward to whatever you put out next (I literally just discovered your games this week and im a huge fan now) : 3 take care ❤️
The public release of v9 is probably coming in late March or early April, but you'll get two other new games to have fun with while waiting. There are 6 AI behavior patterns in Monsoon: Standard, Cowardly (retreats from target), Cautious (only hits primary target), Trapper (creates traps and minions on empty tile after moving), Aggressive (tries to hit tiles close to target with area of effect), Sneaky (creates traps and minions while retreating).
The cauldron ending is the "default" because there are no deadlines or additional conditions to get it, but a lot of players are likely to encounter one of the character-specific endings first. Collect all of the location clues to make the cauldron appear. You can still date your companions and have the kidnapping event happen, but don't attempt the rescue mission at the queen's carriage if you do.
Next update should be the last. There could be a patch or two in the future after that, but the main core of features will be finished. Public release of v9 is most likely coming in the second half of March.
The save in game does not work, the progress of previous versions keeps what it unlocks but in this version the save when I try to use it does not allow me to continue
The gallery always carries over between updates, but the save files for game sessions are intentionally version-locked to prevent accidental corruption. Try to finish ongoing games on the game version you have started them on. You can force the game to recognize your save by modifying the "settings" file to the current version, but there is a good possibility of encountering bugs in mismatched files.
The character designs are not really based on anyone specifically. My games tend to reference each other, but I try not to make direct parallels to anything else.
It's not quite done yet, but it's very close. I plan to add 2 small updates to finish the rest of the animations and a few other features. I expect that the final update will go public in Spring of 2024.
I've tried several times to port to mobile devices with very limited success. The main obstacle is that pixel art has intended resolutions and phones don't have standard sizes or resolutions that compare well to that of a computer screen. Unity also has its ways of setting up pixel-perfect scaling that forces me to use it sparingly and render different elements in different formats to get the best results, which also doesn't work well on phones.
No the two protagonists can't meet, but I have considered it in earlier versions. At this point the game's fairly hard coded towards keeping their routes separate. I generally try to avoid adding "bad" endings, even the one in Girlfriend Saves the City was eventually removed. Before the queen and cauldron, Monster Monsoon had a rather simplistic ending with text variations based on how well you did so there were some good and bad outcomes there. Secrets of the Bastion is the only game I made that has a game over failure scene, and I guess there's one ending in Summer Sweepers that you get for deliberately failing the tutorial maps.
If it shows you that you have everything, then the numbers may just be a bug. I've coded the gallery a fairly long time ago and I haven't stress tested it enough for different event accusation scenarios. Someone else reported something similar so I'll try to have a look in the next update.
Can you somehow make it so all scenes can be acessed in that one place. Instead of some scenes being notifs, some being "videos" and some only accessed through local "tinder" ? Is it entirely possible or too much much work then don't do if too much work.
The whole reason why I set up the gallery on the phone was because I already had event tracking in place on the divination app so I could show the requirements and the picture in one place. Changing it over to something else is definitely too much work and would probably make it much harder to find scene requirements.
If you ran out of popularity in older version you'd get a simple gameover screen and had to start over. There wasn't any sort of special scene like in Secrets of the Bastion. In the current version you can't advance towards victory and get fewer construction options if you're ranking too poorly with the public, but you can't lose the game.
Since the battles felt complicated for many players and a few events required losing to an enemy at some point, I decided to make it impossible to fail completely.
Buy a couple of items early to get another two attacks. Try to hit multiple enemies at the same time or collide them into each other and terrain. Right-click to see their threat range so that you'll know which ones are an immediate threat to you and which can be avoided. Stay close to the center to have more movement options while keeping out of any threatened spaces.
Also for all #shrinking AND even #breastexpansion (and even #penisexpansion, subjectively at least) enjoyers : go girl (Lilly), go with Maria, unlock Whaffles horse (yeah, it is futa horse , a she) and in Candyquarry with enough exp between you two you can have interaction where Lilly shrinks (except her penis) and Maria's boobs become EVEN bigger!
For #giantess or #tallgirl enjoyers you will have interaction with red horned futa muscle minigiantess through other characters such as Wendy.
There's a lot of incidental sexy things that happen, I have a broad range of tastes. There's hopefully a bit of something for everyone, but probably not enough for those who are highly invested into something specific.
I think that's pretty much all of them. A few things don't appear in the gallery yet, like the battle quest scenes and endings, but they'll get added later.
Absolutely amazing. Well done game! I am just at the beginning though, any sex interactions? How do I interact with all these ladies and gents? Or only buying is available and simply gazing?
Add giantess and muscle tag, people missing out. Bbw tag too or something like that.
The game is focused on voyeurism, but some interactions with your companions become available later. You'll get invited to dates if the right conditions are met, you can check them in the divination app if you select your protagonist and a companion.
I would need to tag far too many things to cover everything this game has a bit of in it. Glad to hear that you're enjoying it!
I only mean that there are people right now missing on this masterpiece because they type "giantess/voluptous woman/bbw/etc" and find not much, AND they don't find This
I am happy that I somehow managed to find it, but when I remember my fellow enjoyer who missed on something, I wheep.
Sorry about that, collections are and recommendations are probably good ways to find games with elements relevant to your interests. My games tend to have various incidental kinks in them, but I don't add them in tags because the games aren't focused on them and people would find it misleading. Check out some of my other games, I think they may also have something that's relevant to your interests in them!
If anyone says something bad about you tagging giantess into Mansoon or bbw or whatever thicc ladies go under in Mansoon and in Girlfriend just send them to me. Send them all. I am building such collection, most other collections lacking.
I must be missing something, but it seems like the 3rd date encounter is unaccessible for Anne. It seems that as soon as I go on the second date, the next time I travel triggers the Queen kidnapping Anne and if I rescue her, then the game is over and if I don't rescue her, she is gone. Is there some way to avoid immediately triggering the kidnapping?
You get the kidnapping after 2 dates with any character when you travel to a new city that has a replacement companion. You can see all of the various dates by playing through the game multiple times, they don't happen in sequence so you can pick the ones you haven't seen yet.
Ah! Okay. That makes sense. I was also curious how you would make sure there was always a replacement companion available and you answered that, too.
Great game! I really like your commitment to having fun game play, even if it frustrates me sometimes. I look forward to what you have planned next both for Monster Monsoon and for other games.
Thank you! My main plan for Monster Monsoon is to animate everything before the end of the year. Some bonus features and events may also be added.
New games are coming in early winter and late Autumn. I want to switch game engines since Unity is planning to destroy itself, so my next project will be a short one meant to teach me how to use Godot, after which I will start working on a roguelike chess game.
As someone who really doesn't enjoy NTR. I am very surprised that I am able to praise a game with an NTR semi-focus but, the lighthearted nature and the fact that the protags actually do stuff too and that characters that I wasn't expecting to see on the receiving end is actually pretty great. The gameplay is also pretty simple and easy to get a grasp on as well even though it feels easy to learn hard to master. Something I was wondering though is there a possibility that in the future that both the protags will meet and have interactions with each other or are they strictly separate?
I'm very happy that you liked it! The idea of protagonists meetings up is neat, but it's a bit too late in development to implement. If you enjoyed the lighthearted NTR approach, you may like some of my other games, they tend to be on the same wavelength in that respect.
The main character's love interest being sexually involved with someone else. Different artists theme it in different ways, but I usually focus on the voyeuristic aspect of the kink in my own games.
Indeed, it is the focus of the subject and execution that can put people off such as myself. Some people have a harder focus on stealing someone's significant other and intentionally making someone feel bad sometimes where others like this game and some of Impy's other games that focus more on voyeurism and is more playful and done more tastefully in my opinion. I would say this game barely hits that NTR bar with some scenes but, overall, this game feels more playful and lighthearted than a lot of other examples. I think Bastion another game by Impy is a good example of leaning more at the having someone in an established relationship then having them get involved with other people motif.
Mmm, I see. So it is kinda like umbrella term for stuff that includes cucking, though in Impy's masterpieces cases I'd say it is more like characters just fuck with everyone.
Just never saw this term, I tried to google and it gave me an Indian actor from RRR the movie guy. Kinda funny if all Impy's masterpieces were tribute to him, but I've seen weirder tributes. Trust me.
I'll try and keep it brief, but this game is pretty darn excellent! Gameplay is fun once you get the hang of it, and the pixel art is amazing (quality lewd pixels are always appreciated).
I was a BIT leery going in, with the NTR focus, but the game is lighthearted enough about it to keep things upbeat. It helps that the MC (or at least Lilly, haven't tried Felix) isn't so much a luckless bullied victim as they are just too shy to go through with anything. They'll get some EVENTUALLY, but we get to watch what they're missing out on in the meantime.
Really glad to hear that you're having fun! I'm very happy that you like the art, I definitely want to make more pixelated games in the future!
I like to keep the atmosphere cheery and fun even though things don't usually go as the protagonists of my games intend them to. The usual plot of a hero that gets all the girls can be a bit predictable, so I enjoy making games with a bit of sexual drama in them.
I have experimented with a few of my games, but they don't translate to mobile very well. To keep the pixels consistent, the screen has to be upscaled by whole multipliers. Phones have all sorts of wacky resolutions, so moving crisp pixel art to a phone is very difficult. I have heard that my games can run on the Steam Deck, so that's a mobile option that's available for those who own one.
There's usually a bit of femboy on male content in my games and plenty of futa characters, but I don't think that there will be scenes without a somewhat feminine character somewhere in them.
The strategy aspect may not be for everyone. The game's short enough for multiple sessions, so I'm hoping that even players who are not that much into it will be able to gradually learn the game and do better in future attempts.
There are 9 endings and yes there's a gallery for after the first time you finish the game. The endings are not fully finished yet and aren't viewable in the gallery but they are tracked for future updates, so they'll become viewable for players who have collected them when that feature is added.
There are 4 endings for each companion and protagonist combination. After you go on 2 dates together the final quest will start, finish it before time runs out. Alternatively defeating the cauldron after getting all of the location clues is always available if you have missed your chance to get a companion ending.
The gallery save files will be compatible with all future updates. If you want to backup your save data, all of my games save to C:\Users\*YOUR NAME*\AppData\LocalLow\Impy
My games tend to feature lighthearted NTR scenarios. I don't personally find stories where the protagonist gets all the girls particularly interesting, but there are many such games out there and I encourage you to play them if you like them.
Congratulations on clearing Summer Sweepers, there's quite a lot to do in that game! There's v1 of a new game coming at the end of this month, last update for Bastion on March 10th and more updates for Monster Monsoon until at least the start of summer!
- Don't go into high storm areas until you're feeling confident (the number of clouds is the danger level). In next month's update the danger level will not scale all the way and you won't have a time limit anymore, so this will get easier.
- Plan your moves and read enemy descriptions. Many of the more common sprout types can be avoided by fairly simple placement patterns (jitter, spitter, and leafhopper sprouts will never hit you if you end your turns diagonal to them for example). Check if enemies have an attack that costs a move or if the ranged skill cannot be used in melee.
- In general, try to move to whatever side has the fewest enemies. Do this every turn. Do not try to hide in a corner unless there's only a couple of turns left to go. Optimal end of turn placement is as close to the center as possible while still out of enemy range, this will give you the most options for next turn.
- Try to maximize the damage potential of your item. Push enemies into each other a lot (pushes also bypass shield sprout armor). Focus on the enemies that block your "escape position" first while hitting as many others as possible with area attacks. Try to use all of your attacks every turn, hitting as many squares as possible, but don't put yourself in danger to do so.
- Get your first item as soon as you can, even if it's not the best one. Stick to items with simple attack patterns at first. "Gem-baited lure" and "snarlblaster wand" are both high reach, efficient and easy to use starter items, that don't require complex plans.
- Get damage upgrades early, even if you have to buy them from a trainer.
A unicorn is getting added to a stable in one of the taverns in v3. There may be others in the future, I have some plans for an insect girl side-character for example. I don't think they will appear as recruitable companions however, the main cast will probably not expand.
Thank you! I always enjoyed games with lewd content that are also very fun to play, so I try to keep my own projects exciting. That does mean that my games are a bit less flashy than the ones that focus on artwork and narrative, but I think that giving them interesting gameplay is important.
Your games have a simple but fun gameplay loop and you keep the lewd on a simmer till its time for more of a boil and they can be played one handed (mostly). Plus I find your art very charming and really like how you focus on all kinds of body types.
That's wonderful to hear, thank you! I always have a lot of fun giving my cast a broad range of bodies and personalities, it is something you can certainly expect to see in most of the games that I make.
I think I'll use both. Pixel art was a bit of an experiment this year. In some ways it worked out well, but I really hoped that it would speed up my art by enough for me to animate things, which so far hasn't worked out.
Starting next year, I want to make several smaller projects and they will probably employ a range of different art styles.
I prefer strategy over action, so I think that most of my games will be similar to the types I've been making for the past two years. I'm currently running a poll on Subscribestar to figure out what my next project will be. The current top 3 picks are: turn based dungeon crawler, tactical chess roguelike, and city builder RPG. Development for one of them will start in February 2023.
I try as I can to make my games accessible with a variety of difficulty settings and unlockable boosters to give players a head start in subsequent playthroughs. It doesn't always work out, but I'm always willing to improve them.
The phone took a long time to set up and really tested my coding skill. Well, less so the phone and more of the remake to my event scheduling system that the phone relies on. Getting it to track any number of character pairings across very different event types and figuring out which ones the player qualifies for was a challenge. V1 just kept a count of how many times you visited a tavern and played an event at your 2nd or 3rd visit and that was all there was to it.
Thank you, I'm still quite new to pixel art so they take a long time right now. I'm hoping to learn how to draw them fast enough to be able to animate them in the future.
I know the battle (I don't draw hentai but I draw a lot of characters). It'll take a year or two for you probably to get your speed up. It doesn't really come with practice from my experience but with artistic maturity (time). Don't be afraid to do lower resolution images, like 8-bit style if it helps. That can be really hot as well if animated. As a side-note, I love the side scroller aspect of the game in the tavern as well in between duels. It creates a more welcoming feeling than previous games of yours which is very nice. The gameplay of course can be improved upon a lot but that's not the main importance right now.
I definitely can't call my little creation better than Into the Breach, but it is heavily inspired by that game. The day limit serves the purpose of being an ending point. I've brought this up as a point of discussion on my SubscribeStar account, and many were in favor of using a limited-time format. It will make more sense after the Sprout Queen is added to the game, since she will present an optional challenge to try to complete within the time limit.
I really enjoyed it! Using the environment and pushing monsters into objects and eachother was very satisfying.
I liked the characters too, Jade is great, but I hope the tavern keepers won't be the only ones coupling :D And please add a character tracker to the world map to see who is where (i assume you were planning to anyway, but just in case.)
Looking forward to the next update, keep up the good work! :)
Yea, I definitely have plans to add more interactions and ways to track where everyone is. Jade's one of the most popular characters in the game at the moment, so there will be lots more of her in the future. I want to add a phone in the next big update to let players know how everyone's doing and where they are. It will also give hints regarding the types of scenes you may encounter.
Thanks for checking out my game, I'm really happy that you had fun!
As always I love your style and the feel of the game. I can definitely see this being really good, I love the idea of the party-based skills and almost RPG elements combined with the tile-based strategy. It's a really good framework to build upon.
Just a few of my thoughts from a player's perspective, as some feedback:
Obviously it's early days in development, so its replay-ability is a little limited. This will obviously be expanded out with content, but I think having the difficulty align with different rewards and tiers could be a good way of encouraging more playtime and more playthroughs. That kind of... 'beat the game at difficulty 1 to unlock X bonus next time, beat the game at difficulty 2 to unlock X etc'. I liked the system you have in your other games of progressively unlocking more and more ways to speed up/influence your runs; it provides incentive to keep playing over and over and I hope that finds its way into this game too.
I didn't encounter many scenes during my play-time thus far, so I am unsure if I have just not hit the content or whether it is limited (which is fine, I am just genuinely unsure whether I've seen everything or not). I probably did 6-7 runs through and kept seeing the same things with mostly the same ending text, so I'm not sure if it's just me or that was about everything there was to experience. I don't know if you can progress with certain characters (I have spoken to them all whenever there is the option and traded everything, etc). I saw 3 bedroom/voyeur scenes; I'm not sure if I just didn't RNG any of the others or that is all there is. I hope that a form of gallery will make it into the game at some point; if only just as a way to track what's been seen and whether there's anything still worth grinding a few runs to get or not.
I am looking forward to seeing the combat expanded out in the future. It does get a little bit repetitive and I personally think a fun way of encouraging variance might be to (probably much later down the line) have a system where using certain allies might advance stories/scenes with them, or being able to specialise your party and your allies a bit (maybe having weaknesses and strengths of enemies? Like an enemy having vulnerability to fire, resilience to magic, etc etc). That could make each run feel a bit different, as each time you might have to adjust your strategy based upon the random generation of enemy types and strengths/weaknesses/match ups. Might be good to encourage a bit of player choice between trying to build up a strong, balanced squad or specialising certain characters because you're trying to advance their story/etc.
Just a few thoughts, anyway. Overall I think you've got a really solid framework to build upon, but I think it's a bit hard to really get too much into it right now as after a few short playthroughs it does feel like you've sort of done everything (which will naturally change as more content is added).
I look forward to following the progress. I definitely like the direction it's going! Thanks for all your hard work and effort in bringing this to us, I wish you all the best.
Thank you, it means a lot to me to see players enjoy my games enough to complete them several times, and I'm really happy to see such a detailed review. A lot of the points you have addressed are prepared to be expanded upon in future patches. I plan to add quests and phones in v2 of the game. Optional quest objective should make the maps feel more dynamic and offer more variety. The phone system will give players better ways to track events among other things. I'm also hoping to expand the map with a 4th city as soon as I can. Additions like the gallery and new game+ features will likely be added sometime before version 4.
Here's a list of the lewd events in v1a and how to find them: - 1 battle event for each companion and client pairing. You need to have had both of the characters in the party for at least one trip before any battle events can occur. Longer maps give you a better chance to see them. - 4 Tavern events can randomly occur after *all* of the characters involved have been in the same tavern as the player enough times. The tavern pairings are: Tash and Nadia (2 times), Riza and Jade (2 times), Miriel and Kokou (2 times), Anne (4 times)
I plan to make this relationship system a bit more involved, I'm just keeping it simple while there's only a handful of unique events to find.
Thank you again for a very thoroughly playthrough, I will strive to add lots more content in the future, so please drop by again for v2 and beyond.
Oh nice. The game looks promising already. I very much enjoy the characters you meet and the pixelart style. I got the grip on the gameplay fairly easily and I can see potential with the different attacks and enemy variants.
Perhaps the difficulty can be adjusted slightly, my group was beaten several times early on. But anyways, I hope to see more updates coming and hope you good luck making them.
I'm very happy that you enjoyed it, thank you so much for playing it! This is my first real attempt at making a strategy game and I'm quite proud of how well I've got it working.
The difficulty is something I'm still adjusting. The maps are quite short and there's no huge penalty for losing, so I'm hoping that the default difficulty setting will provide a nice curve to get new players started. This has been a point of discussion ever since the first private demo of the game launched and several big adjustments to the difficulty progression have already been made. I want to make the game as accessible to new players and as challenging for experienced players as I can, so this is something that I will certainly strive to balance out.
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Stuck at 130/132 for felix, i double checked the gallery and nothing seems to be missing. any idea what's causing this?
I did get a similar report before, but I don't know what is the cause. My own game shows the correct number. I could try to diagnose which events you don't have if you show me your tag list from the gallery.sav file located in C:\Users\*your_name*\AppData\LocalLow\Impy\Monsoon\
i just completed the rest of lily's gallery and now noth of them are 132/132, the bonus gifts are not counted towards the 100% right?
Ah, if they're both showing 132 now, it's probably because there's some sort of error in how I count events that have different dialogue text. I looked at my code and the issue's not immediately apparent, but that's got to be it. Endings and bonus events shouldn't count towards the total.
how do you do the courage intervention i cant find the button for it
Click on the event if it shows a lock. You will need to have completed 4 or more challenges in the harder maps and to have seen the original event first before the courage intervention variant appears.
i thought the intervention thing was the heart in combat from the client and companion getting frisky well what is the heart thing interaction in combat?
The heart just pops up at any event. It was added to help notify players that something's happening because often they'd get too focused on the strategy to notice.
alrigh
What happens to the companion who goes with the queen?
Rescue your friend by attacking the queen's carriage and you will see an ending associated with the missing character. Increasingly lewder videos of the queen and her knight having fun with your friend will be uploaded if you wait. If you don't complete the rescue mission within the time limit, the companion is lost for the remainder of that playthrough and your only victory option will be to find and attack the cauldron.
How do I unlock the new scenes because I don’t understand, does it work?
Is there any added mechanic that I don’t know about?
There are two mechanics associated with many of the new events. Using Nupert's skill when adjacent to a summonable minion will have different animations for each of them for Lilly and Felix. Courage intervention events make up the other big chunk of the new stuff, they can be accessed by completing a series of self imposed challenges in harder maps. Hover your cursor over the lock in the top right corner of the screen in any map that is at 3 cloud difficulty or higher to see your challenge progress.
Check the new "bonus gifts" section in the gallery, it lists most of the new events with simple instructions on how to find them.
Will it have support for Android?
Probably not. My pixel art games are difficult to adapt for mobile devices because they require consistent target resolutions and the elements are quite small for touch screen controls.
Hi, impy, I have a doubt. Look, there are times when the queen appears to me quickly and there are times when she doesn't appear. Could you explain to me the conditions for her to appear?
The queen appears after the following conditions are met:
thank you very much impy that information really helps me a lot since in the gallery I was only missing it thank you very much really
This game is fantastic in a lot of regards, but I must stress something super important that i feel MUST be added. In "Into the Breach" (great game to pick inspiration from! : D) you are warned super far in advance after the enemies turn where the enemy will spawn from. I feel like this game desperately needs that. All too often i'll think im safe only for two grouped bomb sprouts to drop on my head and me to be able to do nothing about them, leading to extremely unfair damage.
Another indicator you should think about adding from "Into the Breach" is what the enemies move is going to be and what it's next target is. Bag of beetles can be next to useless sometimes when the enemy just decides to ignore them. and I don't realize they have, so i just die. I think having these two things would go a long way to make it feel more like strategy and a lot less like luck. Failing quests just because an enemy decides to shoot the thing your protecting from an angle you didn't know it was coming from just feels bad.
Other than that, keep on trucking. my favorite game of yours so far!
Thank you, I'm very happy that you liked it!
Predicted attacks can't work in this game since there's nothing to protect besides yourselves and quest objectives. Into the Breach would have been an incredibly easy game if you only had one mech and no cities. You can right-click on any enemy to see all of the tiles that it can hit. Drop predictions are something I have considered in the past, but they come with a variety of problems. It's a lot harder to tailor enemy groups to the board state if they are expected to appear later. There are also a lot of tile effects, minions and enemy ai considerations that would interfere with such a system. In my own playtesting experience, there have been very few times where the location of a random new enemy mattered more than my own actions. Focus your turns on clearing and positioning and you'll have little trouble dealing with the next wave (unless you're playing on the two hardest difficulty settings).
I did NOT know you could right click on an enemy. that knowledge makes everything much much better and removes the need for predictive attacks entirely anyway since i can see if they are in range of the quest objectives. i feel like a dummy for not trying that!
Though with the prediction, the objectives were more just a side thing. I mainly just wanted something that would show when an ally was gonna be targeted like the beetles and angels vs you, as sometimes they will attack them, and sometimes they won't. But it's random when they will and when they won't. Making them fairly unreliable. Maybe having an icon that shows what has aggro for the turn would work better for what im thinking, for example like you throw a beetle and there's an icon on the enemy that changes from like a face to a item to show what it targets for that round. Just shower thoughts of course, maybe that's how you wanted it as a possilbe balancing thing.
Nice to hear you at least considered drop notifications. I do agree with your reasoning on why they wouldn't work. It's mainly bomb sprouts and vacuums i have issues with in regards to that, but i can't think of anything that would help specifically with those two beyond adding a 1 turn fuse to the bombs, and it doesn't seem like you'd want to do that.
In any case, thanks for getting back to me and providing your thoughts! : )
No problem, glad I could help! I'm wrapping up development at this point so there won't be any drastic gameplay changes coming, I'm fairly happy with how everything is balanced at the moment. Enemy AI always checks if it can hit you or move once to hit you before trying to target your allies. They will also target any neutral terrain that's within two tiles of your position. There's a bunch of special rules and different AI variants, so there are cases where they don't act in the way you may expect. Bomb sprouts for example will not make use of their area of effect attack to extend their threat range or target nearby terrain as a way to make them a bit less chaotic.
Aaah, so it's not random, it always prioritizes you unless your out of range. I will keep that in mind then, thank you again!
Did not realize their were different brains for each sprout, that is really cool!
Thanks for answering everything, that is all!
PS. take as much time as you need with v9, I want it to be an absolute banger cherry on an already amazing game : D I'll be looking forward to whatever you put out next (I literally just discovered your games this week and im a huge fan now) : 3 take care ❤️
The public release of v9 is probably coming in late March or early April, but you'll get two other new games to have fun with while waiting. There are 6 AI behavior patterns in Monsoon: Standard, Cowardly (retreats from target), Cautious (only hits primary target), Trapper (creates traps and minions on empty tile after moving), Aggressive (tries to hit tiles close to target with area of effect), Sneaky (creates traps and minions while retreating).
How do you unlock the cauldron endings?
The cauldron ending is the "default" because there are no deadlines or additional conditions to get it, but a lot of players are likely to encounter one of the character-specific endings first. Collect all of the location clues to make the cauldron appear. You can still date your companions and have the kidnapping event happen, but don't attempt the rescue mission at the queen's carriage if you do.
Love the game! I was wondering, how many releases are left before the game is complete? Played v6 and would love to play it again once is finished :)
Next update should be the last. There could be a patch or two in the future after that, but the main core of features will be finished. Public release of v9 is most likely coming in the second half of March.
The save in game does not work, the progress of previous versions keeps what it unlocks but in this version the save when I try to use it does not allow me to continue
The gallery always carries over between updates, but the save files for game sessions are intentionally version-locked to prevent accidental corruption. Try to finish ongoing games on the game version you have started them on. You can force the game to recognize your save by modifying the "settings" file to the current version, but there is a good possibility of encountering bugs in mismatched files.
Is bearded gnome guy based on someone?
The character designs are not really based on anyone specifically. My games tend to reference each other, but I try not to make direct parallels to anything else.
is futa removable? I am down bad astronomically but I have a little standard to not fall even deeper into this crippling porn addiction.
I'm afraid that the sexual content of my games cannot be toggled, but much of it can be skipped if a player isn't into it.
Is fine😓. I'm a little sad because I know you probably made a bad bitch but it has a dick. (sorry for the bad language)
Is this game finished? Only asking cuz I prefer playing your games when they're finished ^-^
It's not quite done yet, but it's very close. I plan to add 2 small updates to finish the rest of the animations and a few other features. I expect that the final update will go public in Spring of 2024.
Android version pls ?
I've tried several times to port to mobile devices with very limited success. The main obstacle is that pixel art has intended resolutions and phones don't have standard sizes or resolutions that compare well to that of a computer screen. Unity also has its ways of setting up pixel-perfect scaling that forces me to use it sparingly and render different elements in different formats to get the best results, which also doesn't work well on phones.
Can Felix meet the Lilly? Or vice versa? Is there ending where you fail fail?
No the two protagonists can't meet, but I have considered it in earlier versions. At this point the game's fairly hard coded towards keeping their routes separate. I generally try to avoid adding "bad" endings, even the one in Girlfriend Saves the City was eventually removed. Before the queen and cauldron, Monster Monsoon had a rather simplistic ending with text variations based on how well you did so there were some good and bad outcomes there. Secrets of the Bastion is the only game I made that has a game over failure scene, and I guess there's one ending in Summer Sweepers that you get for deliberately failing the tutorial maps.
Just wondering what game shows me that I am missing
If it shows you that you have everything, then the numbers may just be a bug. I've coded the gallery a fairly long time ago and I haven't stress tested it enough for different event accusation scenarios. Someone else reported something similar so I'll try to have a look in the next update.
Can you somehow make it so all scenes can be acessed in that one place. Instead of some scenes being notifs, some being "videos" and some only accessed through local "tinder" ? Is it entirely possible or too much much work then don't do if too much work.
The whole reason why I set up the gallery on the phone was because I already had event tracking in place on the divination app so I could show the requirements and the picture in one place. Changing it over to something else is definitely too much work and would probably make it much harder to find scene requirements.
if you dont mind me asking, what was the removed bad ending in girlfriend saves the city?
If you ran out of popularity in older version you'd get a simple gameover screen and had to start over. There wasn't any sort of special scene like in Secrets of the Bastion. In the current version you can't advance towards victory and get fewer construction options if you're ranking too poorly with the public, but you can't lose the game.
Since the battles felt complicated for many players and a few events required losing to an enemy at some point, I decided to make it impossible to fail completely.
Im confused as to how to play the game, I am allways outnumbered by the sprouts
Buy a couple of items early to get another two attacks. Try to hit multiple enemies at the same time or collide them into each other and terrain. Right-click to see their threat range so that you'll know which ones are an immediate threat to you and which can be avoided. Stay close to the center to have more movement options while keeping out of any threatened spaces.
thank you for the advice, also is there a way to redo quests that have been failed or do you only get one chance.
One chance at a quest per game, but it's set up for multiple playthroughs and isn't terribly long, so you'll have your chance next time.
Also for all #shrinking AND even #breastexpansion (and even #penisexpansion, subjectively at least) enjoyers : go girl (Lilly), go with Maria, unlock Whaffles horse (yeah, it is futa horse , a she) and in Candyquarry with enough exp between you two you can have interaction where Lilly shrinks (except her penis) and Maria's boobs become EVEN bigger!
For #giantess or #tallgirl enjoyers you will have interaction with red horned futa muscle minigiantess through other characters such as Wendy.
There's a lot of incidental sexy things that happen, I have a broad range of tastes. There's hopefully a bit of something for everyone, but probably not enough for those who are highly invested into something specific.
Just hopefully you will return to such topics but preferebly with small vs plump or like Nadia
Also I FUCKING LOVE HOW GIRLFRIEND CHARACTERS APPEAR IN THIS GAME
BIG Big fan of shared universe, especially when it is actually played with, especially when players given different PoV. Like in GTA 4
Thank you, I like including little references between games, and I think that most of the big projects I embark on will have something of the sort.
It just really makes huge difference for me, dear Impy.
I unlocked 119 scenes for both guy Felix and futa Lilly. What did I missed. I have all interactions through App and all videos.
I think that's pretty much all of them. A few things don't appear in the gallery yet, like the battle quest scenes and endings, but they'll get added later.
It says I have 2 more
Accidental perv guy and Nadia event is in Bunschord Tavern
Absolutely amazing. Well done game! I am just at the beginning though, any sex interactions? How do I interact with all these ladies and gents? Or only buying is available and simply gazing?
Add giantess and muscle tag, people missing out. Bbw tag too or something like that.
The game is focused on voyeurism, but some interactions with your companions become available later. You'll get invited to dates if the right conditions are met, you can check them in the divination app if you select your protagonist and a companion.
I would need to tag far too many things to cover everything this game has a bit of in it. Glad to hear that you're enjoying it!
I only mean that there are people right now missing on this masterpiece because they type "giantess/voluptous woman/bbw/etc" and find not much, AND they don't find This
I am happy that I somehow managed to find it, but when I remember my fellow enjoyer who missed on something, I wheep.
Sorry about that, collections are and recommendations are probably good ways to find games with elements relevant to your interests. My games tend to have various incidental kinks in them, but I don't add them in tags because the games aren't focused on them and people would find it misleading. Check out some of my other games, I think they may also have something that's relevant to your interests in them!
If anyone says something bad about you tagging giantess into Mansoon or bbw or whatever thicc ladies go under in Mansoon and in Girlfriend just send them to me. Send them all. I am building such collection, most other collections lacking.
I must be missing something, but it seems like the 3rd date encounter is unaccessible for Anne. It seems that as soon as I go on the second date, the next time I travel triggers the Queen kidnapping Anne and if I rescue her, then the game is over and if I don't rescue her, she is gone. Is there some way to avoid immediately triggering the kidnapping?
You get the kidnapping after 2 dates with any character when you travel to a new city that has a replacement companion. You can see all of the various dates by playing through the game multiple times, they don't happen in sequence so you can pick the ones you haven't seen yet.
Ah! Okay. That makes sense. I was also curious how you would make sure there was always a replacement companion available and you answered that, too.
Great game! I really like your commitment to having fun game play, even if it frustrates me sometimes. I look forward to what you have planned next both for Monster Monsoon and for other games.
Thank you! My main plan for Monster Monsoon is to animate everything before the end of the year. Some bonus features and events may also be added.
New games are coming in early winter and late Autumn. I want to switch game engines since Unity is planning to destroy itself, so my next project will be a short one meant to teach me how to use Godot, after which I will start working on a roguelike chess game.
I am actually doing the Jump Ship game jam with some friends on Godot right now because of the Unity stuff. I wish you luck with it!
As someone who really doesn't enjoy NTR. I am very surprised that I am able to praise a game with an NTR semi-focus but, the lighthearted nature and the fact that the protags actually do stuff too and that characters that I wasn't expecting to see on the receiving end is actually pretty great. The gameplay is also pretty simple and easy to get a grasp on as well even though it feels easy to learn hard to master. Something I was wondering though is there a possibility that in the future that both the protags will meet and have interactions with each other or are they strictly separate?
I'm very happy that you liked it! The idea of protagonists meetings up is neat, but it's a bit too late in development to implement. If you enjoyed the lighthearted NTR approach, you may like some of my other games, they tend to be on the same wavelength in that respect.
What is NTR
The main character's love interest being sexually involved with someone else. Different artists theme it in different ways, but I usually focus on the voyeuristic aspect of the kink in my own games.
Indeed, it is the focus of the subject and execution that can put people off such as myself. Some people have a harder focus on stealing someone's significant other and intentionally making someone feel bad sometimes where others like this game and some of Impy's other games that focus more on voyeurism and is more playful and done more tastefully in my opinion. I would say this game barely hits that NTR bar with some scenes but, overall, this game feels more playful and lighthearted than a lot of other examples. I think Bastion another game by Impy is a good example of leaning more at the having someone in an established relationship then having them get involved with other people motif.
Mmm, I see. So it is kinda like umbrella term for stuff that includes cucking, though in Impy's masterpieces cases I'd say it is more like characters just fuck with everyone.
Just never saw this term, I tried to google and it gave me an Indian actor from RRR the movie guy. Kinda funny if all Impy's masterpieces were tribute to him, but I've seen weirder tributes. Trust me.
I'll try and keep it brief, but this game is pretty darn excellent! Gameplay is fun once you get the hang of it, and the pixel art is amazing (quality lewd pixels are always appreciated).
I was a BIT leery going in, with the NTR focus, but the game is lighthearted enough about it to keep things upbeat. It helps that the MC (or at least Lilly, haven't tried Felix) isn't so much a luckless bullied victim as they are just too shy to go through with anything. They'll get some EVENTUALLY, but we get to watch what they're missing out on in the meantime.
Really glad to hear that you're having fun! I'm very happy that you like the art, I definitely want to make more pixelated games in the future!
I like to keep the atmosphere cheery and fun even though things don't usually go as the protagonists of my games intend them to. The usual plot of a hero that gets all the girls can be a bit predictable, so I enjoy making games with a bit of sexual drama in them.
Are there any plans to try to bring this game to mobile devices?
I have experimented with a few of my games, but they don't translate to mobile very well. To keep the pixels consistent, the screen has to be upscaled by whole multipliers. Phones have all sorts of wacky resolutions, so moving crisp pixel art to a phone is very difficult. I have heard that my games can run on the Steam Deck, so that's a mobile option that's available for those who own one.
I understand. thank you very much for answering my question
Can there be gay scenes?
There's usually a bit of femboy on male content in my games and plenty of futa characters, but I don't think that there will be scenes without a somewhat feminine character somewhere in them.
I mean gay stuff with femboys
Yes, I would definitely like to add a couple of scenes like that before development is finished.
Failing quests really sucks. As much as I want to enjoy it, the combat is holding everything back, even on easy.
The strategy aspect may not be for everyone. The game's short enough for multiple sessions, so I'm hoping that even players who are not that much into it will be able to gradually learn the game and do better in future attempts.
Is there ending and is there a gallery after that ending?
There are 9 endings and yes there's a gallery for after the first time you finish the game. The endings are not fully finished yet and aren't viewable in the gallery but they are tracked for future updates, so they'll become viewable for players who have collected them when that feature is added.
There are 4 endings for each companion and protagonist combination. After you go on 2 dates together the final quest will start, finish it before time runs out. Alternatively defeating the cauldron after getting all of the location clues is always available if you have missed your chance to get a companion ending.
Hopefully it will be possible to transit save files progress
The gallery save files will be compatible with all future updates. If you want to backup your save data, all of my games save to C:\Users\*YOUR NAME*\AppData\LocalLow\Impy
is this a cuck game and the mc just a loser?
My games tend to feature lighthearted NTR scenarios. I don't personally find stories where the protagonist gets all the girls particularly interesting, but there are many such games out there and I encourage you to play them if you like them.
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So can you actually have sex with the girls or is it just a cuck game?
There will probably be a few scenes for the protagonist characters at some point, but light NTR is the primary focus.
Just finished V3 after completing Summer Sweeper(took me a long time) Looking forward to the update and the new game coming. :)
Congratulations on clearing Summer Sweepers, there's quite a lot to do in that game! There's v1 of a new game coming at the end of this month, last update for Bastion on March 10th and more updates for Monster Monsoon until at least the start of summer!
not gonna lie, this game is kinda hard lol. (could be a skill issue). Any hints on how to play good?
Also, the game is pretty fun, I'm just bad lol.
- Don't go into high storm areas until you're feeling confident (the number of clouds is the danger level). In next month's update the danger level will not scale all the way and you won't have a time limit anymore, so this will get easier.
- Plan your moves and read enemy descriptions. Many of the more common sprout types can be avoided by fairly simple placement patterns (jitter, spitter, and leafhopper sprouts will never hit you if you end your turns diagonal to them for example). Check if enemies have an attack that costs a move or if the ranged skill cannot be used in melee.
- In general, try to move to whatever side has the fewest enemies. Do this every turn. Do not try to hide in a corner unless there's only a couple of turns left to go. Optimal end of turn placement is as close to the center as possible while still out of enemy range, this will give you the most options for next turn.
- Try to maximize the damage potential of your item. Push enemies into each other a lot (pushes also bypass shield sprout armor). Focus on the enemies that block your "escape position" first while hitting as many others as possible with area attacks. Try to use all of your attacks every turn, hitting as many squares as possible, but don't put yourself in danger to do so.
- Get your first item as soon as you can, even if it's not the best one. Stick to items with simple attack patterns at first. "Gem-baited lure" and "snarlblaster wand" are both high reach, efficient and easy to use starter items, that don't require complex plans.
- Get damage upgrades early, even if you have to buy them from a trainer.
ayooooooo thanks alot!!! I'll try these while waiting for the update :D
Really good, can't wait to see more content. Are there any plans to add any four legged friends or centaurs or something?
A unicorn is getting added to a stable in one of the taverns in v3. There may be others in the future, I have some plans for an insect girl side-character for example. I don't think they will appear as recruitable companions however, the main cast will probably not expand.
Very cool. Love your games by the way, they are some of the best porn games around.
Thank you! I always enjoyed games with lewd content that are also very fun to play, so I try to keep my own projects exciting. That does mean that my games are a bit less flashy than the ones that focus on artwork and narrative, but I think that giving them interesting gameplay is important.
Your games have a simple but fun gameplay loop and you keep the lewd on a simmer till its time for more of a boil and they can be played one handed (mostly). Plus I find your art very charming and really like how you focus on all kinds of body types.
That's wonderful to hear, thank you! I always have a lot of fun giving my cast a broad range of bodies and personalities, it is something you can certainly expect to see in most of the games that I make.
Nice,I love it.
Thank you, there's more coming. I plan to keep adding updates through at least half of 2023.
Very nice. will you bring back the drawn art style in some other projects?
I think I'll use both. Pixel art was a bit of an experiment this year. In some ways it worked out well, but I really hoped that it would speed up my art by enough for me to animate things, which so far hasn't worked out.
Starting next year, I want to make several smaller projects and they will probably employ a range of different art styles.
thank you for the reply also do you plan to make games other than stategie games because even on the easiest difficulty i still suck at them lol
I prefer strategy over action, so I think that most of my games will be similar to the types I've been making for the past two years. I'm currently running a poll on Subscribestar to figure out what my next project will be. The current top 3 picks are: turn based dungeon crawler, tactical chess roguelike, and city builder RPG. Development for one of them will start in February 2023.
I try as I can to make my games accessible with a variety of difficulty settings and unlockable boosters to give players a head start in subsequent playthroughs. It doesn't always work out, but I'm always willing to improve them.
Very nice. Good new additions to the game in V2.
The phone took a long time to set up and really tested my coding skill. Well, less so the phone and more of the remake to my event scheduling system that the phone relies on. Getting it to track any number of character pairings across very different event types and figuring out which ones the player qualifies for was a challenge. V1 just kept a count of how many times you visited a tavern and played an event at your 2nd or 3rd visit and that was all there was to it.
Thank you for checking out the update!
I love the sprites
Thank you, I'm still quite new to pixel art so they take a long time right now. I'm hoping to learn how to draw them fast enough to be able to animate them in the future.
I know the battle (I don't draw hentai but I draw a lot of characters). It'll take a year or two for you probably to get your speed up. It doesn't really come with practice from my experience but with artistic maturity (time). Don't be afraid to do lower resolution images, like 8-bit style if it helps. That can be really hot as well if animated. As a side-note, I love the side scroller aspect of the game in the tavern as well in between duels. It creates a more welcoming feeling than previous games of yours which is very nice. The gameplay of course can be improved upon a lot but that's not the main importance right now.
Feels a lot better than [Into the Breach] with the addition of items, but I don't understand the day limit purpose.
I definitely can't call my little creation better than Into the Breach, but it is heavily inspired by that game. The day limit serves the purpose of being an ending point. I've brought this up as a point of discussion on my SubscribeStar account, and many were in favor of using a limited-time format. It will make more sense after the Sprout Queen is added to the game, since she will present an optional challenge to try to complete within the time limit.
I really enjoyed it! Using the environment and pushing monsters into objects and eachother was very satisfying.
I liked the characters too, Jade is great, but I hope the tavern keepers won't be the only ones coupling :D
And please add a character tracker to the world map to see who is where (i assume you were planning to anyway, but just in case.)
Looking forward to the next update, keep up the good work! :)
Yea, I definitely have plans to add more interactions and ways to track where everyone is. Jade's one of the most popular characters in the game at the moment, so there will be lots more of her in the future. I want to add a phone in the next big update to let players know how everyone's doing and where they are. It will also give hints regarding the types of scenes you may encounter.
Thanks for checking out my game, I'm really happy that you had fun!
As always I love your style and the feel of the game. I can definitely see this being really good, I love the idea of the party-based skills and almost RPG elements combined with the tile-based strategy. It's a really good framework to build upon.
Just a few of my thoughts from a player's perspective, as some feedback:
Obviously it's early days in development, so its replay-ability is a little limited. This will obviously be expanded out with content, but I think having the difficulty align with different rewards and tiers could be a good way of encouraging more playtime and more playthroughs. That kind of... 'beat the game at difficulty 1 to unlock X bonus next time, beat the game at difficulty 2 to unlock X etc'. I liked the system you have in your other games of progressively unlocking more and more ways to speed up/influence your runs; it provides incentive to keep playing over and over and I hope that finds its way into this game too.
I didn't encounter many scenes during my play-time thus far, so I am unsure if I have just not hit the content or whether it is limited (which is fine, I am just genuinely unsure whether I've seen everything or not). I probably did 6-7 runs through and kept seeing the same things with mostly the same ending text, so I'm not sure if it's just me or that was about everything there was to experience. I don't know if you can progress with certain characters (I have spoken to them all whenever there is the option and traded everything, etc). I saw 3 bedroom/voyeur scenes; I'm not sure if I just didn't RNG any of the others or that is all there is. I hope that a form of gallery will make it into the game at some point; if only just as a way to track what's been seen and whether there's anything still worth grinding a few runs to get or not.
I am looking forward to seeing the combat expanded out in the future. It does get a little bit repetitive and I personally think a fun way of encouraging variance might be to (probably much later down the line) have a system where using certain allies might advance stories/scenes with them, or being able to specialise your party and your allies a bit (maybe having weaknesses and strengths of enemies? Like an enemy having vulnerability to fire, resilience to magic, etc etc). That could make each run feel a bit different, as each time you might have to adjust your strategy based upon the random generation of enemy types and strengths/weaknesses/match ups. Might be good to encourage a bit of player choice between trying to build up a strong, balanced squad or specialising certain characters because you're trying to advance their story/etc.
Just a few thoughts, anyway. Overall I think you've got a really solid framework to build upon, but I think it's a bit hard to really get too much into it right now as after a few short playthroughs it does feel like you've sort of done everything (which will naturally change as more content is added).
I look forward to following the progress. I definitely like the direction it's going! Thanks for all your hard work and effort in bringing this to us, I wish you all the best.
Thank you, it means a lot to me to see players enjoy my games enough to complete them several times, and I'm really happy to see such a detailed review. A lot of the points you have addressed are prepared to be expanded upon in future patches. I plan to add quests and phones in v2 of the game. Optional quest objective should make the maps feel more dynamic and offer more variety. The phone system will give players better ways to track events among other things. I'm also hoping to expand the map with a 4th city as soon as I can. Additions like the gallery and new game+ features will likely be added sometime before version 4.
Here's a list of the lewd events in v1a and how to find them:
- 1 battle event for each companion and client pairing. You need to have had both of the characters in the party for at least one trip before any battle events can occur. Longer maps give you a better chance to see them.
- 4 Tavern events can randomly occur after *all* of the characters involved have been in the same tavern as the player enough times. The tavern pairings are: Tash and Nadia (2 times), Riza and Jade (2 times), Miriel and Kokou (2 times), Anne (4 times)
I plan to make this relationship system a bit more involved, I'm just keeping it simple while there's only a handful of unique events to find.
Thank you again for a very thoroughly playthrough, I will strive to add lots more content in the future, so please drop by again for v2 and beyond.
Oh nice. The game looks promising already. I very much enjoy the characters you meet and the pixelart style. I got the grip on the gameplay fairly easily and I can see potential with the different attacks and enemy variants.
Perhaps the difficulty can be adjusted slightly, my group was beaten several times early on. But anyways, I hope to see more updates coming and hope you good luck making them.
I'm very happy that you enjoyed it, thank you so much for playing it! This is my first real attempt at making a strategy game and I'm quite proud of how well I've got it working.
The difficulty is something I'm still adjusting. The maps are quite short and there's no huge penalty for losing, so I'm hoping that the default difficulty setting will provide a nice curve to get new players started. This has been a point of discussion ever since the first private demo of the game launched and several big adjustments to the difficulty progression have already been made. I want to make the game as accessible to new players and as challenging for experienced players as I can, so this is something that I will certainly strive to balance out.