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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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.