Princess Ren Returns Demo2
Added 2015-10-07 06:19:43 +0000 UTChttps://mega.nz/#!3wJ1yQiZ!yTNyGzJtm_Oc0PV4JFh6nbKpKh94t6W2ItfVUC44V-I
I've completed the second area of the game now, I'll wait a day or two before posting this elsewhere so you can enjoy this before anyone else.
I had a lot of fun with the enemies I added in this area...
the thing I struggled most with was the dialogue for the plantgirl. as she's rather childish and would rather everyone just get along...but i still had to set up the boss fight... i think it's the princesses fault this time.
be sure to let me know what you all think, what you liked, what you didn't like, what you would prefer i changed...etc
as a designer it's hard for me to know what people would enjoy.
Comments
<a href="https://gyazo.com/7a90277262e9f5d60e4c16a229049522" rel="nofollow noopener" target="_blank">https://gyazo.com/7a90277262e9f5d60e4c16a229049522</a> looks like i was right about needing to add hints in the form of the books in the library since you need to armor break daisy and duo to get their keys
Azurezero
2015-10-08 06:17:16 +0000 UTCA couple of bugs and a couple of suggestions to report, one game stopping...unless that is as far as you have progressed. 1st, crossing the point in the library where Ren says something about mold always triggers. Which is a little weird on exiting the library. 2nd, defeating Daisy and Duo doesn't lift their barriers in the main fairy room after the eden tree. I assume the second one is Duo's barrier as I can't reach it. I suspect this is related to them respawning shortly after you defeat them, assuming your script checks for them to be alive as opposed to defeating them causing a binary switch...Good chance I am wrong here as there are a lot of ways to handle that situation. In this case I would prefer to get a seal item that says something like Daisy's Seal and Duo's Seal. That way you know you need to do something and it probably has to do with doors. The first time through I completely forgot what the door in the main room said when I checked it. Took a lot of back and forth to confirm it wasn't doing what I expected it to be doing. The other suggestion has to do with the save point by the castle entrance. Because every previous screen had stopped me from going to the previous map I thought that one would too. Took me a lot of exploring after getting stuck in the fairy room to realize I could return there and save. A sign or a notice saying you can return to this screen would probably help people a lot because I know it would have saved me a lot of retreads. That room with the Orcs is rough! Actually, they were tougher than any other group. Since if each one attacks it takes down 3/4 of your health you have few options. I ended up casting sweet kiss and hoping for it to cause the horny debuff. Once all of them have the horny debuff the scene gets a lot more manageable...but that is really tough to pull off. The more you level the harder that scene gets too! Are you running a scaling leveled enemies modifier? Solar at level 12 is devastating. I had to just start running from the druid fairies I think they were called because the darned things couldn't be touched between them taking again 3/4 of health on top of the defense debuff. Trying to use potions to counter the damage I couldn't get a hit in because I was just devastated on the HP. Trying to sneak in an attack under that onslaught was instant game over and guard was useless once you have the debuff. The drops might be a little too generous right now. I have seen a drop which had 3 different ups, Health, Magic, and Attack I think it was. Not positive, but I think that drop even had a potion and an antidote with it. Now, with that out of the way the things I really liked. Hands down favorite part is the contextual defeat scenes. That is just awesome and yours is the first game I have scene where every area has one along with each main mob having a unique one. I don't know if it goes with your game design, but having to make a choice between giving in to her horniness and molesting the defeated mobs or moving on would be a nice extra mechanic. I think it fits due to her obviously having developed a taste for it given her game over states. One other thing I would have liked to see is something contectual before entering the room with the Orcs, like being able to peek in the key hole or something. I wanted to know what was going on with that girl in the middle of those 4 orcs. I felt like that girl must have been getting abused something fierce. I liked that all of the enemies were varried and you didn't have the random encounter system. That is really annoying and usually leaves me just hoping I can make it to my destination without encountering yet another battle. So leaving that out and having moving mob counters is a deffinite good move! That's really all I have at this point, but I was only able to see a handful of the maps so I guess that makes sense. Still it is looking really good and your maps aren't so large that they aren't manageable yet they are big enough that you need to do some exploring to get your orientation, which is a huge perk. So good work so far and I look forward to seeing more of your game!
TheMadGreek
2015-10-08 05:55:28 +0000 UTCalso people will need to experiment with skills, guarding is useful in this game
Azurezero
2015-10-07 06:21:58 +0000 UTC