- Sep 24, 2019
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Is there a chapter 1 summary somewhere? I really don't want to play a couple of hours in one go, it's a pain in the ass that you can't save in chapter 1.
More like 20 minutes if you are really slow. The last speed run I saw took less than 10 minutes taking the fact that the only thing they did better than the rest was skipping dialogues faster.I really don't want to play a couple of hours in one go, it's a pain in the ass that you can't save in chapter 1.
Okay but I asked for the story, how am I supposed to speedrun and skip all dialogues if I want to learn about what happens in chapter 1?More like 20 minutes if you are really slow. The last speed run I saw took less than 10 minutes taking the fact that the only thing they did better than the rest was skipping dialogues faster.
Lol, you just had to go back to the place where you started the chapter (teleport circle in the bridge) and the game would end right away, you would then see a new screen with a code you can use to start chapter 2 to keep your inventary and level so you can just start chapter 2 right ahead if you want, you are not gonna miss anything really.Okay but I asked for the story, how am I supposed to speedrun and skip all dialogues if I want to learn about what happens in chapter 1?
And I played over 1 hour yesterday and was not done with chapter 1. I was right before mother would send me down to a village or something, after you have sex with your blue maid and learn that you can get abilities from women you have sex with.
How much story is after that in chapter one?
Cool, thanks!Lol, you just had to go back to the place where you started the chapter (teleport circle in the bridge) and the game would end right away, you would then see a new screen with a code you can use to start chapter 2 to keep your inventary and level so you can just start chapter 2 right ahead if you want, you are not gonna miss anything really.
Yes, 1 is the smaller, 2 and 4 are after it then 3, lastly 5, 6 and 7 are reeeally big, but you can save this time. Have fun.Cool, thanks!
Are the other chapters longer than 1?
Yes, they're safe. Windows/Antiviruses sometimes flag it as otherwise due to Flah being discontinued for couple of years now. You can get the .swf files along with the flashplayer if you're still skeptical.are the exes safe?
you can checkare the exes safe?
So I replayed the games to have them fresh in my mind again rather than speaking from memory of years ago, and I have some thoughts on that (I got to chapter 6 so far):the truth is that the dev knows there a lot of stuff that could be better
Sure, you can put these in #feedback channel in the discord server.So I replayed the games to have them fresh in my mind again rather than speaking from memory of years ago, and I have some thoughts on that (I got to chapter 6 so far):
- the invisible vs visible enemies thing, ehhhh, it really won't work unless the maps get made a lot bigger. I would still prefer it changed but it would need to come with a rework there. The actual two problems are the randobattles tear you out of exploration (when you're walking somewhere and see something you want to get to but no actually it's battle screen time), and that they get tedious (when you have to fight the same battle over and over, especially if that comes after you've been walking back and forth in one place). I don't really see a super good solution for this. Animation speedup is a bandaid (not that it's available here anyway), but the animations are nice so turning it up comes at a cost. Maybe put some sort of an adaptive system into the options where the more times you fight the same enemy using the same moves, the faster the animations for those moves (and also the animations of the enemy moves) get? It's also a bandaid, but at least you'd get to experience the first time fighting a new enemy properly, and then the fights would get shorter as they get more repetitive.
- the game is grindy at times, but that can't be helped much. The adaptive animation speed would help a bit with that too though
- gotta point to the exit in chapter 5 in the post boss fight segment properly because hoboy
- also that one artifact you find in that chapter needs its description reworded
- elucidate has a ton of room for being made better. If you cast it on something the basic description could go to some sort of a monster compendium, with the possibility to call the information up without recasting it - and if not that much, then at least by clicking the elucidate buff icon rather than by having to cast the spell again. Also I mentioned earlier the idea that since the bosses are puzzle bosses, a page can be taken from puzzle games about providing hints. Elucidate already kind of does it sometimes (see the description of a certain red blob for an obvious example). Maybe repeated casts instead of repeating the same description could reveal more hints?
- plenty of actions have buttons that are just begging for a proper short description on a mouse-over, not just power and the like
- time management is king in the battles in this game, yet the timing info is unfortunately presented obtusely. Often the fights can hinge on who moves next, yet despite the player getting to see the enemy action bar fill up and the speed that it's happening, as well as literally having the delay times listed, there seems to be no way to actually tell which of the moves available will let you squeeze in under the limit (an example problem this creates: "can I sneak in a heal potion or do I need to vexclaw right now?"). I get that the dev might not want to clutter the UI with numbers, but there's a huge QoL improvement opportunity here - when you hover over an action or item, a rectangle should appear on the enemy time bar to show by how much you can expect it to fill up before you get to act again (a different color rectangle if it means the bar gets full and actually it's the enemy who goes next). This change would also enable an option to scale how fast the action bars fill up (right now messing with it is a bad idea as you need to be able to judge the timings by feel), minimizing the dead time of waiting as neither you nor the enemy are on turn.
I wonder if there's like an "ideas submission box" I could drop these into. On another note, the games are very good and it's really cool to see how they evolved in scope and mechanics chapter by chapter. It's still worth to play them for that since this aspect will get lost once the Unity rework comes. The difficulty is nice (as is the approach to lowering it - there's a clear intended difficulty, and an assist in the option that scales the bosses down for players that really need it, that's perfect) and I love that it's one of those very rare cases where the design isn't at cross-purposes with itself where you have to either deliberately play badly to get access to the lewd content or it's basically impossible to lose because the "game" bit is actually just a thin lewd delivery vehicle so the mechanics are wonk and you're quickly in godmode. Instead you really play (other than in the super easy chapter 1 but that's understandable), and you are rewarded with a nice prize when you really win. Good stuff.
Don't know anything about codding but that sure sounds like a pain to do still I can totally see some sort of battle animation speed option like the one we saw in Eld but just as simple as that, maybe with different speed values.Maybe put some sort of an adaptive system into the options where the more times you fight the same enemy using the same moves, the faster the animations for those moves (and also the animations of the enemy moves) get?
Lol you mean the exit of Ziggurat, yeah lots of people have problems with finding the exit mostly because of the fact that in chapter 3 there are 2 routes and only one uses the main entrance that is on 2F but if you notice in the chapter 3 when you reach the Imp City you have a "scene" of the city where you can also see the temple and the stairs that give acess to it going directly to the 2F but of course most people forget or not even notice that so it became a problem later on.- gotta point to the exit in chapter 5 in the post boss fight segment properly because hoboy
That's another good one, even became a meme in the discord server, don't really know if you need a better explanation, it kinda already tells you everything you need to know, I think the big problem is that most people just equipped it right away without even reading properly and then when they went to fight the next boss or started chapter 6 they were all "Hey, now all enemies suck my mana off, buuh bad game design" the dev even had to add a "buff information icon" during battles to see if people noticed the issue by themselves but it doesn't work for everyone.- also that one artifact you find in that chapter needs its description reworded
The problem here is "Immortal's Wisdom" Enet unique skill, that replaces "Aim" (yeah what you see is not exactly elucidate but a buff that doesn't activate every time unless you are using Yil covenant) with a new buff that go down after sometime, so Elucidate information would need to have its own icon unrelated to the respective buffs of each skill, but the idea of more information with each cast is a good one too I always miss the fandom page because you could check the enemies attack types (magical/physical), respective element(s) and raw power when the case, something that you can't do in game unfortunately so I would like to see that kind of extra info in-game if possible.- Then at least by clicking the elucidate buff icon rather than by having to cast the spell again. Also I mentioned earlier the idea that since the bosses are puzzle bosses, a page can be taken from puzzle games about providing hints. Elucidate already kind of does it sometimes (see the description of a certain red blob for an obvious example). Maybe repeated casts instead of repeating the same description could reveal more hints?
The problem here is that I can't see the dev adding such an "OP" QoL like that here, like you said much of the combat is related to timing, one wrong option and you are dead such QoL would remove that issue and I don't think he wants that.-There's a huge QoL improvement opportunity here - when you hover over an action or item, a rectangle should appear on the enemy time bar to show by how much you can expect it to fill up before you get to act again (a different color rectangle if it means the bar gets full and actually it's the enemy who goes next).
It doesn't sound that hard to implement. At the most basic level you can just track how many battles you already had with a given enemy if you have it toggled on. 1st battle, no animation speedup, 2nd battle 25% speedup, 3rd battle 50% speedup, 4th battle 75% speedup, 5+th battle 100% speedup. Ezpz. The fresh battles you get to experience fully as intended (won't be so if there's a straight up 2-3x animation speed toggle hidden in the options, nobody will keep manually flicking that back and forth), then they get shorter as they get repetitive.Don't know anything about codding but that sure sounds like a pain to do still I can totally see some sort of battle animation speed option like the one we saw in Eld but just as simple as that, maybe with different speed values.
That's the one (I was trying to avoid spoilers, but then it's not a huge spoiler that yes you get in there and yes you get out). There's multiple things that compound here:Lol you mean the exit of Ziggurat, yeah lots of people have problems with finding the exit mostly because of the fact that in chapter 3 there are 2 routes and only one uses the main entrance that is on 2F but if you notice in the chapter 3 when you reach the Imp City you have a "scene" of the city where you can also see the temple and the stairs that give acess to it going directly to the 2F but of course most people forget or not even notice that so it became a problem later on.
Sure, people just assume it's good (rather than Super Situational and outright bad otherwise) with how talked up it gets in the plot and equip it right away, but there's more to it. Firstly the description is phrased awkwardly, a bit like maybe getting damaged should GIVE you mana, not take it away. Secondly there's a large gap (mental one too - the player gets it when they can reasonably be expected to be like "I did it, this is a post-victory party, no more fighting in this chapter") between getting and equipping the artifact and then getting into a fight, and that fight is likely with enemies who are described as weird, dangerous, wrong and corrupted so them messing with mechanics is not completely unexpected.That's another good one, even became a meme in the discord server, don't really know if you need a better explanation, it kinda already tells you everything you need to know, I think the big problem is that most people just equipped it right away without even reading properly and then when they went to fight the next boss or started chapter 6 they were all "Hey, now all enemies suck my mana off, buuh bad game design" the dev even had to add a "buff information icon" during battles to see if people noticed the issue by themselves but it doesn't work for everyone.
Ideally there's be a new icon to access the encyclopedia, the "click on aim buff" idea is for if a new icon wasn't made. The alternative elucidate isn't a problem because the icon can just have the same effect on click, or there can just be two separate effects that are both applied at once - aim/wisdom (depending on the skill) and encyclopedia (applied by both skills). A skill could already apply multiple effects no problem after all, see Captivate with ALR tactics.The problem here is "Immortal's Wisdom" Enet unique skill, that replaces "Aim" (yeah what you see is not exactly elucidate but a buff that doesn't activate every time unless you are using Yil covenant) with a new buff that go down after sometime, so Elucidate information would need to have its own icon unrelated to the respective buffs of each skill, but the idea of more information with each cast is a good one too I always miss the fandom page because you could check the enemies attack types (magical/physical), respective element(s) and raw power when the case, something that you can't do in game unfortunately so I would like to see that kind of extra info in-game if possible.
It's pure QoL though. This information is already there, it's just presented obtusely: you can see the enemy bar and how fast it's filling up, and your actions other than getting speed buffs/debuffs mid-fight always take the same amount of time each. It's 100% deterministic whether you'll get to act again or not given what choice of move and there's enough information to know that before clicking, it's just all obfuscated by the UI.The problem here is that I can't see the dev adding such an "OP" QoL like that here, like you said much of the combat is related to timing, one wrong option and you are dead such QoL would remove that issue and I don't think he wants that.
With that being said I hope you have luck with your "Suggestions" that has actually the name of the dircord channel that is now "Feedback" mostly because everyone was making suggestions related to fetishes or on how to make the game "much easier" but that doesn't mean that they are not open to good suggestion if they are related to gameplay, mechanic or QoL improvements so just go ahead and join the server if you can.
Yeah I was hoping for some other option, I'm much more comfortable with forums like this one than discord. Ah well, I'll think about it.Sure, you can put these in #feedback channel in the discord server.
For this at least we don't know if it will still be the case in the Unity "Remake" since with it you can make full use of the entire screen it's possible that all 3 entries/exits may me visable at the same time.- there's two guard's training area <-> 2F connections, so with how zoomed in the view is at a glance the exit just looks like the other entryway to there, not something that leads somewhere different entirely
I will not deny that but I also can't ignore all those times were I and probably many other players died because we were not able to predict correctly the outcome of our action, because we expected to be able to have a turn before or enemy or because we didn't expect that or choice would allow said enemy to score 2 turns in sequence without anything we could do to stop or inevitable death. I'm fine with QoL if they don't turn the game into "Lazy Mode", this is not a AAA game I don't want to it become one, I don't need a full map full of icons telling me each localization, each enemy and boss with weekness and elements, every secret and collectionable, I don't need a arrow pointing out to the correct path the next objective or a wall of text in a side telling me every step I need to take to complete the game, I don't need the game to grab my hand and play for me, I want to feel that my options have an impact and that my mistakes are punished so I can learn from it, I know that somehow such a QoL would affect the way a play, I would start to look what options would allow me to make more actions before my enemy and give up on those that would allow said enemy to act before me like they were a bad option, but it may not be like that because the game doesn't know that, maybe go Kamikaze is actually the only solution to win in that scenario and moment and I will not see it because the feature made me think otherwise even if that my be my fault and not the QoL I still see me do such a thing if it's there.It's pure QoL though. This information is already there, it's just presented obtusely: you can see the enemy bar and how fast it's filling up, and your actions other than getting speed buffs/debuffs mid-fight always take the same amount of time each. It's 100% deterministic whether you'll get to act again or not given what choice of move and there's enough information to know that before clicking, it's just all obfuscated by the UI.
The zoom level is a design decision rather than an engine problem. Consider how the sulfur side city in chapters 6-7 is actually pretty zoomed out, and that's still in the flash engine. It's going to be a design decision in Unity too, and making it zoomed in would be a valid choice to produce the right game feel. There's other ways to fix this "players can't find the exit" issue, after all.For this at least we don't know if it will still be the case in the Unity "Remake" since with it you can make full use of the entire screen it's possible that all 3 entries/exits may me visable at the same time.
I don't really see "estimate how fast a progress bar fills up by eye" as a particularly interesting skill to learn. The tougher boss battles rely on finding a strategy that works (and ideally one that doesn't run you dry on resources), and that's where the game shines, not there. Showing what the "1.25s cooldown" or something listed for a skill actually means by lighting it up on the timing bar wouldn't really affect that as it's still all about the strategy and without a good strategy you'd still get squashed. It's certainly nothing like a quest compasses or whatever else handholdy nonsense is in those other games. In terms of development time, the most basic version of this feature is simply to display the time remaining before the next enemy move as a number next to the current progress bar, and to adjust the cooldown in the skill descriptions to match what it really is when we account for the player's speed. The game already has these numbers (it's how it can even do the progress bars to show), it just needs to print them on screen, and that's it. Putting it behind a menu toggle feels like a good compromise for people who like the classic "eyeball the bar" experience though.<time stuff>
Oh, that reminds me of another idea I had. The VICTORY text looks super teen-edgy. Wouldn't it be cool if it changed as the MC's attitude changes? Imagine: at the very start edge it up even harder as he's frying the imps with lightning, but then as he learns some chill the VICTORY text starts to use a chiller font. Then an even chiller one. Then maybe back with some more edge when he gets mad from plot developments? Feels like it'd be a pretty cool thing.<art updates while transferring to Unity>
Have you checked your equipped gear?Hello friends, does anybody know why I loose mana every time I get hit? is that some form of anti piracy stuff?