mminit Wrote:
Good point on the control scheme, I was planning on having holding a key to set A and D to strafe but I'm not sure how intuitive that would be, your suggestion seems good. I just need to keep players who would press left/right and think it would turn in mind. Perhaps making it a config option is best.
Alot, (I would think, of gamers should be used to Q / E and A / D, but yes putting it in the config would be a good thing.
musical74 Wrote:It gets a little confusing on how to get out of the dungeon (either that, or the tentacles make it to where you have one shot to get out) but other than that it's fun! Kind of wish the spider-lady did something that would cause LP to increase though...
Biggest problems are NO MAP, and once you get regeneration you pretty much CAN'T lose. Monsters I've seen so far are eye-goo, wurm, something that has a sword sticking out of it (all have something that causes LP to increase) spider-babe, and I THINK the golem is the guard to get out. Traps are spikes sticking out (guess what that does) tentacles grabbing you for some fun (mostly a huge LP increase) and something like hot air that increases LP by 10 or so. Given that you get no penalty for LP being at 100 (wurm with tongues when I'm already at 100 doesn't do anything really)... think there should be some penalty when your LP goes to 100, like you have to stop and do something about lust being so high...
I do like this, hope we see a lot more of this!
EDIT: Walking over the spikes will NOT knock you out. You'll go down to 1, but it seems that a monster has to be the thing that will knock you out
mminit Wrote:Oh wow lots of feedback! Thanks!
About not having a map, it’s something I’m going back and forth about and in fact have started to implement. The thing is though when I play these kinds of games I find that when they have maps (especially auto generated ones) I’m looking at it 99% of the time instead of the environment, it was something I wanted to avoid from the get go. It just ends up being a game of stepping on every tile to fill out the map instead of exploring. Never the less, if it’s something that most players see as a must have I’ll likely put it in. There was another suggestion for the last door of every area to be locked and needing a key, so the player would know that’s where they need to go.
About no penalty for LP being 100, the only actual penalty for high LP right now is increased damage from enemies and their movesets changing, but right now the only example of that is really the Golem. The other enemies have smaller movesets so it’s harder to notice. You do take much more damage the higher it is. I like the idea of there being an added penalty once it gets to 100 though. Regen is pretty strong early on, I plan on having it scale poorly as you get stronger in the future.
Unfortunately I ran out of time to do an LP attack for the spider, I actually want to do more LP attacks for each enemy but this build needed to meet the lewd jam deadline.
The spikes and other traps are not supposed to kill you, the most they do is bring you down to 1 HP. You are right that only enemies can kill you.
I’m not sure what you mean by “tentacles make it to where you have one shot to get out”, could you clarify?
Thanks again!
musical is so right about a map, you should have heard me in the old Bard's Tale, or maybe not, I sounded like a sailor with Tourrets.
Also regen + defensive stance is waaay OP, I did uppercut 3 times on the golem, then spammed heavy kick and used my healing herbs right after he raged and had no issues. I do feel that you could have done first aid as well, and still won the fight, it would have just taken longer. So I guess since the golem is enraged by our lewdness, no H scene from him, well maybe another boss down the road.
Personally I'd like it if the attacks stripped you too, but you repaired your clothing at the end of the fight, but that's my preference, and I already like the game, so I'll be watching as well.