Sakyubasu no Tatakai II (Finished)

Re: Sakyubasu no Tatakai II

Postby napala » Wed Apr 29, 2015 5:39 pm

Andy1291 Wrote:Beat the first battle and nothing happens.... Don't think I'm doing anything wrong just can't click on anything else but that first battle again?? Please help


nwkoynaioyna Wrote:I seem to be stuck at "The Hive" and cannot progress further....


The game is not even near from being completed...(i think)
napala
 
Joined: Thu Jul 26, 2012 7:13 am

Re: Sakyubasu no Tatakai II

Postby Andy1291 » Wed Apr 29, 2015 5:55 pm

How do you intitiate a scene on this game I only fight nothing else happens
Andy1291
Newly Registered
 
Joined: Wed Apr 29, 2015 5:26 pm

Re: Sakyubasu no Tatakai II

Postby spikex99 » Wed Apr 29, 2015 9:24 pm

Andy1291 Wrote:How do you intitiate a scene on this game I only fight nothing else happens


You have to wait five turns for the pink bar to fill and press the symbol that shows up. Then beat enemies while it is in effect and a scene will start automatically
spikex99
 
Joined: Fri Apr 24, 2015 12:31 pm

Re: Sakyubasu no Tatakai II

Postby Lucky777 » Wed Apr 29, 2015 10:42 pm

Gorepete Wrote:Basically buffs don't stack with themselves, but they will stack with OTHER buffs with the same effect.


Aight, gotcha, 100%.
If the buffs have different names, they stack, but if they have identical names, they don't stack.
Works well enough.
User avatar
Lucky777
 
Joined: Sat Dec 18, 2010 12:44 am
Location: Chambers: Bandit Division

Re: Sakyubasu no Tatakai II

Postby mr_johnson » Thu Apr 30, 2015 8:06 am

It's too hard to not rape the ennemy leader before getting any H scene...
There should be some option to not attack or something. Right now its too inconvenient to see any H
mr_johnson
 
Joined: Thu Mar 26, 2015 7:05 am

Re: Sakyubasu no Tatakai II

Postby loshi1505 » Thu Apr 30, 2015 9:09 am

keep up the awesome work Gorepete!
User avatar
loshi1505
 
Joined: Sun Mar 08, 2015 5:43 pm

Re: Sakyubasu no Tatakai II

Postby Balalaika » Thu Apr 30, 2015 1:08 pm

Hi! Your work is very beautiful. I have no right to criticize but would like to add a few questions / advice. The game lacks sound sounds you would have made it more lively."- temporarily made Corrupting Lust permanent (instead of one turn) to test animation changes" Features constant seduction makes the game more enjoyable, I like to watch the scene. Sorry if something is not clear written use of interpreters.
Balalaika
Newly Registered
 
Joined: Thu Apr 30, 2015 12:50 pm

Re: Sakyubasu no Tatakai II

Postby napala » Thu Apr 30, 2015 2:29 pm

mr_johnson Wrote:It's too hard to not rape the ennemy leader before getting any H scene...


Wait, in this case, by "rape" you mean completely destroy the enemy, right? Or you can actually rape the enemy leader and I have missed that?
napala
 
Joined: Thu Jul 26, 2012 7:13 am

Re: Sakyubasu no Tatakai II

Postby RunningAroundInCircles » Thu Apr 30, 2015 9:03 pm

All hail Gorepete, the great creator, who blesses us with his presence!!!

When I first discovered Sakyubasu I was delighted to see there is a sequel. Then I was devestated to see it was cancelled. And now I'm overflowing with a joyish feeling.

Also I really like the direction your going. Keep it up, I'm eager to see more of your work.
I NEVER run against walls.
User avatar
RunningAroundInCircles
 
Joined: Sun Oct 27, 2013 7:41 pm
Location: always running round and round and round and round

Re: Sakyubasu no Tatakai II

Postby Lucky777 » Thu Apr 30, 2015 10:42 pm

Hmm.

If you summon more than one thing in a turn, you don't seem to get back the amount of mana that you should, next turn.

I assume it's a flat rate of 2 mana gained per turn, regardless of how much was spent - but that's not how it ends up working, unfortunately.

That caused me a few casualties.

Not losses of the entire match, of course, but I prefer wins without losing a single unit.
User avatar
Lucky777
 
Joined: Sat Dec 18, 2010 12:44 am
Location: Chambers: Bandit Division

Re: Sakyubasu no Tatakai II

Postby Algene » Fri May 01, 2015 12:16 am

I never post, but just for you and your work i will make an account and post(im here from the dirty c time but i never made an account).

and you can nerf the hearler?. or the gorger species can do more damage because they are "witch doctors"?

By the way Sorry for the horrible English.
Algene
Newly Registered
 
Joined: Thu Apr 30, 2015 11:51 pm

Re: Sakyubasu no Tatakai II

Postby GoRepeat » Fri May 01, 2015 1:45 am

Balalaika Wrote:Hi! Your work is very beautiful. I have no right to criticize but would like to add a few questions / advice. The game lacks sound sounds you would have made it more lively."- temporarily made Corrupting Lust permanent (instead of one turn) to test animation changes" Features constant seduction makes the game more enjoyable, I like to watch the scene. Sorry if something is not clear written use of interpreters.


It will probably end up being somewhere in the middle. One turn is probably too short; I might extend it to 2 or 3. Since it is going to be the mechanic to recruit new units and you should only get 1-2 per battle, I can't let it be up for too long or you will be hording in the entire enemy team :p

Lucky777 Wrote:Hmm. If you summon more than one thing in a turn, you don't seem to get back the amount of mana that you should, next turn. I assume it's a flat rate of 2 mana gained per turn, regardless of how much was spent - but that's not how it ends up working, unfortunately. That caused me a few casualties. Not losses of the entire match, of course, but I prefer wins without losing a single unit.


You get a flat 2 mana per turn UP TO 10 mana total, including the units you have in play. You get the mana cost of a unit back when it dies. I will check it out, but it doesn't actually seem to be broken. The white outlines represent your maximum mana, once that hits 10, you don't get any more without a unit on the field dying.

Apalapan Wrote:Wait, in this case, by "rape" you mean completely destroy the enemy, right? Or you can actually rape the enemy leader and I have missed that?


There isn't. Yet.
Picarto LiveStream: https://picarto.tv/GoRepeat
Other Stuff: Click Here
User avatar
GoRepeat
Moderator
 
Joined: Wed Jul 21, 2010 2:26 am
Location: Behind the Looking Glass

Re: Sakyubasu no Tatakai II

Postby Shawky the Shark Wolf » Fri May 01, 2015 12:42 pm

I'm just going to point out a bug I found just in case you haven't found it.

Okay so, you know how when trying to click on items while the Squad tab is open doesn't function? I think that's supposed to be like that, but if you have the items tab already open before-hand, and then you go on the Squad tab, the game spazzes out, all of the squad slots go nuts and start flashing black and red, so you could do the functionality tab thing vice-versa.

(I also made this comment halfly because I wanted to get updates about this game in my post things. xD)
I'm just a shark boi, who plays games and yells "Oi!"
User avatar
Shawky the Shark Wolf
 
Joined: Sat Apr 11, 2015 8:11 pm
Location: In your pool, like a friendly neighbourhood shark.

Re: Sakyubasu no Tatakai II

Postby Lucky777 » Fri May 01, 2015 10:37 pm

Gorepete Wrote:You get a flat 2 mana per turn UP TO 10 mana total, including the units you have in play.
[Lucky's emphasis added]


...

I did not know that.
Never ran into a mechanic like that before.
I don't like it, but hey, at least now I know how it works.
User avatar
Lucky777
 
Joined: Sat Dec 18, 2010 12:44 am
Location: Chambers: Bandit Division

Re: Sakyubasu no Tatakai II

Postby GoRepeat » Mon May 04, 2015 5:40 am

Lucky777 Wrote:I did not know that.
Never ran into a mechanic like that before.
I don't like it, but hey, at least now I know how it works.



Turns out there WAS a bug with the way mana was being displayed - it should seem a lot more intuitive now; the enemy was updating the player bar instead of visa versa when summons were done. Having the mana cap at 10 works out well in the long run because it limits the amount of units that can be in play. Plus it adds a little bit of foreplanning to the game since if you KNOW a unit is going to die in the next turn and you are going to get that mana back, your strategy might change.
Picarto LiveStream: https://picarto.tv/GoRepeat
Other Stuff: Click Here
User avatar
GoRepeat
Moderator
 
Joined: Wed Jul 21, 2010 2:26 am
Location: Behind the Looking Glass

Re: Sakyubasu no Tatakai II

Postby Weirdo » Mon May 04, 2015 8:53 am

So for my taste the enemy AI is waaay to strong for the first lvl i couldnt even beat it once after 5 tries xD
Weirdo
 
Joined: Mon Sep 15, 2014 3:39 pm

Re: Sakyubasu no Tatakai II

Postby Shawky the Shark Wolf » Mon May 04, 2015 6:27 pm

Weirdo Wrote:So for my taste the enemy AI is waaay to strong for the first lvl i couldnt even beat it once after 5 tries xD

Enemy AI is a bit too hard, but I managed to beat it on my third try. Although I think if Gorepete includes items then it will be easier.

(I think I beat it because I had played the earlier versions too, so I kinda knew what I was doing.)
I'm just a shark boi, who plays games and yells "Oi!"
User avatar
Shawky the Shark Wolf
 
Joined: Sat Apr 11, 2015 8:11 pm
Location: In your pool, like a friendly neighbourhood shark.

Re: Sakyubasu no Tatakai II

Postby Calpico » Mon May 04, 2015 8:07 pm

I think ranged units are a little too OP
in my first few tries of the first battle, the opponent got about 4 mages with 5 power and 5 health
maybe have a cap at how strong they can be?
Calpico
 
Joined: Sat Feb 09, 2013 4:37 pm

Re: Sakyubasu no Tatakai II

Postby loshi1505 » Mon May 04, 2015 9:24 pm

hmm... AI is actually reasonably good now... beat it on my first try though... but that's a given since I played the earlier versions and know the better unit and mana combinations... and got damn lucky. >_<

however the difficulty is further increased by the enemy having seemingly endless unit spawns.... and obviously has more 4 mana troops than my entire army in numbers... >_> bug no doubt but figured it's best addressed sooner than later. ;)

so yeah I'm not against the enemy AI difficulty increase at all... just not on the first level and not endless troop spawn? >_<
also found the lack of special abilities to be another added challenge too. and a good kind of challenge at that. :P but in combination with difficulty increase and realization there might be an endless troop spawn bug.... too much... after my first game I lost continuously until the 4th or 5th game... bit too much for the first level no? >_<

on another note though the hive vandguard and the gorger stonewall are like the weakest units with a (as of currently) useless class trait. >_> might wanna give them another class trait or +1 to their current attack power or something... maybe both considering the lore for both of them. ;) I'm sure their class trait will be invaluably useful against the latter AI's that'll constantly move their troops from lane to lane.... but as of level 1 difficulty 2 AI.... pretty dang useless... hell can't even kill a scout with first strike advantage with out a 2 rank lead. >_>
User avatar
loshi1505
 
Joined: Sun Mar 08, 2015 5:43 pm

Re: Sakyubasu no Tatakai II

Postby Lucky777 » Mon May 04, 2015 10:35 pm

Oh man, no more special abilities to start with.
That's a tremendous difference right off the bat.
I had to WORK to lose before, since the special abilities on summon were so badass.

And the thing is, if you get them in the right sequence they can be SPECTACULAR.

We had a really huge advantage before, and I'll be looking forward to when we get those abilities back, ESPECIALLY if we can get them when the enemy doesn't have 'em.

That being said, I can't really judge how much more effective the current AI is, since we're now evenly balanced instead of the AI being at a massive disadvantage.
I did notice it NOT summoning things in so many useless random spaces when I had creatures knocking on the enemy's door, though.
I'll give it a few more plays, but if you've successfully eliminated all instances of "oh mah stars, I have 8 hp and there's a giant 9-attack rager looking at me, what should I do ... OH, I know, I'll summon a defender in the ABSOLUTE OPPOSITE LANE FROM THE ONE THE RAGER IS OCCUPYING, this could not possibly go wrong and cause the rager to instant-kill me" on the AI's part, then you've done a good job, GP.

Also, since Loshi brought it up, hopefully the enemy does not in fact ever have infinite unit spawns.

Edit: Final verdict: The enemy doesn't CHANGE LANES to block you enough, as opposed to summoning things in the relevant lane. Also, on that note:

The stonewall's ability is actually quite cool, and it can be the difference between a won and a lost game.
Your units don't HAVE to fight anything else on their turn, only "a stonewall who attacked them and lived".
So you could just shift lanes and strike the finishing blow on an enemy, from as much as 8 health, realistically, without even having any special abilities in play.
If you DO have special abilities, and have a warcried boosted rager, you could strike the enemy from full health down to 0, by doing 10 damage.
If that rager gets stonewall-ed, though, it'll be wasting all that attack power on a stupid minion, instead of slipping around for the win.
I mean... yeah, okay, the enemy AI doesn't seem to be doing much of that at the moment, I can't deny that shit.
But still, don't replace that; the ability's great!
Last edited by Lucky777 on Mon May 04, 2015 11:41 pm, edited 1 time in total.
User avatar
Lucky777
 
Joined: Sat Dec 18, 2010 12:44 am
Location: Chambers: Bandit Division

PreviousNext

Return to GoRepeat's One Stop Shop



Who is online

Users browsing this forum: No registered users