Sakyubasu no Tatakai II (Finished)

Re: Sakyubasu no Tatakai II

Postby Cadmus » Tue Jul 14, 2015 8:36 am

I am utterly confused on Shadefall. All of the units have protection against normal damage, ultimately meaning I can't touch any of them.

How are we supposed to get past this?
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Re: Sakyubasu no Tatakai II

Postby Spartacus » Tue Jul 14, 2015 12:09 pm

GoRepeat Wrote:
Lucky777 Wrote:I like strategy stuff too, but somewhat less, - and grindy shit I don't like much at all - so I still haven't gotten around to checking out the latest build of this.


I still don't see the grindyness. I played through the current version in about 30 minutes from scratch on my last stream using only units I started with and picked up along the way. I can understand the DESIRE to grind if you are a type A person who wants to deck out in runes and have a perfect squad composition, but really you can play through the entire game without needing to repeat any levels.


I get what you are saying. Not getting any units on loss forces a different play style. Used to be I was much more focused on capturing units, because win or lose you get something out of the battle.
Now you need to be much more strategic about winning and capturing a unit is a plus. It becomes, for me at least, much more about sneaking a unit trough enemy lines and just holding the base line until you win.

Grinding comes indeed in to play when you want to play a rune based strategy (assasins + curse is awesome) or if you want to use the chant to any effect. I didn't really farm now and have little over 12 units chanting which does not give me any bonuses because they are spread out over the four classes.
Before the patch I had 40+ units chanting :) Mechas were easy to farm when you did not need to win :)

Just a couple of thoughts.
* what is the purpose of the FLEE button?
* Do you see a future where you can control the turn order of your own units. This would give you a bit more strategic control. It is absolutely not a requirement, but in some cases the outcome can be vastly different.

But I am really enjoying the game. Love strategy games, and this one has got a great story to boot.
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Re: Sakyubasu no Tatakai II

Postby Spartacus » Tue Jul 14, 2015 1:04 pm

Mech gate keeps freezing on me. Happend twice now, every time on the brink of victory :evil:
Spoiler (click to show/hide):

Image


Unrelated to seduction. This screenshot is taken after my third turn, so no special powers have been fired.

Don't know if this is important but here is the turn transcript
Play 1: summoned mage in bottom row
En 1: summoned assasin in top row
Play2: summoned guard in top row casts boost on mage
Guard kills assasin droid in top row
En 2: summons berserker droid in middle row
Play 3: summon healer in top row casts warcry
mage hits enemy summoner for 6 damage (3 base + boost + warcry)
boost expires on mage (back to 4 damage)
En 3: summons berserker droid in top row. If this would attack in this row, the mage would again attack for 4 damage winning the fight

Game logic hangs. Animations on the droid keeps playing, so it is not flash that hangs ...

I will keep on trying to beat the level and keep you posted :)
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Re: Sakyubasu no Tatakai II

Postby Thisfag » Tue Jul 14, 2015 2:58 pm

Well, I made it to Starlit Tower, but... Van is just too strong, her special is OP and defeats me with one hit. Like, it crushes me literally every time. My special doesn't even do anything, it just makes the ground glow pink and nothing else.
How I am supposed to defeat her if I just can't because she's too strong?
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Re: Sakyubasu no Tatakai II

Postby Alukard » Tue Jul 14, 2015 4:57 pm

Thisfag Wrote:Well, I made it to Starlit Tower, but... Van is just too strong, her special is OP and defeats me with one hit. Like, it crushes me literally every time. My special doesn't even do anything, it just makes the ground glow pink and nothing else.
How I am supposed to defeat her if I just can't because she's too strong?


same thing here, but the pink ground don't let you die in 1 hit , you need to use with the boss, when he crashing the screen (i don't remember her spell name hehe).
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Re: Sakyubasu no Tatakai II

Postby siade » Tue Jul 14, 2015 6:10 pm

I'll keep an eye on this game
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Re: Sakyubasu no Tatakai II

Postby Poati » Tue Jul 14, 2015 8:20 pm

Dont know if it was posted yet. If yes i am sorry.
Bug in the fight against Vanorel.
1. Go down on the field - Start Battle
2. Go to the middle - Start Battle
3. Go to the top - Kill the upper enemy
4. She uses her skill to teleport you to an enemy. As there is no enemy on the field the screen turns black?
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Re: Sakyubasu no Tatakai II

Postby GoRepeat » Wed Jul 15, 2015 3:17 am

Thisfag Wrote:Well, I made it to Starlit Tower, but... Van is just too strong, her special is OP and defeats me with one hit. Like, it crushes me literally every time. My special doesn't even do anything, it just makes the ground glow pink and nothing else.
How I am supposed to defeat her if I just can't because she's too strong?


You can, I believe in you!
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Re: Sakyubasu no Tatakai II

Postby DrawarDragon » Wed Jul 15, 2015 5:02 am

the game is good with good animation but the boss illosan of the starlit tower is too strong for the game our can no can continue i am have try all but the last atack after the bomb is to much i no can give more dmg so she stand at 55/100 i no can give more after because i fall and the spécial she have vs is boss is make nothing but for other mission is good i am give 5/10 but i hope is give better for the next update and get the boss less hard
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Re: Sakyubasu no Tatakai II

Postby pmv » Wed Jul 15, 2015 5:58 am

Some feedback on SNT2:

1) Concerning the game style: The turnbased combat is developing admirably. However, I sometimes find myself nostalgic for the realtime play in SNT 1. Maybe you could consider having the army fight turnbased, and having the bossfights (when Eva physically fights instead of commanding) return to the original style, with the chanters back at the island empowering the chosen path's abilities, much like the soulcore of the first game?

2) Concerning the art style: The art remains unique and the characters remain a pleasure to watch, the characters themselves, their equipment and movement, with the sex the icing on the cake. I would like to request some of the original style though. At the moment I am watching a penis and a vagina, something I can find anywhere on the net. Watching Brigette getting railed by a Gorger though, is something I can only find in YOUR game.

3) Concerning the equipment: As the player progresses through the levels the power of the equipment increases, rendering weaker equipment obsolete. Introducing a merging mechanic in which the player can merge eg. 3 Iron Scales to produce a Crystal ward is a solution.

4) Concerning the troops: Given that their equipment improves, they can improve as well? The scout taking out mages from Hive to wastes and back again will be better at its job than one in an enemy garrison waiting for you to recruit it. XP gains produces a veteran with minor bonuses to Hp or attack power.
Even more complex, introduce XP gains individually, where those that merely spawned gains less than those who actually engaged in combat. Troops that gained a recruit scores more than troops that merely killed, and the troop that lands the killing blow on the opponent gains most of all.

5) Concerning tactics: At the moment the opponent can easily swarm your troops if the fight is taking too long. This makes sense in the context of the story, where Eva is chasing the clock most of the time. However, rewarding the turning of enemy troops as opposed to killing them will encourage a more intelligent play. Perhaps reduce the mana refund to the opponent when her troops are recruited by Eva?

6) Concerning victory: The general idea of the combat table is it’s the ‘front line’ of the battle. Reserve troops are in their camps, to be summoned as needed. What happens when Eva wins, and her troops storm the enemy camp? Perhaps they loot some equipment left behind, or even find the odd rune dropped in the enemy’s rush to keep their brains from becoming a sexual mush.

7) Concerning flow: When the commanding opponent is captured, the enemy army flees. Where do they go? Perhaps there are some ‘loyal’ Hive Drones defending against Eva in the Crystal Forest?

8) Concerning the super abilities: I would request a pop-up explanation of the ability at the start of the battle. It just saves me from combing the update notes and comments to find out exactly what Vanorel’s insane ultimate, or Beezy's tantrum, does to the board.

9) Concerning the special abilities: Most/all of the enemy troops have runes, or in the mech units case, is significantly more powerful than the player’s troops. A recurring theme in the comments; I believe this is an excellent setup. It provides more of a challenge to the speed run player while not proving an insurmountable obstacle to slower/newer players, since previous levels can be revisited to farm runes. This leads me to:

10) Concerning battle revisits: The dick in the cheek chatter that individualizes each character is the main component of what makes this game epic. Now having to redo or revisit previous scenes is no problem, but do consider an alternative revisit scene for each level. It keeps the storyline flowing even though the player is stuck.

11) You requested feedback on the boss battle:
- Were you able to beat Vanorel with all classes?
Nope. I could only do it with the scout by using the fact that Vanorel’s ultimate doesn’t damage Eva when 2 clones are alive on the field.
- What seemed overpowered? What seem underpowered?
Well, Eva seemed underpowered and Vanorel overpowered, but I’m guessing that’s the general idea.
- Did you find the fight difficult? (I thought it was really easy)
Between dodging a suspiciously Brigitte-like attack, guarding for the teleport towards a clone and bunkering down against the ultimate, I find little time to actually attack Vanorel, let alone do it in 6 turns as the comment section claims.

12) Your username. Do you mean go-repeat as in “start, ace it, then do it again” or gore-peat as in “My name is Peat and I like bloody fights”?

Finally, your game is an excellent pastime. Whatever you do with this game, it’s sure to be a success.



And, y’know, thanks for coming back.
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Re: Sakyubasu no Tatakai II

Postby GoRepeat » Wed Jul 15, 2015 6:45 am

pmv Wrote:Some feedback on SNT2:


Great feedback; I agree with most of it. Touching on a few things: I like the idea of unit experience, but that will be one of those "if I end up having time for it" things. I am not opposed to the idea by any means, though. Since public outcry has been surprisingly FOR the old sprite animations, I will works something out in the future. Maybe have the sprite animations in combat and the "pov" ones as summon unlocks or something. I don't know, I will have to think about it. Runeforging and equipment trading will be coming in a update soonish via beating Vanorel and Pecunia's store on Exile island. I also like the idea of redoing the story segments for replay at certain plot points (like I did with the Hive), but the issue is that there is only so much "Time to train!" or justification to use that won't result in me having to rebuild the entire battle sequence.

Poati Wrote:Dont know if it was posted yet. If yes i am sorry.
Bug in the fight against Vanorel.
1. Go down on the field - Start Battle
2. Go to the middle - Start Battle
3. Go to the top - Kill the upper enemy
4. She uses her skill to teleport you to an enemy. As there is no enemy on the field the screen turns black?


Thanks, I will check this out! It should just default to the square 1 position, but I will make sure its not causing a lockup.

Spartacus Wrote:* what is the purpose of the FLEE button?
* Do you see a future where you can control the turn order of your own units. This would give you a bit more strategic control. It is absolutely not a requirement, but in some cases the outcome can be vastly different.


Flee is just a way to back out of combat if you know you are going to lose and don't want to sit through it. It should also be a get out of jail free card if the enemy AI locks up and you hit a stall bug, flee should still kick you out of combat so you don't have to reset the game. I am not sure how I could implement something like turn order in the game's current design unless I add a speed stat or something the game can monitor. Right now it just runs through the tiles closest to furthest to make sure movement and attacking is optimized.
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Re: Sakyubasu no Tatakai II

Postby Spartacus » Wed Jul 15, 2015 8:36 am

GoRepeat Wrote:
pmv Wrote:Some feedback on SNT2:


Great feedback; I agree with most of it. Touching on a few things: I like the idea of unit experience, but that will be one of those "if I end up having time for it" things. I am not opposed to the idea by any means, though. Since public outcry has been surprisingly FOR the old sprite animations, I will works something out in the future. Maybe have the sprite animations in combat and the "pov" ones as summon unlocks or something. I don't know, I will have to think about it. Runeforging and equipment trading will be coming in a update soonish via beating Vanorel and Pecunia's store on Exile island. I also like the idea of redoing the story segments for replay at certain plot points (like I did with the Hive), but the issue is that there is only so much "Time to train!" or justification to use that won't result in me having to rebuild the entire battle sequence.


Be careful with the old sprite animation route. As you showed earlier this can and will balloon quickly. I think the outcry is for more variation, not against the artstyle. As a compromise you could do 2 animations for one for male/female and one female/female or male/male.
So for the hive drone: If captured by gorger/droid play the current animation, if captured by a drone/Illosa play a more lesbian animation.
Or for the gorger: If captured by a female play current animation, if captured by male play a threesome scene with Eva.
This approach gives some variety without putting it beyond the capabilities of a one man/woman/seasponge team :)


GoRepeat Wrote:
Spartacus Wrote:* what is the purpose of the FLEE button?
* Do you see a future where you can control the turn order of your own units. This would give you a bit more strategic control. It is absolutely not a requirement, but in some cases the outcome can be vastly different.


Flee is just a way to back out of combat if you know you are going to lose and don't want to sit through it. It should also be a get out of jail free card if the enemy AI locks up and you hit a stall bug, flee should still kick you out of combat so you don't have to reset the game. I am not sure how I could implement something like turn order in the game's current design unless I add a speed stat or something the game can monitor. Right now it just runs through the tiles closest to furthest to make sure movement and attacking is optimized.


Flee doesn't work for me when the game hangs up. It plays the on loss conversation but does not kick me out of combat. If the game hangs I need to refresh the window ...
I really thought unit order ran trough your units in summoning order :) but the earlier summoned units tend to be more to the front. So left to right, I assume top to bottom ... Got it, now how to incorporate this strategem :D

Some other random thoughts.
* Don't change the boss fight. It is not so difficult I have won with all of the classes. Some are better suited than others true, but all are possible.
* I like the new "no converts for you if you lose" mechanic, but this turns Eva from a medium at best to lousy commander.
All the enemy commanders have cool mechanics that help their troops immediatly (damage immunity, raise damage, full heal, auto heal + poison enemy, ... ), most of your other commanders have cool but situation specific abilities (jealous rage, admin rights). Eva's ability does nothing for you on the field, and if you play in a not grindy way not a lot off the field because you wont be capturing a lot of enemies ...
In this context I agree with

pmv Wrote:Some feedback on SNT2:

5) Concerning tactics: At the moment the opponent can easily swarm your troops if the fight is taking too long. This makes sense in the context of the story, where Eva is chasing the clock most of the time. However, rewarding the turning of enemy troops as opposed to killing them will encourage a more intelligent play. Perhaps reduce the mana refund to the opponent when her troops are recruited by Eva?

6) Concerning victory: The general idea of the combat table is it’s the ‘front line’ of the battle. Reserve troops are in their camps, to be summoned as needed. What happens when Eva wins, and her troops storm the enemy camp? Perhaps they loot some equipment left behind, or even find the odd rune dropped in the enemy’s rush to keep their brains from becoming a sexual mush.

7) Concerning flow: When the commanding opponent is captured, the enemy army flees. Where do they go? Perhaps there are some ‘loyal’ Hive Drones defending against Eva in the Crystal Forest?


This would change Eva's ability to help you on the field, and you would get some (fixed number off ?) troops from the reserves after victory. But maybe this interferes to much with what you had in mind. It is your game after all

pmv Wrote:Some feedback on SNT2:
8) Concerning the super abilities: I would request a pop-up explanation of the ability at the start of the battle. It just saves me from combing the update notes and comments to find out exactly what Vanorel’s insane ultimate, or Beezy's tantrum, does to the board.

Please don't finding out and getting your ass kicked is half the fun.

Sorry for the wall of text(again), but i really enjoy this game, and giving feedback is the only way I see I can help you at the moment.
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Re: Sakyubasu no Tatakai II

Postby Spartacus » Wed Jul 15, 2015 8:42 am

GoRepeat Wrote:7/15
-- Still can't find that damn lockup issue. Going crazy with this one.



would you mind sharing the combat code, so I can have a look. I am not great with flash, but bug squashing is what I do for a living :)
I get you do not want to share your entire project, and I respect that, but just the combat bits would do I guess.

I know how frustrating this can be, but sometimes a fresh set of eyes can see problems in logic, when an old set just assumes it the logic goes so and so :)
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Re: Sakyubasu no Tatakai II

Postby Train1305 » Wed Jul 15, 2015 3:56 pm

New version, time to check it out :D
ALso good to see so much active discussion on the forum
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Re: Sakyubasu no Tatakai II

Postby loshi1505 » Wed Jul 15, 2015 6:07 pm

hmm... as much as I like units gaining XP and stuff that's gonna need to be balanced out I'd think... preferably with armor effects being lessened.... or better yet with it only affecting the unit's health or something other than it's attack power...

as for the sex scenes I'm liking the new art a lot...
it's just that the old ones were quite erotic too and it's a shame to just hit the delete button and replace them. :(
also I don't care too much for POV sex... >_> like I can't see eva and other boss class characters faces anymore. >_< a slight turn off... well not really turn off so much it doesn't start the engine or rev it up if it's already going. >_>
so I suppose my main complaint is the male sex scenes being from female POV and secondary minor complaint is dang does it suck I no longer can fap to the old scenes. :P :lol: :roll: ;)

no idea what's causing the enemy idle lockups... makes me wonder if it's somehow on my end. >_> idk how or what on my comp is affecting flash though... :? so I have doubts it's on my side... but it is certainly possible... I think.... >_<

lastly for unit control... I think limited control is not asking to much (gameplay wise... not sure how much effort it'd take you GP)
say simple control of units not moving forward by clicking on them and clicking hold position or something... heck if it's not asking too much half movement backwards... for tank, attacker, mage, and healer that's easy they can only move one space back... but for scout.... :?
hmm.. maybe.... just maybe a full movement backward if the unit in question turns the other direction too.. like full retreat option with the unit taking double damage until forward facing again...
idk your game GP. ;) I think the choice of hold position is at least doable though. :P (code wise)... I think.... >_>
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Re: Sakyubasu no Tatakai II

Postby loshi1505 » Wed Jul 15, 2015 7:10 pm

bugs!

1st
the special doesn't nil the attack power given by warcry at waystation

2nd
is that intimidate didn't cancel out warcry's effects after that... >_>

3rd
select new armor, scroll down a long list, switch to rune equip, rune equip is now scrolled to where you were in the armor equip and you now have to scroll up to find your runes. :roll: (hardly a bug but it still fits the definition. <_< )

4th
blood path map view don't have the rune & race tab description.

5th
...
.......
..............
enemy......
idle....
>_<
http://gyazo.com/d89e00f9da4bf1385bc97592030ff08e

well at least it doesn't happen often. >_> just 1/20 battles or so... <_<
err.... nvm... it happened again 1 battle later... >_<
http://gyazo.com/c68bd1d15bdbf4ba15e927d611d8128d
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Re: Sakyubasu no Tatakai II

Postby napala » Wed Jul 15, 2015 8:36 pm

pmv Wrote:Some feedback on SNT2:
12) Your username. Do you mean go-repeat as in “start, ace it, then do it again” or gore-peat as in “My name is Peat and I like bloody fights”?


Wasn't it something about commands in Flash? As in "goTo" and "repeat" or some stuff like that?

________
Someone said something about Eva's special not being particulary useful in comparison to other commanders', now that losing won't get you any units. Here is a dumb idea: During the time Corrupting Lust is active, your units have a very small chance (like, 5 or 10 percent) of dealing a "critical" hit, defeating and converting an enemy unit.
Yet, this being a strategy game, some players would dislike having a random factor.
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Re: Sakyubasu no Tatakai II

Postby loshi1505 » Wed Jul 15, 2015 8:56 pm

Apalapan Wrote:Someone said something about Eva's special not being particulary useful in comparison to other commanders', now that losing won't get you any units. Here is a dumb idea: During the time Corrupting Lust is active, your units have a very small chance (like, 5 or 10 percent) of dealing a "critical" hit, defeating and converting an enemy unit.
Yet, this being a strategy game, some players would dislike having a random factor.

hmm... not a bad idea since the roots of this game was a side scroller RPG... I like it. :D but say bump up that ratio to 20% crit chance. :P c-lust only lasts 2 turns after all. ;)
either that or bump up the number of turns it is in play for... say... after first boss fight?

another thing can you PLEASE increase eva's in troop battle health GP?...being one shot killed by a single mechiza or esurian hitting you is a tad much... -_-
hmm maybe instead of naked units only effecting eva's in troop battle health maybe have all units affect it regardless of class type? and say make the benchmarks for health increases be 10, 40, 70, ect?
(could you do this before armor crafting please? *insert puppy dog eyes here* )
as for mana I suggest
mana cap increase 20, 50, 80, ect.
mana recharge increase 30, 60, 90, ect.
or something like this... but mana is lesser priority atm I think. ;)

also
6th bug?
slime on mech action is not see though?

oh and saves... please find a way to improves the saves now. (probably your highest priority)
I grind too much and the updates changing the arrays thus making new saves needed is probably the most annoying thing right now... also discourages me from the bug hunt. :(
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Re: Sakyubasu no Tatakai II

Postby Lucky777 » Wed Jul 15, 2015 10:42 pm

Spartacus Wrote:Please don't finding out and getting your ass kicked is half the fun.


I suppose it's good for multiple viewpoints to be represented.

But yeah, no: I don't think competent explanations of what the devil the abilities do are really optional for a quality product.
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Re: Sakyubasu no Tatakai II

Postby qpimpy23 » Thu Jul 16, 2015 1:38 am

how do u play all i see is 100%
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