~Hakurei Shrine~ > Rika and Nitori's Garage Experiments

西天東地第一弾:Adamantine Memory Blade [New Version Released 02/23!]

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Sparen:


--- Quote from: Shizzo on July 14, 2018, 09:49:15 AM ---Spoiler: Also as a gay dude it's super adorable to see the characters half-flirting and being suggestive with each other.  The 4-10 Omake was seriously.  Adorable.  10/10 I'd wanna see a dating sim with these guys!!! ♥
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Earlier on in development some people noted that I should push a little further on that end and market the game using that, but I decided to not go *too* far with it. Either way, I'm glad you enjoyed that aspect of it. :)


--- Quote from: Monothemeerp on July 14, 2018, 11:20:51 AM ---- The music isn't anything to really write home about. The only theme I liked was the Stage 2 theme, the rest were... forgettable. I actually think the art is kind of cute, though. Pet peeve on the sound selection: theres no hit noise for when the boss is low on HP.
- This however also results in the difficulty curve being thrown all around (stage 1 boss is harder than stage 3, not to mention Maryuu right after... that midboss encounter is nightmarish, I don't understand either attack)
- speaking of midbosses, because you use the SA resource system, the player's lives rely on the amount of attacks in the game... and since there's less than SA, that leaves the player a little strapped for resources

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I was wondering about the low HP sound effect, actually. I personally chose to not implement it, but it's something I may consider in the future.

In regards to Stage 1 boss vs Stage 3, are you referring to the stage portion of Stage 3? Because Taiga is the most nerfed boss in the entire series.

In regards to the SA resource system, I get what you mean - especially since resources are more scarce at the *start* of the game, resulting in a higher chance that the player will be on-edge with one or zero spare lives for most of the game. I didn't know if it would be appropriate to have more life fragments drop outside of that system, but if it's too hard at the start, I'll identify suitable stage enemies/death fairies that I can attach life shard drops too and see if some of the stress on resource management is relieved.

~~~

Thank you all for the feedback :)

Shizzo:

I spent literally 999 tries on the dang Ex Boss' overdrive spellcard.  still couldn't capture it, geez!!  The inner completionist in me is going to have to suffer, because I really don't see myself clearing -that- spellcard. 

That being said I loved the Omakes that are released once you unlock/beat Ex, heh!

Sparen:


--- Quote from: Shizzo on July 14, 2018, 02:38:27 PM ---I spent literally 999 tries on the dang Ex Boss' overdrive spellcard.  still couldn't capture it, geez!!  The inner completionist in me is going to have to suffer, because I really don't see myself clearing -that- spellcard. 

That being said I loved the Omakes that are released once you unlock/beat Ex, heh!

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Oh, it's just a normal distribution with some curvy bullets. :)

Monothemeerp:


--- Quote from: Sparen on July 14, 2018, 01:01:50 PM ---In regards to Stage 1 boss vs Stage 3, are you referring to the stage portion of Stage 3? Because Taiga is the most nerfed boss in the entire series.

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I was referring to Taiga, sorry if it wasn't clear! The gimmick overall is very cool (and well foreshadowed - that one remark really makes a difference) and I really like it but once you know how to play around it the boss fight overall isn't that difficult, which makes Stage 1 feel much harder in hindsight.

Also a point that I forgot to bring up in the first post - the forward focus shot feels oddly inferior to the homing one. You get pretty decent damage out of the forward shot in the homing option already... plus a decent option for stages in the homing part of it. Maybe decrease the implied ramp up time on stage enemies? It felt harder to kill stuff with it than the homing one and I didn't really notice much of a boss difference. This could however be completely subjective and I'd ask others about it if anything - I might try another run with the forward focus shot just to see how well it goes.

The comment about the life shards is good to hear! And you don't necessarily have to put in the low hp fx, I just noticed it because I work a lot with it in my own gameplay, haha. On that note, the sound design is fairly well executed. I think there were some sounds in there you don't usually hear for shots, which I kinda liked.

I haven't yet seen extra cuz... duh, but once I do I'll get back to it here. Overall, I think there's definitely a solid foundation here and with some improvements this seems like a good overall package, so a great step in the right direction for the year of fangames. I personally can't wait to have the Omakes unlocked so I can just binge read them, haha.

Sparen:


--- Quote from: Monothemeerp on July 14, 2018, 06:56:17 PM ---Also a point that I forgot to bring up in the first post - the forward focus shot feels oddly inferior to the homing one. You get pretty decent damage out of the forward shot in the homing option already... plus a decent option for stages in the homing part of it. Maybe decrease the implied ramp up time on stage enemies? It felt harder to kill stuff with it than the homing one and I didn't really notice much of a boss difference. This could however be completely subjective and I'd ask others about it if anything - I might try another run with the forward focus shot just to see how well it goes.

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TeikiB has, for the majority of the dev cycle, not been tested as a primary player. However, after *much* prodding, I continuously buffed TeikiB until the point where against non-moving enemies with high HP and bosses, TeikiB is borderline broken. There are some patterns that can be completely cheesed using TeikiB, especially in Extra's stage portion.

But for the most part, the wide + homing shot in TeikiA should be more balanced.

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