UnionFaps
Nei Nalen from patreon
Nei Nalen patreon

Plans for Update 3

🕑 Added 2024-12-03 20:51:09 +0000 UTC

Comments

Nyx

Honestly, my suggestion is do a bit of column A and a bit of column B. A being reworking systems or ideas and B being new content. For column A I would prioritize things that require changing current things as those will need to be decided in order for new content to be created without having to go back and fix it yet again. Then once you’re satisfied with the “rework” parts then add the quality of life ideas such as shop fixes, sexy scenes etc. Also if you do not feel like your writing is up to par, it never hurts to put your feelers out for someone to help with it. I am a solo dev myself but I never shy away from asking for help on those subjects I’m weakest with.

ekwood

The biggest thing, off the top of my head, is that the labyrinth doesn't really feel like a labyrinth. It's a straight hallway with encounters. Just some element of navigation, randomness, risk/reward and danger would do A LOT to add replayability, variety, and challenge. Not to mention add some flavor and address some of the monotony in the gameplay loop. Edit: and I know choosing the difficulty of the next encounter is somewhat like this, but it's so bare bones I had basically forgotten it was a thing. My bad. I ain't saying the Maze needs to be OOT's Water Temple or something, but it could benefit from some extra layer or variety of challenge, perhaps in the form of finding your way or defeating obstacles other than the enemy's health bar.

Nei Nalen

I'm just always worried because at the end of the day that's still why people play a game like this instead of a popular roguelite. Though I have some ideas to help with better enjoying the growth through gameplay while improving the gameplay itself, assuming they play the way I envision them. Based on the feedback I got I think I'm going to prioritize that rather than scenes.

Maxam3000

Personally i feel like the Meta stuff and refreshing the gameplay loop are the priorites. They are the places where i feel the game lacks the most right now. The balancing is fine and the characters will get sexy scenes in due time but from a player standpoint i really feel like the gameplsy loop and meta should be prioritized. Making a damn good game will keep people invested, having sexy images will make them come for the images then leave.

Æther

I think the writing has been charming so far! Can't wait to see what's next

Milk-N-Potatoes

imho, you listed them in my preferred order of importance. Gameplay loop and balance are my 2 biggest (potential) issues with this game. Doing Beryl's content on drop made me realize how I was essentially just blitzing through the game to get to the stuff at the end- not actually taking much time to enjoy the game itself. And since the start, I've wanted to play on hard, but found it just too much effort. It really felt like it was more luck than skill to get anywhere. Considering even some of the bosses on casual give me a rough time, I'm glad I quit playing hard a while ago. As for the meta stuff, I really like the idea and think it could really spice up the game with some needed interaction, but compared to making the actual game fun, it's lower on the ranking. And, last, the sexy stuff- idk about anyone else, but the growth content is honestly all I care about. And even then, it doesn't really matter how good they are if it's too frustrating to unlock them (though I guess that's what the two easier modes are for so, meh) All in all, the foundations for everything is super solid and that's the important part. Just keep doing what you're doing and it'll all work out in the end.

M Gmo

I fully get that. If someone wanted to play Slay the Spire with BE there is always something like the buxom mod. I adore Slay the spire, monster train, Balatro, etc and the foundation of the game is actually good. It's a lot like the buxom mod, people probably get drawn to it because it has this fetish component but the underlying game (or changes in regards to the buxom mod) are actually good. I just wanted to throw out some feedback that wasn't "I really wish I could press 1 to select the first card in my hand, 2 for the second, etc".

Nei Nalen

Yeah that's a big concern. I'm not a big writer and scenes and storylines are honestly the hardest part for me (weird I know, that's probably some of the lowest quality element of the game). Instead I wanted to also convey that emotion through other means. I have a few in mind, but they all take time to implement.

Æther

Save file compatability between this and the next build should be the least of your concerns if it means an easier time delivering on these ideas! Love the plans so far and I'm excited to see how the game changes! Also, if meta-interaction is added, that's an easy way to add more personality/sexy to each character without having to focus entirely on that/adjust storylines, assuming that's a big concern of course :P

Nei Nalen

I do have the problem that as I spend time to come up with solutions to some of the design issues, I realize they're the same solutions as in other games, and I feel pretty bad about it, I still want the game to feel unique enough.

Nei Nalen

There are a few things planned :p

Nei Nalen

Card replacement was pretty important because the idea was that you'd need to constantly replace your cards as you grew because you'd get access to better ones. I don't want you to play a growing character and have all the low power stuff, I need you to be able to quickly get access to the new powerful cards.

Azzwyn

Sorry may have came off wrong lol, yes still a roguelite. The early section is that rough reset, maybe starting with a random buff or a choice of a starting card or two to help speed things up. Nothing complicated to help boost the first 3ish fights or something? We love gambling in roguelikes

M Gmo

However I get how this needs to happen because there isn't any map you traverse where you can plan to go to the shop or bonfire to remove a card.

M Gmo

I haven't done hundreds of runs so take my opinions with a grain of salt. Going 1:1 when adding cards takes a bit away from the deck building. There are cards that are just fundamentally better than the base cards and no real disadvantage to getting them. In something like slay the spire a good card being added to a deck with 30 cards is just less impactful than that same card being added to a deck of 10 cards. So when I get offered no touchy and get to replace a defend with it there just isn't any drawback.

Nei Nalen

The engine is custom-made, and I made a whole part about save file compatibility, so it's not a technical issue, but a design issue rather.

Nei Nalen

You're still going to need to complete multiple runs to go through the game. It's a roguelite at the end of the day. The focus point is on making new runs feel more refreshing.

Azzwyn

I agree with the rework on quests, I enjoy the game a lot but the sudden resets after completing a quest is rough. You probably don't need to worry to much about keeping save files compatitible, maybe provide a save file to patrons that skips them to level 2 with all characters?


More Creators