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FoxGirlFan

149
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5
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168
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A member registered Jan 18, 2023

Recent community posts

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Defeated in battle, simple as that. As for the TF gacha, it was the artefact that gives 2 TFs and 2 TF items. Also found another potential bug, where the green crystal that boosts healing does not start tracking floors cleared until after you obtain it. This might be intentional, but previous versions had any floors cleared take effect immediately.

Somehow all my healing items were staying with me when I died, but they did go away when I completed my run. Also, the Dragon TF item I got through the TF gacha artifact transformed my arms... into Mermaid ones.

TF item spot

Nothing was banned, and I was in a floor in the first area, with only a few artefacts.

Randomly had the game lock up when picking up a TF item a few seconds after a Tanuki Statue. No idea why because it only happened after several hours of playing the new version

I know in RPGMaker VX you can set events to play on load with a plugin though I know this is made with a different version. Looking into things a bit more there is a script command to delete saves in some versions as well. Perhaps you could use an autosave plugin and have loading a save delete the autosave? Generally those use save slot 0. It wouldn't be a perfect fix, players could still load the autosave once, but if it only autosaves at the start of a floor anyone who gets in over their head likely won't be able to escape even with a second chance.

I'm finding individual runs to be lengthier than I'd like and the lack of saves really isn't helping. Is there a way to quicksave when I'm done? I don't mind having a limited amount of saves during a run, but it would be really nice if I could just put down the game for a while and come back to it exactly where I left off.

Does Silas have an ending yet, or is the achievement listed in the update notes all there is at the moment?

This is so stupid. Itch.io already has a setting to filter out this stuff. Why remove it when there is already an option?

Eira can't do anything, not even staves. It's a lot harder without healing.

Been having fun, but Chapter 5 is not balanced. Either you walk across the river and skip everything or deal with an absurdly strict time limit. I was on the last turn and was only able to make it because I had one of my units just run for the exit. Then, three longbow jerks decided to spawn in and could have blocked my path. Keep in mind that I am very experienced with Fire Emblem and that Chapters 1-4 are easy even on Hard mode. 15 Turns is just not enough time. I was thinking that maybe after Turn 15 a bunch of super-strong enemies should show up at spawn as a death squad, but then the bridge suddenly appeared nearly destroying my run 2 turns from the finish.

How do you turn off the info in the corners? It's taking up more screen space than I'd like, and the Objective covers up the pop-up portrait.

Demo, PC

Don't know why this is happening, the file is in the right place.

Literally unplayable because the lady who gives the one-shot item gets in the way of pathing for the first battle softlocking the game.

How do you get access to the basement safe code? All I have is the hint and the owl with a 4 on its forehead. The crow puzzle was one I thought was very clever but I have no idea what to do here.

I can't leave the bedroom, the door is only interactable from one side.

CelestialMagnolia.png isn't in the game files

Glad I don't need to talk to her to progress.

Really good start, don't rush yourself to make more though.

Can only buy the game with Paypal, not by card.

This is a surprisingly good TF game. But I'm curious, how many endings are there, and do you have a guide to finding them? I only got what I think is the best ending, but I'm curious what other fates may befall the characters in this story.

I know I mentioned this before, but playing through all the current content has confirmed that my units snowball quickly, even on "hard" mode. I understand the narrative element where Monster Girls are strictly superior to humans, but it's a bit absurd this early on. I'd reduce growth rates across the board, make it harder for individual units to solo entire groups of enemies. This is how I'd change the growth of the Playable characters. Note that while I have not made an SRPG, I have played every mainline Fire Emblem game besides Gaiden.

Maia: 75% HP, 35% Str, 45% Mag, 45% Skl, 50% Spd, 50% Luck, 25% Def, 30% Res; Total 355. Her growths are all above average aside from HP, a unit with no weakness while not dominating in any one area. I made her magic growths slightly better since she can use all magic types but the only weapon type she can use is lances. I'd also give her an acrobat-type skill (move through all traversable terrain without penalties) since she can use her wings to boost her mobility.

Elise: 90% HP, 55% Str, 5% Mag, 40% Skl, 40% Spd, 35% Luck, 25% Def, 10% Res; Total 300. Classic bruiser type with high HP and Str but mediocre defenses. 

Violet: 65% HP, 35% Str, 5% Mag, 60% Skl, 60% Spd, 60% Luck, 15% Def, 15% Res; Total 315. High Skill, Speed, and Luck, but shaky strength and poor durability make her rely on dodging attacks rather than taking them.

Emily: 85% HP, 50% Str, 30% Mag, 35% Skl, 20% Spd, 30% Luck, 50%, Def, 20% Res; Total 320. Very slow but incredibly durable. Will end up being more useful now that not everyone is capable of taking many hits.

Steph: 50% HP, 10% Str, 50% Mag, 35% Skl, 35% Spd, 60% Luck, 10% Def, 50% Res; Total 300. High magical attributes and incredible luck but incredibly frail physically.

Galiena: 70% HP, 30% Str, 20% Mag, 60% Skl, 50% Spd, 40% Luck, 25% Def, 25% Res; Total 320. Relies on Maid Daggers and effective weaponry do deal heavy damage but has enough durability to survive multiple hits from both physical and magical enemies.

Sylvie: 70% HP, 50% Str, 10% Mag, 50% Skl, 50% Spd, 50% Luck, 10% Def 20% Res; Total 320. Absolute glass cannon with high mobility. Her skill will need to be changed, but fliers often go off on their own anyway due to their mobility.

Lily: 80% HP, 15% Str, 60% Mag, 50% Skl, 30% Spd, 25% Luck, 30% Def, 30% Res; Total 310. Reliably hits once for heavy magic damage while, but more skillful enemies may end up landing a critical hit against her doing heavy damage. Her skill should probably make enemies more prone to attacking her due to how big her true form is.

Yeah, kinda forgot about that function, too used to Fire Emblem not having it, and I don't like using it anyway.

Enemy defense in Chapter 1 is really high, to the point that Violet can barely damage them. Also, one of the lancers was able to double Elise. I think you got the Hard and Lunatic difficulties mixed up, Chapter 1 of Hard was much more difficult. It would also be nice to have an opportunity to save after curing Violet and Elise, just so you don't have to spend time re-doing what is more or less an interactive cutscene (I don't even think it is possible to lose) if you lose in Chapter 1 (like what happened to me when I got crit by the boss).

Chapter 2's alternate shop is unavailable despite defeating the merchant's guard and getting the money. Is this a lunatic change or a bug?

This is a good start with a unique premise, but the RNG can be frustrating. I was almost done with Chapter 1 when the boss got a crit against Maia, killing her instantly and giving me a game over. Units either need more luck to combat enemy crit rates or critical chances need to be lowered overall, otherwise having a unit take a crit to the face is an inevitability. With critical hits doing triple damage, most units will just die through no fault of the player (Maia had the best luck but it wasn't enough). Targeting is frustratingly slow due to having to scroll through tiles in an unintuitive manner, and it doesn't default to enemies in range. I don't understand why it's like that when staves work how you'd expect. I'm also worried that the incredibly high growth rates of the playable characters will cause horrible difficulty balance due to the possibility of being blessed or screwed by level ups, especially as you turn up the difficulty. Hard mode actually seems pretty balanced aside from this at the moment and I hope it stays that way, and I hope to see creative and challenging maps in the future.

Height stage 2 is bugged and the descriptions automatically use the starting height of "short"

Found a game-breaking bug in the newest version. I turned off the light spell during the slime hunt on the 17th of Spring, and after the fight I was warped back to my room, the night time slot was skipped, and I was unable to move come morning. Worse yet, the game seems to have autosaved, meaning the file is hardlocked, and the hour I'd spent to get there was wasted. And before you ask, I did use the desticker, and while I was able to move a tile, it did not free my movement, and I don't have the patience to force myself all the way to a loading zone only for it to likely not work.

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Found two bugs.

First, the timer doesn't turn off upon completing the maze.

Second, ran into a crash with the following error.

Third, I tried brute-forcing the cafe puzzle but nothing seemed to work.

Any plans to make the currently Patreon-exclusive stuff available on itch.io? Not for free of course, but as a one-time payment that grants you access to said content.

The Health+ license that supposedly unlocks a job currently does nothing, plus the final one doesn't boost intelligence.

This will also make it easier to raise skill levels for crafts. Speaking of, I can't find copper anywhere, plus I think I screwed myself out of onions.

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Have a day activity where you can take it easy for a small mood boost. The way the new update limits mood gains to ~5 a week without perks early on is less than the cost of doing anything. You also need to keep in mind the emotional flaw which makes you lose at -50 mood.

As for going back a version, I momentarily went to 0.36 before going back to 0.35.1, which is the version I started playing at.