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Delve Into Pawssion » Devlog
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Delve Into Pawssion
A turn-based RPG with a furry setting. (on development)
Status | In development |
Author | Quetzalli |
Genre | Role Playing, Visual Novel |
Tags | Adult, Erotic, Fantasy, Furry, RPG Maker, Turn-Based Combat |
Languages | English |
More posts
- Patch 0.7b4 days ago
- Updated Demo + Future Changes24 days ago
- Patch 0.7a - New Avatar (Class), Lore Menu and improved Dash82 days ago
- Version 0.7May 05, 2024
- Spring Sale! The Game and Artpacks are includedMar 15, 2024
- Upcoming v0.7 Content and Price changeJan 03, 2024
- Winter Sale!! The Game and Artpacks are included.Dec 22, 2023
- Version 0.6Aug 08, 2023
- Upcoming Patch 0.6 Details, Upgrades and Save File Wipe + Reward in-gameJul 19, 2023
- New Battle HUD, Movement and OtherJun 12, 2023
Comments
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You may have a corrupted file, try downloading again, or in a different computer or a different browser. I have checked the file and it has no problems, something may happened when you downloaded it.
I suggest you to try in a different computer, since it may be that your computer cant handle the game properly.
i played the game with this computer without problems in the previous version, i will add some images to show you how is
i used an old computer and with that one can run the game perfectly, and i try to delete all my computer and it worked, but just momently, just now i can't fix it is so rare
Hm weird thing is I have been having the same problem. Still runs the previous versions of the game. I have tried both on Mac using wine and on an actual Windows PC but all I get is a black screen. once starting a new game besides dialogue options.
Hello, I just started playing your game and already noticed some things that I would love to see added in the Future:
-Controller Support
-If you stick to Keyboard/Mouse: Add full Keyboard Support while Choosing a name for your Character.
-Add a Fullscreen option to the Options menu, or mention somewhere on the title Screen that it's the F4 key
-Add a back button on the Save Screen. I randomly pressed buttons until I found out it was right click haha
So far tho, I loved it! <3
I hope to see this project finished in the future and that you earn some decent Cash from in in the process! uwu
Hello again! here's my feedback after playing through the new demo version starting with psy-fire. Nearly all of these are personal opinions about the feel of the game rather than concrete bug reports. Most of this concerns version .53 except for one incident which I will point out when we get there. Get ready, this will be kind of long.
Good:
Game feels a lot bigger now. Seems like we're starting to see the foundation for the full game, which is pretty cool.
The wider variety of skills makes the gameplay more varied than "save up for energy claws every time" which I like a lot. I like that that mana potions are cheap but kind of awkward to use mid-combat. The flow ended up being "use skills to survive but you're in trouble if you run out" which is as it should be in my opinion.
Starting with two accessory slots is good for the demo, it gives a lot more ways to customize with gear. With one slot I felt like I could only use the scarf or later the belt and nothing else because not dying in a 1 character party seems pretty important.
Fake Attack is much better without (I think) being overpowered. There are a lot of situations now where it reduces the number of turns needed to kill an enemy which wasn't the case before, making it a useful option if you pay attention and experiment. Also like saving up to combine with Energy Claws against bosses or other tough fights, which I never did before.
Energy Claws costing 25 TP is balanced and fair and makes a lot of sense. I know it's the right kind of nerf because I feel really sad and disappointed about it while also still using it pretty often and surviving the encounters without a problem. So, good job.
The difficulty feels more in line with the "moderate" goal now than before. I didn't realize that I had forgotten to use food for the plant core and ???? bonus fights until after they were both completed. I had used other preparation items though. The fights are still challenging but feel less like you will lose if you aren't at the theoretical maximum level of power the game allows, which I think is about right.
Speaking of the ???? bonus fight. I think the things you did with the game engine, especially the extra party slots, were creative. In general you seem to avoid simple boss design, which is a decision I agree with for a game like this.
Adding a powerful skill based off of defensive stats for a character that mostly scales off magic and attack seems like an effective way to make build decisions tougher and more interesting.
One lucid potion and two fights where you might really need it seems like the right kind of resource rationing. I genuinely like being forced into those kinds of decisions.
Neutral:
It looks like once you buy your stats you can't reset those purchases ever, which seems constricting but also really makes the player think about what to buy. I felt a bit nervous because I didn't know what would be important later. Ended up doing just fine though. Guide writers will make "THIS IS THE OPTIMAL STAT SPREAD! USE THIS OR DIE" guides for people who can't make up their own minds no matter what, and so the cycle continues.
No indicators for how your personality is being affected by your decisions, or what kind of moves might become accessible. This will give the online guide writers something else to do and is generally a time-honored video game tradition so I can't really get too mad about it. In my own playthrough I had no trouble unlocking extra skills by the time I needed them so this didn't really hurt me.
"help the original GM destroy all anomalies" seems like a main quest disguised as a side quest which is pretty funny.
I miss being able to sprint like before, though that probably made the plant timing minigame too easy. Being able to at least sprint in town would be nice. Overall not a big deal though.
Could be improved:
It might be better if the advanced potions required loot items from more advanced monsters rather than just a lot of red/blue goo. The way it is now, it's best to skip the crafting recipes for early potions because they're cheap to buy already and you'll need the goo for the really strong consumables. Either that or walk around auto-killing a bunch of goonies which I wouldn't describe as fun gameplay.
In addition, if there are loot items that you explicitly intend to be sold to the shop instead of saved for some later crafting recipe, something like "not useful for crafting" in the description could be good. Unless you want it to be a mystery, which I admit has been done in games before. (shoutouts to anyone afraid to sell their gold slime)
If you're implemented the code for those super expensive accessories in the stat shop, it might be good to give practical access to them somehow so we can make sure there aren't any bugs with them. Maybe as a reward for surviving the ???? bonus boss or something.
Was the "weaknesses only" artifact intended to take damage from the burn status? Right now it does. Also, when it was in Aerial Mode my psy-wind didn't do anything (that happened in version 0.5, not sure if that was changed.) This is understandable because a potential 4 damage in one turn might be too much but it was a bit annoying to use a weakness and get punished for it.
That's it for now, I really like the way you're developing the game. Looking forward to finding out where things go from here!
Thanks a lot for all the feedback!
It's a lot, so I'll only respond to some points i think are the most important.
1.-Currently the potions are crafteable with the current resources. It will be rebalanced later.
2.- It is planned to add a tag in some iteams to specify the intended/unique use.
For example [Consumable], [Material], [Treasure], etc. Trasure would be any object that is only meant to be sold.
3.- The GM sidequest is like that for a reason, but I rather not spoil anything.
4.- Sprint will be re-enabled later once 8-direction movement is enabled.
5.- Not sure what you mean with the "code"?
6.- Seems the Artifact battle is giving some bugs, so I'll take a look on it on the next patch.
7.- The player won't be able to know what personality trait is being increased each time, there isn't really any optimal way to do it since the skills can't be maxed out. Either you take one path or you take another, can't take all of them. Telling what trait is increased would just make the players pick based on the skills and will lose the point of the personality mechanic being there.
8.- A Stat respec on the stat boos shot is being considered.
Thanks again!
My pleasure. I wouldn't expect an individual response to everything, especially the "hey I liked this" notes.
For the personality traits, I understand that players will optimize the fun out of games if given the chance, so the way you're doing things makes a lot of sense.
Same goes for the stat respec; we don't want a situation where players can reset their stats so often that there's no weight to the decision. It seems pretty difficult to balance so I don't blame you for being careful about that.
Sorry if I was confusing with "code" and the super accessories. I thought they might already be in the game files because they could be bought in the earlier demo. If they're not ready yet then I take back what I said about them.
I hope you get good feedback from other players too, there's probably some things that I missed along the way.
Oh I just didnt had much to add for the parts you liked XD. I'm glad you liked it so far though. I'm debating letting Nii join the caves part too. I got a lot of feedback regarding skills, specially on Fake attack feeling kind of useless. So I made those changes. Glad to know they work better than before!
The accessories were removed to prevent players from farming the heck out of the game XD, same with the new level cap at 9. Mostly because it may keep changing and balancing a game when players got overpowered may be more difficult.
Well played new game on the recent patch and didn't freeze at all.
Good to know is working properly!
is the climax scene for Stripe also supposed to be WIP?
Yeah, but actually I'll update it on the next patch very soon. Players aren't supposed to unlock it though, it's supposed to be out of reach, so if players are reaching that button, then it can be considered a glitch.
ok thx
I have noticed that some of Niis nsfw animations are just the rub animation, Climax and pullout are either broken or i'm assuming work in progress?
It's a work in progress, you shouldn't be able to see them though, as you cannot collect enough Affection to get them.
If you got enough affection to see them it can be considered a bug. Were those unlocked from the first time you got the scene?
Nope after I cleared some the first wave of plants when you have the option of waiting till later and continuing on it unlocked the rest of the scenes which I thought was strange.
I'll take a look into it, thanks!
Things I noticed after playing the demo for a bit:
Some kind of mention that the game tracks turns outside of battle would be good. I thought potions would be useless except in battle because I didn't know that the recovery over time worked and would happen as I walked around. It also opens up stuff like using a potion right before a tough fight so you get the regen without using a turn, that's pretty cool.
Along those lines, Lucid potion would be a lot better if it could also be used when you were outside of battle so you could bring status immunity into a fight. Don't know whether that would be overpowered or not, so if it was your intention to make it always cost a turn then I guess it makes sense.
Tried the 50% strength antidote ring and got poisoned with very high reliability, poison also did full damage. I don't know if my luck is just really bad or the antidote ring is meant to be used alongside the "inmunity" ring for full defense. Using the inmunity ring alone also does not seem to provide a chance to avoid poison.
Fake attack seems extremely bad. A 2 turn debuff where 1 turn is spent using the non-damaging skill seems like mostly a waste. Early in the game I didn't really face anything that needs a defense debuff to handle. Later on, considering how valuable TP is the moment energy claws are unlocked, I can't really justify ever using it.
As others have noted, the cave boss is a large difficulty spike compared to the other enemies in there. You've already noted that you will provide more ways to advance before you have to fight it in the full game, so I just want to know if improved food can be unlocked before the boss. I wasn't sure whether beating the boss was what unlocked it or not.
Now for some of the stuff I liked:
Energy Claws feels really good to use. It's cool to have a move like that which you can anchor your strategy around in most battles because of how reliable it is, where you can't use it every turn but you CAN use it every battle due to how TP works.
Most encounters feel pretty well-balanced, in that they are not easily cleared unless you're very over-leveled but there's pretty much always a way to deal with them if you explore your options. Good stuff.
Artwork is high quality as expected. Does a lot of work towards setting up the overall feel of the game.
And finally...
thanks very much for doing this, I hope you can keep going with this project because it already has a lot of enjoyable things in it.
Hello, thanks for the feedback.
Yes, Im improving the Tutorial section with more pages to mention more things.
There are certain items that can only be used outside of battle and viceversa. I'm unsure if I can let the Lucid potion do that. While entering a battle with some buffs is intended, I also don't think is a good idea for the player to drink 10+ items before every boss fight.
The antidote ring and immunity ring seems to be bugged or programed incorrectly. Thanks for letting me know. I'll make sure to fix it next time.
Fake Attack will be rebalanced since like you said, normally is just better to wait for 20 TP instead for the Claw attack.
The food can be unlocked before the Cave boss figth. It is being rebalanced too.
I'm near to finish the new demo, it will be a really big update, so I hope all players like it. Thanks!
Just curious if this is the same artist that made change of rules, or if it was just inspired by them.
Love the style (new and old) and the direction the game is going btw!
Yes, I'm the same person who did Change of Rules. Thanks!
The chest room is impossible to pass without breaking the chest so you got 2 bush to mandatory destroy and then you get it . Then you are allowed to destroy 4 mroe bushes.
But in every pathway possible you got 5 to destroy. Unless you must evele up to unlock a swimining ability...
I am good at puzzle game, I have played solarus, this must be a problem on the dev end. I need to find a wayto save edit the chest HP and had 1. The file is readble via RPGmaker save edit.
I also read something about a monster. spawning in this room udner very specific conditions....
Is not imposible to reach, I'll respond you in the Guide and Secrets Post.
The game is nice! Maybe a bit grind heavy because I did unlock Nii's real food last, but otherwise very interesting! Really like Nii's character. ^^
The animation scenes have some glitches with the initial scene flickering in frequently... especially the cimax scenes can't really be seen. But maybe you fixed this already in the meantime.
However, I'm unsure if I reached the end of the demo. I could not find the third stripe picture and only one of Nii's . Not sure if I made a poor decision somewhere... the secret section here says something like you need to do or not do something with Stripe, but aside from the buttons on the right I could not really find anything to interact with. also tried waiting for 1min on each scene...
I play on a tablet with keyboard, touchpad and touchscreen, with win10.
Thanks! I'm aware of the flickering, it will take just a bit of time since is that kind of glitch that needs more time to fix than effort ^^u.
As for the third pic for stripe.
SPOILER:
.... Just watch the lingerie on and off for both idle and oral. Watching both with and without it should trigger the unlock.
As for the end of the demo, the Completion rate is capped at 21 right now.
Thanks for playing!
Thanks for the spoiler! I already tried that, though. Sometimes I get a small text, something like "you seem to enjoy both ways, perhaps there is a third", but nothing new unlocks. Don't know if the flickering is causing it... sometimes it's really strong, and twice the game actually crashed. Perhaps because this is only a 2.6GHz i5 tablet, but I remember gifs playing with less resources in the old days. ^^
Hmmmm ... Is difficult for me to know the minimum system requirements so I'll need to check that with time. As for the pic not unlocking, that's very strange. I may have missed a specific situation in which the unlock gets skipped. It should have unlocked after she tells you the text messages. I'm unaware if lag or flickering my skip it, so I'll take a look at it. Also is not a Gif. The sofware doesn't handle gifs natively as far I know and Gifs has a limitation on quality. So I had to use a frame by frame method which is what causes the flickering. I think I reached a solution though so I'll try to patch it in the next update I do.
Thanks for the feedback!
After unlocking the Point of Pressure skill, I can't seem to use it against breakable objects (I'm assuming that's what you use on the shrubs/ferns to access chests and clear a path to other areas of the map). When hitting the X key to pull up the skill tab, and selecting Magic, it only highlights Psy-Launch.
Aside from that, I am very much enjoying this game and the demo is wonderfully fun! Great job and I look forward to seeing more (´∀`)b
Thanks for the feedback! As for the Skill, it's not used through the menu. The skill should trigger automatically when interacting with breakable objects. The only breakable objects right now are cracked rocks. All chest should be accesible in one way or another. Knowing that, if you keep experiencing issues let me know.
Also, Psy-Launch should be greyed out too! So I'll be patching that as well in a future update.
Oh I see! Yea like, I read the sign next to what seemed like a path to the right of where you would fight the brute goonny, and got a little confused why I couldn't cut the ferns lol.
Thanks for the clarification!
So far so good. I've enjoyed my time with this rpg. :3 I'm excited to see what new characters you add. I hope we can get our paws on that bun <3
Thanks! I'm glad you liked it.
Yes, it has been patched, please redownload the game, it should be fixed now, if the problem persist please let me know!