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* I have a love/hate relationship with rogue-likes. Every good (imo) games add in systems I like but also systems I dislike.
* One of it's best systems.
* Something all rogue-likes need to adapt.
* Not only this, but each element on a weapon hits the enemy separately. The total damage you can do gets bonkers.
* I would like if you use scrap+, you get a higher guarantee of getting the previous weapon unless you use another weapon item along side it. It really sucks when your special weapon becomes a common one.
What you disliked:
* This. Traps should be a nice or bad surprise. Too many traps and it slows down game (if you're unlucky) or makes you breeze through it (if you're lucky). Another complaint is the good buffs don't last long enough, rarely do I get the chance to fully take advantage of them.
* Yeah, should just be either a sequence of buttons or just a single button press.
* There is a rule, somewhat but the parameters are unknown. Mass dictates the type of weapon you get. The higher the mass, the bigger the weapon. Tenacity iirc dictates attack damage. Magic again iirc dictates skill damage and when crafting if you get a magic based weapon. A guide explaining the balance to get the weapon you want would be extremely helpful.
Your neutrals:
* It plays a bigger role in the full realization of the game (a hentai game) than it does in the demo. Right now, it's pretty much just how many times you can use your corruption attack.
* Since it's based with a hentai game origin, it lacks punch. Omega Labyrinth is a much better fan service rogue-like. The sex scenes is the biggest difference and without it, it seems like lackluster fan service.
What I like:
* Being defeated doesn't mean the end of a run. As long as your corruption isn't 100%, you can get back up. Would like a skill to increase HP though.
* When your run ends from being defeated, you can make it so that you bring souls and some items back with you.
What I dislike:
* Dropping your weapon on defeat. If you get back up, now you have to reclaim that weapon and re-equip it which can put you right back into a bad spot. Or if your defeat ends the run, you can't bring that weapon back because it wasn't in your inventory.
* Durability on accessories. These things don't drop often so making them breakable is just foul.
What I'm neutral about:
* Weight limit vs bag size. In some ways I like having a weight limit since I can increase it to gain more holding power. But on the other hand, I prefer having a bag size since in rogue-likes I've played there are ways to increase this. (Finding bags that can hold additional items and bags that stays with you even after defeat).
What I'll personally like to see added:
* Trap detection buffs. Even if it's just the current floor you're on, this does wonders.
* Teleportation potions/stones. One to teleport you or enemy somewhere random on the floor or teleport you back to base.
* Map/item reveal items.
* Combination skill to combine the effects of potions, allowing you to free up weight and bigger explosions. Because.....I like explosions.
Regarding the rules of smithing, there is actually a pattern on which weapon you will forge based on what materials were used. You can check the forging journal in the Journal menu for details!
We have been receiving numerous feedback regarding traps, and will find ways to improve players' experiences with them.
Thanks again!
Regarding weapons dropping after defeated, you actually can retrieve your last weapon before your death!
We probably should have highlighted it for players to better make it out among others though.
As for accessories, we do have other methods for players to get them beyond Chapter 1, so hopefully it will be easier!
We will take careful consideration over all feedbacks and try to better the experience for everyone. Thank you again!