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Thanks, I appreciate your feedback!
To me it's the opposite - text has to be there too or it's just a waste of images
Yes, it will take more resources but I think a lot of players will appreciate having the option. I know a lot of people don't like the 3d renders, and vice versa with the anime art.
Yup the white figure is just a placeholder for now. It will be replaced.
Wishlised & I shall be following this then 😁
A few suggestions I could think of starts right with the character creator. Most of the choices for background gives you 3+ stat bonuses spread around. I feel choose to go with the Nobody option should give you 3+ points to toss around at character creator to help make your own characters background.
Another would be arrows or highlights for doors you are meant to go in. Especially on doors hidden by the camera prospective. Beyond that keep tweaking the combat, it has a nice feel. Certainly gives me shades of the recent Shadowrun games and that's a good thing.
If you can pull off two art styles, then I salute you. But if at some point you are forced to make a choice, I'll offer my two cents and say I preferred the 3D rendered characters. I liked the fact that they were animated. If you choose to go with a drawn look, I liked the style of images in the character creation menus more so than the in-game character portraits.
The smut was...fine. But the demo isolated this part. It is hard to tell how the story triggers these events, what effects on the story follow from it, and how skill checks and background (courtesan for example) might factor in.
The combat is understandably rough. It might need some more balancing. Half my team gets nearly wiped in the first round of turns.
IMO the strongest part of the demo was the lore and writing. I really liked the characters and enjoyed the interaction. Plenty of skill checks and roleplay options here.
The demo left me wanting more. It's got a lot of potential, so I'll be keeping an eye on this game as it develops.
I also have a question. In the actual game would we get to go do stuff, like buy gear or augments prior to the hit, or is that just going to be the first thing period? Since some start with high money that would make a difference. Also the merc connection, blood money(?) is that going to be extra loot or extra EXP or both or what?
CyberMonk: I have found that the key to not getting them wiped is were you position them, making them come to you, and having HUSO or what ever his name is take the bunt of the attacks but not all of them or he will be wiped.
Thanks for the bug catch, I'll add it to my list.
Not sure if this mission will be the first thing, may have some freeroam before. Still pretty early in dev. The Merc bonus will have to with hiring mercenaries in-game, which will be useful for your crew operations.
- objects / NPCs should be interactable from any position; right now it seems to require circling around for a bit to find the sweet spot.
- the character portrait flicker for me when advancing dialogue at the last scene in story demo after defeating Lansa
- picked up items previously from lockers in the story demo do not seem to appear in combat "Item" menu list (or I'm doing it wrong :)
- dialog scenes are a bit slower than combat / running around, so music tempo or soundtrack could go mellow or more dramatic depending on what the player is doing. Or not :D, I'm excited to see how it's going to turn out in the final version.
Typo: in combat tutorial "1d4" does "1-6" dmg
Feature request: resizable UI elements. I'm finding the upper right corner stuff a bit hard to make out. and the buff from barrier blends into the sign behind it.
Feature request: undo move, if no further action has been taken. I really wish mor turn based combat had this.
Typo: (the opportunities to point these out are impressively far between) did you intentionally choose "mundane power" to describe Encarna? I'd use that term to describe normal chemical power, like muscles or gunpowder or lasers, but it's your story.
The sound of a missed Slash is hilarious and embarrassing.
It seems like I need to click on a target, then click on them again to confirm? I appreciate preventing the mis-click, but might be good to have some sort of visible indication that that's what's up? Preferably one that doesn't require moving the mouse.
When I end a turn, a number appears above the character's head. Is that recharged AP? If so, does it recharge at the end of a turn, or at the beginning of the next turn?
The Kitchen dialogue changes tenses between sentences.
Same for the Bathroom.
Actually, this seems to be a thing throughout the story demo? Is it a choice? Don't let me quash your artistry.
You don't always use the same apostrophe. Different typing environments?
Thanks for the catches and suggestions, I will add them to the list. Regarding the tense changes, it is one of my many embarrassing preferences that if you were being generous, can be construed as some kind of artistic flair :D.
Secondly, I'm not going to comment on combat, dialogues and typos because other people have already said everything i wanted to say.
I'm a person who likes characters and story as much as gameplay itself, so I will only comment on my hopes for romance options/sex scenes.
With that said, I don't know exactly what you were going for in that regard in the demo, but it seemed to me like a cheap porn game. I had that impression mostly due the writing and character models. It is of poor taste in my opinion and I think you should work on that in order for your game to be taken more seriously.
I have a few suggestions.
Firstly, regarding writting and characterization:
1) I'm assuming based on the dialogue in the demo that sex is a casual thing for vampires more so than for humans. Although that makes sense generaly speaking, please don't that for all the romanceable characters. I know they are not supposed to be human but does that mean they all the girls have to be ♥♥♥♥♥♥.
2) Make through story/quests/dialogue a distinction between characters that are meant for sex mostly, and characters that are meant for love/relationship.
3) Sex events for characters meant for relationship should be special and only happen once you have stablished a clear relationship with said character. Do not portray that type of character as if sex is a casual thing to them, and if it's not asking too much make at least one girl that is virgin despite being a vampire.
4) Although engaging in casual sex makes sense, specially in the context of cyberpunk vampires, having some characters who want to linger to some human principles can make sense too and give more variety to the characters, and more options for players who dislike the idea of being promiscuous or that all their romanceable options have been taking miles of ♥♥♥♥ for centuries. Personaly, I find that idea absolutely repulsive.
Now, regarding art direction/character design:
I'm an artist myself, although not a professional, here's proof (https://www.deviantart.com/nandoskennedy). I'm more into anime, so I don't know if my takes will have any validity for what you are trying to do.
You mentioned in the demo that the game is being reworked somehow. I hope that means redesigns for the female characters. Don't get me wrong, I love sexy women and fanservice as much as the next guy, but the ones on the demo look like models from a
cheap web based porn game. Unless that was precisely what you were going for, I think you need to rework that.
I found this game through a YouTube video in the channel Memory of Eternity. The girl in the thumbnail seems absolutely perfect. I don't know if she's going to be a character in the game of if she's just an ai generated image put there for click bait, but you should seriously consider making represent, more or less, how the art direction for your characters is going to be. She looks both sexy and badass. More importantly, she has a clear, armonious color pallet that gives her enough identity.
I don't think that I need to say that this is all my personal opnion. Even so i hope some of it was useful