TRADE REQUEST - Looking for Playtesters

● ARCHIVED · READ-ONLY
Started by Biestmann 45 posts Page 2 of 3 View original ↗
  1. Today's update once again is focused on balancing and reworking existing classes. This time around, we took another look at the Blood Driver and Ranger, both arguably the strongest two classes in the game.

    The Blood Driver not only boosted outrageous combat abilities, but also incredible defensive potential thanks to its life steal abilities. We are shifting the class a tiny wee bit more towards the defensive side of things, while still retaining - though reining-in a little - its deadly combat potential.

    The Ranger remains strong, but gains more combat utility thanks to newely introduced abilities. While efficiency was never a problem for the class, there were hardly any options to utilize, making it a stale class to play and use. This should no longer be the case, as the class now offers tons of new options and no more stance restrictions.

    Additional changes as well as bug fixes can be found in the patch notes below:


    Changelog v0.89

    Areas
    • Quest modes now are seperated in the map selection screen.
      • Investigation: Find and stop the source of the infection!
      • Spirit Hunt: TBA
      • Tower: Ascend and reach the top of the Tower!
    • Spirit Hunt may already be unlocked, however, will only be made accessible in a future update
    • Seperated the Tower area and made it its own quest type
    Items
    • Curer also heals 'Stunned', 'Silenced', 'Bound' and 'Bleeding' status effects
    Classes

    HW91eKo.png
    Blood Driver
    • Replaced Weakspot Cut with the new ability Razing Edge
      • Razing Edge (3AP) → Attacks and causes bleed on the targeted enemy; casts instantly, cannot miss
    • Bloody Harvest will reduce the user's charge level by one
    • Reaper Drive's aggro effect changed from +25% → +75%

    hnnqGQ4.png
    Preacher
    • Cure also heals 'Stunned', 'Silenced', 'Bound' and 'Bleeding' status effects

    35pEGVg.png
    Ranger
    • Added new abilities
      • Flame Round (3AP) → Burns the targeted enemy; casts instantly, cannot miss
      • Ice Round (3AP) → Freezes the targeted enemy; casts instantly, cannot miss
      • Shock Round (3AP) → Shocks the targeted enemy; casts instantly, cannot miss
    • Aim Mode hit rate has been changed from +100% → +20%
      • Aim Mode no longer removes Eagle Eye status effect when activated
    • Renamed Rapid Fire Mode → Rapid Mode
      • Rapid Mode now solely grants +20% critical rate
      • Rapid Mode no longer binds the user to his or her charge level at the time of activation
    • Bulletrain no longer requires Rapid Mode to be active
      • Bulletrain now can miss
    • Renamed Crippling Shot → Crippling Round
      • Crippling Round now casts instantly
      • Crippling Round can no longer miss
    • Eagle Eye effect changed from +66% hit rate → +15% attack
      • Eagle Eye no longer requires Rapid Mode to be active
      • Eagle Eye no longer blocks Aim Mode from use
    Status Effects
    • Added new status effect 'Bleeding' → Unable to be healed by item or skill effects (2-3 turns)
    Bug Fixes
    • The slot machine minigame in the casino now stretches across the whole screen

    If you are interested in following the game more closely, take a look at our new Twitter or join our Discord server!
    Thank you for your support!
  2. Played the game some today, went through the first two battles. Am I correct in that there is no option to save the game, only autosave?
  3. bgillisp said:
    Played the game some today, went through the first two battles. Am I correct in that there is no option to save the game, only autosave?

    That is correct. The autosave system gets to work almost all the time to ensure no progress is lost. In the case of a battle, the game is saved upon your return to the hub, defeated or alive.
  4. Bumping this thread as I am still searching for playtesters for the game. Sad to say, I never received feedback from the handful of people that agreed to play the game previously. Feedback is invaluable and will help me create a satisfying experience. Any help is greatly appreciated.
  5. Biestmann said:
    Bumping this thread as I am still searching for playtesters for the game. Sad to say, I never received feedback from the handful of people that agreed to play the game previously. Feedback is invaluable and will help me create a satisfying experience. Any help is greatly appreciated.
    I'll give it a go, I'll post my feedback or pm you my playtesting (whatever you prefer) in two days if that's ok for you
  6. Paz said:
    I'll give it a go, I'll post my feedback or pm you my playtesting (whatever you prefer) in two days if that's ok for you

    Thank you so much! The best place to post the feedback will be in the development thread.
  7. If this is still open, I'd be happy to offer some feedback.
  8. HexMozart88 said:
    If this is still open, I'd be happy to offer some feedback.

    Gladly! As mentioned above, the development thread is the best place to offer your feedback. Thank you so much!
  9. I might be able to take a look at it. How long is each estimated play through?
  10. Heirukichi said:
    I might be able to take a look at it. How long is each estimated play through?

    Depending on your party composition, I would estimate it takes between 5-10 hours to beat the normal difficulty mode for the first time. It wouldn't take me as long knowing all mechanics, but a newcomer would likely need a bit of time to familiarize him- or herself. The game has a built-in manual explaining its core mechanics, so that will help a great deal.

    If you decide to play the game, that would be greatly appreciated!
  11. I am already playing it. Reached the 3rd stage in the forest area so far.
  12. @Paz @HexMozart88

    It's been a while, so I wanted to ask if you were able to spend a bit of time playing the game, and if something had you quit early on. If that is the case, I'd appreciate if you'd let me know what exactly had you do so. Every bit of feedback is valuable!
  13. Hello mate,
    I’m sorry I’ve been terrible busy lately, I’ve already downloaded your demo but haven’t gotten into it properly, I’ll try and do it this weekend and I’ll post my feedback on it

    Cheers
  14. Paz said:
    Hello mate,
    I’m sorry I’ve been terrible busy lately, I’ve already downloaded your demo but haven’t gotten into it properly, I’ll try and do it this weekend and I’ll post my feedback on it

    Cheers

    Hi, and thanks for getting back to me!

    Following some feedback, I will be pushing a new version with some crucial bug fixes later tonight. I recommend you download the new version then. I have to apologize for the inconvenience!
  15. Nope, haven't quit. I do apologize, I just got really sick for the week, so I couldn't even touch my own game.
  16. @Paz

    Thank you for your patience! The new and improved version of the game is now available for download. I hope you will enjoy the game!
  17. Hello, if you are still looking for people to test your game, I would be happy to do so.
  18. Crusixblade said:
    Hello, if you are still looking for people to test your game, I would be happy to do so.

    Hey, Crusixblade! Thank you for reaching out to me! I just released a new version of the game, and I would be delighted if you gave it a try.
  19. Biestmann said:
    Hey, Crusixblade! Thank you for reaching out to me! I just released a new version of the game, and I would be delighted if you gave it a try.

    Cool. I assume it is the version on the first post of this thread then? Any particular way I should report anything of note?
  20. Crusixblade said:
    Cool. I assume it is the version on the first post of this thread then? Any particular way I should report anything of note?

    That's right, but here's the download link again for good measure. As for the feedback, please report it in the development thread of the game. Feel free to note down whatever you deem worthy of praise or criticism, and what that is is your call to make. Thank you so much!