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MisterIceTeaPeach

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I think the Frozen Not-London Bridge stage is going to be the first non-boss level in KatFL that I don't try to get all the Waddle Dees on before moving to the next stage. The no-damage double Wild Frosty challenge (which prevents me from seeing the last one I missed) is too easy to fail. It makes me wish the menu let me reload from the last checkpoint instead of having to exit the stage entirely and redo all three mini-bosses beforehand. I'll come back when I've upgraded the copy abilities more. And speaking of, Meta Knight Sword and Dragon Fire have started putting some real oomph into this upgrade system. The firebird fireball midair dash hasn't been a thing since Fire-Fire in Kirby 64, I enjoy seeing it again.🔥 

 

3 hours ago, Awoken Dayni said:

It could be some maps don't differ too much outside certain seasons or even specific periods within seasons, like an area that generally has a cold snap early in spring could have snow you don't expect it to if you didn't have the knowledge, or stormy periods that makes your fliers useless as you said (they could also alter projectile ranges, making them more effective going downwind and losing range if you shoot upwind). Rain could affect bow users because their strings are wet, forcing them to limit their shots or continually deal with cooldown and wait for a raincloud to pass. Harsh sun could make armours easier to knock out due to dehydration or give increased accuracy at further ranges as the field in the distance is clear (or if there's humidity lose that boost due to light mist). Not to mention anima magics could take advantage of all these to boost their power. Course, there's more fun with this if the battlefield is not uniformally affected by these things and you could have to get your units into particular areas to defend a gate or have to move from place to place for your armours to take shade in a sunny stage or avoid rain and heavy winds.

Thank you for more ideas!🤓

I hadn't even thought of magic interactions, as basic as that should be. If we're going to play with nature at its fullest, we'd probably want to go so far as to add "geomancy" in some way. Map manipulation via magic. Probably a little more flexible and interactive than Dragon Veins were, but let's not make it so you can convert an intricately designed jungle map to an empty rectangle with a dozen casts of "Wildfire".

Physical units would feel left out if did that though. We could perhaps assign "season/element affinities" that strengthen or weaken characters somewhat based on the season, but I didn't like the horoscopes of Final Fantasy Tactics, so I'm cautious on doing that, even if FE used to have support-related Affinities. Alternatively, Valkyria Chronicles does often gave characters little boosts or penalties based on the terrain- some people are bothered by sand, others love being near plants. TearRing Saga did have "*Insert Map Terrain Type Here* Fighter" skills, which were a pretty bland and generic, +1 Move and some Hit & Evade, but they did exist.

As you mention armor units, you could also tie seasonal strengths and weaknesses into the classes themselves instead of or in addition to the characters. Armors would probably be at their strongest in temperate spring and autumn campaigns, while weakest in the summer. To make Pegasi and Wyverns different, I would consider making Pegasi anti-Summer pro-Winter and Wyverns anti-Winter pro-Summer, aligning with Jugdrali geography of their species (although Tellius would suggest the opposite). If bow cavalry were to go the Central Eurasian aesthetic again, I would consider making them the hardiest of classes, not particularly strong in any season or weather, but not weak in any either. From what I once heard, the Mongols had no problems invading Russia, unlike 19th and 20th century attempts, in part (Russia was also very very disunited at the time) because winter meant frozen rivers their fast-moving cavalry army could dash across.

The question would be- which classes are weak in spring and autumn? I feel like you would have to invent excuses here. Although IRL, spring was traditionally a season of agricultural hyperactivity after the long period doing nothing during the winter. So maybe spring can stay the optimal warring season, but be balanced by the fact that you've a lot of agrarian work to do, so balancing your time between the plough and the sword is tricky? Or as you do mention cold snaps, while summer and winter are almost consistently hot and cold (unless we're the ice lands or sand lands, then you want to war in the summer/winter when it's temperate there), perhaps the risk of spring and autumn is that it could unexpectedly lean a bad season ahead or behind?

3 hours ago, Awoken Dayni said:

And all these weather effects can mess with morale! Which of course could be a new system- Wait, I'm not giving any submissions for that one thank you, I'd like [you] to figure that one for me.

There is already so much to think through!😆

There are too many good ideas I can whip up that could make Farm Emblem a Nature-Integrated™️ strategy game of combat and cabbages. I feel like I'd have to assemble a development team, spend a few months coding in a plethora of concepts and a few basic campaigns to run them through. Then we have the hard discussion of which ideas can stay, and which ideas get chopped like trees or pruned like branches and vines. And having narrowed it down after experimentation and debate, then we move into bringing those concepts to maturity (without adding complexity to them that brings the scrapped ideas back in that we agreed couldn't be included, rules and limits are absolutely necessary), and creating a full-fledged farming sim SRPG.

It's too much effort for me.😵

 

2 hours ago, Armagon said:

You weren't gonna skip it cause naked Lanz was right there anyways haha.

That's the hunky Indoline, right? Hmm...😊

He already caught my interest, for reasons not related to eros. We can agree that compared to XCX, XC2 was a step back on some of the world building. We might not have ever visited the home planets of the various Xenos, but I sure as heck know more about them than I do the Gormotti, Urayans, and the Tantalese (speaking of, if memory serves, Zeke's father visually screams "We adopted our boy", they look absolutely nothing alike). I consider XCX and XC2 proof that visiting the homeland of a non-human intelligent species is no assurance that that intelligent species will be properly fleshed out, and that not doing so is certain to make them underdeveloped. The Indoline (thats the adjective they used for the tea pouch item at least) are by far the worst treated in XC2, since beyond being blue and living really long lives, we know nothing about them. And don't see them beyond Amalthus and like two insignificant others in Torna.

So, I would like it if XC3 fixed this massive lacunae on the Indoline. Judging from what you've said so far of XC3 quests, I wouldn't be surprised if you've seen improvement. With the caveat that I realize the idea of fixed national homelands enduring after thousands of years after XC2 (not to mention how that game ends geographically), and the inevitability of culture change over that period of time, means that whatever XC3 might say about the Indoline, could very well not have been true of their nonexistent XC2 ancestors. Doesn't truly matter though, I'll take anything on them (and the Urayans and the rest, including the already better-developed XC1 fantasy races).

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7 minutes ago, Awoken Dayni said:

Dark Deity has swimsuit DLC.

React as you will.

Ruben can dislike the game for lack of map design, but he can't hate this DLC.

ss_8cbf1b06ceb78f47e0e7479e4f306e746f4ce

Not the first SRPG to have swimsuits BTW.

maxresdefault.jpg

This is the 2004 GBA port of a 1992 Sega Genesis/Mega Drive game- Shining Force. The swimsuit is NG+ only.

Edited by Interdimensional Observer
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4 hours ago, Armagon said:

got admitted into UCF so that's pretty neat.

Congrats! That's amazing!

...Oh lord, university applications are in just two months here...

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Just now, Interdimensional Observer said:

There is already so much to think through!😆

There are too many good ideas I can whip up that could make Farm Emblem a Nature-Integrated™️ strategy game of combat and cabbages. I feel like I'd have to assemble a development team, spend a few months coding in a plethora of concepts and a few basic campaigns to run them through. Then we have the hard discussion of which ideas can stay, and which ideas get chopped like trees or pruned like branches and vines. And having narrowed it down after experimentation and debate, then we move into bringing those concepts to maturity (without adding complexity to them that brings the scrapped ideas back in that we agreed couldn't be included, rules and limits are absolutely necessary), and creating a full-fledged farming sim SRPG.

It's too much effort for me.😵

No, I wanted to work on that myself thank you, want some ideas for my own. 😛

1 minute ago, Interdimensional Observer said:

Thank you for more ideas!🤓

I hadn't even thought of magic interactions, as basic as that should be. If we're going to play with nature at its fullest, we'd probably want to go so far as to add "geomancy" in some way. Map manipulation via magic. Probably a little more flexible and interactive than Dragon Veins were, but let's not make it so you can convert an intricately designed jungle map to an empty rectangle with a dozen casts of "Wildfire".

Physical units would feel left out if did that though. We could perhaps assign "season/element affinities" that strengthen or weaken characters somewhat based on the season, but I didn't like the horoscopes of Final Fantasy Tactics, so I'm cautious on doing that, even if FE used to have support-related Affinities. Alternatively, Valkyria Chronicles does often gave characters little boosts or penalties based on the terrain- some people are bothered by sand, others love being near plants. TearRing Saga did have "*Insert Map Terrain Type Here* Fighter" skills, which were a pretty bland and generic, +1 Move and some Hit & Evade, but they did exist.

As you mention armor units, you could also tie seasonal strengths and weaknesses into the classes themselves instead of or in addition to the characters. Armors would probably be at their strongest in temperate spring and autumn campaigns, while weakest in the summer. To make Pegasi and Wyverns different, I would consider making Pegasi anti-Summer pro-Winter and Wyverns anti-Winter pro-Summer, aligning with Jugdrali geography of their species (although Tellius would suggest the opposite). If bow cavalry were to go the Central Eurasian aesthetic again, I would consider making them the hardiest of classes, not particularly strong in any season or weather, but not weak in any either. From what I once heard, the Mongols had no problems invading Russia, unlike 19th and 20th century attempts, in part (Russia was also very very disunited at the time) because winter meant frozen rivers their fast-moving cavalry army could dash across.

The question would be- which classes are weak in spring and autumn? I feel like you would have to invent excuses here. Although IRL, spring was traditionally a season of agricultural hyperactivity after the long period doing nothing during the winter. So maybe spring can stay the optimal warring season, but be balanced by the fact that you've a lot of agrarian work to do, so balancing your time between the plough and the sword is tricky? Or as you do mention cold snaps, while summer and winter are almost consistently hot and cold (unless we're the ice lands or sand lands, then you want to war in the summer/winter when it's temperate there), perhaps the risk of spring and autumn is that it could unexpectedly lean a bad season ahead or behind?

 

You'd probably have to put hard limits on the geomancy, like you could use Earthen Wall twice in a map to generate choke points, but the unit could be unable to do much themselves either because they have to maintain the effect or because it took a lot out of them to force these world altering effects.

Or it could be that those who are making these alterations need their physical allies to keep them from turning into a red and bone paste. That's too simple an answer though. Physical units could be strong and quick enough to climb up heights or lift heavy objects, sufficiently armoured or devil may care units could just waltz through very dangerous and poisonous thorny bushes, a very skilled unit could be better at throwing up grappling lines for your army to climb shorter walls, the most charming could be able to distract foes and have them walk into ambushes set by their allies or convince the less willing to stand down, that kind of thing.

I'll admit I don't have too much to say on class affinities tied to seasons. There's definitely the option of making seasons randomly better or worse for you in any one playthrough, granted I've not been thinking too much on that side of this and how it'd affect the management of your fort and the consequences for your army. The question is do you have regional differences in the world map? Do you want a situation where you have some poor years leading to your opponents having an innate advantage?

Just now, Interdimensional Observer said:

Not the first SRPG to have swimsuits BTW.

maxresdefault.jpg

This is the 2004 GBA port of a 1992 game. The swimsuit is NG+ only.

Oh yeah, Shining Force's GBA port.

This is not going to help because the game's map design is aggravating.

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8 minutes ago, Interdimensional Observer said:

Thank you for more ideas!🤓

I hadn't even thought of magic interactions, as basic as that should be. If we're going to play with nature at its fullest, we'd probably want to go so far as to add "geomancy" in some way. Map manipulation via magic. Probably a little more flexible and interactive than Dragon Veins were, but let's not make it so you can convert an intricately designed jungle map to an empty rectangle with a dozen casts of "Wildfire".

Bahamut Lagoon did something like this. Where you could alter slightly a battlefield through magic.

Water on the map? Ice spells could froze it over and infantry could walk over. Then you could use fire spells on the ice to melt it back. River has bridges? Thunder spells could destroy the bridges. And yes, you could set forest tiles on fire and use ice to put out the fire or just let it burn out. Or swamp tiles you could use a Poison ability on them and they'd, well, get poisoned and inflict damage like in SoV. And so on.

8 minutes ago, Interdimensional Observer said:

Physical units would feel left out if did that though. We could perhaps assign "season/element affinities" that strengthen or weaken characters somewhat based on the season, but I didn't like the horoscopes of Final Fantasy Tactics, so I'm cautious on doing that, even if FE used to have support-related Affinities. Alternatively, Valkyria Chronicles does often gave characters little boosts or penalties based on the terrain- some people are bothered by sand, others love being near plants. TearRing Saga did have "*Insert Map Terrain Type Here* Fighter" skills, which were a pretty bland and generic, +1 Move and some Hit & Evade, but they did exist.

As you mention armor units, you could also tie seasonal strengths and weaknesses into the classes themselves instead of or in addition to the characters. Armors would probably be at their strongest in temperate spring and autumn campaigns, while weakest in the summer. To make Pegasi and Wyverns different, I would consider making Pegasi anti-Summer pro-Winter and Wyverns anti-Winter pro-Summer, aligning with Jugdrali geography of their species (although Tellius would suggest the opposite). If bow cavalry were to go the Central Eurasian aesthetic again, I would consider making them the hardiest of classes, not particularly strong in any season or weather, but not weak in any either. From what I once heard, the Mongols had no problems invading Russia, unlike 19th and 20th century attempts, in part (Russia was also very very disunited at the time) because winter meant frozen rivers their fast-moving cavalry army could dash across.

 The question would be- which classes are weak in spring and autumn? I feel like you would have to invent excuses here. Although IRL, spring was traditionally a season of agricultural hyperactivity after the long period doing nothing during the winter. So maybe spring can stay the optimal warring season, but be balanced by the fact that you've a lot of agrarian work to do, so balancing your time between the plough and the sword is tricky? Or as you do mention cold snaps, while summer and winter are almost consistently hot and cold (unless we're the ice lands or sand lands, then you want to war in the summer/winter when it's temperate there), perhaps the risk of spring and autumn is that it could unexpectedly lean a bad season ahead or behind?

There is already so much to think through!😆

I'd say it might just be too much to have seasons impact class performance.

8 minutes ago, Interdimensional Observer said:

There are too many good ideas I can whip up that could make Farm Emblem a Nature-Integrated™️ strategy game of combat and cabbages. I feel like I'd have to assemble a development team, spend a few months coding in a plethora of concepts and a few basic campaigns to run them through. Then we have the hard discussion of which ideas can stay, and which ideas get chopped like trees or pruned like branches and vines. And having narrowed it down after experimentation and debate, then we move into bringing those concepts to maturity (without adding complexity to them that brings the scrapped ideas back in that we agreed couldn't be included, rules and limits are absolutely necessary), and creating a full-fledged farming sim SRPG.

It's too much effort for me.😵

 

I would not mind joining a project if one is ever started... but my track record with them has never been good. They all die out.

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7 hours ago, Saint Rubenio said:

The feeling when you realize that Xander had been walking on a straight line towards Garon the entire scene is magical. His T-Posingness was clearly within his field of view the entire time, and the good princeling only reacted when Leo pointed him out. And then the camera does a ridiculous zoom out from Garon, because Fates is amazing.

This scene is the gift that keeps on giving. You could dissect it five times and find as many dumb details tucked away in corners that you hadn't noticed. It's wonderful, wonderful! Peak Fates, as far as I'm concerned.

I think I'm actually going to die while playing this game. Eventually I'm going to laugh so hard I'll just start coughing up blood.

7 hours ago, Awoken Dayni said:

Xander's idiocy: it is known.

I can at least understand where Ryoma is coming from. Xander is like the living embodiment of those conservative Americans who still think this is the greatest country known to man.

Oh my god I just realized. Nohr was based off of the west so all the royals are just metaphors for problems we as westerners face! Xander represents the nationalistic American, Camilla represents the exoticism of sex and porn, Leo represents the emo teens on twitter who think the Nazis were pretty okay, and Elise represents the high suicide rate! It all makes sense! Fates is genius!

1 hour ago, Acacia Sgt said:

Maps changing with the seasons would certainly be a nifty idea.

I'm keeping this idea in the backlog.

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32 minutes ago, Awoken Dayni said:

This is not going to help because the game's map design is aggravating.

I completed it once, which I think is enough. Even Fire Emblem of the era is more appealing than SF1 (never played any other Shining game). Shining Force is archaic at this point.

GBA's addition of Mawlock was cool. Very versatile, if a bit tricky to figure out how to best utilize with so many cards (which you also have to find in the first place).

 

30 minutes ago, Acacia Sgt said:

I'd say it might just be too much to have seasons impact class performance.

True, it's too easy to go too far spitballing ideas.😅

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1 minute ago, GuardianSing said:

Oh my god I just realized. Nohr was based off of the west so all the royals are just metaphors for problems we as westerners face! Xander represents the nationalistic American, Camilla represents the exoticism of sex and porn, Leo represents the emo teens on twitter who think the Nazis were pretty okay, and Elise represents the high suicide rate! It all makes sense! Fates is genius!

2 minutes ago, GuardianSing said:

I can at least understand where Ryoma is coming from. Xander is like the living embodiment of those conservative Americans who still think this is the greatest country known to man.

He says he's questioning his father but can't turn his back on him in Conquest, requiring the throne to accept it.

In Rev, he decides T-Posing's too far.

2 minutes ago, Interdimensional Observer said:

I completed it once, which I think is enough. Even Fire Emblem of the era is more appealing than SF1 (never played any other Shining game). Shining Force is archaic at this point.

  I've heard good things about SF2 quite consistently, but I haven't played much of it thus far.

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4 hours ago, Shrimpy said:

After i max rank the current classes i will probably make peeps learn classes that fits their role.

You'd be limiting your scope tbh. A bunch of the classes seem to be like hybrid sorts, while others do specialize in the, well, role. I've swapped around the roles of the characters multiple times and the versatility of the classes makes each investment worth it most of the time. 

Like even Lanz can make a good healer. Even Eunie makes a good Tank.

1 hour ago, Interdimensional Observer said:

That's the hunky Indoline, right? Hmm...😊

Machina but yes.

And one of the victory quotes that has caught on is Eunie's "hear that Noah? Lanz wants something a bit meatier" and as expected people are making gay jokes about this.

Anyways there actually is an Indoline Hero you can get through an optional sidequest. Can't play as him obviously but he does grant you access to his class which is this neat Healer-Attacker hybrid and his Chain Attack bonuses are pretty sweet too.

1 hour ago, Shrimpy said:

WOTAH!

Honestly was not expecting that scene to be kino.

The character interactions are so natural in this game and so numerous that you forget that Heart-to-Hearts are gone (at least in the traditional sense).

Edited by Armagon
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1 hour ago, GuardianSing said:

Oh my god I just realized. Nohr was based off of the west so all the royals are just metaphors for problems we as westerners face! Xander represents the nationalistic American, Camilla represents the exoticism of sex and porn, Leo represents the emo teens on twitter who think the Nazis were pretty okay, and Elise represents the high suicide rate! It all makes sense! Fates is genius!

…I think you maybe overanalyzing the story a bit too much.

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6 hours ago, Armagon said:

I got admitted into UCF so that's pretty neat.

Congrats! Hope you figure out that NID stuff.

1 hour ago, GuardianSing said:

Oh my god I just realized. Nohr was based off of the west so all the royals are just metaphors for problems we as westerners face! Xander represents the nationalistic American, Camilla represents the exoticism of sex and porn, Leo represents the emo teens on twitter who think the Nazis were pretty okay, and Elise represents the high suicide rate! It all makes sense! Fates is genius!

So that makes Garon a metaphor for the top 1% of elites and/or politicians with the wealth and power to truly help the world, but don’t, and tweet such obviously racist stuff that Xander keeps defending until he can’t anymore and makes Elise even more suicidal at the state of her nation and those in power. What depth this game has.

I guess that would make Hans and Iago lobbyists.

Edited by Sooks
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51 minutes ago, WraithReborn said:

…I think you maybe overanalyzing the story a bit too much.

What are you talking about, this is definitely what the writers intended.

24 minutes ago, Sooks said:

So that makes Garon a metaphor for the top 1% of elites and/or politicians with the wealth and power to truly help the world, but don’t, and tweet such obviously racist stuff that Xander keeps defending until he can’t anymore and makes Elise even more suicidal at the state of her nation and those in power. What depth this game has.

I guess that would make Hans and Iago lobbyists.

The Ice tribe represents the Natives desperate trying to cling on to some form of autonomy with Felicia representing the Natives who converted to Christianity and think their own people to be heathens.

 

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3 hours ago, Awoken Dayni said:

Dark Deity has swimsuit DLC.

React as you will

So first he rushed the game out of the gate in a blatantly unfinished state so he can cash in on the unfulfilled Direct hype, and now he releases a horny DLC to get horny otaku moneys like a generic gacha dev.

I guess not all indie devs are awesome after all

3 hours ago, Interdimensional Observer said:

Ruben can dislike the game for lack of map design, but he can't hate this DLC.

ss_8cbf1b06ceb78f47e0e7479e4f306e746f4ce

Lol I don't hate this game. I've just never wanted to play it because I think it looks bad.

As for the DLC, that is just more proof of that, bur I'm happy for you, at least.

2 hours ago, GuardianSing said:

I think I'm actually going to die while playing this game. Eventually I'm going to laugh so hard I'll just start coughing up blood.

I can confirm this happens.

2 hours ago, GuardianSing said:

I can at least understand where Ryoma is coming from. Xander is like the living embodiment of those conservative Americans who still think this is the greatest country known to man.

Oh my god I just realized. Nohr was based off of the west so all the royals are just metaphors for problems we as westerners face! Xander represents the nationalistic American, Camilla represents the exoticism of sex and porn, Leo represents the emo teens on twitter who think the Nazis were pretty okay, and Elise represents the high suicide rate! It all makes sense! Fates is genius!

Don't forget, apparently Nohr wants Hoshido's resources. And Garon would be a perfect fit for the White House, let's be honest here.

1 hour ago, Sooks said:

So that makes Garon a metaphor for the top 1% of elites and/or politicians with the wealth and power to truly help the world, but don’t, and tweet such obviously racist stuff that Xander keeps defending until he can’t anymore and makes Elise even more suicidal at the state of her nation and those in power. What depth this game has.

I guess that would make Hans and Iago lobbyists.

I can't believe this actually makes sense.

27 minutes ago, GuardianSing said:

What are you talking about, this is definitely what the writers intended.

 

Secret geniuses.

27 minutes ago, GuardianSing said:

The Ice tribe represents the Natives desperate trying to cling on to some form of autonomy with Felicia representing the Natives who converted to Christianity and think their own people to be heathens.

Hmmm. Who would be Kotaro in this little metaphor we're building up?

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Just now, Saint Rubenio said:

So first he rushed the game out of the gate in a blatantly unfinished state so he can cash in on the unfulfilled Direct hype, and now he releases a horny DLC to get horny otaku moneys like a generic gacha dev.

I guess not all indie devs are awesome after all

…It sounds like payday is still a couple of weeks away for you, right Rubenio?

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Fighting a UM around lvl 50 dinos and then losing at last 2% HP is truly a Xenoblade moment Ü

Damn are the UM bastards in this game lol

Their moves, their locations, the monsters around them, all of them are damn tough lol

I am thinking of lowering to normal lmao

1 hour ago, Armagon said:

ou'd be limiting your scope tbh. A bunch of the classes seem to be like hybrid sorts, while others do specialize in the, well, role. I've swapped around the roles of the characters multiple times and the versatility of the classes makes each investment worth it most of the time. 

Like even Lanz can make a good healer. Even Eunie makes a good Tank

Hmm

Maybe, and i am trying atm to mix it up a bit, but man are characters quite weaker in a different role (which is ok). I am trying to train up Sena Zephyr rank atm...wew

1 hour ago, Armagon said:

Honestly was not expecting that scene to be kino.

 

The running sound effect from trailer gone tho, kinoless confirmed

Yeah interaction good so far, but i want a bit more. And i am noticing the lack of heart to hears, but also i am still in the middle of chapter 2 lost in the desert and trying to beat UMs lol

1 hour ago, Armagon said:

And one of the victory quotes that has caught on is Eunie's "hear that Noah? Lanz wants something a bit meatier" and as expected people are making gay jokes about this.

 

ofc they are 

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18 minutes ago, Saint Rubenio said:

So first he rushed the game out of the gate in a blatantly unfinished state so he can cash in on the unfulfilled Direct hype, and now he releases a horny DLC to get horny otaku moneys like a generic gacha dev.

And it's released 2 years later.

That's why I find this strange.

Just now, Shrimpy said:

I am thinking of lowering to normal lmao

Will it allow you?

Come to think of t, what games these days don't allow for difficulty changes?

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15 minutes ago, Awoken Dayni said:

Will it allow you?

 

yes

Generally QoL in this game is 👌

Foe example, the gems were a pain in XBC1, here is just collect materials and create, and you only need 1 of each type Ü

Edited by Shrimpy
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24 minutes ago, Awoken Dayni said:

And it's released 2 years later.

That's why I find this strange.

The guy wants more money without going through the effort of making a new game.

I feel a bit bad speaking ill of a person I don't know, but this fits the type of stinky business decisions the Dark Deity dev has made.

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43 minutes ago, Saint Rubenio said:

Hmmm. Who would be Kotaro in this little metaphor we're building up?

Kotaro represents Putin trying to increase his own power while staying buddy-buddy with the other major power.

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I must say, I like Oboromaru's chapter, but going for 100 kills, I'm feeling it overstays its welcome just a tad. It's the longest chapter by far, and I'm feeling a bit tired of it now. But that's my mistake. I left it for last lol. I am an old fan, I know exactly what awaits me after. At this point I just want this done so I can get there.

46 minutes ago, GuardianSing said:

Kotaro represents Putin trying to increase his own power while staying buddy-buddy with the other major power.

So THAT's why Ninja Hell is so tedious! It represents the Russian winter! A post-modern masterpiece!

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