NokiMo
Pyorgara
Pyorgara

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Breaking the princess 0.13

Hey everyone!

The holiday season is over and we’re all back to the grindstone.  This build is kind of a first for me.  I added the battle system animations.  Things move!  Now, the fights that you set up will play in front of you.  Attacks, deaths, retreats and rushdowns will be shown at the moment.  Other skills and maneuvers will be added in the future as well as a text box that will show attack numbers for the units and what move is currently being animated.  There’s a lot of work left to do on it but what’s there already is pretty cool, if I do say so myself.  ^_^

On top of that, we have more talks with the town and Julianna.  Some give more meat to the story, some are nicely smutty and some are both.  

We now have a new artist making his debut for you guys.  One of my friends did some pixel art for us.  Basic monsters and troops are now represented in the battle animations.  

All in all, an exciting new step.  Since the battle animation is new, I would appreciate it if you guys reported any bugs you see.  I stomped all I could see but I’m sure one or two snuck by.


1 posts down for the cheat password. 

2 posts down for BtP 0.13. 

3 posts down for BtP 0.12. 

Look in the OP for the free BtP 0.11 build links.


The deets:

- Battle animation screen!

- Replay of animated battle.

- Adjust the speed of the animated battle.

- When at lower mines, the monsters should not stack too high.  (mine 1 -->  max 5 monsters per battle, mine 2 -->  max 6 monsters per battle, etc)

- 7 town talks (Each building now has two talks that will be selected randomly).

- 4 Julianna talks.  (When you have at least 6 scenes viewed from her)

- New CG. (Harmony blowj*b)

- New battle art. (Scrub)

- New battle art. (Fighter)

- New battle art. (Guard)

- New battle art. (Archer)

- New battle art. (Berzerker)

- New battle art. (Hugar)

- New battle art. (Julianna)

- New battle art. (Takgore)

- New battle art. (Scamp)

- New battle art. (Winged scamp)

- New battle art. (Shade)

- New battle art. (Varg)

- New battle art. (Wild scorcher)


Next month, I will do some more actual smut writing for the girls.  It feels like it’s been a while.  I will then do some more work on the battle animation system to polish it up and fix any bugs reported.  

Have a great week!


Breaking the princess 0.13

Comments

The game balance should be roughly fine. It's just that I have to get a move on implementing the rest of the units for you guys. A bunch more is to come on that. And thanks for the rest of the notes. I'll keep them in mind. ^_^

Pyorgara

New combat system needs some serious rebalancing. Any monster with a power of 3 is basically a guaranteed loss of deeds, and you don't have enough actions since you have to micromanage your units to a very high degree to reduce losses. Even with that it makes it very, very difficult to accumulate deeds or money. I strongly recommend you buckle down and actually play the game for a solid hour as a regular player (or better yet, shoulder surf someone else playing) and get a feel for what I'm talking about. The UI changes are rough. Losing the left-right arrow makes placing armies *suck*. Very not fun. Yes, you can buy back two of them, but then you lose your up/down arrows, which makes lining up the troops even harder. The army placement thing needs to be revisited. Why not just make the square into a clickable popup menu? It'd be ugly but far less clicking. The folders opening on hover is painful as well, in part because of the long delay. The close on mouseout is also a pain since most of the things you are dragging to are near the edges, and you end up swooping around trying to reopen things time and again.

Dubsington

Granted, I only played the 1$, so issues might be resolved by now. That said, I found the multi-leveled drag and drop of troops near unusable, way too many clicks for the basic gameplay loop (setting up defenses, which you gotta do new every turn). Suggest to go with clicks, either a click in an empty slot cycling through all available units or popping open a selector. It'd also help if resets were consistent, probably just reset all wall assignments because they will be wrong for the next turn anyway. Having to go and collect em all back is a hassle. I do like the writing and see promise in the basic idea of the gameplay, but imho it needs quite a bit of work to even be testable, let alone playable, by anyone but the most dedicated. I'll sit out a few months, hopefully for some work going into the core controls of the game and check back when you are further along. All the best with further development!

Aenorist


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