It is a very good game, the point system behind the ending is quite interesting and well tought. The TF could have been better handled in order to make it more relevant to the plot, but right know it is still enjoyable. The translation is good and I didn't found any mistake. In the end I found the game quite entertaining. However the aesthetic of the game could be made less bland by adding some details in the rooms.
I really don't like how the endings are handled. The fact that you included a guide to all the endings in the initial release means that you knew how obtuse they are. Either way, I don't like how the TFs are handled. It feels like you tried to implement the TFs into the gameplay but the mechanics of it are rather shallow. My biggest gripe is a spoiler...
Why is there no way to win? It makes the unique stat system feel meaningless because of how easy the game is. Plus with how all the endings are handled, what was the point of the intro? It has nothing to do with the main story, and I just don't find things satisfying. It doesn't help that I wasted half an hour grinding trying to beat the end boss. It would have been neat if removing his buffs prevented his curses from working.
I am sorry, but I did not know my ways of handling the endings were "obtuse".
late edit: I originally thought "obtuse" here was an outright insult. But I recently saw that word used elsewhere as "not enough hints provided" (still not a compliment, I know), which sounds closer to what the game's endings actually are, so I will interpret the word this way instead - possibly wrong, but better than an insult, right?
If you mean how the ending branching is skewed towards certain few results, that's indeed something I did poorly, but really I didn't notice/consider "obtuse" on release.
I included the guide because I didn't put in-game clues for the endings and game-overs, and I'm a kind of player who often uses a walkthrough of a game as soon as reaching (one of) its ending(s).
I agree that TFs could've been put into the gameplay more properly, like allowing to walk around in the TF'd state and during epilogues, but it would take me more efforts including writing more complicated event branches and fixing bugs. And I didn't think that's really worth it.
The point of the intro is to tell the player that there is a trial to become a hero and the protagonist must go through it. I admit it was too long for its sole purpose and I knew it when I added an option to skip it.
The stat-growth system is there mainly to encourage players to focus on either swordplay or magic. Since a half of the endings are determined by the protagonist's sword/magic choice, I wanted them to be clearly either a swordsman or a wizard, not something in-between. Also, increased stats can show which path the protagonist is currently taking and how far they are into it.
Elsewhere I've received another complaint about the end-boss being unwinnable, so perhaps at least I should have made an excuse for this design...
...Even when I already sort-of have one. There is "no way to win" maybe because, the opponent is powerful enough to turn a human into a boss monster loyal to him, and the said human has only the starting gears, basic skills and no companion except monsters they can summon, and is just about to finish their tutorial dungeon.
Still, something should have happened when his buffs are removed.
This game and Untitled TF RPG are the only games I have released. I hope this answers your question.
I own copies of many other games available in English, some obtained in itch.io and others from Steam. I don't think it's what you meant by "Do you have any other games...", but still...
If you mean this post or this post, I made them as a one-post joke and they're not in-development. This and This are from this game's prototype. If you mean weekly posts until this, the project of the game in those screenshots was abandoned due to technical difficulties but possibly I revive it later.
Edited to explain that English is a language I'm learning, sooo... Warning of possibly bad English! (Opinion + Spoiler)
The game takes a rather different approach.
The way he focuses on accumulating points until he reaches the end and having a kind of personality test is really cool! :D
I was very happy to see that he won a special ending for defeating everyone and never running away (Although I don't like inanimate, so I'd rather have become the dragon's pet than a statue of him XD) in addition to testing new things to catch others endings are pretty cool!
Oh, I don't know if anyone has scored this, but I thought it was cool how balanced the game was... I know it's weird praising this in a game with the focus kind of just on TF, but I thought it was cool to comment, since I REALLY liked that part RPG
However... The only problem for me is that the game is kind of fast towards the end, getting your transformation and having your mind erased (Mind erased, Which I don't like either, but that's purely my opinion, obviously) has a mini scene and it's over.
It would be nice to be able to walk around the new house a little bit, maybe fight the cutscene fight like the monster you've become and... Maybe not already be controlled, but change your mind during the fight like "Wow... That's good. .."
And my favorite ending was the ghost, but not turning the ghost, but the cerberus, since it is the only transformation that obedience to the owner comes from other means than brainwashing >.>
In general, a game that surprised me a lot, I would say 8/10 since its proposal was well achieved :3
Thanks for playing! I'm glad to hear you enjoyed my game and the "personality test" idea.
...And let me share some of my thoughts...
I made as many endings as I reasonably can. That's why some conditions are very specific, like the one you just mentioned. Now I'm not sure how well this game does a personality test.
I'm very happy to see someone mention about the gameplay. I believe a good gameplay is a requirement, not just a bonus, for a good fetish game, because:
With many fetish scenes in a game, there probably be some scenes a player doesn't like, so it has to provide something more broadly accepted: the gameplay commonly seen, even in non-fetish games.
Game-balance is also important; too difficult and players would be exhausted before reaching fetish scenes, too easy and a game would become tasteless.
The ending scenes are made short by design, because:
The event right before the final boss is supposed to be a plot twist, and I wanted the game to end soon after it.
I expected a player to do multiple runs, so I kept each playthrough short (the ending included).
It would take more coding to let the TF'd protagonist freely explore the new home. It also seemed awkward to me in many endings - some monsters have to be standing on a spot and waiting for challengers, for example.
I must admit my games have too few "TF with personality intact" scenes, especially in endings. Every TF ending/game-over of this game and Untitled (my previous work) has the player character brainwashed, unable to resist a monster's instinct, stuck in an inanimate form, or biologically dead. Maybe I should explore more possibilities if I make another game.
Very interesting game and had a lot of fun playing it. That being said, I do agree with the previous comment that...
(Spoilers)
...the fact that there's nothing that felt like an Absolute Final Thing is a little bit of a letdown. The Dark Dragon Statue or Unicorn endings are probably the closest ones, but only because you need a lot of effort to achieve them rather than any sort of narrative closure, because the end result is usually more or less the same. (After doing those two endings, I just stuck with actually using the Ending Hax Tool, lol.) Nonetheless, I still had a lot of fun playing around with different fights and seeing how things interacted.
Getting the Unicorn ending without the tool is definitely doable, but you need the right strategy and a lot of luck on your side; it took me about an hour of resets on the Birdman fight to get through because of the crows giving the Blind debuff quite often. After that I just spammed Summon Crow and got through the Imp fight fairly easily.
Thanks for playing! I'm glad to hear you enjoyed it.
...And for design mistakes you pointed out...
For the thing being a letdown, it should be less terrible, at least for new players, in the "100_2" version, with attached txt files changed.
(Do note that the in-game event is unchanged, so re-installing the game doesn't change the situation much.)
Now it's noted in the "Game Over List" instead of an ominously prepared separate file.
In the new writing, The TF scene itself is treated as the main part of the event rather than just one of the steps towards the usual game-over screen.
If it still disappoints players, let me awkwardly claim that it was an easter-egg...
For the endings being the same, I would like to claim that this game is supposed to imitate a prologue of an ordinary RPG: a personality test to determine your class/stats (e.g. Pokémon Mystery Dungeon, Dragon Quest III). Because of this, "the personality test" has more than a few different results but "the game proper" (this game's endings) doesn't change much.
Another, or the real, reason for the endings being the same, is that I really couldn't think of a wider variety of them. Sorry.
Still, some of the more difficult endings could have used more gimmicks...
At least the Ending Hax Tool had a good use, since repeating the same game many times in slightly different ways just for endings would be painful to many of the players.
For the difficulty of that particular ending, I'll blame some person who did a low-level run of Untitled. But I believe you can defeat the Birdman without too much luck if you use magic when the sword is not an option.
I don't feel noticing anything that can called Final Hidden Thing when the character become a chicken and get defeated by the event Birdman. The character just fall in fear and never wake up again.
I thought the thing was good enough because it at least involves a TF scene which lets a player walk around on the map and "fight" monsters in the TF'd form.
But I admit that it is actually rather disappointing.
I'm not planning to change the game data for this, but I might reorganize the spoiler txt files so they will not make players expect something too spectacular.
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It is a very good game, the point system behind the ending is quite interesting and well tought. The TF could have been better handled in order to make it more relevant to the plot, but right know it is still enjoyable. The translation is good and I didn't found any mistake.
In the end I found the game quite entertaining. However the aesthetic of the game could be made less bland by adding some details in the rooms.
Thanks for playing!
This game was originally made as a technical experiment/practice to revive once-abandoned project, so perhaps that's why it has some flaws.
In my next game, I should polish more detail so players can enjoy it more.
I really don't like how the endings are handled. The fact that you included a guide to all the endings in the initial release means that you knew how obtuse they are. Either way, I don't like how the TFs are handled. It feels like you tried to implement the TFs into the gameplay but the mechanics of it are rather shallow. My biggest gripe is a spoiler...
Why is there no way to win? It makes the unique stat system feel meaningless because of how easy the game is. Plus with how all the endings are handled, what was the point of the intro? It has nothing to do with the main story, and I just don't find things satisfying. It doesn't help that I wasted half an hour grinding trying to beat the end boss. It would have been neat if removing his buffs prevented his curses from working.
I am sorry, but I did not know my ways of handling the endings were "obtuse".
late edit: I originally thought "obtuse" here was an outright insult. But I recently saw that word used elsewhere as "not enough hints provided" (still not a compliment, I know), which sounds closer to what the game's endings actually are, so I will interpret the word this way instead - possibly wrong, but better than an insult, right?
If you mean how the ending branching is skewed towards certain few results, that's indeed something I did poorly, but really I didn't notice/consider "obtuse" on release.
I included the guide because I didn't put in-game clues for the endings and game-overs, and I'm a kind of player who often uses a walkthrough of a game as soon as reaching (one of) its ending(s).
Do you have any other games in English besides Untitled TF RPG?
This game and Untitled TF RPG are the only games I have released. I hope this answers your question.
I own copies of many other games available in English, some obtained in itch.io and others from Steam. I don't think it's what you meant by "Do you have any other games...", but still...
I looked at the linked twitter account and saw screenshots of what was clearly another game. Your response makes me think it's still a WIP.
If you mean this post or this post, I made them as a one-post joke and they're not in-development. This and This are from this game's prototype. If you mean weekly posts until this, the project of the game in those screenshots was abandoned due to technical difficulties but possibly I revive it later.
Edited to explain that English is a language I'm learning, sooo... Warning of possibly bad English!
(Opinion + Spoiler)
The game takes a rather different approach.
The way he focuses on accumulating points until he reaches the end and having a kind of personality test is really cool! :D
I was very happy to see that he won a special ending for defeating everyone and never running away (Although I don't like inanimate, so I'd rather have become the dragon's pet than a statue of him XD) in addition to testing new things to catch others endings are pretty cool!
Oh, I don't know if anyone has scored this, but I thought it was cool how balanced the game was... I know it's weird praising this in a game with the focus kind of just on TF, but I thought it was cool to comment, since I REALLY liked that part RPG
However... The only problem for me is that the game is kind of fast towards the end, getting your transformation and having your mind erased (Mind erased, Which I don't like either, but that's purely my opinion, obviously) has a mini scene and it's over.
It would be nice to be able to walk around the new house a little bit, maybe fight the cutscene fight like the monster you've become and... Maybe not already be controlled, but change your mind during the fight like "Wow... That's good. .."
And my favorite ending was the ghost, but not turning the ghost, but the cerberus, since it is the only transformation that obedience to the owner comes from other means than brainwashing >.>
In general, a game that surprised me a lot, I would say 8/10 since its proposal was well achieved :3
Thanks for playing! I'm glad to hear you enjoyed my game and the "personality test" idea.
...And let me share some of my thoughts...
Very interesting game and had a lot of fun playing it. That being said, I do agree with the previous comment that...
(Spoilers)
...the fact that there's nothing that felt like an Absolute Final Thing is a little bit of a letdown. The Dark Dragon Statue or Unicorn endings are probably the closest ones, but only because you need a lot of effort to achieve them rather than any sort of narrative closure, because the end result is usually more or less the same. (After doing those two endings, I just stuck with actually using the Ending Hax Tool, lol.) Nonetheless, I still had a lot of fun playing around with different fights and seeing how things interacted.
Getting the Unicorn ending without the tool is definitely doable, but you need the right strategy and a lot of luck on your side; it took me about an hour of resets on the Birdman fight to get through because of the crows giving the Blind debuff quite often. After that I just spammed Summon Crow and got through the Imp fight fairly easily.
Thanks for playing! I'm glad to hear you enjoyed it.
...And for design mistakes you pointed out...
If it still disappoints players, let me awkwardly claim that it was an easter-egg...Finally, lets try out!
Spoiler ahead!
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I don't feel noticing anything that can called Final Hidden Thing when the character become a chicken and get defeated by the event Birdman. The character just fall in fear and never wake up again.
Thanks for playing!
I thought the thing was good enough because it at least involves a TF scene which lets a player walk around on the map and "fight" monsters in the TF'd form.
But I admit that it is actually rather disappointing.
I'm not planning to change the game data for this, but I might reorganize the spoiler txt files so they will not make players expect something too spectacular.
It not bad, just my expectation is too high. I though it will have a plot twist as we are both avian(?) now.