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http://changermcgame.blogspot.com/p/live-updates-2.html

I have begun working on the live updates for Adventure High 0.32. To start off with, I've added Caveman Doodle's new image for the Mass Bimbofication ending, Marc Ledesma's new Library scene images for Val, and I've made it so the UI can be toggled on and off by pressing Shift. 

Comments

Anonymous

Good work on the game so far. It has a fair amount of potential. I play on chrome so I can't ever load my game, but AH is good enough that I've played through it again, and again. Could just be that I like mind control games though :P Here's my thoughts so far... -The most interesting part of this game is that the skills you learn in combat can then be used outside of it during conversations with other characters. However if you don't happen to have the right skill at the right time, you'll never get to see certain scenes and in some cases with the current build, you won't see that character again and have lost your chance to mess with their mind. I like the concept that a conversation isn't on loop, you can't force a conversation to happen again once it has happened. It's more believable. However if you're going to do that, give the player a chance to improve. Allow them to realize, "Oh I don't have the right skill yet, I need to go earn it." and have a second conversation where the same skill can be applied now that they've had the chance to learn it. -Combat is boring and uninformative. I only force myself through it in order to get the skills to apply in the real world. But, there is potential for it to be pretty good. Here's a few suggestions to make it better... 1) Provide more information on skills. Why should I use confusion over slowing them down? What does making a monster love me even do? I find myself using the same skills and tactics on every monster with very little change mostly because I don't understand enough about the other ones to risk wasting my turn. Also because for the most part slowing down your enemies and burning them while healing yourself seems to work every single time. 2) Increase exhaustion but allow party members to be swapped out while in the dungeon. I almost always used Val and Sarah because they could take out the enemy, and really that's all you need to do. If Val and Sarah got exhausted more easily though and I was forced to try out the other girls then I would discover how useful Julie can be in capturing monsters thanks to studying how much health they have remaining or that Molly is a great healer. (You should probably add buffs to Molly so she can do more than heal though) This would change up the gameplay and make it a bit less repetitive. 3) Provide a way to reduce creature's fleeing...I've yet to catch the heart slime on any of my playthroughs. Runs away everytime by the time I have the rings to catch it. Overall pretty solid game and I look forward to playing it again! (and again...and again...and again, curse you chrome!)

Changer

Someone had mentioned just a few days ago to me about Chrome; are you by any chance using the Incognito mode? Apparently Incognito mode of chrome prevents saving, and might be what's causing problems with saving on Chrome. I am planning on having more scenes you can cast each spell on each character. For right now the number of instances you can use each spell is limited simply because I haven't had time to write more of them. I am planning to make a larger description box so I can have room to prove more information to the player. Combat is fairly simple right now though because I don't have all the available spells written yet. I'm planning to do a major re-balancing once most of the spells in the game have been written. I am planning on ways to give the player reasons to use different party members; one that is implemented is that some scenes involving individual characters require them to have leveled up, which can only be done by taking them with you in the dungeon. The reason you can't swap party members live though is that the other party members are not physically present, which will be important to future dungeon scenes that assume the absence of anyone who isn't in the active party when checking for privacy. If you press Enter and select options, there is an option to turn monster fleeing on and off so that you can hunt for monsters that would otherwise flee from you. Anyways, thanks for the feedback. :)

Anonymous

Ohhhhhh right I recall seeing that option when I first checked game settings, forgot about it though. Thanks! Hmm, figured it was due to incognito mode. I share a computer so yeah, guess I'll either have to deal with starting over or risk someone else happening upon the game. Figured the spell use on characters issue would be solved in future updates, just thought I'd point it out now in case you hadn't considered it. Good work on the game so far and keep it up!

Changer

No problem. Yeah that can be a problem on a shared computer. It can be easy to forget to clear browsing history manually. I don't mind being reminded of things that need to be done; most people can't read my mind so there's no telling what I might be planning on fixing already or what I hadn't thought of unless you do mention it.

Nine Horse Hitch

The main character icon for casting magic is missing in the menu for healing between battles.

Nine Horse Hitch

coming down from the fourth floor cause a problem and makes you walk in the walls.

Changer

I had the hide code backwards for the spell icon. I have a fix uploading now. I'll take a look at the problem going down from the fourth floor; I am assuming you mean going from the fourth floor to the fifth floor, right?

Anonymous

I'd personally say to give the player character more attack options. currently they only have three, one of which is powerful, but impractical. Control of the mind could, and should, have some more combat use, rather than just slowing the enemy. However, these moves should also be higher level spells as learning to use spells to harm something from within its own mind would be hard.

Changer

I am planning to include more spells; eventually every character will have their spell lists completed in all schools. Mostly, the thing that takes me a while with spells is coming up with icons that visually represent each spell.