XaiJu
LewdBite Studio
LewdBite Studio

patreon


Blades and Beasts v0.3 Devlog: Gameplay Focus & Spicy New Direction!

Blades and Beasts v0.3 Devlog: Gameplay Focus & Spicy New Direction! Blades and Beasts v0.3 Devlog: Gameplay Focus & Spicy New Direction! Blades and Beasts v0.3 Devlog: Gameplay Focus & Spicy New Direction! Blades and Beasts v0.3 Devlog: Gameplay Focus & Spicy New Direction! Blades and Beasts v0.3 Devlog: Gameplay Focus & Spicy New Direction!

Comments

Thank you so much for the detailed feedback on Blades and Beasts! I really appreciate your ideas and suggestions—they’re incredibly valuable for getting a broader perspective on the game! I totally agree with you about the experience and potion systems. I'm working on balancing things for version 0.3 to make the gameplay feel more rewarding, especially with the level-up/upgrade system. I’m thrilled you liked the party combat system! I’ll definitely consider diving deeper into it for future updates. For shopkeepers, I loved your idea of ​​optional dialogue to add some flavor without forcing it, so I'm excited to explore that too. For NPCs in version 0.3, I'm planning to add more variety beyond just interrogations, maybe with some rescue scenarios like you suggested, so players can meet different characters and have more meaningful interactions. Your plot ideas are awesome! I'm leaning toward keeping the mercenary vibe for the protagonist, with player choices shaping their personality, and the “monsters from portals” angle as the core theme. For character suggestions, I’d love to hear your concepts! I’m really into characters like medieval-style monster girls, for example: Slime Girl, Orc, Succubus, and even beastly girls like a Wolf Girl. I'm excited to hear what you have in mind, and thanks again for the amazing feedback!

LewdBiteStudio

Overall, I think the main issue 0.2 had was the stripped out experience system and the extremely limited potion system, and not so much the over-focus on "lore", nor the party combat system. In fact, I think the party combat system was kind of cool, and something you should think about revisiting in future version. The main thing that needed work on was the balance of the enemies attacks. IMO Shopkeepers shouldn't just be icons on the map, dialogue with them should be optional. If a player wants to talk to them, then that's fine, and it can add some much desired flavor to the game. So, since you asked for some plot ideas, I'll pitch a few. Going off how the main character looks now, I'd say him being a mercenary of little renown seems fitting. Perhaps hired by a mysterious third party, a more defined individual, or the adventurer's guild, if you want to keep them from 0.2. How you want him to act is up to you—there's a lot of fictional mercenaries to draw inspiration from—but keeping him an overall blank-state, who's personality is mainly derived from what options the player selects for him is a good choice. I don't know whether you intend to keep the "monsters are coming through portals" angle that Kain's story had, but IMO it's a good enough motive beyond just "he wants to earn gold." At this state, I have absolutely not idea what a good "twist" would be for the plot. I'd have to play 0.3 to really give anything on that. From what I understand in 0.3 NPC interaction is going to be limited to the interrogation scenes with the enemy leader and perhaps some kind of camp interaction afterwards? I would strongly suggest not limiting the lewd interactions to this style of loop, as it will not only greatly limited the variety of sexual encounters in the game, but will also limit the personalities and types of characters the player can thematically expect to encounter, as they'll all be limited to henchwomen/bandit leader types. One option could be having the player encounter NPCs before/after encounters clearing a portal in states of distress/peril, similar to Eryn, that they can be rescued and appear in their camp, or perhaps town, where they become interact-able characters, perhaps performing certain functions? This is one place where the player could have a lot of options in defining "who" they are through dialogue interactions with the NPCs. See, I don't think story is the enemy here, rather it needs to be in the right place. Finding and talking to NPCs, especially on the player's own terms? Great venue for storytelling! Long, kind of bland intro, like 0.2? Not so good. I saw on the itch.io page that you were looking for character suggestions, and it seems like the Goblin girl in 0.3 is one of those. I have few ideas for character suggestions/concepts myself, but I'd like to know if you have some hard "I would not want that kind of character/species in my game" limits, so I know what to suggest without disappointing myself, lol.

Dan


More Creators