XaiJu
GuildProject
GuildProject

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Public version : 0.23.3 Released !

DL Links (Itch) : Guild Project Version 0.23.3

New build, with the introduction of 3 new characters !

Dialogues sprites are now animated ; we still need to adjust facial expressions for each line of dialogues past the intro (this takes some time)

The Dungeon and Battle UI have been improved according to the feedback we got with the previous verisons.

As the exploration party now consists of more than 4 members, crafting ressources drop rate has been adjusted.


- Gameplay & UI related changes :

- Dungeons :

'Crystal Tracker' menu fused with the new 'Ressources' menu

'Ressources' menu displays both ressources and crystal shards owned in relation to the current area

'Formation' menu displays the current battle formation (along with HP/MP info) allowing party members to be swapped

'Leave Area' menu displays the 'Leave Area' panel, allowing to return to town/continue exploring

- 'Battle Skills' UI sized down a little, allowing more skills to be displayed

- 'Skill Information' UI sized down a little

- All ressources drop rate increased


- Scenes & CGs related changes :

- Dialogues :

Sprites are now animated during dialogues (still work in progress)


- Ally related changes :

- Story progression : Annie arrived in town, she will be in charge of the Inn/Tavern

- Story progression : Sirma arrived in town, kind of, she will join the party while exploring the 'Forest Area - Deep Woods'

- Story progression : Umbra arrived in town, she will join the party after completing the 'Forest Area - Deep Woods'

- All party members :

"Skip Turn" : skip current party member's turn

- Gabriella :

"Light From Within" : changed from (75% 'Magic') to (100% 'Magic')

"I Am Your Opponent" : changed from effect lasting 1 turn to 4 turns, costs 5 Mana

'Defense' gain is higher and increases faster

'Magic' gain is a bit higher and increases faster

- Faelyne :

"Arrow Shot" : can now be used in any position

"Somersault" : changed from [Physical damage (50% 'Attack')] to [Physical damage (75% 'Attack')]

"Arrow Rain" : changed from [Physical damage (50% 'Attack')] to [Magical damage (50% 'Magic')]

"Blessing Of The Wind": can now be used in 2nd position, affects all party members

'MP' starting value is higher, gain is a bit higher and increases faster

'Magic' gain is a bit higher and increases faster

- Vermillya :

"Charge And Strike" : is renamed "Swift Strike", Target is no longer pushed back

'Resistance' starting value is higher, gain is a bit higher and increases faster

- Oriphel :

"Floating Staff" : can no longer be used in 3rd/4th position, changed from [Physical damage (50% 'Attack')] to [Physical damage (75% 'Attack')]

"Light Spear" : can now be used in 2nd position

"Touch Of The Seraphim" : changed from (75% 'Magic') to (100% 'Magic')

"Kiss Of The Seraphim" : now heals for (75% 'Magic'), also removes 'Burn' and 'Bleed' status effect


- Enemy related changes :

- Bear : "Fearless Rush" is renamed "Charging Through"

- Increased 'Resistance' for some enemies


- Bug fixes / Miscellaneous :

- Fixed an issue displaying some skill information for Faelyne and Vermillya on the Character Screen

- Minor fixes

- Fixed an issue with saving/loading (0.23.1)

- Fixed an issue with the 'Reinforce Equipment' screen not loading values correctly (0.23.1)

- Fixed an issue with the Bunny CGs closing button not working (0.23.1)

- Fixed an issue with dialogue line value being stored/set incorrectly while in town (0.23.2)

- Fixed an issue with dialogue triggering by mistake in "Forest Area - Water Stream" roaming layout (0.23.3)


Next main focus is new CG content and addition of the dialogue system to all existing/upcoming CGs.

New battle skills might be added soon, once the selection/set up is working properly.

Thank you for your support !

Public version : 0.23.3 Released !

Comments

Patreon is eating my comment or something so hopefully this goes through. I just finished my playthrough, did all the Mountain areas, bought all the upgrades, bought all the crystal scenes. I have some ideas. 1) It’d be nice if there was a set of buttons so I could sell or buy items in increments of 10. 2) The camping mechanic and food and drink in general looks unimplemented. Basically, I’m only ever going to use the free ones, or the best ones. I think you could probably remove the majority of those food and drink items except the 5%, maybe a 10 or 15%, and then the 25%. And honestly IMO you could probably leave it at that if your time is spent better elsewhere. From there, if you wish, you could add out of combat buffs and they could have cool effects like lifesteal or amor piercing, which might be a pain to implement but would mean you could also implement them elsewhere. Just a suggestion if you're swamped with other features or scenes. 3) I’m going to make this a third point because I think it’s a good suggestion. One way you could implement less food and turn the camping mechanic into a more rewarding mechanic is to add a kiss mechanic where you let the girls kiss, and it either restores some health or gives a buff. This could be interesting because you’d choose two girls to kiss, and they’d either get a buff to their stats or the whole party could get a buff. For example, if Faelyn and Sirma kissed, then they or everyone could get a small, 5-10% bonus to speed and strength for a few fights or even the rest of the dungeon. This might be a really good idea because, not only is it a nice reward halfway through a dungeon, it could be basically a huge number of scenes for only a few extra assets, possibly. My reasoning is that you’d only need one of them facing forward with their eyes closed, and then the other one facing away from the camera, and then you could use those poses for all of the kiss scenes. Maybe this is more effort than it sounds because you might have to draw their backsides but I’d personally like it so I’m going to suggest it. 4) I discovered a major gamebreaking bug. Basically, if you click the “collect loot” button too fast it causes the game to behave weirdly, fights will end with no result, fights won’t work at all, and the game will be stuck in the loading screen with the guild symbol in the center. I’ve only encountered this bug once naturally, but I seem to be able to replicate it on command. Maybe it’s two transitions layering on top of each or something. Some fights have worked during it but the only fix is to “force quit” and re-open the game. Thanks again for considering my feedback. It’s a quite fun game to play. Also, I’d like to say I really enjoy a lot of the new scenes I find them to my liking.

4) bear final scene still is just frozen. Don't know if this is a bug or not so I'll mention it. As far as your direction moving forward, I see an issue brewing, and that is your time is limited. So what could unfortunately mean is that there's too few scenes or too little gameplay. My solution to this is simple: since the gameplay is so good and organic, you can extend the gameplay by using that as the newgame+. So what I suggest you do is: you tie up the game's plot after 1 or 2 more areas. Then what you do is, you reward the player by giving them 1 outfit for each character. Then the game starts over again at NG+, they start back at level 1, they lose the upgrades and the crystal unlocks. But the outfits change all of the character's abilities. So like Gabriella becomes say a dark knight who's attacks steal health, etc. This basically means you will have a remix of the entire game for only a few extra assets. And then maybe you can sprinkle in some extra scenes, in the NG+. From there, you could even implement a NG++ that's just unlocks the next outfit set, etc. What this will do is free you up to cram as many scenes and characters as possible into this game, while making sure that the game is long enough to satisfy people. I don't know what your current plans are for the gameplay but my suggestion could allow you to focus on more scenes and outfits and bugfixes. I think you have something very special here and it's fun to be a part of I'm very pleased with my investment.


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