Others Insect Prison Remake [v1.10] [Eroism]

3.90 star(s) 11 Votes

As of version 1.0, what 3 things could be done to improve the combat?

  • Nothing else, it is fine already

    Votes: 12 2.7%
  • Weaker enemies (-damage -defense)

    Votes: 110 24.9%
  • Stronger enemies (+damage +defense)

    Votes: 3 0.7%
  • Enemy strength scaled according to Leah's stats

    Votes: 53 12.0%
  • More predictability on their actions

    Votes: 121 27.4%
  • Allow multiple actions in same turn (attack more targets)

    Votes: 151 34.2%
  • States also work against the player (Stun, Charm)

    Votes: 94 21.3%
  • Randomized party sizes

    Votes: 75 17.0%
  • More inteligent enemies that try to out-counter you

    Votes: 26 5.9%
  • More escape scenes (like with the Parasite Beast)

    Votes: 302 68.3%

  • Total voters
    442
  • Poll closed .

kingmich

Member
May 21, 2017
401
337
so is this a bug? sometimes when you search the game will say u found 3 or 2 of said item but once you check your inventory it only gos up by 1? so uh.. what?
 

eroism

Member
Game Developer
Dec 25, 2019
208
884
Version 1.10 is out now :). This version took a while given the added turbulence from our personal lives, but it is now done.

This one focus on the second combat rework, based on the previous poll we had, and adding the escape scenes to all enemy parties. There are a few new niceties and we tried to fix every lingering issue on 1.05, the major ones at least.

Now, the combat rework is very extensive and redoes the battle dynamic once again, so I advise anyone to replay the tutorial to gather the new information. Hopefully that will be enough to carry out most encounter. As always, the devlog can be found on Itch at .

Thank you for the patience :D.
 

TheFakeOne23

Newbie
Feb 9, 2020
63
20
I like the changes 1.10 so far, but I´d like to make a suggestion:
This phase of each turn seems unneeded and adds extra waste time to every turn of combat, why not remove the extra pop-up menu by moving the choices elsewhere where they make sense?

Make fight the default choice since the RPS based moves with repeats barred mean you´ll want to pick your moves basically every turn, make skip, escape and surrender self-target moves that use all actions of a turn (or put escape/surrender in the bottom right where they should be unlikely to be clicked accidentally), and move repeat last either next to Leah´s card or the bottom right (If it´s not already occupied) for easy access.

Battle.png
(Placement of repeat/other vaguely like this where you could immediately begin picking moves instead of having this menu first. As a bonus it´d mean you can´t accidentally lock yourself out of escaping by clicking fight and then changing your mind since they´re self moves, that might´ve happened once or twice to me already :ROFLMAO: )

That´s just my 5 cents on it so far, along with a suggestion to change it, though I could easily be alone in this opinion. The fighting itself feels fine, I´m neither particularly positive nor negative about it, but I like it overall.
 

eroism

Member
Game Developer
Dec 25, 2019
208
884
I like the changes 1.10 so far, but I´d like to make a suggestion:
This phase of each turn seems unneeded and adds extra waste time to every turn of combat, why not remove the extra pop-up menu by moving the choices elsewhere where they make sense?

Make fight the default choice since the RPS based moves with repeats barred mean you´ll want to pick your moves basically every turn, make skip, escape and surrender self-target moves that use all actions of a turn (or put escape/surrender in the bottom right where they should be unlikely to be clicked accidentally), and move repeat last either next to Leah´s card or the bottom right (If it´s not already occupied) for easy access.

(Placement of repeat/other vaguely like this where you could immediately begin picking moves instead of having this menu first. As a bonus it´d mean you can´t accidentally lock yourself out of escaping by clicking fight and then changing your mind since they´re self moves, that might´ve happened once or twice to me already :ROFLMAO: )

That´s just my 5 cents on it so far, along with a suggestion to change it, though I could easily be alone in this opinion. The fighting itself feels fine, I´m neither particularly positive nor negative about it, but I like it overall.
Hey TheFakeOne23, thank you for the feedback :)!

I completely understand your point regarding the turn start screen, actually, a similar critique was done in the earlier combat test version. The decision for keeping that screen is more technical than anything :censored:, since the change from 1 action per turn to 1 action per enemy created a rift in the system, as some actions are still 1 per turn (skip, repeat, surrender and escape), so basically the screen functions as the entry point of the turn by entering into a different flow for the combat depending on the "1 action per turn" (or single actions as we call them) that you pick.

Mostly this was a way to simplify the combat logic, but with a bit more time for the next version I do think this could be revisited and improved.

One thing we have to take in consideration is for example, if you pick a self/targeted action, will the single actions be disabled until end of turn? (which goes against your experience of regretting to click the Fight action :LOL:) Or as an alternative, the single actions will overwrite any prior actions and skip your input for the turn?

Repeat last will probably require the former in any case, at least to make it easier on implementation side.

Besides this, would the single actions be better if readily available, as you've put them in the examples, or as part of the self actions, like they were before? This creates a bit of delay, but also allows the actions to be neatly packed with the other self actions without additional interfaces to be aware of.

Personally I would probably point to keeping the bottom space free for any future companion features, that we are likely to implement, but I would still like to understand how people would prefer it ;).
 
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Magister Masquerade

Dream Gourmet
Donor
Jun 24, 2018
1,026
1,830
Is there anything at the ladder part of the cliff? I've searched there a billion times but never found anything, so just curious why we can even search there.
 

Monki0

Member
Nov 6, 2023
217
249
Is there anything at the ladder part of the cliff? I've searched there a billion times but never found anything, so just curious why we can even search there.
As of now you can only farm ore, gems and broken pickaxe there. No enemies. It used to be this way in Ateras original game, too
 

TheFakeOne23

Newbie
Feb 9, 2020
63
20
'Escape', 'Skip' and 'Surrender' could probably be put in a combined menu that would be opened as needed rather than open by default, especially considering they´re usually only used in particular circumstances, or once (successfully) per fight. The only "full-turn" action that reasonably needs easy access is 'Repeat Last', which is why I suggested putting that next to Leah´s profile where it´s easily noticed and available.
If making them ignore pre-selected "single actions" is too hard, then maybe it´d be easier to make them only be selectable if they´re the first action of that turn?
 

Monki0

Member
Nov 6, 2023
217
249
1743532394176.png

I found a Bug (the bad ones).
I was trying to fight the large Roach. First turn I used seduce, he somehow cancled out my move and now the screen froze. Music is still playing, but I cant do anything. Its sunny weather if that is important.
 

Arima447

Newbie
Sep 4, 2023
16
10
Be sure to add a confirm prompt for surrenders and maybe make it so when you end turn, instead of menu to choose to fight more make it have the menu have it's own separate button when fighting
 
3.90 star(s) 11 Votes