Sakyubasu no Tatakai I (Finished)

Re: Sakyubasu no Tatakai

Postby kitsame » Wed May 16, 2012 6:00 pm

demi Wrote:Gore, not exactly a glitch, but an interesting mechanic:
http://tinypic.com/r/25k6hs4/6
Getting cornered can mean insta-death, since there is no knockback, the enemy is free to do continuous damage.
This can happen pretty easily with multiple beegirls, and the beeguard if you lured her across the whole screen and cast a spell like honeypot or empower.

To anyone who needs help with the Arena Boss:
Phase 1
Spoiler (click to show/hide):

Stand on the right side of the screen, jump and air-dash left.
Stand on the left side of the screen, jump and air-dash right.

Phase 2
Spoiler (click to show/hide):

Stand on the right side toward the middle, right underneath the brick texture on the background (very important, timing and placement is crucial).

As soon as the flames hit the ground from the mask, wait a split second, jump as high as you can, and then shield. As soon as the shield wears off, dash right, and shield, facing right again (so you don't lose vertical height).

As soon as the shield wears off, dash left, and continue to alternating sides until there is a clearing on the left side.
Cast Empower, use the same air-dash-shield technique until the mask stops spewing fire.

Phase 3
Spoiler (click to show/hide):

The attack pattern:
Code: Select All Code
Round 1:    o o 1 o o

Round 2:    2 1 o 1 2

Round 3:    o 1 o 1 o

Round 4:    o o 1 o o (repeat)

o = masks standing still
1/2 = masks attacking that round in succession


The trick is to attack the center mask, and then land safely or have enough time to move into a safe position.

As long as a mask has a red shield up, it can damage you, so it is not safe to be near a mask untill after it is going back upwards.

I was able to hit the mask twice per cycle, once after round 1, landing under the outside mask, and again after round 4, hitting the mask and running to the side again.

Use empower when you can, don't bother healing.

Thanks man, but in step1
Spoiler (click to show/hide):

under what background brick texture because there are plenty of those on right side
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Re: Sakyubasu no Tatakai

Postby GoRepeat » Wed May 16, 2012 6:07 pm

zakerst Wrote:Hay, I've been fallowing this project since it was lok rush, I, first would like to say thank you for all the progress you've made, and i love where the game is going. Acouple of things I've noticed while playing: the chains from Brig's attack pop up slightly to the left (the glowy bits are to the right of where the chains break surface) of where visually i'd expect them to, also upon reaching level 11 (with 1002 souls) [I know I grind a lot when playing any game] the skils lust guard and flexiblity do nothing, and buying them does not subtract souls, though it does show the test case skills, and when I go between the hive and the "shit stain island" I notice that on the stats screen my power changes from somewhere around 60 at the hive (I think it was exactly 60 but i don't remember) to around 30 on the small island. I'm not sure if this is supposed to be representitive of the "I get stronger with more followers" thing or just an error or balincing thing you've done... sorry if my spelling/grammer is poor, but thanks for this game so far and I can hardly wait till the next update.


Wierd... I will take a look at how the stats are being calculated to make sure something isn't randomly resetting them. Thank you!

Marduk Wrote:Gorepete, I really like your project here, no less so after playing through Dusty a few times. :)

But, an interface suggestion. Using the 'click to continue' thing a few times at the start (after tutorial windows) means moving hand from keyboard to mouse to click. You might want to switch that to space bar. It is an artificial break in the interface. You may want to go back and fix that at some point.


Thank you! The artificial break is actually by design. I wanted to make sure people didn't accidentally space through the tutorials, so I forced a mouse click

Bakada Wrote:Been a long-time lurker, and a big fan of your work, I'd even go as far as praising you higher than Playshapes for various reasons.
After playing through the game several times in the last month or two, I've finally encountered some things I've not seen mentioned before in this last version. When you first start the game, you're already able to use seduce, but the animation will trigger without a sword, but certain elements from that animation still appear (disembodied hand and floating fluids!).
I also had one occasion where I used Honey Pot at 90% health (it only took one tick to get back to full) and immediately afterwards I triggered the flame in the Arena, which locked Eva's facial animation in the Honey Pot one.

I've also finally been able to complete the arena boss, thanks to the helpful post by demi, and by cheating (playing maximized, slowing the game down). While it is obviously doable, I can't help but think that it's a bit too harsh... While there's nothing wrong with challenging, brutal bosses, I'm personally of the opinion there should always be some room for error... I think that goes more so for the Arena, as there's nothing so frustrating as beating your way through all the lesser rounds, only to hit the fire once and have all your time wasted because you mis-timed a dash. I think part of the "issue" is that the fire = very slow death, made worse by the fact that you can do nothing but wait as your health slowly drains away.


Wow great catches! Thank you I will look into these issues. Re: Spirit Mask, since he is an optional boss, I felt a certain level of ridiculous brutality was necessary... and after all, if you don't die a slow death by fire, whats the point!

trrrr Wrote:Gore, if you're still taking feedbak, know that I still have been unable to beat mask boss despite demi's tips and me making it to lv 11. You punish players for their failures and I dont think this is how a game should be. It should about having fun, not strugling.
If u miss the timing while evading any of the boss's atcks one single time ur dead, and ur r forced to go thru the arena all over again b4 u can get another attempt at the boss.
During the phase the masks falls, the center mask changes the time it will fall in such a way that u cant avoid it while avoiding the other masks. It u cant kill boss by then, ur dead.
Im not sure if this part is a bug, but even if u mask's hp reaches zero the falling masks phase wont end, so u cant seduce the boss. Do we have to w8 the phase to nd b4 we can seduce him?


Yes, you have to wait for the current phase to end, then he will enter regen and be seduceable. I was going to have it interrupt his current action when health hits 0, but from a technical standpoint there were too many issues with mid-sequence interruptions.

Lucky777 Wrote:It's a slightly hidden feature that Mistress takes no damage while dashing, and the little cone-effect during her dash is meant to show the time when she's invulnerable.

Ain't mentioned in the dash-screen, as far as I know, and it could stand to be, but once you know that, the masks are completely avoidable at all times.


I need to go back and update the tutorials at some point... the Soul Core tutorial still shows dash as the tier one ability, lol!

Tulkas Wrote:I found a little error in the colors, in the sex scene the hand of the bee had a different color than the body, just fix that. The game looks better and better congrats gore =D

PD: Spirit of the arena is hard but beatable, just practice.


Great catch, thank you!
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Re: Sakyubasu no Tatakai

Postby trrrr » Wed May 16, 2012 7:35 pm

I finally defeated the mask boss, but not only I got no skill or equipment, the scene didnt unlock in the gallery. Also, "Self Control" doesnt interupt the healing if u try to jump while healing.
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Re: Sakyubasu no Tatakai

Postby kitsame » Wed May 16, 2012 7:46 pm

I've defeated Arena Boss,it wasnt that hard if you know where to stand,also tip for people that try to defeat it-
Spoiler (click to show/hide):

you can hit in 1st faze,when he has that propeller on him,and you can do so with air-dash,if all hits connect(and there are 4 of them) you will hurt him 1/4 of the health bar,so that way you can get more breathing space in 4th faze (meaning less concentrating on hitting him and more time for dodging him ),also you can easily escape the falling head by air-dashing into corners because the corner-head fall less times than other ones.And another thing,when you are seducing him first time,be on corner right side so that you can repeat my first advice.Good luck

And i have bug to report-when i defeated arena boss,i got whole scene,which is great,and item,but...there is no item to wear when i'm in menu,also there is no scene when in scene viewer.I think i know why that happened-after i defeated boss and before i saved game,i accidentally started another arena.For solution you can put some kinda of counter in code so that when you defeat boss it will do
if counter>0 then (scene_in_house)=1
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Re: Sakyubasu no Tatakai

Postby Anon » Thu May 17, 2012 1:53 am

I don't understand why every time you make a mistake it has to result in a death. One missed jump and you have to restart. Why have that much frustration in a game? It's hard to have fun when you have to replay every little battle and every phase because of your love for one hit KO's.
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Re: Sakyubasu no Tatakai

Postby Taria » Thu May 17, 2012 3:07 am

About the mask scene, it's supposed to be incredibly difficult because it's an extra; it's not even hard anymore after you figure out how to dodge the fire. The first real boss scene with the angel was so laughably easy I made little sound effect for myself while I was dodging everything. Yes fights are unforgiving, but they're also very predictable. Requiring a bit of skill is what makes this game better than just a glorified porno.
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Re: Sakyubasu no Tatakai

Postby Bakada » Thu May 17, 2012 3:26 am

I made a post here earlier with some issues and possible suggestions, but apparently it got removed after I tried to edit it (original approved post was 131293). Editing apparently made it go through the approval process again, only to have it mistaken for a repost.
"Re: Sakyubasu no
Tatakai" at "Legend of Krystal Forums" was disapproved by a moderator or administrator.

The following reason was given for the disapproval:

The reported message does not fit into any other category, please use the
further information field.

already posted

Anyway, in case the post can't be recovered, I'll outline the issues/suggestions again briefly.
A) As some other people mentioned, finishing arena shows the entire scene, including *MASK GET*, but neither scene nor mask are anywhere to be found afterwards. After the scene though, the mask's health still shows, and only disappears when you leave to the right, or light the fire.
B) I was wondering if you have any thoughts about making that latest skill just turn Honey Pot into a channeled ability (only heals as long as you keep it pressed).
C) I suspect you realize that the tattoos containing words show up mirrored half the time, I was wondering if it was possible to either removing them when mirrored, or perhaps just removing them completely.
D) There was a D here, but I can't remember what it was now :(
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Re: Sakyubasu no Tatakai

Postby axmanjack » Thu May 17, 2012 4:15 am

Life is a glorified porno.
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Re: Sakyubasu no Tatakai

Postby loldeep » Thu May 17, 2012 4:45 am

Keep getting WTF Gore Pony screen after i beat 3 bees. Wont let me past it tried 4 times. I tried hitting space in 4 different places.
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Re: Sakyubasu no Tatakai

Postby stinkeygoat » Thu May 17, 2012 6:15 am

i think for the sake of pleasing the fans that you have so thoroughly captured with this game, add a chapter select so that we dont have to re-do everything to get to some of the new content when you break saves. Big fan :D i appreciate all of your work :mrgreen:
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Re: Sakyubasu no Tatakai

Postby demi » Thu May 17, 2012 6:22 am

kitsame Wrote:Thanks man, but in step1
Spoiler (click to show/hide):

under what background brick texture because there are plenty of those on right side

Spoiler (click to show/hide):

Image

Sorry, a little hard to describe "middle of the left side"
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Re: Sakyubasu no Tatakai

Postby RoDigital » Thu May 17, 2012 7:05 am

When Gorepete writes "- stat changes required a save break" anythink i can think of is " dam, arena boss, again!"
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Re: Sakyubasu no Tatakai

Postby Battle-Jesus » Thu May 17, 2012 10:11 am

Taria Wrote:About the mask scene, it's supposed to be incredibly difficult because it's an extra; it's not even hard anymore after you figure out how to dodge the fire. The first real boss scene with the angel was so laughably easy I made little sound effect for myself while I was dodging everything. Yes fights are unforgiving, but they're also very predictable. Requiring a bit of skill is what makes this game better than just a glorified porno.

Hard gameplay makes not a good game. Enjoyable gameplay makes a good game
The angel? Enjoyable. I had fun with that fight, there was neat stuff in it.
The mask? Not at all. 1HKO should never be a thing that can be so easily hit by
The with things like an arena, where you have to restart from the beginning when you die, the final tier shouldn't be a giant spike in difficulty.

It goes like this
Code: Select All Code
                                           _
                                         /
                                        /
                                       /
                                      /
                                     /
_______________________/\___/\______/

Which I think is a terrible way to do something like that. And the only reason the mask is that hard is because of the You-Can't-Make-A-Single-Mistake napalm attack.
Hell, make the thing do half your HP instead of ridiculous amounts and it'll be a lot better.
Save the stupid ridiculous extra bosses for end game. That's where they belong.

it's not even hard anymore after you figure out how to dodge the fire.

And yes, but how much time will one waste before figuring that out?
Most of it won't even be on the boss. Most of it will be on the trash mobs before the boss. If the boss is the real point of the arena, then why punish the players by making them spend most of their time on the mobs by adding in some overpowered napalm attack?
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Re: Sakyubasu no Tatakai

Postby kitsame » Thu May 17, 2012 10:19 am

demi Wrote:
kitsame Wrote:Thanks man, but in step1
Spoiler (click to show/hide):

under what background brick texture because there are plenty of those on right side

Spoiler (click to show/hide):

Image

Sorry, a little hard to describe "middle of the left side"

I found out....the hard way :D
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Re: Sakyubasu no Tatakai

Postby demi » Thu May 17, 2012 10:52 am

Hey Gore,
obv. with more content being added, the playthroughs are only going to get longer.
Is there any way you can implement a speed up feature that speeds up all the movement?
It would also be nice to to able to earn skills and be able to skip or speed up the cutscenes.

This doesn't get said enough, but you are a beast. You commit several hours every day to working on this project that you share with the community, and have been working on projects for a couple years now from the early beginning, and still going strong. Your effort is sorely under appreciated; kudos.
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OP

Postby stupidOPshiat » Thu May 17, 2012 12:52 pm

im sorry mian i love your games but i just dont want to learn some fking boss-attacking patterns or whatever you made a great game and destroyed it with op bosses i symply WILL not GRIND in the goddamn hentai game no , no NO I WONT.
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Re: Sakyubasu no Tatakai

Postby Lucky777 » Thu May 17, 2012 1:08 pm

Battle-Jesus Wrote:And yes, but how much time will one waste before figuring that out?


The only reason I was actually sure that the manoeuvre was possible was that I saw GP do it online.

Still though, as soon as one gets ruined once, one will start wondering "Wait, what the fuck do I even do to DODGE that?" and I suspect, without being certain, that one could
come up with the answer oneself, after observing the way that Mistress tends to hover after a block.
You don't absolutely have to do it in the arena itself, you could practice outside of the arena, in no danger, after realising what was necessary.

I've always liked to have games' mechanics properly explained, but even in commercial games, sometimes the explanation has to come from a place outside of the game.
I mean, think of fighting games, for example.
If you want to learn how to really play 'em properly, you either have to be some kind of prodigy, or spend endless hours experimenting in order to figure out the intricacies of the combo system yourself, or ... you go see the results that people who DID that have posted up on the internet already.
The game itself won't necessarily tell you, and I'm not sure that is a universally bad thing.

If it had been a mechanic you needed in order to progress, then I'd have been more likely to agree that the game SHOULD make it rather more obvious.
Since it's just something you need in order to beat an entirely optional side-boss though ...
I dunno, seems like the current structure might be all right-ish, once dat dash invulnerability has been made clearer.
I have nothing against a mention that you can act again after air-blocking, though.
Like, 2 sentences added to a tutorial screen, one about the invincibility and one about experimenting with airblocks, and I'd say things were pretty much perfectly in order.

Battle-Jesus Wrote:Hard gameplay makes not a good game. Enjoyable gameplay makes a good game


As a statement of principle, that's quite literally indisputable.
However, even apart from the fact that "enjoyable" is a subjective value in the abstract, and apart from the fact that some people find rock-hard challenges to be enjoyable per se, I'd say that the mask itself does become enjoyable once you figure out and master that one single dodge requirement.
It's hard, but fair.
And yes, I did use that particular phrase SPECIFICALLY because I'm ripping off a GodHand motto. XD

Battle-Jesus Wrote:The with things like an arena, where you have to restart from the beginning when you die, the final tier shouldn't be a giant spike in difficulty.
...
If the boss is the real point of the arena, then why punish the players by making them spend most of their time on the mobs


Now, I don't disagree with the sentiment, but the arena grinding doesn't take that long, once you're level 8 or so.
I don't think it's really inconvenient enough to go over the line between "annoying" and "just fucking terrible."
Empower+SwordThrow at level 8, and possibly at lower levels than 8 if a person is going to use the rusty sword, makes short work of the Gorgers.
There's also the fact that one of the "real points" of the arena IS, in ITSELF, soul grinding. That's one of the reasons that GP originally even put it in in the first place,
or at least, to be more accurate, it's CERTAINLY why I had mentioned that an arena would be a nice thing to have, in the first place.

That, coupled with the fact that you can practice the skills necessary for beating the mask in an ENTIRELY mask-unrelated scenario, makes me think that the current situation
is actually okay.
If you couldn't shorten the fights so very substantially, though, and if the trash mobs weren't so helpful in grinding souls, then I'd just be in agreement with you 100% here.
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Re: Sakyubasu no Tatakai

Postby MadPlayer » Thu May 17, 2012 1:30 pm

Guyz, how to defeat a shield warrior on second location? It is the first monster, I tried most and every time I attack it uses a shield and then comes closer, WHAT I NEED TO DO?
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Re: Sakyubasu no Tatakai

Postby Battle-Jesus » Thu May 17, 2012 1:46 pm

You have to wait 10-30 seconds until it drops its guard, then jumpdash behind it and beat its face in.
Twice, of course, since you need to fill the rape gauge, which almost always takes two attempts
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Re: Sakyubasu no Tatakai

Postby Arkmidget » Thu May 17, 2012 1:49 pm

How do you dodge the first angels straight beam attack! do i just have to dodge every other move perfectly so i can take that one? please give a tip <3
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