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LOLIPOP1136

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A member registered Dec 05, 2022 · View creator page →

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Nicely written.

Tower defense + RPG goes really hard huh

I have returned from Toby Fox's hyperbolic time chamber.

Good stuff!

Guiding a squad of 19 guys is tough work!

The successful run used Jorkon, Ultos and Cearcelaan. Afterwards I started using Jorkon, Lament and Kataphorps because I felt like their kits were better, but like I said it didn't work out in any of my attempts.

Sweet game! Made it to floor 52 on my first attempt after grasping the mechanics, before dying to a triple harpy encounter (that's one of the really nasty ones). Tried to see if I could reach a higher floor but I kept getting bad luck with meteors on my subsequent runs and dying trying to stretch out my MP... The lethal combat is really fun and the characters are differentiated from each other well, too.

As the kids would say, "liminal" !

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Nice game! I found a small bug: if the low quality graphics setting is on, for some reason the water powerup turns you the same colour as the fire powerup.

EDIT: The ice powerup has a similar issue too.

EDIT 2: One last issue, the final secret level has an unmarked tile that blocks you from pushing a box onto it for some reason?

I can confirm that this is what my mom's volunteer work for the local parish is like.

How did you make it so accurate, I'm crying.

I love fighting elfs!!!

This one doesn't do anything exciting, but it's strangely evocative...

Awesome game.

The mechanics are simple and easy to understand, but they also manage to tie in perfectly with the story, and there's so much variety with the ways all the different terrain types interact with your meters.

That said, by the time I figured out how to make it all the way to the end, I managed to make it without having to worry about the FEAR timer at all (it was only ~halfway filled, and without using any refills), ahahaha.

This one's really intimidating...

Nice game :)

Oof, I could feel the heat from that volcano coming through my screen...

Great design too, simple but tough and has variety!

Thank you for playing!

Regarding your points:

1) I think what you're experiencing here is just that the player character's movement speed is 1.25 pixels per frame. The game display is pixel perfect so there's nothing that can really be fixed here.

2&3) I don't have any plans for an update for this game currently, but if I do I'll consider adding controller support + an alternate font.

4&5) All intentional! I think it's cool to have unintuitive strategies like that. Playing around the more unreliable or specialized abilities offered is part of the fun too.

6) Music changes happen at the end of the tracks' loops to keep the audio continuous, so while the main trigger is every 15 minutes, they won't necessarily 100% line up, especially if you pause the game.

Inspired

Ok I did some more testing and the dragon must have really low magic defense since sleep works surprisingly consistently on it. The real bottleneck is your ability to do damage to it quickly, which is solved by Gomez at level 12 with Water II (Carol at level 12 with Ice II also helps).

On another note I gave the bonus game a shot. It seemed doable at first, but I'm not convinced the first dungeon and boss fight is possible without grinding well past where I gave up (at level 12) given that sleep seems to be ineffective there. I did manage to reach the second town too, but it didn't really help since there isn't much gear Helen can equip anyways.

I did manage to beat the dragon at level 12 with the sleep spell. That might need a significant degree of luck to work though, when I tried it the spell hit first try and the dragon stayed asleep for ~10 turns while I wailed on it lol.

In this last-ditch effort to save the company from financial disaster, Sraeka Games invents the never-before-imagined concept of gaining "E" by defeating enemies, which allows the playable characters within the game to become more powerful and defeat stronger opponents. This is in accordance with the modern trends of compulsive gameplay design.

Unfortunately, this gameplay loop is deeply inherently flawed and stands no chance of catching on with the self-respecting gaming populace. If in 20 years from now a hypothetical "RPG Maker" existed with this system in place, every user of the program would surely disable it at the first opportunity.

No wonder they went bankrupt.

Wooooow that was awesome! By the time I got to the end I had forgotten it was only gonna be four scenarios lol.

This rocks! Great twist on the Dalig gameplay.

Unique choice to make the bad ending the harder one to attain, too!

It took me 4 attempts. My route still wasn't thoroughly optimized, but I barely made it out with good encounter RNG at the end, so I'd say it's pretty tough, yeah.

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OMG THE DIALOGUE FOR QUITTING WITHOUT PICKING UP ANY ITEMS AHAHAHAHAHAHA

This one's awesome. I got a Comically Large Diamond anniversary.

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How far modern gaming has fallen... Dalig 2 cannot hope to reach the heights of Dalig 1... these are the follies of "sequel culture"...

(Just kidding, keep it up Sraeka!)

Gotta play the first Dalig game now... that's the only one I haven't checked out yet ahahaha.

She's kinda cool... I cast "Christ's Love I"!!!

Didn't feel like the dungeoneering gameplay hit the level of depth it was intended to, I basically just attacked and healed and made it through on my second try (after blowing a bunch of MP figuring out how the skills work on my first attempt), but maybe that was just luck.

The narrative framing is really awesome though.

Nice NES-era style metroidvania! I like how exploration can always get really tense with how sparse the checkpoints are, even when you're in the lategame overpowered stage with your upgrades.


...Was it intended that the game started lagging really badly every time I tabbed out to MS Paint specifically (forcing me to draw a map on physical paper) or was that a trick of fate?

"Desert of Regrets? More like 'I regret playing this game'!"

I think that's what a gaming Youtuber would have to say about this. Right before I drop them into a bottomless pit, of course.

Speedrunners will be confounded by this game for generations.

Wow!!! The Fray is a great combat mechanic just like the first time around, but this time every single encounter introduces new types of enemies and attacks that interact with the system in unique ways... incredible!

The resting mechanic took me a while to notice, but I'm a big fan of how the resource economy here works. Even if the measly 5 healing items you get is super stingy.

The silent storytelling is awesome too, introducing the characters one by one really lets you get attached to each of them, and the atmosphere of escaping the castle under assault is impeccable. I love the part where the last party member gets introduced and she just casually styles on a swarm of enemies for 5 minutes lmao.

It's a bit buggy/unpolished currently, but I think this beats the first game by a mile, and I loved that one (crazy that it's been four years...). My only real complaint is that I wish the combat system was faster.

Shoutouts to the elf from RPG sketch 3.

(Also the time this took me to beat was more like 6 hours than 2 ahahahahaha. I got stuck on the final boss for a while.)

Wow this game is so cool! The writing is so nice... The elemental system is really intuitive too, and the skill + encounter design leverages it perfectly.

Fun little game! I played it a second time and managed to win spending just over 1/3 of my starting gold, ahahahahaha.

I love "Magic Tower"!!! The twist and ending are fun too.

*mwah!*

Another really fun concept! :)

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Wacky and fun game. For anyone struggling, selling the expensive full heal items to buy a bunch of cheap partial heals seems to be really good value.

Good job reinventing Tower of the Sorcerer from first principles lol