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IllusoryProduction

8
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A member registered Jan 10, 2025

Recent community posts

(3 edits)

Oh that's a shame. Yeah we can expect these things to happen when we try new stuff. Honestly the new art style is great so i don't think you should let it down forever as it may still work. About stuning the enemy i think it is more about the design of the attacks, for coding that some developers decides to make the attack itself as an status triggerer attack but it oftenly causes bugs. Renpy is a tough option for RPG like games so i acknowledge you may have been struggling for building that roam, and not gonna lie, it is well done.


For what Cursed Overlord game was, it is so far one of your best games. People likes these kind of games where there is way more gameplay than just depending on the H from that game. RPG games are already hard to make and you do a great job into popping those dopamine shots at the right moment before the game becomes boring from a grind. It is one of those games that i would say "damn, i'm gonna kill some time completing this game again" and that makes a game worth buying.

All the changes respective of this game as a sequel are not just mistakes in the process. Experimenting with a sequel instead of another game or spinoff is already too risky. Making sequels is already problematic because it is doomed to be a failure if you don't make it same as good or better. That's why many creators prefers not making sequels of their game, even in the cinema world Jim Carrey oftenly refuses to make sequels of his movies due the same reason. Yet in this case the free roam was an ambitious and good choice for a sequel, despite everything else.

Keep the good work!

(2 edits)

Ok this game has good mechanics, as a sequel from the first one the narrative is a good answer to that cold ending. The game has some interesting implementations and despite they are incompleted, they have potential.

I like the free roam option, it makes the game feels more alive. And the new curse having a benefit which can become a drawback looks really nice. No longer chests? Loot here is really limited (once you find a building, car or chest interact with it while facing north), unlike CO1 chests can't be constantly farmed, there is a point where you have to fight for money and loot so you don't have the option to avoid combat and build up yourself first. It doesn't help neither that the limited loot we already have is just random but is passable.

About the new combat system. Honestly right now is pretty bad, that infection mechanic keeps forcing me to play casual unlike the previous game meaning the curse here due the free roam mechanic is even more aggressive, which is nice but more punishing when you want to go to fight things. Due the low accuracy of low tier guns is likely alot of players are gonna save, try a headshot and load if it misses. Ammo is also pretty expensive considering the loot of the enemies so unlike the previous game, missing a hit will not only cost you hp but also money in ammo. Let's state too how unlike Aredhel, Nahel will always charge you money for healing you back.

When i saw the combat system in the which you could pick which body part you wanted to attack, the first thing that came to my mind was "Fear and Hunger", where the logic is: go torso=long fight, go limbs=punishes their attacks and makes a behead easier, go head=finnishes the fight almost instantly but has high chances to miss. Here however the leg mechanic is weird in gamer terms, you can shoot the opponents legs with slightly more accuracy than head but lower than torso and it is just gonna deal damage with the same logic... this is weird? because we are used in games that the zones of damages that deals the least amount of damage to an enemy are the limbs. Adding the possibility to attack the legs and arms as a way of preventing an attack in the next turn or increasing the accuracy for the head would be a good answer to that one small accuracy issue which i previously mentioned.

The art style. Is well done but is a risky decition. Is a great art style and is unique too, but changes in the body proportions and face drawing are drastic. And considering this is a sequel, some players may be already used to the former art style (i mean the 1 even showed us a mona and namah version that we don't have here). And this is risky in general for any game of any genre when you are making sequels because the audience may end not liking the final product because is different from what they had before and how the game is connected with the former one (and this happens even with minor details like changing colors). Also the h scenes are more vivid here.

About the infection, there are certain things that doesn't make alot of sense to me. It is visible how damaged body parts are noticeable on the infected's bodies with Eliza's mouth and  Kahlua's vision, but were not they suppused to be freshly dead when infected? What about the girls from the one? they were skeletons and despite Nailah lost 1 arm and 1 leg on the last fight what about the wound on her belly and eye? How did she regenerate her whole body from being an skeleton but not those body parts? her arm and leg are acceptable because she lost the bones there too but how? And maybe they were resurrected by Necrona but unless she is weakened, i don't see how she could not regenerate them perfectly because Necrona just passed from an skeleton to an alive state with no visible wounds in the 1st game. This means Marice will be missing one arm too? and and along with Djemma both are gonna have wounds on their chests? I'm not sure if tuuli would be resurrected properly because she died to Ishet's mother, which is way stronger to the point she caused a permanent wound to the main character so how is she gonna look like? I don't think Necrona has alot of implications with the infection because it seems as if the emperor in the 1st game already knew about that incoming future so he knew something before hand and could not fix it?

Also what happened with Hikari? In the ending from the 1st one she barely makes any intervention so it leads me to think that canonically she died due her illness before the battle even started. Her tombstone is not arround neither.

And the magic, Why does the Shen da Kion spell no longer works? it was suppused to be the mc's magic. But heh being honest if the dev adds it now they are gonna have to justificate why you can't just simply call Necrona throught it...

Finally there are a couple of annoying bugs but they may be fixed for the final version so it's just fine. (Run and you end in the main screen, don't skip dialogues with Kahlua and scene is gonna loop in a softlock, Kahlua is suppused to upgrade your claw's attacks but is it really working? and killing one enemy has a chance of killing all enemies of the same kind at it's surroundings)

Posdata: Of course i would not let pass that Kuchisake-onna reference.

[NO MAJOR SPOILER REVIEW] (Useful info for players here too)

Ok So this is game is so far a love-hate rs because some decitions are well made while others are found uncompleted. Resuming it: Is amazing actually.

Not gonna lie is a very creative and well made game. The isekai thing feels more as the dev was having a hard time finding a good way of building a prologue for this game's world, yet despite the mc never mentions his past life again there is a good job leaving winks based on the fact he knows some stuff beforehand.

The battle system is actually entertained for boss fights and quick for normal enemy fights, a common mistake alot of rpg games makes is making normal fights last too long so the grinding becomes a pain. Here you can press tab and spam the attack option for grinding. The tree is also a great implementation specially due the lvl up system and a certain girl you should unlock.

The music is... impressively relaxing. And i mean it because it looks as if the character is in a permanent zen state. I swear that focus was the only reason why i did not ragequit the tetris minigame.

Now going on some issues, i'll address the elephant in the room. The H scenes. This game has a narrative and gameplay that makes it entertained and inmersive even if we remove all the h scenes. So are the h scenes making it better? well these have a problem which i would resume in: "cardboard theatre". When you try to make H stuff for a game you have 3 options: 1 Make a well drawn image, 2 Make a simple but admirable gif, 3 make a cutscene. The problem with the H scenes is that the dev seems to try making 2 but making an animated 1 instead. That's what i call "cardboard theatre" because you make static images with little to no articulations to move in an static enviroment. Moving everything one side to other without making any major changes makes it look like cardboard puppets in a theatre, moving arround telling a history but being static and with occasional expresion changes with no other movement articulation. In H scenes animated as gifs we need to address an important aspect of sex: Genitals and body in general are soft and mouldeable, hence these are suppused to press and stretch on every movement. Many developers and artist does life hacks for this like adding the same artistic change on reduced frames for any interaction with that zone. But if you can't do it or is getting too exhausting of a job you can do the same thing that Ray K does for his games: Make multiple variations by redrawing the same character (which the dev here already does for the facial expresions) and just swap them between each of the player's interaction without animating at all, that makes it smoother and to be honest the game is already moving like that and is still good. I have noticed the dev usually changes their art style which is fine, but in case the dev wonders: No, your artstyle is not bad and is actually very good but your animations are too plastic if you treat it like a cardboard theatre, both of the lifehacks i mentioned can improve it. I'll state this observation for the 2 aswell because it commits the same failure but in the two at least there are more details changing on H scenes which means the dev is in fact improving it.

Talking about H scenes, to anyone wanting to have all h scenes unlocked: You'll have to save at the very beggining near the plant, then after helping Djemma save again near the brothel on a separated save state, increase the maid's likeability (punish her everytime you ask ishet to call her for cleaning) and save state once her likeability is at max and the castle is dirty again, finally don't land a finger on Naoko until the 3 arcane demons arrive and you complete their challenges, proceed with Naoko now and save a last save state, for a total of 4 (maybe a 5th one if you got captured by the witch? however this one should be done on an apart game where you did not kill the plant). Why? The plant "NTR" scene is never stored withing the gallery so you are gonna see it only once and at the very beggining of the game so 1st save. On the brothel there are 3 possible options for you involving scenes with 3 possible girls however not all of them on the same choice, save state here for that. Very beggining save? yes, if you defeat the plant you are gonna get an additional girl, however adquire the medic, merchant or anything and you are gonna miss her forever (i think this is a bug) so the save state here is for the complicated job of killing that plant with rookie stats (more info below). Arcane demons? For some reason their h scenes are never stored in the gallery too, so save state here in case you want to watch them later, also becareful because if you start their challenges again by accident you'll have to hit again their scores for watching their scenes (cries in korobeiniki). What's wrong with Naoko? Just save, you'll understand it later then. Witch scene? IDK, these last 2 are kinda niche scenes, more lore than H, is up to you.

About that plant... honestly i think is a bug but you know what? i like it. Your curse requires 10 virgin girls for breaking it but you can end getting between 15-19 depending your game decitions. So assuming the girl you get (Ivy) from defeating the plant is optional, she feels more like a reward for accepting taking down such challenge as defeating a boss with rookie stats and gear on the early game. So how do you do it? Get out of the castle and save game, keep loading over and over until your next step in the grid makes you find a chest that you can picklock, save game again and try picklocking it (load back if either you broke alot of lockpicks or the reward was less than 2k gold) repeat the process until you have about 30k or 50k gold, you may have done 5-15 moves. Now repeat the process for the merchant (only once tho) and buy the clothing, weapon and as much medical creams as you can (with about 70 should be enought but may not be if you are unluck). Save one more time and go and fight the plant, attack and heal yourself back to full heal whenever you require it. Once the plant is dead, interact again and you are gonna get an extra girl as reward. What happens if you get the medic, the lava swords or the merchant before doing so? R.I.P. You can't fight the plant anymore.

I liked the strength mechanics, you need certain strenght levels for wielding certain weapons and twice that amount for wielding an akimbo (so if you got your lava swords, is not a bug, you need more strength lvl). Lava swords are in fact the strongest weapons so enjoy them as much as you can :)

A detail some players may miss is that you have a limited time for breaking the curse (find all 10 virgin girls for breaking it), so you may want to avoid sleeping and resting as much as you can until then. Djemma can help you with that once you rescue her.

Is it any worth it to unlock "magic"? Well what weights more? losing 10k gold in adrenaline or losing the battle in general?

Also there is a funny softlock. Kill catalina and proceed with Naoko until that one event. The game is gonna softlock.

About the tetris. That challenge is really hard, i ended developing tetris skills just for that. And this may be easily solved if plyaers could see further what pieces are in queue aswell if we could store pieces for later. I have a technique which consists on placing all of the same piece on a dedicated space so losing chances are lower  before at least 20k points and requires less skill.

Additional tip: You can spam movement to a direction you can't go (like maps borders) for forcing enemies to attack you during grinds.

Pro tip: save game and place the cheapest camera (fastest instalation) and if there is nothing in the bedroom (not even a bed) just retrieve it back. If you remove a camera it goes back to your inv.

Is absolutely random but if it works for you, if you save game right before she jumpscares you (no need to predict just save at at the start of every day) you can load your saved game and she is gonna jumpscare you again at the same exact time either in the cameras or desk. This allows you to try again even if you fail as the game already chooses at which hour she is gonna spawn at 00:00 hours every day. And yeah she may simply not spawn in a whole day.

I mean, you can retrieve your cameras back so in total you need just 21 cameras. which is 21k$ and to be fair that's not a grind. Just play the black jack or horse runs (split your money if you do that one) and gamble it all after saving. If you lose load the saved game and try again.

It's just gonna take you about 11 attempts in blackjack to get 50k$ and that's assuming you don't know how to play blackjack and your luck is awful.

¿De qué hablas bro? creo que te refieres a los comerciantes. Aparecerán aleatoriamente cuando corras por la noche.

Crouching is useless there. You need to run by them while keeping at least 3 tiles of distance and only while they are looking at the opposite side where you are heading to. If they are looking at your direction or side they are always gonna spot you. You should always take the corridor in the center and then interact in the order: SE (pc), NE (starting point), SW (big door), SE (pc again), SW (big door again). Yet a harder event is gonna begin after that. Good luck