Knights of Venus - 37k word Mech WIP - Updated 05/16/24

Haven’t found any errors on my playthrough, just wanted to say I like it very much and I’m hooked to see it go forward.

2 Likes

It’s good. I’m playing on mobile, and it never felt like the current page was too long/short (the length of the paragraphs is good too, I didn’t see any wall of text)

So far, I haven’t reached any point where I thought my MC would act differently in a given situation or that I would like to have a different option available. The fight descriptions are on point as well, pretty easy to follow what’s happening.

And despite my best intentions to stick 100% to the plan, I couldn’t say no to an opportunity to make more money lol. Curious to see what will be the consequences of it.

some small typos

4 Likes

Both fixed, uploaded a quick patch.

Thank God lol. I’m really glad the response to the way I’ve coded the fights have been positive, I’m hoping that the way the MC chooses which weapon to use feels intuitive and nice, not clunky and forced.

EDIT: Just uploaded another fix, you shouldn’t be able to lock yourself out of choosing a weapon by backing out now.

8 Likes

Very enjoyable so far. I’ve been a fan of mechas since forever and there aren’t many games that scratch that itch around. I particularly liked how the mission briefing was handled, actually made me pay attention to everything written.

I hope we can see a bit more of the mercenary life and its highs and lows on Venus. Perhaps we could even make it to the top…

6 Likes

Finally got around to playing the new update, And while the fight was unexpectedly short. I like the load out system so far, Though I hope we’ll be able to showcase our pilot’s skill in more detail later on.

Irregardless, looking forward for more updates. God knows we need more mecha fics.

7 Likes

While I really liked the start. I would love if the game aims are further expanded. Instead of being just a Merc. You could go independent from your handler. You could not even become a Merc and just try to do smth else like opening your own mine. Or back to industrial work or transport work. You could join a noble house etc…

1 Like

You’re welcome to imagine whatever fate you want for an MC who declines David’s offer, but the story is predicated on being a mercenary working with him. If I wanted to write about those other topics I’d write a different game :sweat_smile:. As for nobility, it doesn’t really exist (and the wouldn’t let you ‘join’ if it did, that’s not really how it works). It’s just normal uber-rich people I’m afraid.

18 Likes

I really enjoyed the demo!

The phrase “cut down” is repeated three times in short succession here, which felt a little awkward. Maybe replace the second instance with “they all - they’re gone” and the third instance with “they almost got me” - or something to those effects.

1 Like

Good catch, I try my best to avoid that sort of thing where I can, sometimes it slips in if a phrase loops in my head. Will fix.

7 Likes

Finally able to play the update, the battle is good but i honestly prefers the first battle before the update maybe because that battle is more rowdy violent and have more destruction between the mech because yeah when a two giant robot fight each other it will be rowdy or maybe because i read mobile Suit Gundam aggressor. But the new fight scene also good so yeah thank you for the the update and stay healthy :+1:

5 Likes

So this game has two binary options at the starting part, with one choice each leading you to an instant game over for straying from the fixed path :slightly_frowning_face:

Some bugs (I think). I didn’t have time to review the code, but anyway…

If you pick the railgun and the pile driver, get over to the SPIDR and hang back, the following text appears:

Course of action decided on, you take a moment to asses your weaponry, checking your linkages and making sure you’re ready for a fight. Fortunately covering from a distance is what your railgun is for, so you decide to lag behind the SPIDR. Rhodion wants it to get stuck into the thick of things, with your loadout you can simply blow a hole in anything that tries to sneak up on the creature. You won’t be caught out if anything tries to sneak up on you either, able to punch a hole in it with your pile-driver. Unfortunately with your rifle and pile-driver, your machine is really more kitted out to be closer to the action rather than standing in the rear. At the very least you have a ballistic weapon to have some range. Hopefully the SPIDR is as good as advertised.

The game thinks that you have both the railgun-piledriver loadout and the rifle-piledriver loadout. I tried a few other combinations at random but didn’t encounter this same issue.

If you have a rifle or missiles as your only ranged weapon, and try to blow up the turret at range, the game explains why the weapon is unsuccessful. But if you have the railgun, there’s no indication that you attempt to use it. Instead, the page goes straight to this:

Not detecting any effective backup, the SPIDR springs into action on its own. It skitters to its left, firing a burst from both of its guns at the turret. You can see its missile pods popping up and down one by one, presumably rearming while it attempts to suppress its foe.

Unfortunately for the SPIDR the turret does not appear to be a manned emplacement with an operator within that can be cowed, instead operating on its own AI or by remote control. It spins up, sending a hail of heavy shells down towards the war-machine before it’s able to dodge. You see one leg get blown off and another bend at an awkward angle before its missiles are finished rearming. Thankfully for your paycheck, another salvo is immediately fired off into the air. Eight small missiles soar forwards, striking the base of the emplacement and sending it up in a cloud of fire as it fires a final burst. The damaged SPIDR starts to re-arm again, missile tubes bobbing. It spins its turrets around itself, using them to counter its now un-balanced distribution of legs.

The text for using the railgun does not seem to trigger.

I enjoyed it. Best of luck. :slightly_smiling_face:

Edit: For missiles, I think the correct terminology should be dumb-fire and not dummy-fire. Dummy is usually used to refer to training/drill ammunition and missiles.

5 Likes

I’ve gotten mixed feedback on this. Some enjoy it, some are amused, some are turned off. I might open it up or hit the player with an “are you sure”, I’m not too concerned since it’s the very first choice, but I can see how it might turn players off. When it comes to saving Sunny that used to not be a choice point at all, but I added one at player request.

Fixed, what should have been an *elseif was an *if.

This is just a case of straight up missing text, it must have slipped by me as I was filling out the fail states. I’ve written up failure text, pushed an update that adds it and fixes the bug you spotted above.

5 Likes

idea. instead of having the knight kill the mc, have their armature barely survive the swing but still suffer some kind of wound. burn scars, or something unimportant lopped off, etc. could put a variable to remember it so other characters can mention it. afterwards, ask the player if they want to continue. at that point the death is on them.

When I try to take the Rhodion job there is an error

I don’t know, I LIKE the “you’re a dumbass for trying this, and now you’re dead” bits. First, because it ups the stakes of the game. Second, and most importantly, because it makes Guinevere look COMPETENT. Killing you is her LITERAL JOB, and one she should be good at if I’m going to take her seriously. You’re in a worker drone and she’s on a top tech killing machine, if you try to go toe to toe with her under those circumstance and she STILL can’t kill you, then she’s frankly terrible at her job and I’m going to troll her about it forever, every time I can.

It’s not like it’s costing the player anything, when it happens so early into the game.

13 Likes

Can you please describe the error?

This ts my current stance. If I see more displeasure with it I’ll tweak, but no changes for now.

9 Likes

Also note: if you’re planning to put in ANY circumstances in which the MC can die in the game, putting in a first instance this early is a good way to show that that is a possibility at low-to-no cost.

It’s certainly better than people finding out they can die from acute cases of Dumbmoveitis three-quarters into the game.

9 Likes

I love the immersion of “if you pick this option, you WILL die, obviously!” The are you sure does help once further in story or a kick back to beginning of chapter.

ITFO has that in the end and can return.

Stories that have consequences of death become top tier for a lot of immersion-seekers. Choice with real consequences makes the world more believable.

@JBento hit it on the head. If that knight cant do its basic, any soldier can do action. Then shes worthless as a knight.

You might be surprised at our own advancements already. Combat robots a demolition ball cant knock down or destroy, robotics that respond to aggressors, external (non-armored) skeletons for infantry “tanks”. Stuff only revealed years ago, but still not everything.

These make it hard to believe she couldnt kill you so easily if “attack” her.

4 Likes

is this supposed to happen?

1 Like

It’s absolutely not. Uploaded a fix.

6 Likes