Unsupervised - You were a sidekick. Now, you kick ass. (WIP)

Like I said a few posts up the author has plans for either dlc or an sequel if the game sells well

13 Likes

So if I understand correctly, the last parts of this game will need to be rushed because the authors are working on a deadline? That must suck, because I was looking forward to reading some updates containing superhero content.

6 Likes

I dont think so. Maybe reason another writer is on board?

I still havent finished that runaway hero one yet. Got meh’d out when I kept failing to open more than one door with high intelligence and high strength to the vigilante that just punches it open at right spot. Like, uh, huh, Im not able to figure it out myself?! Im dumber than my own build and know how to hit doors open, easy! Yeah, I stopped after the second one from being so annoyed by that. High Intelligence and High Strength, me, with neither can! …

2 Likes

The author stating working on this in the first place to make some extra cash so he can better put time into writing the The War for the West sequel (And maybe he just needed the cash) then the game keep expanding and well he probably still needs the money

12 Likes

I don’t think there should be any worry about not having enough stuff in the game, the current playable demo alone is huge. It doesn’t sound like anything will be missing once it’s all out - more that it’s so big that it works for it to be split into a duology of games or as a DLC after the initial release.

21 Likes

Exactly the steam page says the game is 700,000 word and since the steam page was published a bit ago and if it wasn’t updated since it’s probably a bit bigger then that. In my eyes that pretty big for a game

5 Likes

That’s litterally the contrary, the authors leave themselve more time to finish the game by posting what they have currently wrote and then releasing the rest of the game in a DLC wich is normal because the game has far more words than the usual choice of games.

8 Likes

It’s actually becoming the norm for CoG and HG because like maybe 10 years ago or more, it would be around 150 to 350k words but now these days, most if not all new stories coming out has more than 400-500k words worth of content. It also can explain why the new games are priced higher than it was before

6 Likes

I remember choice of games explaining that the price of game where increasing because of the inflation like you know… fucking everything
( except the salaries :upside_down_face:) also even for the new norm 700 000 is a very long book for choice of games like it would make unsupervised be in the top ten in number of words

19 Likes

There’s a bug in elementalFocus subroutine:

relevant code
*if (((fireAffinity > waterAffinity) and (fireAffinity > windAffinity)) and (fireAffinity > earthAffinity))
	*set elementalFocus "fire"
	*goto calcsDone

*elseif (waterAffinity > windAffinity) and (waterAffinity > earthAffinity)
	*set elementalFocus "water"
	*goto calcsDone

*elseif (waterAffinity > earthAffinity)
	*set elementalFocus "water"
	*goto calcsDone

*else
	*goto furtherTests

*label furtherTests

*if (((fireAffinity = waterAffinity) or (fireAffinity = earthAffinity)) or (fireAffinity = windAffinity))
	*set elementalFocus "none"
	*goto calcsDone

*elseif (waterAffinity = earthAffinity) or (waterAffinity = windAffinity)
	*set elementalFocus "none"
	*goto calcsDone

*elseif (windAffinity = earthAffinity)
	*set elementalFocus "none"
	*goto calcsDone

*else 
	*set elementalFocus "earth"
	*goto calcsDone

Try it with stat spread like 3, 3, 3, 2 and the routine will conclude that MC’s affinity is water, because it’ll pass the third check. Not to mention it can never detect wind being actual focus.

It might be better to simply bruteforce the whole thing:

*if (((fireAffinity > waterAffinity) and (fireAffinity > windAffinity)) and (fireAffinity > earthAffinity))
	*set elementalFocus "fire"
*elseif (((waterAffinity > fireAffinity) and (waterAffinity > windAffinity)) and (waterAffinity > earthAffinity))
	*set elementalFocus "water"
*elseif (((windAffinity > fireAffinity) and (windAffinity > waterAffinity)) and (windAffinity > earthAffinity))
	*set elementalFocus "wind"
*elseif (((earthAffinity > fireAffinity) and (earthAffinity > waterAffinity)) and (earthAffinity > windAffinity))
	*set elementalFocus "earth"
*else
	*set elementalFocus "none"

*goto calcsDone

since it’ll save you the headache of dealing with all potential edge cases where two or more “top” stats have the same value, throwing off the result.

edit: oh and totally unrelated, but i can’t believe can’t get headphones as secondary headgear. I mean, come on ;/

edit 2: something possibly overlooked, or worth considering on the elemental friendfall path:

				*choice
					#"Come, then. You'll be the first to die."
// ...						
						*if ((lightningInABottle) and ((fireAffinity >= 3) and (electricityAffinity >= 3)))
							The flames coming out of you, blue and and purplish, are more intense and luminous than any fire you have ever conjured, and behave differently, too. They form tendril-like filaments and produce miniature lightning-like discharges.
//...
						*goto everythingBurns

if before this option you’ve picked to wrap MC in lighting, you get this neat bit of flavor text, but it doesn’t actually do anything, because the follow-up:

					*label everythingBurns
//...
					*if (fireAffinity >= 4)
						*if (iShatter)
							All the ice melts, and the others find themselves suddenly free, only to realize they are now burning. Their screams fill the room.
						*elseif (lightningInABottle)
							The plasma surges in all directions, bathing the place in a vivid neon glow. The others scream as they, too, burn.
						*else
							The others, too, burn. Their screams fill the room.
// ...

… is just a basic check for maxed fire affinity. It’d be kind of cool if having the lightningInABottle active and the lighting affinity of 3+ lowered the fire affinity check here to 3, on account of these flames being not your regular fire variety, as the game notes.

Not in the least because this branch requires agility of 6+ just to enter, which is pretty harsh on the elemental path – as it means large xp expenditure on a stat you’d normally leave pretty low if not outright dump as a wizard, just to keep some basic competence in other areas. Maybe let the player perform the wrapping themselves in fire or electricity as pre-emptive move, if they have enough awareness and/or intelligence to spot Sawyer getting in position to lunge, which would lower/avoid the agility check, as opposed to just waiting like deer in the spotlights…? I mean, noticing them get ready already is in the game, although again, just as flavor text.

Also, Come, then. You'll be the first to die. lacks indicator the fire affinity will be tested if one picks this option.

edit3: small error:

			*hide_reuse #Ask Nexus what it is doing.
				*set asIToldYou true
				*if (ai = 1)
					"REQUEST DENIED"
					
					"REASON: NOT ENOUGH PROCESSING POWER."
				*if (ai = 2)
					"Forgive me, master ${name}, but I cannot at the current moment, fulfill your request. @{(asIToldYou)  As I have recently informed you, |}I am busy with something else."
				*if (ai = 3)
					"Awww. Sorry, ${name}! I'm so busy right now with the superdrug thingie that I can't do much else other than, you know, talk, handle the life support systems of the ${hqName}, and maybe tell a joke or two. I can't promise they'll be funny, though!"
				*else
					"Whatever dark secrets are hidden in that device, ${name}, they'll have to wait. @{(asIToldYou) I told you I was busy|I'm too busy right now}."

because these are all if instead of elseif chain, the last else part gets printed for every AI type except 3. The option Ask Nexus to decrypt the pendrive from the black site that Derek gave me. has the same issue.

11 Likes

I just had a thought. Would it be possible for the author to consider adding Metal as an element? I still haven’t played the current demo yet (cause I’m deciding on whether I should wait for the game to release or not) but it would be nice if metal was an element and as a element that can combo with Earth.

1 Like

By the sound of things, it looks like the game has been submitted, so any additions will have to be DLC or sequel related in the future. You may as well play the demo.

17 Likes

So, something to maybe (re)consider in terms of current power type balance, xp gains, expenditures and the experience it creates in the game:

The game has 5 stats for character attributes, and 4 (optionally 5) element affinities. At the start of the game you get enough freebie points/skill-ups to maximize a single stat and affinity (if you take optimized approach; distributing these level-ups around instead means effectively throwing xp away, due to how the upgrade costs are structured. This also means what i’m describing is the best case, and if the player has multiple stats to take care of and they choose to improve them simultaneously, the disparity only gets worse)

  • maxing out one attribute costs 20+40+60+…+120 xp, for 420 xp total
  • maxing out element affinity costs 175 xp for fire, 190 for other types

Now, let’s look at the power classes:

  • enhanced senses: gets 3 additional free attribute max outs. Has to manually level up a single stat. Earns 440 xp over the course of the game, needs 420 xp to fully max out the character
  • enhanced physique: gets 2 additional free attribute max outs. Has to manually level up two stats. Earns 480 xp over the course of the game, needs 840 xp to fully max out the character
  • time manipulation: doesn’t get any additional free attribute max outs. Has to manually level up four stats. Earns 520 xp over the course of the game, needs 1680 xp to fully max out the character
  • element manipulation: doesn’t get any additional free attribute max outs. Has to manually level up four stats and 3-4 element affinities. Earns 560 xp over the course of the game, needs 2235 or 2425 xp to fully max out the character

I hope the disparity is self-evident and doesn’t need to be extra commented on. I’ll only add that, since physically-enhanced types get their own options to pass any challenge the game throws at them, there’s nothing in the game that’d provide the element specialist with something that could make up for lacking xp to pass a large number of late-game attribute checks. Ironically, that’s even if you focus all your xp on the attributes and make yourself am element manipulator who can’t actually manipulate elements.

(in the calculation i’m omitting the tiny extra xp gains you can get in the game with some actions, because they generally amount to peanuts, and getting 2 xp as element specialist instead of 1 xp physical character would get instead doesn’t make any real difference)

16 Likes

It would be nice if there was a dark powerset we could pick at the beginning so we can emphasize with Ghostling for how people would see or treat us because of how our powers work. Like if the MC had Shadow, Demonic, Necromancy or similar type of powers. Though I can see Ghostling either being scared of a Necromancer MC cause their powers could possibly control her or see them as a perfect partner cause their Necromancy could possibly enhance her powers to make her much stronger. Maybe even a force to be reckoned with to make the both of them be strong enough to face against their own mentors easily together.

And with Demonic powers, the MC could have some transformation type of ability similar to Mirajane’s Satan Soul from Fairy Tail that could also serve as a way for the MC to connect with Ghostling cause at that point, they would both have a monstrous appearances.

11 Likes

Is it normal for the demo to end with Chrono kid appearing at the party and say “oh no I’m too late” or is one of the routes I am on not updated or finished yet?

1 Like

No idea. The party wasnt written available for hero types last I read it. So got to meet the salacious party girl and cut off. Villian path does but not reading that path, yet, if I ever do.

2 Likes

Like the other paths it proceeds to scene named tbc so it’ll likely get a follow up, especially since the heroic path isn’t yet implemented.

I’d imagine Adversary might opt for a dramatic reveal on that one.

1 Like

It was at the party with Thelma. So if I chose to kill Rattalbug I would be going down the villain path? Even if I made more heroic decisions? The demo seems to end abruptly when kid chrono materializes

1 Like

Hmm, one more bug and this one is rather annoying:

*label main
*page_break
*gosub_scene xpDistribution

*if (fireAffinity >= 2) and (earthAffinity >= 2)
	*set magma true 
*if (windAffinity >= 2) and (waterAffinity >= 2)
	*set ice true 
*if (fireAffinity >= 2) and (windAffinity >= 2)
	*set firewind true
*if (fireAffinity >= 2) and (waterAffinity >= 2)
	*set steam true
*if (earthAffinity >= 2) and (waterAffinity >= 2)
	*set mud true

// ...

These flags are set at the start of the levelUp routine, before the actual level up. This means the player who increased element affinities to meet the conditions won’t have these flags activated until the next level-up.

Here’s example:

image

the game doesn’t unlock the mud-oriented option, because it thinks MC doesn’t meet the conditions for it. Except she actually does:

image

The water affinity was increased from 1 to 2 at the beginning of Chapter 3, but since the relevant variables were set at the start of the level up procedure, the game won’t take notice of it until Chapter 4 rolls around.

4 Likes

Yeah it’s normal because it’s the end of the demo also you can kill Rattlebag without becoming a full Vilain

1 Like