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RPG Unknown/Hiatus Malise and the Machine - Public Demo Available Now!


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Rule 34

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Re: Malise and the Machine (New RPG!)

Right! Forgot to comment on the new interface. Can't tell how fast it is as I played in "wait for both" mode, but it seems really easy to handle. Would like to have skill names next to the symbols, though, or a tooltip about what they do. I know you can check those things in the menu, but the menu's unavailable during combat.

Also, are there ANY of the higher-tier fuses in the game? I only ever got 5 amp fuses.
 

PM21

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Re: Malise and the Machine (New RPG!)

What made me most excited about this release is actually what wasn't in the release. There is evidence strewn about the release that speaks of things to come with teleporting to other areas via the ARIS, different gear, enemies that don't have H attacks yet or are missing some abilities, different outfits, more loot, and weapons and crafting. The scope of the project is really starting to come into view.

On the topic of the fuses, I too didn't have any issue with needing to farm more, but I also fought everything I encountered so I had a surplus of fuses. However, I fully understand the desire to only fight enemies with H attacks as I don't always treat H games as games and sometimes ignore everything except what I came to see. So maybe some more chests could hold 2 or 3 to make up for it?

I thought the boss behavior could use some tweaking. I got to level 4 and the higher HP made a difference, but the boss sometimes would get into a pattern of just spamming constrict before my ATB gauge could even charge, much less heal even with a health kit. Other times he behaved more fairly.

I was Inner Circle so I knew what to do with the fuses but I agree with an active task list at some point in the future.

All in all, I'm extremely excited for this project and look forward to obsessively checking the Google Drive every day for new content, and finding out who the lady in yellow will be.
A suggestion though, maybe deliberately leave out some bits of H moves when posting to the Drive? Maybe a compromise for those of us who have no self control but still don't want to be fully spoiled.

Oh I wanted to add, Doc is hilarious. He's just like my friend but in droid form. Great addition. Wasn't sure what to expect with him.
 
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AltairPL

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Re: Malise and the Machine (New RPG!)

Thank you all for your feedback... and sorry for cutting your posts like that ^^.
I'm leaving some questions and stuff for Eromancer... I probably said too much already...
(...)
However. The new Interface and battle modes really are great, besides the fact that neon never managed to break free in the waiting for input mode with the forced auto struggle. It would be nice for the Cursor in the Enemy Selection to be able to chose a "hold" or "reset" mode in the options, so that we can chose the cursor to stay on the enemy that we last attacked. Also it would be nice to be able to confirm an attack on an enemy with the up button, so you only have to press (up,up) instead of (up,return), but this is also only an idea.
(...)
Glad you like it :).
Auto struggle speed is definitely one of the things requiring tweaking, but I'm pretty sure that you need very high lust to be unable to break free. Still, it is already on our TODO list.
Right now, during targeting, UP/DOWN keys are used to quickly switch between normal and holding enemies. I like the idea, but it's Eromancer who has deciding vote ;).

(...)
Would like to have skill names next to the symbols, though, or a tooltip about what they do. I know you can check those things in the menu, but the menu's unavailable during combat.

Also, are there ANY of the higher-tier fuses in the game? I only ever got 5 amp fuses.
Topic of TETRA glyphs was discussed internally, but we left it for later, since there were more important things to do. New menu, including TETRA configuration window will be available in 0.04 (even if it kills me), so we'll try to do something for the battles as well.
And no, only 5 Amp fuses are in the game, though everything is ready for other fuses.

What made me most excited about this release is actually what wasn't in the release. There is evidence strewn about the release that speaks of things to come with teleporting to other areas via the ARIS, different gear, enemies that don't have H attacks yet or are missing some abilities, different outfits, more loot, and weapons and crafting. The scope of the project is really starting to come into view.
(...)
I thought the boss behavior could use some tweaking. I got to level 4 and the higher HP made a difference, but the boss sometimes would get into a pattern of just spamming constrict before my ATB gauge could even charge, much less heal even with a health kit. Other times he behaved more fairly.
(...)
I hope we'll be able to surprise you yet ;).
Boss constrict spam tweak is also already on our TODO list...
 

Wuumaster

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Re: Malise and the Machine (New RPG!)

What made me most excited about this release is actually what wasn't in the release. There is evidence strewn about the release that speaks of things to come with teleporting to other areas via the ARIS, different gear, enemies that don't have H attacks yet or are missing some abilities, different outfits, more loot, and weapons and crafting. The scope of the project is really starting to come into view.
Agreed, while I was slightly disappointed with the amount of h-content in this release, the sheer potential it showed made up for it by far.

I didn't have any issues with fuses either - there's a box hidden right after the safe room that had a bunch, and I fought everything along the way. I was kinda hoping for a tad more challenging puzzle for the last door but I didn't really mind - there are few things more annoying in an H-Game than a silly non-H puzzle that you can't figure out how to solve.

I'm very much looking forward to the v0.04 release and continuing to see where things go from here, however I'd like to make two suggestions:

- I agree with Torgent's remarks about being able to press Up to select a target for attacks. I often found myself trying to press Up-Up to quickly fire at a target before they could fill their bar. Would be a nice QoL change.

- I wasn't able to get the Vioreaper to cause Armor break, and found it very odd. Perhaps it could get a 'Tackle' style charge attack that does low damage with a chance to knockdown, from which it could follow up with a 'Shred' style attack?

Edit: Also, an item or menu button to give us a quick recap of our objectives would be sweet. It's easy to skip past a bunch of dialog just trying to get to the sexy bits and then not know how to open a door. Not that I had a problem with it this time, but I'm sure others did, and might in the future.
 
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Demontom

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Re: Malise and the Machine (New RPG!)

I actually found the Fleshfather to be very easy once I understood the fight. I haven't tried him in the wait mode, but on Active, I waited until he chose his action. If it was a basic attack, I'd either heal or attack depending on my HP, if it was his Constrict or Regrowth abilities, I'd use Neon's interrupt skill.

As far as the fuse puzzle goes, I thought it was pretty easy. That being said, it's the intro area and it shouldn't be overly complicated. Good choices on that.

All in all, I liked the Fleshfather as a boss. Not your normal first boss in a game, as he requires a bit of strategy to fight effectively. But I'm also one who doesn't want mindless gameplay.

I'm curious about the Doc. Is this an AI or a drone being controlled remotely? If it's an AI, great. I absolutely love the idea of a person programming a helper robot to be snarky and sarcastic.

Edit: As a whole, as an RPG fan, I thoroughly enjoyed this demo. I could legitimately see myself playing this game even without the H content, which is a very good thing I think.
 
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Papanomics

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Re: Malise and the Machine (New RPG!)

Oh shit, I'm only supporting them with 1 dollar, I thought I was offering 10.

That explains why I have no demo link.
 

dd-209

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Re: Malise and the Machine (New RPG!)

Can anyone enlighten me as to the puzzle solution in part 2, after you find the healing tank? I'm a dumbass :D
 

Wuumaster

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Re: Malise and the Machine (New RPG!)

Opening the 3 doors with fuses.

Open Door A - Just throw a fuse into the panel left of the entrance, opens up the safe room.

Open Door B - 2 Fuse boxes in the same room as Door B, 2 fuse boxes in the room to the east - just walk south after the area transition.

Open Door C - 2 Fuse boxes in the room past Door B, then go back and replace the Circuit B fuses with Circuit C fuses.
 

PM21

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Re: Malise and the Machine (New RPG!)

You know, after having accidentally deleted my save and played through .03 again, I definitely agree that the drop rate on fuses should be increased or adjusted somehow. Or at least increase the amount of chests that hold them.

Whereas I had 8 extra fuses when I approached the boss my first time, this time I had to wander around for a good 20 minutes before I had enough fuses.
 

MegatronYES

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Re: Malise and the Machine (New RPG!)

Now that I figured out how to get the Stigmata scene to trigger, I do find it annoying that it won't trigger when they are BOTH down.

Other than that, I think this entire prduct is fantastic, the fuse area boss was fucking fantastic, excellent H and intense battle! All the battles are great, I love how the stat-juggling works while wandering around, the way I can get the bad guys down to just one and farm HP and SP, but LP will just keep getting worse until you rest proper. This is excellent battle mechanics at work.
 

Deekin

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Re: Malise and the Machine (New RPG!)

My thoughts:
Battle system is neato, though I agree with the QoL stuff like having Up Up be allowed to attack in addition to Up Enter.
Kinda wish the H-attacks were animated, though I understand that'd probably be difficult. I also wish the heroines were voiced, at least when being H'd.
I'd rather the self-destruct move didn't instakill, and instead just did heavy damage (like Artillery's worth) to the target and knocked them down.

One thing I thought was strange was that it seems to be impossible for Neon's top to be destroyed. At least, I couldn't get it to happen. Also, if Malise is KO'd when fighting Stigmata, the game would hang. The thing that happens when Neon is KO'd that you're supposed to get still worked, so I dunno why that happens.

Oh right, I never saw the Vorepop skill that the Known Issues mention.
Unless it's referring to what happens after you beat Fleshfather.
 

Allsop2604

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Re: Malise and the Machine (New RPG!)

Jealous I don't have access to the newest demo. Oh well, I paid $10 for the previous two releases. I guess now all I do is wait. Shouldn't be too long... right?
 

AltairPL

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Re: Malise and the Machine (New RPG!)

(...)
Also, if Malise is KO'd when fighting Stigmata, the game would hang.
(...)
Can you elaborate on this? When exactly does it happen, and does it happen every time?
You're the second person who had problem with Stig's scenes (assuming you aren't the one who reported it on patreon). We had no problems during pre-release testing phase, and I've even started new game and tested it afresh just now and everything works fine.
 

dd-209

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Re: Malise and the Machine (New RPG!)

Opening the 3 doors with fuses.

Open Door A - Just throw a fuse into the panel left of the entrance, opens up the safe room.

Open Door B - 2 Fuse boxes in the same room as Door B, 2 fuse boxes in the room to the east - just walk south after the area transition.

Open Door C - 2 Fuse boxes in the room past Door B, then go back and replace the Circuit B fuses with Circuit C fuses.
Thanks! Done and dusted :)




Thoughts on v.03 - Huge thank you for adding the turn-based mode. I've been a backer for quite a while but only played about 20m of the earlier demo as I found it a bit frustrating (can't stand RT/TB hybrid games like Final Fantasy X-2 etc.). :D

Absolutely love the artwork. I typically don't play RPGMaker/JRPG-style H-games but MATM is worth it. There isn't a single asset in the game that made me think "that looks out of place" (apart from the known issues with the backgrounds in the second part). You obviously work hard to make sure the art looks consistent, even at this stage. Special mention goes to the Vioreaper grapples and the final scene in part 2 :eek:

I liked the fact that different enemies endanger different aspects of your character, like the Vioreapers being relatively weak but causing high lust damage and being able to perform grapples once your armour breaks. The only enemies that didn't seem all that dangerous were the various robots. I assume the little robots are quite likely to break your armour with their constant attacks but they seemed pretty harmless overall. I assumed the big one would be very dangerous but his grenade move is easily telegraphed and doesn't do that much damage compared to his default attack (I actually preferred being attacked by the grenade since it gave me a chance to put up a shield after my attack or do another couple of extra attacks). I suspect this was probably due to playing in TB mode, which makes "Charged" enemy abilites easier to counter. Plus, the fact you're farming them would probably make that section more tedious. :p

Overall I'm very happy with the direction of the game. Obviously more h-scenes based on level of undress/lust/grapple attacks etc. would be welcome :) Based off the Fleshfather's tentacle mechanic, I'm guessing you're working on h-scenes and enemy abilities that reflect whether their target is already grappled/incapped or something (I think you mentioned that in an update)

Greak work! Only pledging 10 dollars a month at the moment, but over time that has added up to more than I paid for Fallout 4 and the Season Pass, so my conscience is assuaged :D:D:D
 

yuriski

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Re: Malise and the Machine (New RPG!)

Can you elaborate on this? When exactly does it happen, and does it happen every time?
You're the second person who had problem with Stig's scenes (assuming you aren't the one who reported it on patreon). We had no problems during pre-release testing phase, and I've even started new game and tested it afresh just now and everything works fine.
I have the same problem. If Malise dies in the fight against Stigmata, the game will freeze.
 

dd-209

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Re: Malise and the Machine (New RPG!)

I only played the Stigmata fight twice - once with Malice going down first, then once with Neon. Neither crashed for me. I was playing turn based, don't know if that makes a difference.
 

AltairPL

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Re: Malise and the Machine (New RPG!)

Just as I was falling asleep I remembered that I had similar issue (game freezing) with different event when I was using save from older version of the game. I would appreciate if someone with freezing issue could download the save from attachment and check if freezing occurs. Thanks in advance.
 

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thefred1234

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Re: Malise and the Machine (New RPG!)

As of right now it is seemingly impossible to download V0.03 From Kimochi. Goes to a black screen some point during the download and freezes up, making you have to close the kimochi client. Upon reopening the client no progress from the previous download was saved, so you have to try and redownload the game again from the start. Which inevitably will blackscreen again.

They said they are looking into it, but it kinda sucks for those who bought the game via Kimochi.
 

Torgent

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Re: Malise and the Machine (New RPG!)

My thoughts:
Battle system is neato, though I agree with the QoL stuff like having Up Up be allowed to attack in addition to Up Enter.
Kinda wish the H-attacks were animated, though I understand that'd probably be difficult. I also wish the heroines were voiced, at least when being H'd.
I'd rather the self-destruct move didn't instakill, and instead just did heavy damage (like Artillery's worth) to the target and knocked them down.

Oh right, I never saw the Vorepop skill that the Known Issues mention.
Unless it's referring to what happens after you beat Fleshfather.
Considering the comment that up and down choses the row the enemy is in, a more adequate combo for the battles that turn into senseless button mashing is maybe enter enter for autoattack.
About the instakill... I would rather have the cum actually staying for the duration of the battle instead of only until the character stands up, albeit that means even more copies of the same portrait and with that +GB and +Overly complicated scripts.
After Fleshfather you get a great final H-Scene, then the game ends.
 
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Eromancer

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Re: Malise and the Machine (New RPG!)

Hey guys!

Sorry for taking so long to stop in. A very helpful patron suggested that the bug where the game freezes during the Stigmata battle is caused when Neon (or maybe Malise as well, I haven't tested it yet... but judging from the comments here it seems likely), dies from Stigmata's Artillery attack. I'm going to attempt to reproduce it here in a bit to verify it.

As of right now it is seemingly impossible to download V0.03 From Kimochi. Goes to a black screen some point during the download and freezes up, making you have to close the kimochi client. Upon reopening the client no progress from the previous download was saved, so you have to try and redownload the game again from the start. Which inevitably will blackscreen again.

They said they are looking into it, but it kinda sucks for those who bought the game via Kimochi.
From what I understand it appears to be an issue for users that have less than a certain amount of RAM on their system. I'm not sure what the cutoff is, but they are definitely working on a fix. If anyone else is having the issue please give me a heads up!

You know, after having accidentally deleted my save and played through .03 again, I definitely agree that the drop rate on fuses should be increased or adjusted somehow. Or at least increase the amount of chests that hold them.

Whereas I had 8 extra fuses when I approached the boss my first time, this time I had to wander around for a good 20 minutes before I had enough fuses.
You're missing out on some(?) of the chests :D. There are actually enough fuses in chests to complete the puzzle.

Thanks! Done and dusted :)

Thoughts on v.03 - Huge thank you for adding the turn-based mode. I've been a backer for quite a while but only played about 20m of the earlier demo as I found it a bit frustrating (can't stand RT/TB hybrid games like Final Fantasy X-2 etc.). :D

Absolutely love the artwork. I typically don't play RPGMaker/JRPG-style H-games but MATM is worth it. There isn't a single asset in the game that made me think "that looks out of place" (apart from the known issues with the backgrounds in the second part). You obviously work hard to make sure the art looks consistent, even at this stage. Special mention goes to the Vioreaper grapples and the final scene in part 2 :eek:

I liked the fact that different enemies endanger different aspects of your character, like the Vioreapers being relatively weak but causing high lust damage and being able to perform grapples once your armour breaks. The only enemies that didn't seem all that dangerous were the various robots. I assume the little robots are quite likely to break your armour with their constant attacks but they seemed pretty harmless overall. I assumed the big one would be very dangerous but his grenade move is easily telegraphed and doesn't do that much damage compared to his default attack (I actually preferred being attacked by the grenade since it gave me a chance to put up a shield after my attack or do another couple of extra attacks). I suspect this was probably due to playing in TB mode, which makes "Charged" enemy abilites easier to counter. Plus, the fact you're farming them would probably make that section more tedious. :p

Overall I'm very happy with the direction of the game. Obviously more h-scenes based on level of undress/lust/grapple attacks etc. would be welcome :) Based off the Fleshfather's tentacle mechanic, I'm guessing you're working on h-scenes and enemy abilities that reflect whether their target is already grappled/incapped or something (I think you mentioned that in an update)

Greak work! Only pledging 10 dollars a month at the moment, but over time that has added up to more than I paid for Fallout 4 and the Season Pass, so my conscience is assuaged :D:D:D
Thanks for the feedback!

A quick correction: the project is pay per release, not month :D. No worries, you haven't spent that much yet.

The robot enemies (in fact, all of the enemies most likely) will actually have more skills in later versions. I'm tossing around the idea of having some kind of level system for enemies so that you would see a level # next to their gauges similar to games like Borderlands. In addition to being a hint as to their parameter levels, this level would denote which skills they have available and what items they can drop. Something like this would give us the flexibility to use them in different parts of the game but still offer something new and generate a sense of unpredictability when you encounter higher leveled versions.

I would rather have the cum actually staying for the duration of the battle instead of only until the character stands up, albeit that means even more copies of the same portrait and with that +GB and +Overly complicated scripts.
That's actually the plan 100%. There are even a few concepts of this in the artwork PDF :D, as their facial expressions and poses change after being, uh, soiled. This effect is planned to persist through and after battles, and will exist separately for the upper/lower body (it may even have some kind of debuff effect).

- I wasn't able to get the Vioreaper to cause Armor break, and found it very odd. Perhaps it could get a 'Tackle' style charge attack that does low damage with a chance to knockdown, from which it could follow up with a 'Shred' style attack?
So, it may definitely change later, but my reasoning was that I don't want every enemy to necessary have overlapping abilities. Unit 05's basic attack (the explosive beam thing) will break upper (if it can be broken) and lower armor, as will Unit 06's grenade attack. Note that there are some conditions for armor breaking to occur though, and in future versions we'll likely have some indicator to make that more transparent. What you'll see a lot of later is that H skills themselves will be able to break armor. Early on though, that extra step of having to break it with an extraneous skill kind of lessens the difficulty.

I'm not certain you saw them, but the Vioreaper does indeed have 2 full H skill chains that it will only use after Neon's armor has been broken :D.

I also wish the heroines were voiced, at least when being H'd.

I'd rather the self-destruct move didn't instakill, and instead just did heavy damage (like Artillery's worth) to the target and knocked them down.

One thing I thought was strange was that it seems to be impossible for Neon's top to be destroyed. At least, I couldn't get it to happen.
There will eventually be voices (not for full dialog as I think it's excessive, but for sound effects and H-related sounds). I had some actresses set up to do it for V0.02 but they poofed and I haven't made it a priority to find replacements yet. The sound department in general is actually something that will be heavily worked on at some point. I know a lot of really quality sound designers but pinning them down long enough to work on such a big project for not much money is tough. So far a lot of the energy there has been directed toward the soundtrack. I'm capable of making sound effects myself (uh, not the voices), but think it would be a good area to get help with as opposed to taking time from art and other development to do it.

Self destruct will probably only instakill at low levels. Right now it only does it because there's no artwork in the event she survives it. Well, also because the old battle engine was pretty limited, and H attacks couldn't do damage (the death state was simply added, removing the need to cause actual damage). With the new rewrite in V0.03 H skills can do pretty much anything regular skills can.

Regarding Neon's top, it's actually indestructible (hinted at in the item description for the armor). It's the one body armor type in the game with a zone completely invulnerable to H attacks, which may be beneficial for progressing in some areas later on. There will probably be a modification you can make to it to trade that benefit for other parameters (or if you just want to see boobies at the cost of defense).

Also, are there ANY of the higher-tier fuses in the game? I only ever got 5 amp fuses.
Hehe, that should be foreshadowing for what to expect in V0.04.

So if I buy off Kimochi for $10, I'll have to pay another $10 November 1st to get the next version of the demo(beta?), correct?

Also, does buying it give me access to the full version similar to paying $10 on Patreon once its released?
Correct! Regarding the offer for the retail version, that's currently only valid through Patreon.
 
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