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I am currently stuck at the red slime and I don't think I can get past it without cheating.

the red slime is a real pain to deal with since you have no opportunity to outmaneuver it and avoid combat. only break you get is if you can confine it to the center, and even then, you have to try (something like) 10+ different passwords with only 2 opportunities to get it right before the slime is released again.

to reduce the ridiculous amount of combat you would otherwise go through, giving a hint to what the correct password is would help a lot (writing on the wall, a note on a desk,  numbers of active computers in the room, cost of bandages (or some other consumable in the vending machine)), could be among the hints. or simply cut down on the possible number of computers with a code on them...something like a internal chat pulled up with coworkers gossiping about one another could replace some of the excess fake passwords.

something else that may help would be increasing the time it takes to respawn for every kill. something like: spawn rate = start spawn rate +(2 seconds per kill). that way you will have time to re-activate the shields that contain the slime after several kills.

option 3 would be the bot taking over saying something like "you are really bad at this" and having them enter the correct password after a certain number of failed attempts.

that part was annoying but what I did was save before the room and run around writing down the answers from each computer. it wasn't until it was solved I figured out how to lock it in the center. the fight isn't hard just tedious and if you run to the other side after you down it it takes longer for it to get to you.

Apologies for the long delays, I had a lot of RL stuff that immediately took priority. I'm finally back to continue to work on Project 0193. 

With regards to the Red Slime, there's actually a way to trap the slime so you don't actually have to go through endless combat scenario's. You can try looking for a 'highlighted' keypad on a wall that can activate the trap.

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I did finally get past it (a while ago) and trapped it in the center, wrote down all the codes and then restarted and trapped it in the center a second time, just to check off all the codes that stayed consistent between the 2 playthroughs. That was a pain to initially figure out, but once I knew it wasn't a battle of attrition, things were much easier.

not a bad start, I don't know how long you were working on this but I came looking for porn and was surprised to find a discount cyberpunk. :p The game looks well made but found a typo with purple hair guy in the sewers, instead of quit he says quite. Paying for bullets is a bit too micromanaging a bullet cost two dollars a rat pays one dollar and you are not really rolling in money for most of the game and even the guns you do find I knew I would burn through nine bullets or seventeen bullets in no time. I also feel Berry needs to learn ddos attack a level or two earlier since a black hat is pretty pointless until you can use it to attack machines and the definition of what counts is kind of a mystery since cyborg dog is not but mesh cyborg dog is. mp and tp are not really balanced I know it would suck if Len or Stella was out of mp but why use mp if the most expensive skill costs fifty-five, but you regen thirteen percent every turn, get over a little four hundred mp and you gain more than you lose. Meanwhile Berry can freely do double and triple attack to gain twelve to fifteen tp only to burn it doing something like bash or slash which does the same amount of damage just for a chance of a status effect, but Len needs ten tp to hurt not machines since black hats have horrible attack. The story is interesting enough but I can't really judge on it since it hasn't finished yet.

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Ah, thank you for the catch on that typo! 

I greatly appreciate your feedback. I've been having some trouble with balancing everything just right. 

The reason why the ammo costs so much is because I wanted to give guns a somewhat realistic benefit over melee weapons, but also trying to balance the added power to prevent the overuse of ranged weapons. Essentially, I just wanted to have players use the wide variety of weapons in their arsenal. But, I admit, this was just poor balancing on my part. 

DDoS was actually lowered for Berry to learn in the upcoming update. 

As far as the MP goes, there will be many more skills being added that will end up siphoning the MP if not managed carefully. CK was also going to be a tool to help manage the drain on MP. At the moment, this is still currently poor balancing on my part.

Originally, I was intending for there to be huge divides between "organic" and "robotic" enemies, in which one 'type' of attack would mostly affect one 'type' of enemy, but do next to nothing on the other type. This was further meant to be split down between 3 types of attacks. One type was meant strictly for robotic using mostly MP, one type being strictly for Organic using mostly TP, and the final type being a hybrid attack. I added firearms after this with the addition to the requirement of needing to have ammo in stock to utilize, and it messed up the previous mess I had. 

It's an oversight and balancing issue that I have, but I will learn to get everything balanced properly. I've been working on the project on and off for the past 6 months (never used RPG maker prior), while also trying out another project in Unreal Engine. Just building up various skills for the time being.

Thank you again for your feedback, it is greatly appreciated and has given me a good idea on how I should tackle some of these issues.