Game is good but I’d say fairy unbalanced, without luck forest area will kick your ass even if you are level 12 while technically you should be able to do it on lvl 7 if you are speedrunner type of player. My suggestion is - increase bonus to stats per level by 2 points instead of 1. Add more exp for enemies - adventurer you have to beat and can also spar early is stronger than first version of rat (even 2) which is stronger than first version of bat. So I’d say bats still grants 50 exp, Rats 60 and begining adventurers 130. Another suggestion is - perhaps increase potency of healing - because heal is easily being outdone later in game.I’d say on lvl 7 you should be at least able to restore (without magic crit) 200 - 250 hp so you could try tank poisonous hornet to atack with panick. Also instead special ability I’d just give hornets 10%-20% passive chance to poison, it may be my unluck but regardless of formula they keep spamming it, and lets be honest - without crit … even character level 10 dies to it if it got first turn poisoned (to single hornet - unless character crits on enemy) - not to mention there are bigger encounters there. (OFC I am not sure if maybe I missed something, perhaps somewhere early there is sword with 5 more atack etc. IDK)
Having trouble with the rat man
How do I find him?
Game balance is something that will change with each update. The upcoming free version will include an area with enemies weaker than those in the forest and stronger than those found elsewhere. There will also be a couple more opportunities to gain XP and level up.
In the version to follow, there will be an entire new area with enemies around the same level and more quests to complete for greater XP rewards. When Chapter 2 is finally finished, I will go back and tweak enemy stats to help better the flow of progression.
As for Elaine’s healing skill, that has seen an overhaul and will be much more viable in the next public release. There are a few hidden items to help give you an edge in combat (one of which negates poison entirely), so seeking them out would help greatly. Again, I want to see how everything gels together after Chapter 2 is complete and its critical path is finished.
Hey again. Another year, another public build.
Paladin Princess: Chapter 2 - Episode 1… and a half.
This update was originally meant to just have a bit of the side content fleshed out, but as per usual, things blew up in scope quickly. While the main story does not continue from last year, several other new additions have been added, such as:
- An entirely original soundtrack
- A whole new region to explore
- Plenty of new scenes to discover
- A new hidden location, featuring a boss battle mode, enemy gauntlet, minigame (one currently but more are planned), and a scene viewer. To find this area, Try sleeping in beds after Chapter 1. If you’re lucky, you’ll find it. If not, there’s a special accessory hidden somewhere that will guarantee your success of getting there.
- Giantess content
Thanks again to everyone who had continued interest in the project. Our little niche community has been growing over the last year and I couldn’t be more thankful for it.
You can download this new version from either Google Drive
Or Mega
I wanted to have an itch.io build ready, but uploading a game over 1GB requires special permission from their support team, which takes days to hear back from. Hopefully it gets approved, considering I’m approaching the 5GB download limit for MEGA.
If you want to keep up with Paladin Princess’ development with weekly updates and monthly teasers, join the discord here.
If you want to support me as a game creator, and play experimental monthly builds, consider supporting me on Patreon.
So I am liking the new content like the new story with cherry her story was good and she is a fun character also the world is getting more flushed out with some pretty good lore then I need Abridge mode to pop up more in this game that was peak comedy but I feel like the healing is a bit weak most of the time because when I use light heal it barely heal me more then the damage I am about to take also some fights my attack will miss at the worst times like when the monster only have like one HP but side that this is a pretty fun game.
Glad you’ve been enjoying the game! Difficulty balance is a very delicate matter, one that I have been slowly working on refining from 0.2 to 0.3. As the game develops further, I will continue to iterate on it to strike that perfect medium.
Several small bugs.
In capitain quaters you can climb over wall with vents.
Clown quest description says you gained 50$ but only 20 goes into your equip.
As for balance I’d really wish she could have like guild/order shop. For now I haven’t seen any value in money I’ve collected, moreover as for paladin she seems awfully cheap one with light heal that seems to be based on max Hp like 20% of Max HP + variation of 20 - on early game having % skills outside boss encounters (dealing like 10% of boss max hp in hit instead normal hit that is like 4% is nice) is very poor choice.I also would really give her some way to grind if that is wish of the person, like I found it frustrating getting hit by special/crit/status at the same time, like tripple combo breaker, and best thing I could is heal for half of this dmg despite being level 10, while I am in location that technically should be beatable for me on lvl 6.
Thank you for the feedback! I’ve got those two bugs patched out for the upcoming hotfix, so no more cheapskate clowns.
As for balance, that’s something that I’m slowly tweaking over time to find that happy medium. I don’t think I’ve reached it quite yet, but over time it should reach a point where I’m content with it.
- Elaine’s light heal skill scales with magic attack, and gradually becomes more powerful as the game progresses, something I wanted to do to more organically show her growth.
- On the topic of money, there is one event planned for the end of Chapter 2 that will require it, but afterwards I might just add a few shops that sell upgrades and skills.
- In terms of early game difficulty, I made some last minute tweaks to make certain battles against multiple opponents a bit easier. Critical hits are definitely the next hurdle I plan on tackling, mostly lowering crit chance for specific skills that apply status effects and possibly crit damage as well. I can get something done about this for the hotfix.
Again, your feedback is incredibly helpful in improving the game. Getting other peoples’ perspectives allows me to become more aware of certain aspects I may have overlooked.
Small suggestions:
I am not sure why but beating Cherry in first try seems to lock you out of her content (yeah I know there is a chicken that allows you to come back) but I think actually beating her should be considered as bit better position of power to take offer/deny it.
I think since Ruth seems to be medium class citizen (someone higher status of peasant but lower then noble) I think she also should have available slot for trinkets/jewellery. Also considering princess has saved her I am bit unsure why she is so picky on princess flaws. Like sure princess is pervy and lewd but comments of Ruth becomes annoying after some time while initially funny (it is just my opinion though).
I think human enemies like bandits should also drop some gold once ways to spend gold are implemented (maybe except Cherry because as per cutscene we haven’t really beaten her and for heroes since those are friendly spars).
While I managed to beat the Golem fact that it has chance to literally use laser barage skill sounds a bit OP considering its normal laser can outdamage heal of Elaine lvl 13 buffed with milk and having Garys ring (small boost to magic power).
As for heal while I noticed it heals based on your magic power I also noticed its healing is tied to max HP as healing lvl 2 Ruth (one in first encounter) brought only 70-100 hp back while at the same time Elaine was healing herself for 150-190 hp, I think that adding some basic healing value would be nice like formula being 50+[(a.mhp*0.01)*mat].
Last thing is about Panic skill. I think Panic should be given to Ruth while our paladin princess should get double strike costing like 50 FP. Because lets be honest our paladin princess looks more like a girl in chapel telling us that she will learn to become a paladin rather than paladin herself. Even if young I think she should be more collected in fighting considering as per lore she has been training for years.
Despite all possible flaws that people may list I think game is nice and has a lots of potential for more. I really do enjoy cutscenes (though seeing some like for 50th time within several hours such as getting milk) may get boring to some people. I also really like idea of complex / gauntlet fights like one with Cherry (brings some freshness to usual - “fight boss” or “fight boss + goons” in same time).
A couple interesting points you’ve made there. I’ll do my best to go through each one.
- Whether the player chooses to go with Cherry, refuse the offer, or beats her will affect things further down the line. She will remember your choice, and that will determine her demeanor the next time you meet. As a part of her personality is her being a sore loser (making an excuse to stop the fight when she knows she’s losing), it doesn’t seem right for her to make the offer in the first place should you beat her.
- Did I forget to give Ruth access to accessories? Whoops. That’ll be rectified in the hotfix. As far as her personality is concerned, it’s pretty one-sided at this point. Once more of Chapter 2 is completed, the player can follow the main story with fewer detours, which will give her a more optimistic attitude.
- I could and likely will make certain enemies drop money at some point.
- I’m going to hold off on rebalancing the golem for the time being until more moonstones are added and I get back to working on the 2nd floor of the ruins.
- I added the +50 base healing on light heal while ever so slightly reducing its heal scaling. This should make it more effective on low level characters.
- The Panic skill will stick with Elaine. It’s mostly a joke/last resort attack anyways and I feel it suits her more energetic personality better. She will gradually learn more powerful moves throughout the story, or even purchase them from experts after Chapter 2. As for Ruth, I’ll be giving her a different special skill.
These are good suggestions. Thank you for taking the time to write them all down.
Thanks for reply:
- After consideration yeah having Cherry as sore loser is kinda on point even though you miss some exp for not beating her.
- Thanks for addressing lack of jewellery slot
- Well not all enemies, perhaps some adding materials for crafting? I know it is far fetched but having like personal crafitngs for easy items and specialists for more advanced will be nice touch in my opinion. Afterall it always made me wonder where TF rat or bat would store money XD.
- Well golem is still beatable even though it took me 2 save/loads to beat it (since sandstorm is also very powerful skill if it manages to work in 100%).
- Thanks, healing is much appriciated.
- I see though perhaps having panic as a joke and actually trained skill from start could be nice? Like e.g. she has option for precision strike if she wants to get through chonky foe and panic is last resort against damage spoonge?
I have two more suggestions:
- First relates to siphon ability and similar. I think this should be a little nerfed as critic from this skill can literally screw you entire fight (I know for now only 2 types of enemies have it - slime and fairy) but it is kinda annoying that RNG decided for fairy to survive with one HP she uses siphon and blam 300-360 dmg dealt to you and 300-360 health returned (meaning she healed for 3-4 hits of worth giving her practically 1 or 2 more turns). I think nerfing it to be (at least for low enemies) bit weaker attack that as point recovers some hp would be good.
- I think Mushroom spores should be a little balanced as from my game experiance having them work like 90% of times is a bit too much. I mean during second chat with elf witch she mentions not to breath in spores so I think that at least Elaine should be kinda resistant to them. Maybe apply buff to Elaine that lasts in whole area that provides her resistance to confusion/poison in that area? I think it would be easiest way to implement. By that I mean set event to remove it right after leaving forest to witch and vice versa.
Good news!
Paladin Princess: Version 0.3.1 is now live!
This is a small hotfix with an additional scene added. Many small tweaks to combat and balancing have been made as well. The main point of this update, however, is to commemorate the move from google/mega to Itch.io.
This will be the last public version until the end of the year (unless there’s some game-breaking bug that requires an emergency hotfix). Thanks to everyone here for your continued engagement.
A bit sad hearing this whill be last public version until the end of the year, but I myself know that doing even a little event in rpg maker takes time. Take care and best of luck in project.
I just want to say that even even with already explained solution here for puzzle boxes, i still had problem with figuring it out.
It took me some time to understand how am i supposed to “write” V using 9 orbs and the solution makes no sense, you don’t make “v”, it’s more like U, that’s really confusing.
Oh btw, where is new maid (i think her name is Wendy) after you talk with her? She is supposed to be helping princess with taking bath, but i’ve no idea where you can take a bath. I feel like i checked whole castle.
Ps. How do i resurrect “dead” party members while still being in town? lepa joined my party but she died in battle and now i can’t find a way of reviving her.
After talking to Wendy a couple of times you can go back to Elaine’s room and interact with the white curtain while standing next to (not in front of) it. That will trigger Elaine’s bath scene.
I thought I fixed Lepa not being able to be revived. I’m now adding extra checks to make sure she full heals when you rest.
I ran into a game-breaking issue. The field enemies in the Central Region didn’t despawn after I defeated them, stuck in place in their flashing effect. Leaving and re-entering a given area doesn’t despawn them either, so they’re stuck as impassable objects.
The scorpion near the steps up to the temple spawns directly in front of them. Due to the above issue, I can’t pass by it to leave the temple.
You’re not the first one to point this out. I finally managed to find out what’s causing this and push a fix for it. It should be up now on the itch page. Thank you for showing that this wasn’t a freak isolated case.
Thanks for the update. I was able to get out of that zone.
Unfortunately, I swiftly ran into another problem that’s beyond a simple bug fix. The fight with the moving mushrooms and the hornets was utterly infuriating. It must’ve taken me at least ten tries to win that battle. My attacks kept missing, my party kept getting confused, and Light Heal was way too weak to outpace the incoming damage. If I lived alone, I would’ve been screaming at my computer. The only reason I won in the end was due to landing a couple of critical hits and the mushroom not using its confuse attack.
It’s actually not the first time I struggled with this game’s combat. With very few options at any given moment other than attacking, a couple of unlucky misses can easily render a fight unwinnable. When it’s not frustrating, I often find myself holding down the Enter key to spam basic attacks.
I’m at an impasse for how to go about making early game battles more interesting. I wanted to get some feedback to hear what people think. Here’s the four ideas floating around.
- Add the Royal Magic Academy: This is a place that I wanted to add to the Human Capital for a while, but it could easily blow up in scope (like the Cherry side story or the Dream World), so I’ve been hesitant to start working on it, at least not until after Chapter 2 or even Chapter 3. This place will contain several characters, an overarching side quest that develops alongside the main story, and multiple ways to give Elaine or even her companions some extra magical abilities. The main problem with this is scope. If I were to work on it now, I do not think I could get Chapter 2 finished by the end of the year, and we’re already on year 3 of Chapter 2.
- Give Elaine another companion. More party members makes for more interesting and chaotic battles. This will likely be a permanent companion that will tag along with Elaine right from the start of Chapter 2. The problem with this is twofold. First, they will have to be weaved into the story, which entails lots of dialogue needs to be changed and added to account for both of them. Second, I will have to continue tweaking enemy encounters to account for them. Overall this is less work than option 1, but could still delay the end of Chapter 2 to next year. If that is the case, I could do both this and option 1; option 1 will be done at some point down the line anyway. (Also, I don’t want to make Lepa a permanent party member. She would play too similarly to Ruth and not add much to the table.)
- Start adding “Combat Masters” to the game, who would teach Elaine new moves in exchange for either money or a small favor. This would not be much work on my end, but wouldn’t have a large impact on gameplay.
- Stick to the original plan and balance things naturally over time. I’ll stick to small balancing tweaks and focus all my effort on finishing Chapter 2. More party members will gradually join over time in a more natural way and further side content will be made when appropriate. This won’t fix the bland early game combat, but things should gradually improve over time.
I wouldn’t say that there’s anything inherently wrong with the combat being simple. Sometimes, it’s just there to be the glue that holds the more interesting parts together.
The first three options in this list present their own challenge by creating a new set of parameters for you to balance the game around. Game balance is always a tricky task, no matter a game’s scope or nature.
In some cases, instead of perfect balance, it’s arguably better to thumb the scale in the player’s favor. Considering that the combat isn’t what your players are here for, is there anything wrong with letting them breeze through most of it? Why not let at least some enemies respawn so players can grind and power up if they care to do so? Make party members more likely than enemies to crit and less likely to miss attacks?