A downloadable game for Windows, macOS, and Linux
Chaotic Quartet is a short strategy RPG about a bard and her muse traveling to free the latter from a curse she's quite starting to fancy.
In a fantastic far away land lived an adventurous Princess, daughter of a powerful and renowned King. The Princess had recently become infatuated with a Bard who fancied her lustrous hair, rebelious attitude and deep DEEP pockets. But the story would take a turn when dark forces curse the Princess and now the couple must travel to free the Princess of her curse... Or maybe not, since she seems to be happier than ever?
- Tactical RPG gameplay!
emotionalextremely comedic story
- A linear challenge! No farming, so plan accordingly
- A queer cast of chaotic ladies (Just in case the title wasn't clear)
- Yes, there'll be 4 of them, eventually (Again, title)
- Art drawn by @YukiLumino (Can't stress this enough, it's very good)
- The sweet sound of Kevin MacLeod's instruments
Battle Controls (Important!!)
- During the player phase, you may click on any enemy to see their stats and remaining health or click on an ally (The Bard) to give orders.
- While giving orders, you may change the action using the leftmost side buttons (Move, Melee Attack, Ranged Attack, Song or Potion). The tooltips below the actions explain what they do!
- Once you have moved, you may go back by clicking "Undo" (to undo your move) or "Cancel" to go back to the player phase without giving orders.
- Using "Song" to buff or "Potion" to heal requires selecting the action and then "Confirm".
- Using any attack requires selecting it, then selecting a valid target (The information of that target and the attack prediction (Hit%, Crit%, Damage) will appear on the right UI) and only then "Confirm".
- You may end your turn at any time you are not giving an order by clicking "End Turn"!
The QRMjam build covers the first chapter of this story that will see 4 different (and very queer) ladies work for a common goal albeit with different and mostly chaotic reasons for its pursuit. Some functionalities are disabled for this build, like menus, the save system, gaining experience and battle animations (as they were incomplete by the deadline).
"Fancy Enemy Turns" Patch List:
- Better visual feedback of Turns
- Replaced placeholder font
- Auto / Skip controls for VN segments
- Added battle summary screens
- Corrected placement of parts of the battle UI
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Interesting so far, biggest gripe is that combat is unfair: enemies have three chances to attack while the player has only two; when being attacked (counter), when approaching (there's an error with approaching attacks where the enemy will get an approaching attack even if the player had just attacked them or they were next to the player), and during their turn (I might be wrong there, the approaching attack might just be the regular attack but it's hard to tell as you have to finish battles within two one to turns or you are dead).
The game also randomly skips dialogue, this might just be my mouse or something but this doesn't happen with other ren'py games (or otherwise) so it's strange. I would also suggest balancing the damage, health and missing a tad, currently you die in one turn if you miss and are next to the enemy (maybe up health, down damage or remove the ability to miss (wether in just the first area, with the bard only or altogether)). Lastly; the field sometimes doesn't allow you to move to certain spaces even though there's nothing in that space, it is fixed by just restarting so it's not too annoying but would become so quick if the encounters were longer or more diverse.
I can see how this would be more fun with more pawns and classes/abilities but as it is it's just too difficult of a first level to get into.
Neat game, can't wait to see how it shapes up! (Love the characters as of now~!)
Thank you for your interest!! That's a really long review and actually we're already working on some of the things you mentioned.
OK, first of all, things that are poorly explained but ultimately not a bug: Everyone gets the same opportunities in attacks, when enemies "approach" it just means they're activating, it's just not visual sadly. But!! We are releasing a "Fancier Better Enemy Turns" patch this week with new graphics, better pauses, indicators for enemy activations / attacks and explanations for their skills that will hopefully solve most issues like this. The other thing is skips are not random, there's 2 of them and they're meant to indicate characters interrupting other characters. If you fast click through dialogue, the interrupted sentences will just be skipped all together, so that's a thing that's hard to fix really... Point is: It's intended. If you lower the text speed and let them play out it'll make sense (I hope).
Balance wise dying in one turn shouldn't be possible as long as you use your potions (which will heal you for 10, so, always to full). The Squire's damage is consistently 4 and they have much lower hit rate than the Bard, so they shouldn't be that much of an issue, mathematically speaking. Still, if more people find them too strong for the first chapter we will definitely consider nerfing or increasing base health. (Quick Side Note: Final version of Chapter 1 will have 2 different Squire enemies, so it will not be as repetitive as it is now!)
Empty space blocks do concern me. If you manage to take a screenshot of that error or can explain the specifics of cases when it happens it would be really helpful, since it hasn't shown up in testing!!
I hope you enjoy the small update and continue to support us through development, again, thank you very much!!
This is really cute! Highly relatable gay bard :3
wait, is it supposed to be impossible to fight the guards? The only way to pass is running away from them?
You should be able to defeat the Squires (on the left path to the end) but the armored ones (Knights) are too strong! If you're having trouble with the normal enemies please tell what's happening, maybe there's a bug increasing their damage/health we haven't noticed,, > H <''