Mysteries Abound, with secrets hidden within.
Secrets one hides from themselves, and secrets others hide for themselves.
The question... can you uncover them?
Are you willing to take the risk?
Or is the danger, and self doubt too strong?
Welcome to C.B.M.A. a spiritual sequel to "Desire Guardians"
https://tfgames.site/index.php?module=viewgame&id=2494
This game is a RPG with a heavy story focus, mainly delving into the Sci-fi and Mystery generes, as you go into the CBMA to look into the dissapearance of your sister... and potentially discover a lot more about the secrets hiding both in the school... and in oneself.
Similar to Desire Guardians, the game is based around a daily loop system, where the player on a daily delves into dungeons to explore unique, corrupted websites that function as the game's dungeons, while afterwords spending time with your party members.
However, to improve on Desire Guardians, this game now has a a larger, revolving party system, and more of a story focus from the beginning of development, allowing for much earlier story and character progression.
So, are you prepared to face the dangers the internet has to offer? Come on in, and see for yourself!
The year is 3050
Humanity's tech has evolved over the years, allowing for what should've been a prosperous future for all, inan age where public global communications have been a standard for over a millenium, especially as humanity was slowly coming into contact and comradarie with races beyond the stars.
However, all that changed, when the K viruses came.
Dangerous, sentient, BDSM influenced computer viruses that directly infected online websites, hypnotizing those who visited them into mindless thralls without the ability to resist ingrained suggestions.
The viruses origin was unknown, outside of the fact that they came from beyond the stars. Further beyond the planets who have become our allies.
The viruses' sentient nature made it so that firewalls and standard computer security proved infeffective. They had to be fought directly within cyberspace to be dealt with.
As such, 2 schools were created. The Cyberspace Battle Boys Academy... and the Cyberspeace Battle Maidens Academy, or the CBBA/CBMA for short.
These academies trained a new generation of students to enter the internet directly, facing off with the K viruses and keeping our communication channels safe.
This... is the story of one student at the CBMA... who was in for the adventure that would define their life forever.
V1: Initial release, 5 dungeons, 5 party memberss, a fully set up loop system, the first stealth segment, and an established campus hub world to explore.
V2: A new dungeon. (Hydrosian Tourism Burough), A New Party Member (Azure), First After Class events for Mimi, Akari and Azure
V3: A new dungeon sequence (CBBA), A new party member (Heather), New after work events for Heather and Kiri.
V4: A new party member (Kira), The arena has now been set up, along with it's first bracket, the butterfly cup, New after work events for Kira and Akari
V5: A new Party member (Melody), A new dungeon (The Infected Interwebs), The Mirror addressing transformations has been added, New after class events for Melody and Angel
V6: 2 new pieces of progression to the nightime events, Added a way to skip to class from the bedroom after the CBBA event, Added a new area of the campus, the "Recreational area", Added the gym for stat upgrades, Added a "Secret Shop" only open in the mornings, allowing players to not only sell items and gear they no longer want, but also bring back viruses early, New after class events for Rachel and Angel.
V7: A new Dungeon (Toys Ahoy), New After work events for Kira & Melody, A TF has been added to the pimp dungeon, only accessible after beating the hospital dungeon, Plus a... little suprise I don't want to spoil for anyone who has 13 or more TF's.
V8: A new dungeon (Jubilant Jungle), New After class events for Akari and Mimi, major bugfixes
V9: A new dungeon (Bimbotique), New After Class events for Angel and Mimi
V10: A new storyline event. (Unlocked by beating Toys Ahoy, Jubilant Jungle and the Bimbotique), New after work event for Akari, New After work event for Angel. Major reduction in file size.
V11: 2 new nightime stealth events, After work events for Mimi and Azure
V12: A new dungeon (Slime Sanctuary) New After class events for Rachel and Kira
V13: A new cup in the arena (The Heart Cup), A dungeon tutorial was added to the intro, Many glitch fixes, The return of the game's effects systems, And new after class events for A.N.G.E.L. and Kira
V14: Our first Side Story Dungeon, Academy Software. (Have to get to a certain point in Angel's After Class events to unlock it., A new gameplay feature, the chip decrypter. (Unlocked via Mimi's new After Class Event), New After Class events for Angel and Mimi, progression bug fixes
V15: A new dungeon (Crypid Peak) New after work events for Kiri and Akari, and a much requested TF from absorbing the new dungeon's chip.
V16: A new Dungeon (Haunted Castle) New After work events for Kira and Azure
V17: A new side story dungeon (Sapphire Industries) (Have to get to a certain point in Mimi's after class events to unlock it), New after class events for Mimi and Melody
V18: New story event, (unlocked by beating both Crypid Peak and the Haunted Castle), New custom boss music, enemy battle music, and specialized music for the Medusa Boss fight during the Vulpine ship encounter, Rebalanced the Bunny dungeon to be easier, New After Class events for Angel and Melody
V19: New stealth segment, New After class events for Rachel and Angel
V20: New side story dungeon (Latex Shrine) (Have to get to a certain point in Akari's After class events to unlock it), New after class events for Akari and Heather.
V21: (Patreon) A new arena challenge. (Unlocked by sneaking into Delta Mu and talking with Marceline) (This one has a little surprise after you beat it, head to Delta Mu's entrance and talk with the security guard after beating the challenge to see what it is. (May want to grind first. Trust me)), New after class events for Angel and Mimi (This is Angel's last after class event, as for Mimi... well... I'll let what happens there be a surprise)
[Review as of V19]
A decent slow burn of a game; gives me Magical Camp-but-in-cyberspace vibes.
Combat is meant to be avoided - optional fights may give some currency and insight into boss mechanics but can be skipped with patience and timing. Personally I'd prefer being sent back to a nearby checkpoint if caught, but there are other times where entering then escaping combat is a faster way to get back to the start of a level. Save scumming is pretty viable, espeically if you space them out a bit (such as before chests) though the opening monologe scene does take some time, even if it can be skipped.
(Charm is a nuisance to deal with - frankly any skill that locks out your party member from being used. I think some characters resist certain damage types and statuses, but it's not shown to the player in any of the menues. On the flipside, unlocking the Burn skill takes most of the stress out of boss fights. It might be useful to have debuffs last for a shorter amount of time if they're reapplied, or some kind of tell that shows when an enemy is going to apply a status effect? Cleansing an ally only to have an enemy debuff them again is a regular frustration.)
Story is basic, but engaging enough to match the gameplay. (Dialog doesn't ramble on either, which is an easy sin for RPG Maker games to fall into!) The Kisekae poses are decent enough but could easily be more detailed if desired. There's a tiny amount of generated slop, but I'll give it a pass for its sparing and satirical use. Academy BGM (as the main one you hear) leans a bit too much on the shamisen for my taste and the default battle music is starting to overstay its welcome but both are fine enough.
TFs... are there? It doesn't really feel like they have consequences that apply to the rest of the game, but they're kinda fun in their own way. I feel the focus is more on Bad Ends?
Overall it's a decent enough RPG Maker adventure for a work in progress. Aquin50 is clearly enjoying their process so I'm happy to let them cook and see what it's like in a few versions' time.
I reeeaaally want to like this game. It's interesting and (for the most part) has a pretty good challenge level... however, that bunny level is a nightmare. I've been stuck on it for a while - lost half my party almost immediately (on average, 4 of their bunny kicks does more damage than any one character has health), and I'm not sure if the expectation was for us to buy stuff to revive our party members... but I assumed the game would just slap you on the wrist with some corruption points if you black out, so I never bothered getting any.
I don't mean to be salty, just... I'm not even sure it's possible to make it to the boss of the level at this point - I'm not even halfway there, as far as I can tell. And there's no way of going back. (And running from fights teleports you to the beginning and resets the level, I guess?) The difficulty spike is just so surreal.
This game is pretty good after you get past the bunny level. Characters are fun and combat fleshes out a lot more in later levels (at least the most of the ones I"ve played so far). I like the multi-purpose of the boss items which you can farm to make equipment, upgrade the MC, or wear for skills. The character mini stories are nice. I think this game has good potential and can definity be adjusted to be more player friendly.
Unfortunately the most of my negatives comes in design basics. Map design is pretty obnoxious. Many of the levels as they are overfilled with enemies. Most of them are dodgeable but it's a bit tiring after a while. Status effects paired with the layout of the bunny map makes it borderline unplayable(I save scummed through the level). 1 mistake can lead to 2 fights against enemies that can charm nearly your entire party for indefinite periods of time. The charm either needs to either rarely succeed, have a 1 round max, or make the MC also immune to the charm. This is an early map that plays like a end game map where the player would have near infinite resources. The game also frequently crashes(and my pc is pretty high end). My assumption is because you overfilled the maps with enemies it leaks memory and crashes the program.
Things I'd suggest that would likely be quick corrections that would take minimal time.
- Make buffs last much longer (you are sacrificing a turn for the effect lasting only 2 turns is a bit silly unless it's a party buff)
- Make debuffs have a short duration (adding immunity items also works)
- consider debuffs like a silence or a skill lock which could disable only a potion of options without removing control of characters with things like paralysis, sleep, charm, stone, etc. (also providing skills which cure silence as a skill or cure skill lock as a mana ability)
- if you must do paralysis, sleep, char, stone, etc type debuffs make multiple enemy types (you can use the same model just make them appear larger on the screen and name them a "leader") with the minion(non-leader) types has access to everything except those skills
- make far smaller maps with far less characters but with a bottle neck that maybe forces 1 or 2 unavoidable fights rather than massive waves of moving characters. I get what you were trying to do but some of these maps are just rediculous.
Last issue I have is the unclear progression of the infultration. At times where you've seen everything the MC should say to themselves at the beginning of the night that there's nothing for you to find. It's obnoxious to repeatedly retrace through an elaborate path to get 3 or 4 maps in to find nothing.
The combat in this game just makes me think, "Why would I play this game when the combat is such a slog?" it's like walking over hot nails with glass stuck in my feet everytime combat starts. The rest of the game is nice, the sprites are cute, the story is actuallyt pretty interesting, but my god the combat is terrible.
Adding to my previous rewiev.. Please stop adding late content and go back and fix some of the early game stuff.
I know it is tempting to just keep adding new ideas and areas. But the gameplay early and dungeon design needs some overhaul. In any game where you either just want to skip combat or are so bored that you just want to die... Something needs to change. Either vastly reduce the amount of enemies or give them some more vairety.
Add in more dialogue in dungeon, different art or backgrounds.. just something to keep up interest. I had high hopes for this game, since I read your intentions for it on patreon.. but you are not really delivering.
Dungeons are just statchecks or grind. No thought, no inspiration. And they are the CORE of the gameplay. Spend way more time improving this please.
Had to unlike this game, but will check back every once in a while. Really hope you can fix it :)
Art: Needs more
Combat: Needs variety. Enemies have weird patterns of 1-2 abilities. Bosses not much better
TFs: Needs some more visuals. you seem to be using Kisekae, so I don´t get why you haven´t put more into this game.
Quality of life changes: School is barebones, just a few splashes of color or different backgrounds would do wonders. If not, then more Npcs to talk to just to reduce the tediousness of moving around.
Old input below
Played desire guardians and I saw from creators discord that this will become a spiritual remake or sucessor to that game.
If so I have good hopes for this one and I really hope it will become the good game I think it can be.
I like the style, the slow corruption. If you played magical camp, it is similar to how you absorb powers to get abilities. It´s a decent system and I like if it becomes optional like Magical Camp and if you choose to get more powers you get easier battles, but other areas of gameplay change.
Right now the game is quite short and you will quickly run out of gameplay. But I will be keeping an eye out for future updates.
Good: Setting, transformations.
Neutral: Combat, its rpg maker, and nothing special is done to change up the basics.
Bad: Certain visuals need updates. The backgrounds of the schoolyard is very barebones, not much to interact with yet. Hope the UI gets iterated on and you do something interesting with the RPG maker combats. Hordes of enemies that are best if you sicksack around to get to the boss is not my idea of good gameplay :)