[PC] Venus Blood Frontier International (1 Viewer)

stashar

Casual Client
Joined
Mar 7, 2014
I posted this over at ULMF, but I figured this community deserves to know about it too. So here's a copy/paste job.

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JAST USA page: VenusBlood FRONTIER International
Steam all-ages page: VenusBlood FRONTIER International on Steam
Previous ULMF Kickstarter discussion: RPG [Ninetail] Eroge Venus Blood Frontier (Kickstarter)

Description of Gameplay:

Hentai-SRPG that is split between three phases: overworld, main battles, and encounters.

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Simplified Gameplay loop

The game loops from Overworld -> Main battle -> Encounter battles. You purchase units, buildings, and items in the overworld phase, before deciding where you main battle will take place. The main battle is typically limited to 5 turns (although unit skills can increase, or decrease, this number). If you rout the enemy, you gain experience points, but you need to annihilate them if you actually want to conquer the territory. Encounter battles are an "auto-battle" consisting of a single turn, representing what your secondary squads were doing away from the main battle.

There are two phases: Day and Night. Most units are daytime units that fight normally in the day. At night, your daytime units are nerfed. Ranged units can no longer hit the backline, their defense stats are severely penalized, etc. etc. In contrast, nighttime units receive bonuses during the night (+16% stats across the board) but get penalties during the day. The phase changes every turn.

There are 8-moons: Fire/Ice, Wind/Earth, Lightning/Water, and Light/Dark moons. The moon gives a flat bonus to units that match the moon, and a penalty to units who oppose the moon. For example, ice units will be weaker during a fire moon, while ice units are stronger during the ice moon. The moon changes every 2-turns (once every day-night cycle).

Overworld Management

Assets:
  • Food -- "Good" units, such as hobbits and humans, will require food to march into battle.
  • Resources -- Resources seem primarily used to buy medallions and for upgrading units during recruitment. More on the medallion system later.
  • Magic -- "Evil" units, such as undead or demons, require magic to march into battle. Most of your starting units are evil.
  • Gold -- Healing troops, purchasing buildings, and upgrading items will use gold

Medallions and Recruitment
  • Medallions are rarely offered as loot at the end of battles. But you start with 20x Unfinished medallions. An unfinished medallion can be transformed into any starting medallion (rarity 1 through 3) if you spend somewhere between 250 resources to 2000 resources.
  • Medallions are roughly correlated to unit types. "Sprite" medallions are required for elves, hobbits and dwarfs. Undead units require an undead medallion. More powerful units require multiple medallions. The "Sentinel", a good starting shield-unit, requires both the Knight medallion and Holy medallion. "Yamato" medallions recruit japanese-themed units.
  • Medallions have attributes associated with them, which change the personality of the units you recruit. These personality changes can result in different stats or different skills. For example, "Weak Multiattack" personalities reduces the attack stat to 1, but adds a 2nd attack-per-turn to a unit. The personality combinations are incredible, and the AI uses them to create quite annoying units. For example, +Attack for 2x attacks per turn, and +Wide attack to attack 3x units simultaneously (resulting in 6-attacks per turn, in the first level!).
  • Recruiting a unit when they match the day/night cycle AND moon of their choice results in sigificant stat bonuses (+4 attack / defense / speed), and significantly lower deployment costs.

Tactics

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An individual battle consists of three decisions:
  • Battle Stance: You can choose to buff offense, defense, speed, or morale across your army. I haven't figured out what morale does yet
  • Enemy target: You choose the single unit your army will try to focus on. Backline units are typically protected by the frontline, but a variety of skills allow you to bypass this basic defense mechanism.
  • Skills: If you have a commander in field, you can choose which skill to use each turn. This uses up "Force", but creates very powerful effects, such as hitting all enemies, poisoning, or hiting particular weaknesses (killing flying units, for example).
The majority of tactics revolves around unit selection and skills. A "Slayer" receives a 100% damage bonus for every enemy they are strong against. For example, Succubus is strong against male enemies, granting a +100% bonus to damage. Tentacles are doubly strong against females, granting +200% damage against female units. Archers tend to be strong against fliers. Each "Slayer" type stacks another 100% per match.

Skills are extremely powerful in this game. There are many, many skills to discuss, but just as an example, "Wide Attack" will turn a singular attack per turn into 3x attacks per turn: once per enemy in a column. Skills can combine with each other: Wide Attack + ExtraAttack will create 6x attacks per turn (2x Wide Attacks per turn). Good combinations will need to be researched: I can't seem to find many guides on this game yet.

Story

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Demon Emperor Surtr commands his grandchildren to wage war upon the heavens. Loki is the ostracized, underdog, main character. Loki's father was hanged for treason, while his mother was imprisoned. Most of Loki's family fortunes have been taken away, leaving him with very few resources to wage war effectively.

On the other side are the 5 goddesses, defending against the demonic invasion.

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That's all I know for now. I've only completed the first chapter so far. Clearly, there is corruption in the storyline, because all the goddesses have an "evil form", probably associated with after you've corrupted them to your side.

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Fetishes: Corruption, BDSM, Tentacles, Rape. And more? (To be completed as I finish the game)
 

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