Love Death Final!: Gameplay

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< Love Death Final!
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Teatime

all characters are at least 18


Love Death Final! [edit]

Gameplay

Characters

FAQ & Technical Help

Modding


Main Menu

Controls

Full list of controls -- More detailed descriptions are given in Battle and H-Mode sections.

Wandering and Battle Mode
WASD - Basic movement (forward/left/back/right) Spacebar - Jump/DoubleJump
Double-Tap WASD - Evade (forward/left/back/right) Q - Reset camera direction
SHIFT - Run M - Character Menu (also displays these controls)
Mousewheel - Switch magic
Battle Mode
LMB - Attack w/right hand RMB - Attack w/left hand
E - Toggle targeting R - Reload
G - Guard MMB - Cast magic
H Mode
WASD - Move characters (forward/left/back/right) Q / E - Rotate characters left / right
Space - Move up CTRL - Move down
SHIFT - Move faster while held Z - Ejaculate
M - configure voice and expressions for H events
All Modes
ESC - Exit to Main Menu Del - Toggle UI display
P or Print Screen - Screenshot F3 - Toggle Fullscreen/Windowed
Left/Right Arrow Keys - Adjust Time Back/Forward

Campaign Mode

In this mode, you can adventure with your chosen character on a series of quests and challenges through different environments, building experience and gaining gold. You can choose your adventurer from any of the pre-made characters, or custom characters made in the character editor or imported from Tamzone.

Main: The two main heroines, Eir and Rota, each with their own quests. They also have individual scenes with Rivals they encounter.

Custom: These include additional scenario characters and any custom characters saved to your save/Allpack folder. Any custom characters saved with the filenames eir.alp or rota.alp will have access to Eir or Rota's unique quests and encounters, and share any progress and inventory gained with the Main versions.

Adventurer status is saved separately from the allpack, so editing a character in Tamtam will have no effect on that character's campaign progress.

Entering campaign mode places your character in Rothschild square, where you can wander safely. Only the two red rings can be interacted with; one over a rug displaying merchandise, where new weapons can be purchased, and one at the path leading into the wilderness, where Quests can be embarked from.

Character Status and Inventory

The Character Menu displays current stats and inventory, and weapons and magics can be equipped. Menu buttons are arranged in this order:

Status shows Level, HP (hit points) and MP (magic points) with current amount on the left and max amount on the right. Exp is displayed with current amount on left and amount needed to gain a level on the right. Exp can only be gained by defeating enemies. And lastly, Money, is used to unlock more weapons, and can only be gained by completing Quests.

HP and MP both increase at fixed amounts per level. Power, a hidden stat, also increases the same way, and multiplies damage done by both weapons and magic.

Magic: Five magic attacks are available from the start, one of each type: Fire, Ice, Shortbeam, Longbeam and Homing Beam. To use them in battle, they have to be equipped to one (or all) of the three available slots by left-clicking and dragging them into each. These can be re-arranged from this Menu at any time in wandering or battle modes. Casting in Battle is explained in the Battle mode section.

On reaching level 20, upgraded versions of each magic attack become available, and a Hyperspeed move that accelerates ground movement in brief bursts.

Weapons: Here the collection of weapons unlocked can be viewed and equipped. Any weapons saved to the character's outfit will be available for all characters, as will any weapons purchased from the weapons market.

Weapons can be individually equipped to right (main weapon) or left (sub weapon) hands. All weapons have different properties depending on whether they're single-wielded or dual-wielded in right or left hands, and some have more unique abilities.

Weapons are organized by Exotic weapons, which includes improvised, unconventional and thrown weapons, One-Handed Melee, Two-Handed Melee, Ranged, and Custom, which includes any Melee or Ranged weapon assigned to an 'Original' slot or loaded from the Import object type.

The last two buttons Return to game and Return to Title Menu.

Chapters

The Training Ground and Chapter 1 are available to all characters at the start. Completing each Chapter in the series unlocks the next one for all characters.

Chapter Quests
Quest Map Difficulty Lvl Reward
Training Ground Snow Fields Scales to Level 500
Chapter 1 Palm Bath 1 1500
Chapter 2 Beach 5 2000
Chapter 3 Shopping District 5 2500
Chapter 4 Tenements 10 3000
Chapter 5 Ruins 15 3500
Chapter 6 Mall 20 4000
Chapter 7 Tamtam's Shrine 40 4500
Chapter 8 Boxing Ring 35 5000
Chapter 9 Downtown 37 6000
Chapter 10 Rothschild 50 10000

Notes:

  • The Training Ground gives a small Money reward for a very brief battle, but because it scales to your character level, you can always gain at least one level from it until Level 90+.
  • Chapter 7 is a series of duels with five Rivals in succession: Nanami, Urara, Ichigo, Koto and Ayumi.
  • Chapter 8 is a four-on-one match against the four main heroes: Eir, Rota, Aaron and Clive. The Boxing Ring is a very tight space for it, but you can use the ropes and outer ring to control the crowding.
  • Chapter 10 is a five-on-one match against the first five Rivals again. Rothschild Square is more open for maneuvering, but there are a few tighter allys to corner your opponents, or get cornered.

Rivals

All Rival Quests are available to all players from the beginning. Each has a Level 25 difficulty and a reward of 5000 Money.

  • Nanami
  • Urara
  • Ichigo
  • Koto
  • Ayumi
  • Kaede
  • Kaoru
  • Yuuki
  • Itsumi


Story

Eir and Rota have individual story quests available to them. Completing each part unlocks the next for all future playthroughs.

H Mode

Controls

Battle Mode

Controls

Melee Combat

Ranged Combat

Magic

Enemy List

Weapon List

Melee Weapons
Weapon Type Price Power Range ? Notes
zhaodong normal 1000 1.2 1.2 1.0 default weapon
popsicle normal 100 0.5 0.5 2.0
melon bun normal 100 0.5 0.5 2.0
  • Types: normal/axe/2handed/bomb [bomb type deprecated; it acts as normal this game]
Ranged Weapons
Weapon Type
handgun pistol 1 1 0 150 0 1.5 0.2 1.1 1 13 0.5 2.5 2 100
  • Types: pistol/revolver/machinepistol/rifle/shotgun/flamethrower/launcher
Thrown Weapons
Weapon Type Price Power ? ? ? ? Notes
chakram return 1000 50 150 0 3000 0 only throwable if wielded 1-handed
neko grenade bomb 2000 1000 30 1 0 5000
  • Types: return/bomb