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(+1)

Sorry for the delay.

I thought it was unity slop, but it's actually some completely different engine, neat.

The whole 3d free movement format is way too bloated, especially if you are just prototyping the game mechanics. This would work much better as a VN-like with less friction. Unless you are going for specific sort of interactivity that would give you an edge, it seems detrimental on all fronts except for some potential immersion (that would require massive amount of polish anyway).

I didn't get in depth with the game and I'm not familiar with the genre, so I could only judge some technicalities, and all problems stem from being to navigate in 3d and being in early development stage so it might be useless. Having several text boxes and a loading screen before entering each rooms sucks especially since there are a lot of rooms to visit. Camera controls are too sensitive. Exiting the swimming pool brings you to gambling room's entrance.

Sounds like the character roster is critical for the game, so it would be good build up the familiarity and parade the characters on screen as often as possible, maybe even use them for the tutorial. Due to that it feels weird that hanging out would cost energy, but let's see how it plays out when it's implemented.

(+1)

Thank you for playing.

It's been a while since I updated this, mainly since I had to focus on so many things with bug fixes and more with the rewriting process. I didn't realize the swimming pool got bugged too, I was messing with doors with some of the updates I uploaded and that must have happened by accident. 

The energy system is mostly there to force the player with limiting their actions in the day time. Since when the AI is added for the other characters, everybody's actions matter more with what energy they have. Energy can be manipulated by the player and the AI (in the future) due to different kinds of drugs and traps. If there wasn't an energy system, many things could break easily when making the AI later on.

The game has a long way to go, but I'm honestly very happy with how much people responded to this with what I need to focus on and change. 

The intro in the game right now mostly exists to allow the player to choose a protag quickly. I have plans for a more full on on intro where there is a selection, some backstory before beginning to get the general feel of the character, then an introduction for the game itself with the rest of the cast, with a smaller introduction with a small batch of the cast for the tutorial before the bigger showcase, then it turns into normal gameplay. There is quite a bit of stuff to do before that, so I have no idea how long it will take before I will focus on the intro. Right now, I'm finalizing some rewrites/bug fixes before doing some 1 on 1 character writing. Which is going to take a while since I want to make the 1 on 1 stuff take who the protag is in account for how character respond to them when alone.