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Hot damn, wish we got this kind of player feedback at my day job! =P

The load/save bug has been frustratingly elusive. You're not the first player to report it, but you're the first to give a player.log - so definitely thanks for that. Bad news is, I don't see any errors besides the original softlock (which is a known bug I've fixed in my development version - one of the reasons I'm prioritizing a stable public release in June). Did the issue occur in a scene that directly followed an anal scene? Have you encountered it in a session where you didn't run into the softlock bug?

Will definitely look into the wording/mechanics of the cards you mentioned. You're not the only one bothered by the Apex Hug/Apex Tummy Rub asymmetry, haha - at the time I added Apex cards, there were fewer sources of Grip than there are now, but that might warrant a change.

Finding more and more reasons to finally bite the bullet and build that combat log, haha. It'll delay the bugfix update a bit but feels like a good long-term play, in terms of finding more bugs to squash.

Regarding story mode balancing - once Liz has earned the trust of other characters, she can train with them to gain/upgrade certain cards. Basically, investing in relationships rather than rampantly eating people is still a valid strategy - it won't entirely keep up with the power curve of a Liz who leans into predation, but it's close enough to eke out victories when she needs them. Same applies on the prey side. And yeah, most situations can be avoided by a clever word or a humiliating yield, but there will also be timelines that are gated by a particularly difficult fight.

Regarding card balance... Endless Mode is basically my testbed for that, haha. As applies to the deckbuilder genre in general, the goal is to give the player a lot of little pieces that come together to form powerful combos - while managing the risk that you might not draw the card you need on a particular turn. I'm glad it seems to be coming together, even partially, at this point in development!

I agree that Burps in general seem underpowered. Been experimenting with allowing Grip to affect their Oxygen loss, as well as simply cranking down the added vulnerability, or capping the amount of excess Nausea it can cause. Similarly, I'll play around with capping the total amount of Focus that Controlled Panic can generate - so that it'll eventually be worn down and degrade into Panic unless the character has another source of Focus.

Really interesting analysis of the Lyons Cubs' decks, and I agree with most of it. Curious to see how it'll be affected by the devbuild's library scenes - shoot me a DM on Discord (anunnakigames) and I'll add you to the server, your bug reports are worth way more than a $5 SubscribeStar payment. =P

Buff UI overflow, that's been a thorn in my side for a while - think I can roll that into the Combat Log update. Regarding preds marked as "dangerous" - the real issue there is that Liz's starting deck is pretty weak, so even though Molly is a marginal member of that group, she can definitely still nip a run in the bud. Might deal with this by moving Molly back to neutral, reserve "dangerous" for Sydney and Sophie and so on, and add a third category of "starter opponents."

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So my memory isn't perfect but I'm pretty sure the save/load bug in this case basically went down like: complete anal scene>softlock at start of next scene>reload save at start of anal scene and try again (might have quit to title first, can't remember for this one)>softlock on next scene again and quit to title>clear anal scene and try to save only to get loaded. From there I played around a bit with seeing if quickloading then going back would work and eventually just closed the game. I don't remember the details of how it was in the past strongly but I'm pretty confident that at least most of the cases happened after loading a save after encountering some kind of softlock. At the very least I don't specifically remember any cases where I got the save/load bug that didn't happen in close proximity to encountering some kind of bug, but I'm not sure if it was the same bug in each case or even if it was a softlock.

Having high relationships be a way of obtaining cards is smart. I was thinking maybe it'd be tied to money at some point, like you could join the local vore gym as a degen or find someone to give lessons otherwise, but I like the relationship idea more.

Having a limit to the number of focus you gain passively from Controlled Panic seems like a good solution. It'll probably still be a pretty strong card but won't be quite as ridiculous, but I can't deny that I'll miss the silly amounts of damage stacking a ton of them and waiting could enable. For burps, though my gut feeling is that the nausea increase will have to be tuned down for sure. Buffing them with grip is interesting. On the one hand, using a bunch of early grip to quickly deprive the prey of oxygen sounds pretty scary, but on the other it also sounds hard to pull off, especially for the AI, so it'll mostly just be another way for the player to exploit grip strats. I'm not too fond of the idea of capping excess nausea, though, mostly because I think the risk of getting hit really hard is interesting. For balance purposes I could see it being useful just to prevent the AI from screwing themselves over too hard, but from a player perspective exploiting a cocky pred shooting accidently shooting themselves in the foot is fun and satisfying. 

A "starter" class of preds sounds like a good idea to me, but I'd like there to be at least a modest chance of the neutral preds appearing in early rounds still. Early challenges can be fun as long as they feel possible, and the only preds that I currently think can be feel basically impossible with the starter deck are Sophie and Lavender. It's also more interesting to have to make decisions about whether you feel like you might be able to take down a tougher pred in the first couple rounds or if you want to go for an easier route at the cost of maybe getting something like a 2 prey encounter as the pred that you are certain to lose. And hell, if you get good enough inspirations off the first round you can even have a pretty good shot at taking out a tough foe in the second. That is, of course, from the perspective of an experienced player, and I can still remember getting rekt a few times in my initial forays into endless mode, but that's part of the fun and it's easy to jump back in after an early loss.

And wow, thanks for the discord offer. I'm really just having fun playing around and reporting on issues I encounter, but I'm glad it was of help. I sent a discord friend request, since I'm not a prolific enough discord user to know if there's a way to DM someone without one. For any future feedback would you prefer I post it here or on discord?