Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(5 edits) (+2)

Search for my comments in this thread, I also made a spreadsheet and it looks like ¥10 and ¥150 are best for surviving (especially if thirst gets critical), and then only ¥100 (and ¥500 if you have the coin) are worth it for the other routes, as they offer best variety of liquids, anomalies and parasites. I haven't tested this but for ¥100, the 11% chance of healthy anomalous liquids should be enough to get the top stage of the "liquid" route:

(here is the second one:)

In the item_dir array, the 0th member of each element is the hunger satiation, the 3rd one is the thirst satiation. For example, "antarticwater" restores 5 food and 30 water. The best satiation to cost ratio is 1 for a single apple seed but it's tedious to farm so I always go for 10, which gives 5.

(2 edits)

What causes that transformation? Is it certain liquids because I try to drink a lot of water but nothing seems to change and I'm at a normal state if that matters.

(+2)

I haven't achieved it either, I don't have the patience to play and check but it's called "hollow bride" in the image files and "liquid" in the code. The code for it is different from the Parasite and Anomaly paths but I haven't been able to reverse-engineer either, it's a bit of object-oriented mess. However, upon closer inspection it looks like healthy liquids might not actually increase the liquid level, see last line:

for keys in [Content.UNHEALTHY, Content.PARASITE, Content.ANOREXIA]:
    if health_lvls[keys] > 0 and val_count <= 3:
        health_lvls[keys] -= 1
    else:
        val_count += 1
        if val_count == 3:
            health_lvls[each] += 1
            if count.has(Content.LIQUID):
                if count[Content.LIQUID] > 0:
                    pass
            else:
                if count.has(Content.HEALTHY):
                    if count[Content.HEALTHY] > 0:
                        health_lvls[Content.LIQUID] -= 1

Anyway, ¥100 is best for anomalous liquids too (11 %: bottled blood/eyes/sewage) and ¥150 for unhealthy liquids (100 %: Kola Classic/Zero/Chost). So maybe anomalous and unhealthy liquids are a way to go?

(+1)

It seems the liquid path is very likely not working

I can't rule that out, I'm not that good at reverse-engineering code, especially object-oriented like this. I'd probably have to make a debug copy of the game and where I can spawn food and watch the variables. Also, this is from v0.1.00, which is not up-to-date anymore.

BTW there is more unused code, for example a mother character with another hunger meter


and a script for a short VN featuring a character named Elias, and it seems only the code of the dialog boxes was ported from that.