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(1 edit)

Okay, so I'll start off with some bugs.

It seems there's a bug when sleeping in the bed in Fox's apartment where your health ends up in the four digits!



Another bug in Fox's apartment is that you can walk through the south wall of the ground floor for about 2 tiles.


Every part of the south wall seems affected by this, but you can only walk 2 tiles deep.

I believe that the silk outfit in the Cosplay store falsely says it's a stick when you pick it up.

Spelling errors:

In Fox's dialogue about the planet, they says 'disaperences' instead of 

'disappearances'

They also say 'necatities' instead of 'necessities', but I think this is an intentional mis-saying as a joke? Like it's supposed to sound like 'ne-cat-titties'? I was confused at exactly what "joke" they were supposed to be laughing at. If it actually is a joke, there should probably be some delay to the way she says it, like. 'just the... ne-cat-titties' or something like that. Again, might have just been a mis-spelling I mistook to be a joke.

Speaking of, I would start wrapping dialogue in quotes, just so it's clear what is an action and what is the character speaking. Also, fourth wall/narrator bits should probably be italicized, or perhaps bracketed? I would say that actions currently *like this* should instead be italicized like this but *this* is a valid way of doing it too, so it's entirely up to you and I don't wanna feel like I'm imposing a standard.

During the third "submit" action, it says 'your now touching yourself' when it should be "you're", I also think the line '',your opening touching your junk in front of your enemy.' is  weirdly worded. I think ',openly touching your junk right in of your enemy' or ',openly touching yourself right in front of the enemy' sounds better IMO.

During the fourth wall break reference to SC1, it should be '

affiliation' instead of 'afilation'

There seems to be a softlock where if you escape from El Shark's ropes, you can no longer submit when you attempt to challenge her again. Not if it's an intentional softlock or not, though.

Random thoughts:

I think it would be good if there was a natural hint to how to get the key from El Shark inside the game. Perhaps her diary could be expanded a bit, featuring a few more days that the player could read? Some could just be fluff about the character, but a bit where she describes an event and maybe laments that she loves it when people submit to her, but people rarely do it. And another bit where she wishes people were more honest with her? I dunno, it could come off as clunky either way, but I think that's a natural way of doing it. The other idea would be to add text to the damage dialogue stating that the player's [insert weapon here] seems to merely annoy the shark, since you don't have your pistol, you could kind of retroactively excuse this as El Shark's skin seemly not being affected by the current weapons the player has, and since the player only gets his pistol after he 'befriends' El Shark, it wouldn't matter after that, since I don't expect you'll be fighting her again after that. Speaking of, I think the whole setup in the left side of the hideout is a bit... well, wasted, since after the hint/door is found, there's nothing else but a bunch of doors with enemies behind them. Probably something that should be expanded on later? I dunno, I guess it depends on how big the scrapyard is later on

I think the items should probably have some type of simple description/stats listed? Doesn't seem to be the case right now.

Reactions to the player's current clothing from Enemies/NPCs would be cool. Like Fox saying something if the player first encounters them while naked, as well as when they're in their apartment. The new Silk set could do something similar as well.
 Also, this is kind of an iffy idea I'm not sure you'd want to do, but for the more foul-mouthed/asshole NPCs and mobs, they could perhaps call the player an insult based off their race. So calling the player a "skinnie" if they're a human, or a 'mutt' if they're a wolf, ect. More or less just a flavour idea to make  race selection stand out more.

Anyway, that's all for now! Game is shaping up well.

Edit: Oh, and I noticed that fox's "tail" seems a bit iffy-looking right now, and more like a cape rather than a tail. Not sure if that's a graphical bug or not.

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Thanks dude, you've been a big help with everything so far and I really appreciate it! 

I like the idea of having reactions from NPCs. The insults especially, I think I could come up with a bunch of goofy ones. The shark is planned to be a potential ally to the player so I will eventually give her some unique dialogue and scenes. Also making it a kind of gimmicky battle where you can't attack her seems pretty cool. 

I'll fix those bugs and release a fix! I'll also work on correcting all of my spelling (I know it's bad lol). RPG maker is a little clunky, Idk if you ever used it but you can't bold or italicize anything when you use a text box. I could start doing; *You wave at the person across the river* or even just using parenthesis. Also the necessities spelling was an error but I think it's funny so I'm gonna keep it and maybe add more cat puns too.

Anyways how the hell do you have so much health and Mp?! Actually I think I know why, I added leveling up, I was testing it and I think I forgot to add a check for Max HP / MP, I'll fix this too.

Ah, got you. I didn't know about RPGM not having bold or italicized, never messed with it seriously enough to notice the text limitations, but that's good to know. 

I noticed the HP kind of randomly ending up around 50 in previous builds, but I never saw it go to 1000 before. I thought it was solely the bed, but I think it was just as you said related to being level 2. Speaking of which, are level ups going to be tied to skills? Like, will you learn a new skill every few level ups?

Another bug I noticed was that race selection still uses the old "can only go left or right, not down" movement that the new UI doesn't have. Also, you can move during the first scripted slime encounter to get the gate key, it didn't get fixed like the current encounters, which now properly lock you in place.

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Yeah it is tied to the bed, when you sleep I made it so the player would get +1000 HP and MP but it would cap out at the max and then go back to 20 and 2. But when you level up it changed the cap to nothing because I forgot to add it, so you would just gain an infinite amount of HP and MP. I could tie skills to level ups, I was maybe thinking you could just learn the skills through NPCs or books but I could also add some through leveling. 

I also just fixed the bugs you mentioned in the last paragraph! The western hall of the apartments is a placeholder, I plan on making it a bigger puzzle (just adding this part cuz I saw you mention it earlier) I kinda just wanted something for the player to do for some loot.

Learning skills through books and trainers is a good idea IMO. Gives the central hub another purpose and you can use skill books as rewards/loot in later levels.

And yeah, makes sense about the western hall.

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Might also have certain skills require a certain weapon. Like if you have a gun you can use a gun skill or if you have a sword, you can do like a power slash. Also thinking of when I add lust skills, they could make the enemies arousal go up, which in turn could let the player dominate over the enemy. Idk just some ideas Id thought I would share.

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On lust skills, I think that's a great idea. I honestly basically never do lust-based playthroughs of the classic text-based H-games, so my experience with it is limited. I like the idea of lust abilities increasing your own lust like an overheat mechanic, so you have to manage your ability usage to avoid lust KOing yourself. Higher level lust abilities could have much more reduced build-up, and clothing/gear could also help with this. Looking back at that, it seems like a LOT of work compared to the current system. But I do like the idea of your weapon skills translating over to certain lust attacks requiring certain clothing pieces/sets, and even species-unique lust skills. 

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Sorry for the late reply. I do really like the idea of making it an overheat mechanic in a sense, like you have to manage it. It might add some difficulty but I could add some items or way to get rid of it or increase it, just so the player can manage it a bit easier. My main concern is making it balenced which is something I struggle with doing. I was also planning on  adding lust clothing and weapons, I was going to make it cosmetic, but making it actually useful would be better.

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Right now the safehouse has the masturbate option to lower lust (or at least I think it lowers lust?), and I assume having sex with NPCs/Mobs also lowers it, or at least the framework for it doing so exists. "In the field" solutions could be stuff like a tablet with porn (using the excuse that the player gets bored with the material after use, to explain why you need to use/find another one), some kind of auto-masturbator that has a single/limited uses, and lust-supression pills of course.

Balancing  cosmetic apparel with stats in a game with a paper doll is kind of tricky IMO. Since you want the player to be able to control how their character dresses, but also want them to gain stats. I do think it makes sense for something "sexy" to make the player do more lust-damage, and something like Combat armor to reduce how much damage they take.

One idea that did pop into my head is the player being able to modify certain gear pieces to become "sexier",  like turning "Combat Pants" into a "Combat Thong"

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The idea of modifying gear is pretty cool! I plan on adding crafting so maybe it could have something to do with that? 

Also yeah I just fully implemented the masturbate option, and those ideas are pretty cool. I can do the pills easily and then maybe like a purchasable option that lasts longer, like the auto masturbater you mentioned.