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(+1)

I tried this and found it pretty fun, but ran into a few questions while playing it, mainly wondering why some actions take longer than others, and some results seem off. Master tells (whoever) to leave, and they agree, why does that raise suspicion? I had two maids at the entrance waiting for what seemed a very long time before they left (wondering if them sitting around waiting would create an issue because I was over the # allowed), and if there is a way to get rid of regular clothes permanently (so they can't find them and are forced to be maids)

I MAY have screwed myself when I convinced two cops to become maids, when that happened there was 8 or 10 sent to capture the master. Still, a maid attacked one, scaring the others and they wanted to leave....then didn't. All of them were "current action: leave" then they stuck around and defeated the master. Why the change? 

Don't take any of this as I dislike it, I'm just trying to figure out the balance between keeping the cops away (is there a way to reduce that?) and having fun with the visitors!

:)

Which actions? There's a few that are multi-turn, some as they're longer things but mostly for balance (e.g. empowerment, clothing related stuff; and also the visitors sleep/bathe durations).

Suspicion comes from what people say about the manor after leaving, so it'll go up if they saw anything weird.

Clothing can be transformed or destroyed in the laundry by maids.

Cops don't know how to leave, but investigating ones have a toggle set that allows them to leave; this can be set on the arrest groups as well.

There's a couple of actions that can be done on cops that arrive to investigate (which will happen eventually, but you can turn them off entirely in gameplay settings). Explaining missing characters is a major one; someone with high social should be able to explain things away (as long as the cops don't encounter the missing character in a recognisable form).

(+1)

The action that surprised me the most was "maids waiting to leave", as I had two waiting to leave that seemed to just sit there for a looooooong time before finally leaving. The main issue with that was, including those 2, I was over my maid limit and was worried what was gonna happen. While the "turning to an alarune" does take time and that doesn't bother me, I tried this before patch 2 and they seemed a lot less concerned about it, was that it make it more challenging? Actually, I'm glad about patch 2, because I tried it before you put the patches in and the game would sometimes have the "next turn" greyed out, meaning the game would technically end...sometimes on the first turn!

Assuming I need to tell the maids to destroy the clothing? 

There's been a couple of times a visitor has messed with a locked door, damaging it. Are they doing that because "hm, this is locked, wonder why?" (usually, it's when the visitor is clueless about things), 

Thanks for responding to my concerns!

Aaah, maids leaving is a pickup process (shown via a timer) that you have to juggle around visitors seeing them. They can be put into stasis, boxed (an action another maid can do) then brought out for pickup to avoid this, though visitors can peek into boxes.

Yes, you'll need to order a maid to handle the clothing. From memory, there's a couple of 'handle all clothing' options when doing the interaction, to help avoid needing to repeatedly do so.

Visitors act a little chaotically when there's no maids around sometimes yeah; they also sometimes do so when they want to enter a room for a reason (and particularly when they're stuck somewhere and want to get out).

No worries, it's good to hear what's confusing/out of place - one of the broad goals for the beta phase is to gradually improve the game's tutorials/manual/intuitiveness ^^