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Sorry, I should have specified: what you're looking for is two files. A "global.rpgsave" for the index and a "filex.rpgsave" where x is the save slot you want to pass on. Toss them together in a zip and throw it up on catbox. I'm not sure where "357ksg" came from, haven't seen that naming convention before.

https://files.catbox.moe/0o3tey.zip Here my ears are removed, but you can join the battle and wait (for example, just press defend). After 3-4 times, usually guaranteed enemies use the call and stun you (at the same time, the sprite changes, as if the ears are put on). After the resistance the sprite goes without ears again. There are also questions about the defend option - it's just useless, it would be nice to add the ability to restore mp to it. Also, I don't really like that the resistance can miss 3-4 times in a row. But this is at your discretion.

Got it! Thanks for pointing this out and bearing with the hassle of sending the save, this would have been a tricky one to find otherwise. Turns out the code I was using to swap the clip status was only present on some of the screens. I've since moved on to a better method of equipment detection (that's universal, so this kind of thing can't happen) so I took the opportunity to swap the clip detection to the new system. I'll probably wait to release a new version until I have a few more bugs/tuneups I can bundle together, but you can get the patched version here if you'd like to test it. Bugged saves can be fixed just by toggling the clips on and off. Their equipped status should match their status in battle after that.

Defend/Guard isn't especially useful at the moment, no (except for intentionally stalling). Traditionally it would be used to counter heavy attacks you could anticipate, but that's served by Flash Dodge. Having some energy regen tied to it is an interesting idea; might be less frustrating and flow better than the separate Focus skill. I'll have to consider. And yes, MV's random number handling is frustrating in general. I've build in a lot of failsafes to force a failure or success after a point to counter it, but nothing on resist yet. May be worth adding a counter there too, so you win say your fourth attempt by default.

Yes, it works now, thank you. Now, if you lose without ears, you need to add an alternative ending (which is in a normal fight, which is in the final one). It seems strange that they appear on you again.

There is also another bug already with the ears on. If you let the boar finish and return to the fight, then the sprite changes to naked in semen, if you let the boar catch you again and resist, then the sprite becomes clothed again.

The lore on the clips is a little convoluted. When they come off it's not Mezz taking them off consciously (he doesn't even know they're on remember), it's you the player having him take them off. So the fact that they mysteriously end up back in place in the loss scenes, whether you had him wearing them or not, is intentional. The actual nature and status of the clips is supposed to be a bit vague and contradictory, that's part of the whole mind-fuck thing, like the loop.

Man, that second one is specific. Almost missed it at first because I was reading it wrong. So you get grabbed, go through the sex cycle and recover, stripped, get grabbed again and then use resist and the clothed sprite comes back. That should be fixed now too, though I won't bother uploading for the moment. "Struggle" had the same issue, which is also fixed now. Technically this still isn't perfect because I'm going from the nude but no cum oral sprite to the nude and cum standing sprite, but I'm not going to be THAT particular.

I apologize for such a vague description of the problem. I hope I didn't bore you with this. I wasn't looking for bugs on purpose, it happened during the game, so I decided to let you know. Thank you again for such a wonderful game.

Oh not at all, I appreciate people taking the time to hunt this stuff down and report it. Thanks for working with me so I could get this fixed up.