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(2 edits)

In the latest public build (v2.10) I'm encountering a few issues, mostly minor:

Chastity Cage Replacement

Purchasing the Cage of Power while already wearing a regular Chastity Cage seems to just result in the loss of the money, as the new cage doesn't replace the old one. I think it would make sense the old one to be removed in favour of the better Cage of Power, either destroying the old one, or putting it in inventory to sell.

Missing Harpy Image Unlocks?

There seem to be missing image unlocks in the gallery for Harpies; I'm pretty sure I've done every seen available, but the only images I've unlocked are the various Fellatio variants. Specially the image with Hiro face down and a Harpy gripping his big butt as she ploughs him (my favourite ;) isn't appearing in the gallery.

Update: Aha! The images are unlocked when surrendering/losing to the harpies (which I've apparently never done), the issue is only with images displayed as a result of sex during combat, which don't seem to trigger the unlock.

Performance Issues

This is nothing new, but may be worse in the latest version, but on a system with a slower (spinning) hard drive the game can feel quite slow, and I think this is to do with how it constantly writes out new save games when advancing dialogue, taking turns in combat etc. in order to resume as close as possible, but this results in the game frequently freezing. Even though it's only a fraction of a second it's noticeable.

I'd like to suggest that instead of saving constantly, the game should use an "events stream"; basically instead of writing out a full save, the game would open a file (and keep it open) and write new values onto the end of it as list of changes since the last proper save. When the player saves, exits the game or if the events stream gets too large the game should save normally (ideally in a background thread) and discard the events stream. In the event the game exits without saving (crash, loss of power, forcibly closed etc.) it can load the last save, then apply all the changes listed in the events stream to resume where it left off.

I've actually developed in Java (though it's been a little while, all my recent jobs have been in PHP) but if you can let me know any details of how the game handles saves I could possibly knock together some sample code if that's of use. For example, if the game stores its data inside a Java Map then it's dead to create a wrapper/sub-class to handle this.

The chastity cage change is a bug; it (correctly) fails to de-equip the chastity cage you're wearing, but then doesn't put the new chastity cage in your inventory (because it assumes it will be auto-equipped). I'll fix this now.

It's a known issue that CGs viewed during combat don't unlock knowledge of those CGs (because of how they're served up in combat). Hopefully we'll be able to resolve it soon.

The constant saving is due to the game's roots as a rogue-like, preserved in the current iteration of the game in the form of ironman mode. It has nothing to do with resuming the save as close to failure as possible. I could add an option for disabling auto-save on non-ironman saves, though. There already is functionality implemented that queues up save file mutations until they're flushed to a file, so that shouldn't be too hard to implement.