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(+3)

Ayyyy finally got around to playing this game - I have a bunch of notes, which might be a little late considering I see the sequel is out - but for what it's worth:

  1. you can unequip the clips, and the enemies saying "something strange" will still switch the battle mode - during which your character model shows the clips equipped as well. This happened after I first got clipped, fought the next battle in the area to the left, unequipped the clips afterwards, then fought another battle in the same area. I checked to make sure, and the clips remained unequipped. I guess I could see if that was a sly reference to the character not being aware of them... but in that case, there should be some sort of little wink to the player that that's the case, imo, otherwise it mostly reads as a bug.
  2. it would be nice to see some variety in enemy parties - 3 warthogs over and over again gets monotonous. Every once in a while I've seen 2, but it really mostly seems like 3.

  3. re: resource management - it seems like the only way forward is to use your attack-all skill when facing three boars until you run out of energy - then whittle the remainder down to one boar - then focus until you've restored your MP - then kill the final, and trade your MP for HP out of battle - then start the whole process again with the next group of 3. There really needs to be some variety here, because there doesn't appear to be any other way to avoid burning all your items right away

  4. the sex mechanics are hot. really enjoy how it's implemented. the escalation from regular boars to masher boars is good.

  5. the masher boards calls in adds even if you've already killed them that turn - that seems like a glitch. I've had this happen before where BOTH use that ability at the same time, resulting in 4 tough guys attacking you out of nowhere - maybe the call for backup should bring two regular grunts, rather than two elites?

  6. the adds also attack immediately, which seems unfair - new arrivals to the battle should have to wait til next turn to fight.

  7. why don't the masher boars have a distinct overworld map sprite? it would be helpful to gauge the risk before actually getting pulled into a fight.

  8. the item that kills you is just... I don't get why you have multiple of them, and why you even allow the possibility of using them by accident. it also glitches out and switches your character model to a naked version, if you use it in battle, which doesn't make any sense - if enemies beat you, then sure, they strip you, but why do you get naked when you kill yourself?

  9. good characters. the writing and the art all line up real nicely to make everyone enjoyable to watch and interact with.

  10. the 'stealth' mechanic is a lil janky - it's not real clear how far away the boar guards can see you to catch you, and the vision cone is misleading in that regard, because they can actually see FAR outside what's shown in the model - as a matter of fact, they can see you through concrete walls.

  11. It would also be nice to have a 'accidentally caught' mechanic, versus a 'I'm fighting them on purpose' state - the former might reduce your dodge for the first turn ("Mezz was caught off-guard!") the latter might guarentee your accuracy (or even a crit) on your first turn. Maybe based on if you're facing them / moving towards them when you first run into eachother, versus if you're turned away / moving away from them?

  12. during normal combat, also to switch up the difficulty of the standard 3-pig-party, consider having an occasional "BOAR told a dirty joke" that slightly raises your Lust but otherwise has no effect apart from giving the player a break from the repetative attacks. Similarly, "BOAR took a while swing!" lower accuracy, chance to drain your focus, something like that - just something to add some variety to the early combat.

  13. at least initially, lust and cumming don't seem to do anything in terms of game mechanics - you cum as a matter of course, but it doesn't seem to do anything, other than display a message.

  14. when you break out of a sex scene, for instance the oral one - you're immediately naked and covered in cum, even if nothing much had happened. nudity, cum, and even arousal should be linked to events that have occurred.

  15. really appreciated the scene with the urinal and the guards - and the scene with Diezel. Makes me wonder if I missed any other 'special' loss scenes.

  16. I appreciate that that the final boss battle is very doable with either guard/hamburger or focus/secret dodge move.

  17. it's a shame that you finish the game without ever getting the opportunity to equip any alternate items - unless I just missed them? an upgraded staff in particular with less chance to miss, or armor with less defense but greater dodge chance, etc.

  18. It's also a shame that there don't appear to be enough enemies to fight to make it to level 14 - I finished the game with 43 XP To Next Level, and as far as I can tell, I completely cleared out all the enemies

Anyway, downloaded and played it for free, beat it several times to find all the endings I could, and then turned around and bought it officially for $10 - really enjoyed this game! Looking forward to repeating the process with GutterTrash.

(+1)

Hey, thanks for playing, and for the notes. I'm genuinely really honored when people take the time to dig through this stuff in depth. Let me work my way through these...

I will start by saying: keep in mind this was my first outing in formally making a game. So while some things are more or less where I want them to be for this game, they've definitely improved in Gutter Trash in many cases. With that general preface though:

1. So to be clear, clips off IS supposed to function as a toggle: you shouldn't be getting any battle sex/hypo stuff with them off. To be EXTRA clear that toggle stops working once you've been defeated enough times, but on your second battle it should still be working fine. I'll test this out and get back to you, though it might be a bit, working on finishing up a piece of art first.

2. So, this is a theme you'll hear a lot unfortunately: art is a big time and effort sink for me, far more than writing or programming. I agree, variety would be good, but it takes a lot of time to refine out a brand new character design. And it's not just just the battle standees: you'll notice the enemies, or parts of them, show up in a lot of the battle sex sprites. Which means I need a new variant of EACH of those for each new species I introduce (or worse brand-new sex positions!), which stacks up fast.

It's also a matter of give and take because of the mechanics. See, I'm not just doing a simple RPG fight system, and then tacking on scenes if you lose. I wanted to have sex mechanics IN the battles themselves. Which means each new enemy needs to have NEW mechanics, and those mechanics each need to be balanced against each other, and on and on. Long story short, I had to make a choice, and I decided the best way to spend the time and energy I had was to invest them in taking a handful of enemies (really just one with some palate swaps for minor variation) and giving them a fun, somewhat juicy battle sex mechanic. An inch wide and a mile (well, maybe four or five yards) deep rather than the opposite. I DO have new enemies for GT though, with new mechanics, and plan to mix it up each chapter at least.

3. Main fight mechanic is VERY simple in this game, yes. I think you've pretty much described it. I've made things a LITTLE more complex in GT, but in both it's basically broad attack, recharge, broad attack, recharge, but strategically hitting with the single attack when an enemy is weak to save time. The fights are built around not wasting time, even more so in GT, which moves much faster. If you're gathering items properly and using the ability out of battle to heal you shouldn't burn through them TOO fast. You do have to conserve them a bit though. Keep in mind you aren't meant to kill ALL the enemies: there's no reward, and in fact a punishment for doing so, since it will eat into your resources. The idea is to carve a path through them, as efficiently as possible.

4. Excellent, good to hear. And like I said, my aim was to focus time there, on the sex mechanics, rather than on the general mechanics. Those are really just a frame to hang the rest of it on, because having some agency and interactivity is hotter than just clicking through a visual novel. Of course I'd love to add more depth to the extent possible, and may add a BIT as future games go on, but let me know how you find GT. That's still not super complex on the general stuff, and I probably won't go too much more than that on this series, but it does add a little.

5. My enemy "AI"/battle code is a little bit of a mess in general on this first one (got a lot cleaner on GT): I've managed to squash most of the serious bugs, but there are some odd ones that crop up occasionally due to poor planning when I originally set things up. And the Mashers are the goofiest of the bunch: they're already nowhere near as broken as they used to be. But I'll definitely run a few more fights with them and consider what you're saying here; will get back to you with what I find.

6. Same as 5.

7. See my previous comment about art assets. Every new overworld sprite means nine new sprites need to be drawn, pixel by pixel. Given, some of those are just flips, and in this case I'd be tweaking an existing one, but that still takes time, and I was working on a very short deadline for this first game, and judged it was less important compared to a lot of other things (like having extra endings, check out fireplace's guide if you haven't already, if you're curious/want to check that you've hit all the endings/side stuff). I know it doesn't sound like a lot in isolation, but making the game initially, I have to make ALL my overworld sprites from scratch, unlike a lot of RPGMaker games. That's why there's only three for this one: Mezz, the boars, and Diezel. There's a bit more variety in GT though.

8. That's a core element of games like this, to allow skipping immediately to defeat, in turn allowing quick gathering of scenes that someone's missed their first time through. There have to be multiple because deaths aren't "hard" in the game: you get defeated, go through a scene, and then go out and fight again, and need to be able to force defeat again. Of course it could just be a non-consumable of some kind, but it's just tradition to do it this way. As for Mezz's death sprite being stripped, that's actually part of a larger inconsistency: it's just always stripped (though not always...glazed), even if you fight with hypno disabled and he stays completely clothed. That case may make more sense to you than the first, but you're really just bridging the gap with your own narrative there (as do I); it's a little goofy in both.

The practical answer is that although the kill item does exist in-game and in-narrative, I still see it more as a debug item that players can use, rather than a serious part of the game, so it's less refined. I also felt like giving people MORE bunny ass probably wasn't a bad thing. But my standard since the game came out is that if enough people complain and it's easy to fix, I'll fix it. I may even have a clothed version of the sprite hanging around somewhere, will have to check. Long story short though: yes, it is a little sloppy, but I see the item as "debug", so I wasn't as worried about it.

9. Thank you much! And I certainly hope so, because writing is the one thing I can do reasonably well. If people aren't enjoying that, I'm in trouble.

10. To be fair, I never actually state that the flashlights are vision cones. But yes, they're purely aesthetic. It's VERY basic stealth, but you can get a sense of their range with a little experimentation. And I actually find it a bit more fun if you don't know EXACTLY where detection is. But again, something very basic and simple to put in, just to add a little bit of flavor to things on my first attempt at all this. There is a new take on stealth in GT though, so you'll have to let me know how you like that one.

11. Not a bad idea: the traditional thing would be to grand some kind of "stealth attack" bonus on the start of combat if you approach them from behind. But again, in this case it really was intended to just be a very basic "try to avoid combat on this screen" kind of thing. There are lot of things you can do to make an ACTUAL stealth section in RPGMaker, and again, I did do something a LITTLE more involved in GT, so check it out when you can. Will probably leave this one as-is though.

12. Have something like this in GT. Probably won't back-port it to CS 1 though.

13. Pay attention to your meters: cumming decreases health and energy, and can even down you if it gets low enough. Lust builds up until you cum, then you take damage and reset. It's an imperfect metaphor, it's not as though it's actually damaging you. But the HP in this case is more like "ability to fight" or "fighting spirit" or whatever. So if you get brought to climax too many times, you lose. The goal of each fight thus is to either beat or fuck the boars to submission before they do the same to you.

14. Again, first game. I am tracking a LOT already in battle, but at a certain point I had to draw a line in terms of how granular and accurate I was going to be. It's one of those things that seems simple from the outside: just use the nude sprite instead of the cum one, but in practical terms it means there's an additional state I have to track, and make sure it plays nice with all the other states. That said, I think GT is a bit better on this, though still not perfect. I probably won't change this on CS 1, but in general going forward I am trying to be more accurate with tracking states, within reason.

15. Again, be sure to check out OpenFireplace's guide if you haven't already. Very handy.

16. Yeah, I try not to force anything TOO much, although I did start getting a little stricter with certain boss conditions in GT. Generally though, my philosophy is you can do it the "right" way, or the hard way, but if you realy want to put up with the tedium, I won't stop you.

17. Again, it's a question of where I'm going to put my time. My guiding design philosophy with these games is to have just enough ordinary RPG stuff to be functional and a little fun, and then spend the rest of the time on horny stuff. I feel like that's where the biggest bang for buck is. I could do new weapons, items that modify stats, etc, but then I have to balance around that, the character sprite in battle wouldn't reflect the new items, and maybe most importantly, the games just don't go on long enough to make that level of complexity worth it. CS 1 is roughly a 2 hour game. GT is maybe 4-6 hours, and only half of that, at most, is combat. This isn't a classic RPG where you're spending 30+ hours watching your characters go on multiple adventures and evolve over time. As you yourself noted, there is only enough gameplay in CS 1 to level up a handful of times. I think that says it all.

You also have to understand that I have a tiny, tiny brain. I am not an RPG nerd at all, and math makes my head hurt. So I have to start small and simple so I can hold all this stuff in my head long enough to make it work. That said, I am slowly, gradually adding a LITTLE complexity to things, and will continue to do so as I make new chapters. Don't ever expect super deep RPG mechanics from these games though, that's not what they're for. They're for super deep fucking mechanics.That said, I do recognize that part of it is a little bland, and again, with time will hopefully be improving it a LITTLE. Probably not in CS 1, but in general going forward.

18. Like I said, leveling up doesn't really serve any purpose in these games other than flavor and to slightly boost your stats. I hand out new abilities on the map via manuals rather than at level barriers. And your level won't truly carry over to the next game anyway: I just take a "typical" level at completion of one game, and start Mezz at that for the next chapter.

Hope than answers at least some questions. Hope it isn't frustrating that I'm turning a lot down: aside from technical issues, and eventually a few quality-of-life improvements, CS 1 is probably more or less in final state at this point. But I still want to explain WHY it ended up the way it did, and if there's something that's a big improvement for very little effort, or a serious issue/annoyance (like some of the bugs you brought up) I definitely want to take a look at it. And I will eventually take a look at the issues I noted above and get back to you on this thread, though it might be a few days.

Beyond that though, thanks for trying (and buying!) the game, despite its flaws. Each chapter is a stepping stone, and they're definitely improving as I go along.

(+1)

ah thanks for taking the time to read and reply! I'm glad you appreciate the feedback. And honestly it's good to hear that most of the answers were "I thought about this but just didn't have time to address it" - I know the struggle of being a solo dev 😅 at some point, you gotta ship it! Lookin forward to checking out gutter trash sometime this weekend.

No problem! Hope you don't mind me revisiting this, but I wanted to actually check on a few of the more serious things like I said. So, here's what I'm seeing:

1. Unequipping clips after first fight has no effect, enemies still do hypno attacks: Couldn't reproduce this. Went through a few battles, always on the second one after getting the clips, just in case. Tried a few combinations of equipping and unequipping them. No luck. Let me know if you CAN successfully reproduce, or if this pops up again.

2. Masher boars:
  -adds called in after death

  -more than one add called in per-turn

  -adds attack immediately

  -maybe adds should be ordinary

To me this is two questions: do these things actually occur, and should they be changed? In order then:

  -I think the problem here was that for some strange reason when I called the check for adds on the start of turn 4, RPGMaker decided to run that FIRST, THEN run Mezz's attack/damage eval from turn 3. Which is...baffling. I've swapped the logic so I'm now checking at the END of turn 3: Mezz attacks, boars counter (if any are alive) and THEN check. You still get 3 attempts at trying to down them all before more are called in, but now it should be impossible for a totally dead troop to call adds (as the battle will end before the check runs).

  -I think this just comes from a mis-understanding of how calling the adds work (which is fine, you haven't spend hours in the guts of the code.) After 3 turns (you attack, they attack = a turn), two more boars will be added to the troop. It's always two, and it can't run twice because it's not actually an ability the existing boars are using, just a time-dependent condition for the whole group. Granted I did have it set to run on "turn 4" with no explicit off switch, so if you got to turn 8 I suppose it might have triggered again. I've added that off switch now though: It should only be able to run once per battle.

  -I THINK this should no longer be an issue, because the timing now results in: you attack for the third time, damage is done, you fail to fully eliminate the troop with your third attack, adds are brought in, and it's your turn to attack again. The ordering may have been weird before, but now you should get one attack on the adds before they have their first attack.

  -I think this may actually be a good idea. Unfortunately, there are a lot of interlocking systems to handle the various battlesex stuff, and they all assume a given type of enemy per battle. That's why, as you may have noticed, I don't mix and match enemy types in battles in CS 1 (though I do in GT). So it would require a whole re-working of a very large chunk of code to make this happen, and as such I'll probably leave this as-is for now.

The other changes have been made though. Won't show up publicly until I roll out a new release, which I'll probably be holding back for a bit to get in a few more final quality-of-life improvements, but they'll definitely be there when it does. And thanks again for the feedback!

(+1)

alright, had a few minutes to go back to this, and - first sex battle happens after finding the ear clips, as expected - I unequip the clips - next battle, I'm wearing the clips again in my battle sprite - and one of the enemies 'says something strange' and boom, sex time again. I win the battle, and check my character - and head slot is definitely <empty>

so yeah, easily reproduced on my end, which is odd. :\

Hmm, still not seeing it, let me walk through it to make sure I'm matching you. So we go into the first battle, clips on. Did you allow yourself to be hypno'd in this one? Did you allow it to play all the way out, or escape? Did you win or lose the overall fight? I just re-played, and in my case let it play out, then won the fight. Went into the menu, unequipped the clips, went into the next fight, Mezz sprite is without clips as intended, and no hypno.

(+1)

let's see - first battle, clips equipped. get hypnod, enemy cums in my mouth and leaves the battle, so - I think that counts as a win? Then I unequip, find the next battle, clips are shown in sprite, and I get hypnoed again. that was the sequence for me.

Is it possible I'm on a slightly older version or something?? How can I check which one I'm playing on?

Every zip file has the version number in it, so if you extracted the game and just made a folder copying the zip file name, that should tell you. The Readme should also have a changelog in it with a version number. If you wanted to be absolutely sure, you could download the newest and copy-paste your save folder over, should work just fine. You probably have the newest one though, 0.4.1 went up in June of last year. Unless you clicked the wrong one by mistake somehow.

Very strange though, because that's exactly what I'm doing. Forgive me for the "dumb" question, but I've gotta ask as part of troubleshooting: are you SURE you're unequipping the clips? They don't have an icon when equipped, just the text, so maybe you were mis-seeing that somehow? Otherwise, you absolutely don't have to do this if you don't have time, but it would be helpful if you could try from an earlier save, see if that changes anything. From the beginning ideally, but if you don't want to replay all that, just a bit further back, maybe at the warehouse battle or something.

I suppose at this point I should ask for the save too. Maybe if I see it myself I'll notice something you don't. Just toss it up on whatever filelocker you prefer, I think Itch should be fine with you linking it.

(+1)

nah I know for a fact it was completely equipped - I made sure to double check after the second battle too, just to make sure I hadn't flubbed it after the first one.

However!! readme reveals that this is version... 0.3.2!

Which means I actually downloaded this a long time ago before getting around to playing it apparently! I have a todo list you see 😅

Maybe that explains it? I'll give it another round later with the latest version, and I'll screen record it for ya, just in case. Hopefully the version is the issue. stay tuned!

(+1)

Ha, well that's probably it, yes. I keep forgetting that not everyone downloads and IMMEDIATELY plays stuff. Explains why you were having such issues with the Mashers too, that was definitely toned down and de-bugified a bit over time. Yeah, let me know what you find.