That's what I was referring to, yeah. It fits the "accidentally hid something that was meant to be straightforward" comment by the creator.
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Ok, so trying on a fresh save (where I'm completely disregarding the chores for efficiency), it seems like
Make Food (Calvin) and Clean House (Brandon) don't actually clear those from your todo list
Take bath (Brandon) still incorrectly states someone
is assigned to the bathroom, even if it's the first time anyone is asked to. Take Bath (Alex) still has him go to the bathroom, where he remains as a clone for the following days. After that, asking Alex to take a bath will also fail.
Take Bate (Calvin) works, but also creates
a permanent clone.
Also, thanks for putting my name on there,
I was just giving feedback.
So now:
- Clean house is now "not implemented" for anyone
- Lusty release still has Calvin immediately put his shirt back
- Asking Calvin to cook
properly sends him to the kitchen, though I've not
checked if this removes it from your checklist - The mirror is back on the wall, although its collision
and interaction square is still well in front of it - Take a bath with Alex still says
someone is assigned to the bathroom - Actually my save seems to have a clone of Alex
in the bathroom a clone of Alex to the bathroom
who'll stay there forever - So I can't actually test taking a bath with the other two
- Wild desires with Calvin says Not Implemented
- "Lusty actions" with Brandon says not implemented, but still fades to black and has
a hearts animation afterwards - Lusty Actions with Alex says not implemented
- Alex now can be talked to after he's taken out the trash
I think that's all of them. Are any lusty actions besides masturbating when you randomly(?) become horny currently implemented?
Looks like a lot of the suggestion options are not working properly right now (this is all on the web version running on Firefox).
- Asking Calvin to cook sends him to the laundry room, and does neither the dishes nor the laundry
- Asking Brandon to clean the house will say "I've already assigned someone to the bathroom"
- Asking Brandon to take a bath will have him say "We will now both teleport" and does nothing, Brandon is not in either bathroom
- Asking Brandon to take a bath together does nothing (same as cancel)
- Asking Calvin for "Lusty release" will have him take off his shirt and immediately put it back on
- Asking Alex to clean the house has him say "I will move to the shower and take a bath" (although he does go to the bathroom and remains there all day)
- Asking Alex to take a bath will also have him say "We will both teleport" and then nothing
- Asking Calvin to take a bath crashes the game with the message "ReferenceError $gameVariable not defined"
- Asking Alex to take a bath together will do nothing
- Asking Calvin "Wild desires" ways "Not implemented"
You can still gain "hypnosis levels" after that, but they don't seem to unlock anything.
Also, in the version I have, the bathroom mirror isn't on the wall like in the screenshots, but more or less hovering in the middle of the room. It teleports onto the wall when masturbating, though.
Given the nature of the game, I would have figured that the beatbox part
would be the sound effects of pressing the buttons
instead of being a layered track, so that the player can get a feel of when to properly line up the notes.
Right now it makes for somewhat weak feedback during the beatbox
part and none at all during the box-eating part.
Neat concept, though. Could be interesting to see it iterated upon.
It's almost a shame that the game is front-loaded with this (not quite complex but not the most straightforward either) computer panel puzzle, because everything after that is just dripping with ambiance and this Disco Elysium tone, while still having its own flair. The writing and art direction really are up there.
Speaking of enjoying the characters, you remind me of the option to customize both pronouns and what each character looked like under their clothes, which is a nice touch that I'm not used to seeing for games with "established" characters. Definitely one of the games from this jam I'll be recommending to people.
No, I can confirm, hit detection is pretty quirky in general. Arrows can hit you through walls, melee enemies can turn (alongside their hurt box) while attacking you, Fin's melee attack is far more deadly and hard to dodge than her ranged attack, and player feedback for getting hit and landing hits isn't quite there yet. Also, I believe I've yet to take damage from those pink pufferfish once.
The guard behavior can be a bit glitchy (I've seen them hyperdash away after seeing me hide in a locker, for instance, also rescued techs can get stuck walking against patrolling guards), and somehow my gun stopped working entirely after the first time I used it, but it's a nice little stealth game with good characterization. Narratively, I do like the "Oral fixation" intrusive thoughts., it's a nice touch given the snake/mouse pair. Viper and Rowan make a good duo, and the character designs and artworks are cool.
It's hard at first to figure out where the game expects you to drag and drop things (took me a few minutes of guesswork to understand that you're supposed to drag the rolls over the wrapping before handing them over). Maybe you could highlight the valid drop spots?. The pepper icon on the order paper is green, which makes it easy to confuse with lettuce at a glance
I also encountered a bug earlier where opening and closing the help screen deleted the roll I had on the folding table, but I can't reproduce it.Once you get the hang of it, though, the gameplay is pretty fluid and a well executed copy of what it's parodying.
Wooof, the initial experience is rough, that could have used a bit of a tutorial. The primary gameplay loop works well, though.
It's a bit annoying that you lose visibility below you when you're "plapping", though. I don't know if it's intentional, but it makes it easy to get blind-sided from the south.
The game works ok, but I think Body Heat pulled off that mechanic better. The oral slot being limited to just the mouth means it's almost uselessly small (you can only fit two gears in there, three if you keep your hand on the mouse), and doesn't have the digestion factor. Digestion, IMO, was vitally important to the mechanics, because not only did it counterbalance the pussy slot (with its orgasm meter) by giving the mouth slot that aspect of time pressure, it also gave said time pressure some motivation to exist because digestion was what allowed you to heal. Likewise, the pussy exit facing down and the added focus on inventory inertia makes stuff much more likely to fall out of you (whereas it was actually pretty tricky to get stuff through the cervix in BH). The hands needing to be free to climb over ledges in a game with already very precise platforming, combined with the risk of objects falling out of your mouth/pussy and into your hands mid-jump (due to inertia) make for a frustrating duo, compared to Body Heat just making you drop what you were holding at the start of your jump, IIRC.
Don't get me wrong, I'm glad to see that concept coming back and I think it's an idea with great potential, but I don't think the mechanical changes here were neccessarily an improvement.
The armor mechanic is a bit weirdly explained at the beginning (all upfront, too, and not re-explained unless you relaunch the game), so I fumbled a lot during my first couple attempts without even a good udea of why I died or how close to death I was. "Shield break: 3" isn't the most intuitive thing unless you actually understood how armor works.
Would also have been nice to have the damage and healing values in the card tooltips, since it's easy to forget when dealing with the face cards.
Once you get past that learning curve and realise you can leave the healing cards you don't need (so they show up later) by escaping a half-cleared room, it's actually rather easy, but a pretty neat game nonetheless!
I was a bit confused at first about where the new content was, because I didn't notice the new "pull out" button in the corner during the glory hole scene. Admittedly the monochrome color palette doesn't really give all that many ways of drawing attention to it, but you might want to look into presenting choices in a different way than an extra button next to the "press here to continue" players have been clicking the whole time.
The QTE was also pretty puzzling to me (though I'm apparently not the first to mention this), since I didn't realize you still had to click the "press here to continue" button for your click to register.