It seems like you level up really slow compared to how fast the lair is destroyed, at least on my end? I got to about wave 5 before 2 humans approached and my left click didn't recharge fast enough, my health was gone in seconds.
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Confirmation before ending the game might be good!
The cans are fine :)
3d BGs turned 2d with filters n stuff would be a good idea yea!
For dialog I'm mostly talking about when you wake up in the morning and there's conversations between everyone? It only shows the captain's sprite, everyone else is just text colors without tags or images.
So leaving once the meter is full is how you 'win' right now? Is there a certain order o combination of chemicals that also makes a win? The game seems to hint at some kind of mastermind logic puzzle with 'the water responds in x way' but I haven't found any differences.
I'll admit I don't know if 'not enough TFs' is the biggest problem the game has right now? If you wanted to add more I would personally like to see more gameplay impacts/mechanics. Maybe there could be something about some characters being able to help you with story events or something, based on their skills/forms? I had singer offer to make me something if I brought them something the next day but that didn't have any impact.
'm imagining it as there being some sort of resource management mechanic? Turn your friends into things to avoid vaguely-defined hazards, maybe help keep them focused/more lucid? Like maybe a moth would feel more comfortable with certain types of resources than others and wouldn't be impacted mentally as much, IDK, it's your game, i'm just spitballing concepts.
A VN Roguelike is interesting because roguelikes are built to have replayability, so you need either some very compelling gameplay to keep things interesting or a lot of writing that people can see over multiple playthroughs, potentially both. Something to keep people coming back for more runs. In the game's current state I worry the game doesn't have that for more than one or two replays? The different tfs are kinda there but. It's definitely not enough on its own IMO.
I have concerns about the ethics and sustainability of AI art as well- not to mention it seems like aside from color palettes most of the characters wind up looking pretty similar IMO in later stages. It is cute how Singer's hair tends to cover her eyes once she's done though.
Interesting concept tho! Making games is hard and tricky.
Does raising relationship do anything? I'm kinda confused- And what's the point of the pool meter? Is that the earliest point at which you can win, when it's full? Or when it's full does that mean that time is up and you've lost?
Also it felt very strange to have people talking about how they've changed but their changes have reverted partially, or i've picked such a combination of energy drinks that they've just, not changed at all.
It would be nice to have dialog tags to show who's talking instead of colors, and maybe show each person's image at the start of the day?
I clicked on the road on day 9 and my character just said "yay we can leave!" and then the game ended with no warning and I lost my data.
I would love non-ai assets also, or a map/list of who is where on each day.
Have you considered drawing people yourself? even if it's simple placeholder art. Or outsource some of the art in the community, I know you've got 50+ pictures for each character which would be a lot for a single person and expensive to commission. I don't really draw NSFW but I think like, each character having a different art style could be kinda cute and charming?
Backgrounds are heck but you could do stock images or something with a filter over them to get that hazy dreamlike quality to it?
EDIT: Also how does having someone have multiple types of drink work? If I give someone 3 purple does a green one set their change to t1 green or t2 purple, o just t0 regular guy?
coolcool thanks! Couple other questions:
It doesn't explicitly say what happens when you run out of Flesh or Spirit. I suppose it could be deduced that running out of Flesh kills your character but what about running out of Spirit?
I think it's also implied that some enemies will cause mutations but is there a mechanical path for this or is it at the GM's discretion?
Additionally contests say they cost 3 flesh/spirit, is that just applied at the start of the contest or just in general?
And what's the difference between fighting an enemy (rolling conflict resolution) and performing a contest with them?
Hey I have a bug to report! Two even
1) there is a fallen pillar in the left half of the desert without collision
2) if you return home right as the timer hits 0 and the screen fades to black it will be dark, but time will be frozen. You will have to navigate through the house in the dark.
Otherwise though I'm really enjoying this.
I got to level 5 after killing the various blades in the lil blade room and opening a nearby cabinet and the screenshake (and column of light) just got worse and worse and wouldn't stop. I turned it off in settings and while that fixed the screenshake my camera no longer looked at the protagonist and the glowing light was still there. Going back to the lab did nothing to stop this.
EDIT: also one of the boss' vertical punches hit a pillar and it froze up. I couldn't attack its weak point and it wouldn't stop being stunned.
a couple of other things: I feel like most of the enemies attack a bit too slowly to be much of a threat. It might be worth upping a bit. Or maybe decreasing how quickly you regen health in combat too. The fact that every enemy drops stuff you can absorb and use to heal yourself means that unless you're fighting something that doesn't drop anything like the ghosts in the pump rooms, you'll probably be able to outheal pretty much everything.
I like the base framework you've got going here though! Looks cool.
Also do you think you could add transparency as a customization option?
HEY be aware that this is incomplete and really not more than a rough outline with a bit of writing near the beginning. Courses were more strenuous than expected. in any case work on this will continue and we should hopefully be able to get stuff more polished. For the time being note that playing this will likely have anything close to what would be a shocking plot twist in the final version spoiled for you.