yeah that is not very detailed. Maybe type up some text?
3hoursonly
Recent community posts
NEVER MIND UPDATED VERSION WORKS but not using the built-in itch io player

Built-in browser of the itch client
Running HSF web server

In Chrome browser

In Firefox

now switching to NGINX

Also in the other browser. Running a HTTPS server locally is not something which i would ever do. This requires elaborate setups involving a public https server with a public DNS name. Applied the configuration change described in the mozilla link before taking any of these screenshots.

I am running Microsoft Windows 11 Home - 10.0.22631 Build 22631
NEVER MIND UPDATED VERSION WORKS

But not the itch.io client

Nginx+Firefox or Nginx + chrome works including the videoplayback

Neat game, more gameplay than porn.
Mhh some off the characters are way better characters in the intermediate transformation. IMHO. The person looking into a mirror, the mirror holder, the axe wielder, the “sister” are all pushed a bit to far. Making them more similar and less unqiue characters compared to the rest of the cast when their transformation is complete. Yes that makes sense overall with the final part of the “plot”, it just feels like wasted potential. It would be lovely if you could come up with some excuse for people to revert the state they felt the best in (e.g. axe wielder non complete transformation).
Also, please give the enemies used weapons which last less long. Sometimes i started grinding where by cheesing with healing i had a LVL 20 upclassed main character by chapter 4 or 5. Enemies having 40+ attacks each giving me an xp caused me to grind the fuck out of this game. Even worse if combined with healing: De-equip some character, put them in range of one enemy, heal every round with main character allows you to turn burn through staffs super easy. 600 Gold = 3.3 Level ups. I don’t think you can easily change the XP formula of healing to heal min(damage_restored/2,11) so just giving enemies weapons which break more quickly would cut that abuse i put myself through down a lot.
The difficulty was fine. It just that i played the game differently then you intended and very much not forgiving off that.
While you seem to want to direct the player away from unintended paths by making it incredibly grindy when you go off the intended path. If as a player it is not obvious what that path is you end up grinding but not making much progress trying to solve the wrong problem.
Just try to be more mindful of the players time.
- If you want the player to take a scripted loss don’t punish them harshly for it.
- Don’t give the player the possibility to grind to get better to avoid the scripted loss when that is impossible.
- I think whether you have save points in the goblin cave doesn’t change the difficulty.
- While still having unfinished content it is really helpful if you give the player an idea how much content there is left.
- While being rail roaded can be annoying it is fine given your resources linearity is a good way to do that. Just don’t give players an open world which gives off the illusion of non-linearity and choice when the way you set up your game doesn’t allow that.
I just said that the answer is there
Well, let me tell you what went through my mind: I saw i couldn’t take that shaman into my party. So it can’t be a character which sticks around after she actually surrendered to me. Does that mean she will betray me? I didn’t pay much attention to her because if she is unwilling to fight with me how can i trust her?
It’s cool that the answer is there. To bad player feel frustrated about your game if they for what ever reason experience the game differently then you intended. Make your answers more robust. Dark soul doesn’t explain it’s mechanics in text alone and having someone telling you what enemies to expect and changing your build based on that is a new mechanic you are just introduncing at the boss fight. If you could change your party and skills based on enemy descriptions during normal fighting (except in the ambush) that mechanic wouldn’t be that suprising. It would be neat to have different build slots for that now that i think about that.
Your helper says what you need for each fight if you pay attention and you can save right before entering the dungeon.
It is cool that you thought of a way you think you solved the problem i am encounterting. Kudos to you. You are probably really smart to think of them. Sadly i am dumb a player which goes in the game with different expectations and knowledge than you. Some of your clever solution go over my head entirely.
I give you quite elaborate feedback what problems i run into. I don’t have to. I think maybe you can learn something from my problems and reports but you seem to be more interested in “blamming” me. So i will stop giving any feedback as it doesn’t seem welcome.
You are missing a few scenes, 4 in total.
I only count two scenes i didn’t list. Slime 1 and slime 3 referred to the single slime and tripple slime encounters. Also i would count two scenes with the same image of a character as different scenes. So yeah i forgot about Shivari as i couldn’t recruit her, as only managed 50% of her before leveling up and that annoyed me so much that forgot about her. Hehe. Glad ot hear you are working to fix that. Only wasted like 10 minutes trying to get a scene of her at Lvl. 2.
I was getting destroyed by the adventurers which i kept retrying as an ambush. If i loose experience it’s obvious i did something wrong so i save scummed and tried again. Had more success with a new character where i didn’t bother reseting as after loosing i was over 100 exp of level 1 anyway so i didn’t loose anything (as excess exps go to waste) and then the second try was suddenly doable.
If you want to make that loss scripted then don’t punish the player for losing. Give them experience for losing instead. Then it is obvious that loosing was intended.



