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52sokrA

11
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60
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A member registered Nov 11, 2021 · View creator page →

Creator of

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Don't want to spoil so I won't go into the main chars personality/reasons but I see where you're coming from. Some choices/reactions just make him seem like a villain through and through but this should change with time.

Just the other day I lowered the chances of chests being empty as well as added gold to them.  Them being empty should be a rare occurrence now, hopefully.  About the doors that lead straight into a wall, it's things like this that you just forget....Sigh. Walking on roofs??? Jesus, will look into that.

No crafting though, I guess you got that from the fact that you get misc items like "berries" and such but no, no crafting. The list of droppable items is quite short which is why they're there. I will take another look and see if I can add something else...maybe "trinkets" that can be sold for gold. i.e "broken pocket watch" and "jewelry" to name a few.

As for the spells, I was going for more of a "surprise happening" type of thing. Their strength, on the other hand, is quite noticeable so I left it at that. Each upgrade is considerably more powerful than its predecessor. 

HA! That is how it was before but it got so annoying having to change the event progression slightly depending on where you where standing when you triggered the event. Will place invisible walls to keep the player from entering the camp :D

Ahh, now it makes sense. That thing needs to lose 1% of his life before he starts spawning enemies. My fault, the game isn't balanced as well as I thought. I think I'll do the opposite of what I had intended for the next build, I'll lower the enemy stats and keep the requirements for leveling a stat as is instead.  The fact that people cheat so very early on says a lot about the balance. Need to work on that. 

I think I'll change the camp event as well, make it a consecutive battle instead of each battle individually. This should keep the battle bgm going until the end of the event, this way it won't be as jarring.  

Finally, some good fukin feedback :D.  I've been wanting this for a while you see.  Well lets get into the nitty and gritty of it. Firstly, yes I've been thinking that the tutorial doesn't explain everything and that I've forgotten to add some parts which I had planned. For example. It is possible to hide the text box. I had meant to add that to the beginning as yet another tutorial page but completely forgot, anyway "Right click" hides text box. Sorry about that. 

As for adding links and such, I have no idea how to do that. I'm not a programmer so I will need to see if I can find a plugin that does this somehow, though I hadn't thought of this at all so thanks :D. Next, lets see, ah. The un-equipable weapons, honestly, I'm on the fence about that one. My plan was/is to tie each weapon to a specific costume i.e daggers to a rogue costume, swords to a warrior costume etc etc. Instead of a class system since that would not be necessary with the way leveling work in this game so the reason they are locked right now is because I don't have that and it would feel/look weird to equip Julia with a dagger but then her battle bust shows a staff. Adding art is the most time consuming and I'm more focused with getting the story to come along.

This feels like a cherry on top kind of feature and it's not as important right now, also because I'm going to need help making the different outfits for each girl depending on which weapon they use.

The reason the main character doesn't have any spells is because, one, he's not a mage and two because he will get his own unique type of magic....Spoiler alert! Sorry. He won't be casting the same spells as Julia but he can still be built as a mage, later on that is. 

I'm sure that I've added a bonfire page to the tutorial and if time mattered in this game I would have mentioned that. But to be on the safe side I'll add an extra line that mentions that time doesn't matter :D.

The spawns are a bit too much, I'll admit. I'm planning on increasing it from 40 steps to 70+ and adding skills/items that lower/increase the spawn rate. 

I'm not sure about the battle bgm, I feel like there needs to be an kind of cue that tells the player "We are in battle, Fight!". I guess a visual change could be enough but having having both a visual and audio change feels more...impactful? I guess if it happens to frequently then it gets annoying but I'll leave as is for now, will check if it's better once I've made the battles less frequent. 

Auto-attack might be a problem, if the engine as a built in auto-battler then I can add it without worry but if not then everyone's saves will stop working on the next build. But holding the "OK" key should act like an auto-attack function since it keeps repeating as your holding it down. Will have to mark this down for later. 

As for the ATB, honestly, that shouldn't even be in the options menu. You turn is determined by your "AGI" stat, the more you have the faster your turn arrives. High enough "agi" gives you a turn every 0.2 seconds. At some point the player will most likely be in battle for less than a second  or two at a time, given he is strong enough to beat the enemies in a single hit. Will see if I can remove it, if not, then I'll add some info as to what it does. Just leave it at the maximum and that is it. Not explained, I know. You just don't realize how much your missing until someone reminds you :D.

Can't do much with the zoom, I haven't zoomed the game out. I've changed the resolution to 1920x1080. This is why you have a broader field of view. I'll check if I can add that to the options menu so that the player can choose his own resolution otherwise there isn't much I can do here unless I want to corrupt everyone's save files. 

The jumping between tiles is something I want the player to figure out, the reason I chose to do it is for the simple fact that I want the player to try things out, see what works and what doesn't.  Why? Because I will be adding/have added secret areas into the game that I want the players to find on their own. Areas that will be using this ingame knowledge like "Oh, so I can jump over this gap. Wonder where else I can jump". I want to give the player the tools and then leave them to do whatever. Obviously not everyone will figure it out and that is the point. Holding the players hands is not something I like in games. I don't mind you hinting at things but just adding a big ass sign that says go here and do this isn't to my liking. But with all said, I know this is subjective. I'll see if I can make the hints a bit more obvious.

The boss at the end, he isn't immortal. You said you quit there but....Sigh, I spent so much time on his mechanics, even though they are somewhat simple in design. Didn't you find it weird that he never attacked? What was he doing? What kind of thoughts ran through your mind when you saw that your attacks didn't do anything to him. What was he doing to begin with and why? SPOLER ALERT!!!! This boss doesn't attack, he only summons slimes. Keep killing them and you will see a visual change to his appearance. Continue and he will die. 

Was it hard even with Julia in your party? Never mind, I've already decided that I will be decreasing the amount needed to level a stat so this, should, lower the grind needed to get to the enemies strength. I will also be lowering the stats of the enemies at the start of the game but ramp it back up later on though this change will only be seen once I've released the next build. 

As for the art and Julias Phat ass :D, gonna be real with you fam. I'm a member of Adonitology. But! I'm no fool, your next companion is more normal looking. Have to cater to the casuals you see  ;P.

Thanks for the feedback man, much appreciated :D. I'll see what I can do with what you've given me. 

Shit, thought they autocompleted words....the nswf is my bad :D

Hey!

Just wanted to say thanks. This is my first game project on itch and I was kind of lost to be honest. I didn't even see some of the options you mentioned so I had to go in and look around...again as I seem to have missed those option the first time around, oops. And just to give you some peace of mind. No, There won't be any Futa content or furry content and I would also like to add that I'm a big proponent for freedom of choice when it comes to these type of games. 

I prefer to take my time and see what the game has to offer before jumping in and making the choice to follow someone's route. And shoving me, the player, into sex scenes without my...consent, lol, isn't something I like at all so there is nothing to worry when it comes to that. You choose whether you want to see a scene or not. 

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lol, true. I've been too busy working on the next build and had completely forgotten to add tags. Anyway, tags include male protag, male domination and BJ for now but will include multiple endings, night crawling, anal, some voyeur, horror and pregnancy though I am a bit on the fence on this one. More tags will be added as I go but these are the ones I've planned. 

Also, no this is not an NTR game. Though it is a bit rough around the edges. I'm still trying to balance it properly so do let me know your thoughts of the game. Any feedback is helpful. I will also be posting a progress report on my devlog by the end of this day so check that out to see changes I've made, things I've added and changes I will make  on the next build of the game. 

Thanks for playing :D

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For anyone that downloaded my game before this message. Please redownload it. I had forgotten to add something important at the end. To keep it short, the city was devoid of lighting which made it look bad. Anyway, I've added some lights here and there to give it some more depth and therefore had to remove the old file and upload an updated one. 

Please redownload it if you haven't already. Your saves should be transferable so there is nothing to worry about. Sorry for the mess and thank you for playing my game :D

I'm not gonna sit here and say the game is perfectly balanced, it's not. I'm trying to balance it as I go. Do let me know if something is truly horrible and I'll see if I can fix it somehow. 

Also, the enemies are hard from the start because of how easily you can get overpowered in this game. 

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Oh, hard you say.  Quite sure it's mentioned at the start of the game and again when you save the girl.