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Absent21

37
Posts
A member registered 35 days ago

Recent community posts

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Well, I KO'd my self by decking out...for the seventh time in a turn (I think, the damage that last one should have been 70)

Turns out running a Blue/Purple deck with lots of draw cards allows for infinite turns (if not for the deck out damage), I could have won but choose to keep drawing cards (I had a deck size between 50-60 cards)

The returning discard to the deck when out of cards is very strong (there is also a 3 Green card that just moves anything there to the deck...using it twice or after decking also deals damage I found out) and how it is handle later on may want to be changed

On the other side of things, enemies current don't seem to work on "deck" logic and just draw cards they can always use...I don't know but it feels kind of like they are cheating as the never get 'duds' they can't use, I don't know maybe if they had bigger hands the chance of them getting 'duds' means they may have more or less options per turn

Okay, so Daisy on the Lower 2 difficulties has an issue where she can finish the game

This becomes a problem when she fills the players deck with slobbers and then makes it you gain a third of "yellow", meaning the player is like to get the deck bricked and unable to win unless they have damage dealing cards

Honestly, Arousal as an alternate win condition is harder just cause enemies auto recover from it

It's interesting that when you give Becca the extra ice cream she says to not tell Rachel

This means they knew each other before Becca starts working there (and yet they have no interactions beyond Becca joining the staff, currently)

I really don't want to nit-pick the art, the only reason I included the "Visual Bug" was I spotted it instantly and couldn't ignore it afterwards

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Okay, 0.26 Bug repport

- [Bug] Certain things seem to undo the Coffee (Abby Apartment, Something at the Occult Shop [either the Old Perfume or Zoe's Brew])

- [Bug] Mindy in the Aisle - CG has her Sprite underneath (is visible due to transparency), second CG loads over the other

- [Continuity Error] Phone Event, Gina Calls you meet in the morning before the Night Gym Vist if the two events happen on the same Night/Day transition (so it goes Night to Day then back to Night)

- [Continuity Error] Gina Break-Room Talk, Shift continues in the breakroom

- [Bug] Gina Stage 9, shakes add 3 instead of 1

- [Visual Bug] Becca Stage 4 Swimsuit, Beccas middle finger is dislocated

- [Bug] Overheard at the Shop, back at the dorm there is no Sprite of Priya (no error message either)

- [Bug] Beach, Zoe Stage 1 Talk, regular Sprite over swimsuit

- [Text Error] Tia Stage 3 "Bigger tips get bigger tips. They're out there for a reason" (I believe it is meant to be "Bigger tits get bigger tips.")

- [Bug] Becca Stage 6 Event (Joins Work) Player "You knew I worked here." ([player_name] is in plain text, not as a character name)

- [Bug] Lilly Stage 6, Filled and Overfull Sprites are shrunk (scaling issue)

I haven't checked all events or some of the late game stuff, but this should cover all the side content (except the streamer stuff) and stuff from the may cast up to Stage 7 (bar every text prompt...but I doubt there are any major issues there)

I'd argue about whether they are Hard Counters or Soft Counters, but I think it doesn't really matter, since unless you are changing out your Glyphs for each fight to counter the enemies, players aren't likely to have specific counters

That's why I looked at them more in a general use case, how good a Glyph is at one specific scenario doesn't make it better then a good general perpose, particular when you can't have all Glyphs at once, flexibility is a big strength

Okay, I want to rate the Glyphs, so worked out roughly wait their base Tick Rate was (time to create a copy) then divide them into Fast (10 to 16), Medium (17 to 24) and Slow (25 to 30), here is the breakdown:

  • Fast: Attack, Hill, Bat, Cleanse, Gamble
  • Medium: Split, Pierce, Ambush
  • Slow: Defense, Stomp, Kamikaze, Devour

The average Tick Rate is just over 19, meaning all Slow and Split are slower than the average


Attack:The all rounder Glyph, no secondary effect and one of the fastest at 10TR, honestly would run at least two copies. The issue Attack poses isn't that it is a bad Glyph, but rather that since the only differences is Ability and TR it out shines a lot of the slower offensive Glyphs

Split: Effect, on destruction spawns 2 "Blank" Glyphs on different rows, 20TR. Split is complicated, it is an offensive Glyph that wants to have low damage, this is because the 'power' of the "Blanks" is half of Split when it is destroyed, so throwing it at something stronger guaranty max "Blanks", the other issue is it's TR, it takes twice as long as Attack, meaning you get two times the Attack Glyphs for every Split. For balancing I'd suggest making a bit faster (TR 17 or 18) and reduce it's base Max Damage by 50% (making the effect easier)

Defense: Effect, instantly destroy any Glyph it hits, TR 30. One of the slowest Glyphs, Defense doesn't care about damage, as it's effect ignores it, making that its greatest strength as a counter Glyph but also a weakness as throwing any Glyph against it renders it's offensive ability moot. Balance wise, Defense is best in the early game since it is hard to counter stronger opponents, but as the player gets taller and makes better Glyphs Defense just becomes a bit of dead weight (more so with there only be a max of 6 slots), this means if you don't find one early it really isn't worth crafting

Hill: Effect, doubles its damage while in the center three columns, TR 15. Hill is a counter Glyph based on it's effect, using timing so it is in the central zone to block opposing Glyphs, this is where design wise we get weird, it wants to move to the center quickly then hang in the middle for longer so it's Speed wants to be two things at once. Honestly, a reasonably balanced Glyph

Pierce: Effect, when you hit an opposing Glyph the Glyph behind that takes equal damage, TR 17. The effect gets more useful as enemies use more Glyphs, though they are less likely to put them in the same row, Pierce competes directly against Bat as they have similar effects, so it comes down to which effect you like more as counter Glyphs should worry too much about TR

Stomp: Effect, Damages all Glyphs in a 3x3 radius when it hits another Glyph, TR 25. The big weakness is the 3x3 effect, this does cover 8 tiles, but opponents rarely line their Glyphs in such a way, meaning Stomps effect rarely hits anything, it also can't hit much ahead, Stomp being the center means it hits more that are behind it. Suggestion, alter it to either slow or stun opposing Glyphs and increase the range (right now it is only worth running in rows 2, 3, and 4)

Kamikaze: Effect, on destruction damages all Glyphs in a 3x3 radius when it hits another Glyph, TR 30. This is everything wrong with Stomp but worse, it has a long TR, it's effect only triggers once, and like Split, it wants to have a lower damage to trigger it's effect. This Glyph either needs a rework or just be scrapped

Ambush: Effect, skips over the middle zone, TR 18. An offensive Glyph that has natural speed (Travels 9 tiles in 6 steps so Speed = 1.5) this Glyph gets even more dangerous as you invest into more Speed (at 7 it auto hits, compared to the rest doing so at 10), this Glyph may actually need it's TR increased since it is harder to counter than most others as it gets more Speed [Strongly suggest Speed has a Cap of 5]

Bat: Effect, when you hit an opposing Glyph the Glyph behind that takes 25% damage, TR 15. The alternate Pierce, you get it out quicker, but unless there are 5 Glyphs lined up, it's effect is weaker, for 2 TR not sure if that is a great trade off, but definitely wouldn't make this Glyph any faster

Cleanse: Effect, Removes the effect of an opposing Glyph when hit, only activates once, TR 10. It's just Attack with a minor perk, some Glyphs care if they lose their effect (Split, Pierce, Stomp, Kamikaze, Bat and Devour), but most of the time you really only need this for Split and Kamikaze. Ambush is hard to hit before it's effect goes of, Hill would need to be hit in it's entry zone (which unless your Cleanse is super fast is unlikely), throwing and Attack or Shield at it has no risk making its effect very much circumstantial. However, it is TR 10, so having equal damage to Attack makes it just as good despite it's effect

Devour: Effect, gains half the damage of any opposing Glyph it beats, TR 25. So the effect on paper sound nice, but what it does in practice is halves how much power this Glyph loses each time, so it isn't really offensive or defensive, it is also in the Slow group, this does allow you to pick you targets, but really it is just a waste of a slot. Also the effect is done after damage calc, so hitting something a bit stronger won't save this Glyph

Gamble: Effect, each step their is a 50% chance to increase or decrease in power, TR 15. It is a risk Glyph, it could be strong at the end, it could be weaker (Law of averages, it should be the same power at the end), it is a fun idea that is reasonable balanced and a nice Offensive Glyph that can reward those who use it. That said, it isn't much of a high skill Glyph, just pump the damage values and hope for good rolls


Notes on Speed and Charge

Currently, both Speed and Charge get out of control as you near "max height" (Lv 9/10), it becomes impossible to react to Glyphs that haves Speeds of 9 or more as they move across the field in a near instant that the only defense is to flood the field with you own Glyphs, like wise Charge doesn't cap how many instances of a Glyphs you can hold (there are 10 slots but that seems to be just visual), with no Cap and Charge going up past 10 you can be overloaded with Glyphs

The issue is the two stats Scale with height too strongly and don't modify the base value (so neither stat changes much in early game), I'd suggest having them NOT scale, and instead modify the Glyphs base with both stats having a hard cap of 5 for balance, the TR scaling may also need to be weakened as I got a TR 17 down to 2 but that is more of a minor issue

I don't think the game needs too many more Glyphs unless they add new tactical options, particularly since there are currently 12 and a player can only use half at most during any encounter so more option would be competing for the limited slots

Another small issue is with Charges staking in a queue, it makes it hard to tell if the top one is the weakest or strong Glyph in the stack (weakest to counter Defense Glyphs) shuffling through them can be a pain so if they auto sorted in some way that would making things a bit easier (but that is more for strategy)

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The two easiest ones are Prihxa and Sapphirine

Prihxa can be found in any dungeon by going to a ? space, then release her from the cage

Sapphirine you need to go to an alter (random overworld location), push the gemstone in then feed it

The other two that are currently available are related to clearing quests in the shop so they take longer

Strength is for cleaning the beach

Yeah, the fact that is very easy to get duds with Glyphs is kind of a problem, but on the flip side the effects scale weirdly (they have little use at low height, but once you get passed stage 5 even half decent ones start becoming seriously powerful)

Also, the multipliers are not that useful and it is often better to used items that increase the base, and very few instances you want the effects on multiple attribute rather than all on the one (unless there all positive, which is rare)

The base for Glyphs may also be a bit of a balance problem but that is a whole other issue

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Pictures work in the download version

(edit: not all pictures, but more then none)

Okay so I wasn't crazy cause that seems to have happened to me as well

On the point of Endless Mode (or Infinite Days) the issue is Bushes, Chest and mainly Dungeons do not re-spawn (currently) and this ultimately will lead to an empty world state

The idea of scaling Dungeons is something I think would be interesting, the problem is how the scale (deaths/surrenders, or time) and the effect on game progress (take to long to find the Goblin Village and it is too strong meaning you need to world reset), however, I see the possibility of new Dungeons being added as Quest are taken and completed, expanding the world that way

This then brings out a new problem...you can't explore the current map size in a single day, so rare locations may not be found just due to searching in the wrong areas (the warps help, but it isn't enough at the moment)

Okay, now I am throughly puzzled, ran this line in Ren,py

- player_name "Hi, I am [player_name], does that look right?"

And it prints correctly, if I do this it bugs out and prints as [player_name]

- player_name "Hi, I am [[player_name], does that look right?"

I tried put alternate Unicode versions of " _ " and " , " but the get flagged either in the code or caused a runtime error, so that should rule those options out

I'm testing with Ren,py 8.5.2 so unless there is a version difference I'm truly at a loss as to what is going on

I found one other one Becca Beach Talk Stage 5 "[player_name] , come in the water with me. Just for a minute. We'll be out in an hour." but other than that, most of the other instances have been fine

I'm going to do some testing to see if there is a way to not need the space between [player_name] and the next character cause there should be some method for that

While not a fix, she does go to the fast food job to order, so you could get the weight back up that way (but since that event is random...)

Honestly, I think there are edge cases, some events (particularly with two characters) could have softer restrictions (like being stage X+ or stage X to Y) but part of it is clearly Sprites and Text, having them be dynamic means a lot of nonsense with variables, and switch cases, but it could be done

There are two mainly breast characters (Lilly and Gina) and most character have 5+ stages, I don't know what games you are comparing this to but consider how many characters, the art that needs to be done, the writing

It is fair to want certain things when looking for these sorts of games, but I don't think it is fair to compare it to "other games" when I've seen plenty that have less going on, maybe rephrase it too "I'd like to see the girls get more stages in the future"

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Started bug check for 0.26, but I wanted to mention this oddity now

 - Becca Library Talk "There's a cookbook here with pictures so good I almost cried. [player_name] , I'm not kidding."

Now, I can only guess that maybe the text was written in another program and then moved to the code, cause the only way I can see this error is "_" is a special variant (like how if you type "Name - James" into word the "-" extends in length) other than that, it would be some hidden character that is only on the code side

I haven't come across any other instances yet, so this could be a one off, but I figured flag this now as it is in the list of Bug Fixes

I am just now realising why I keep messing up Feeding, the "Hunger" value is in lbs, this means if you are using metric and counting the remaining points left it is always wrong

I don't even know how to fix this as you can't have the max value swing when changing it, but the only other option would be using a value that isn't lbs or kg...

Ok, weird bug in 0.2.6, after skipping the intro mouse controls no longer work

As far as I'm aware, it will only appear after she hibernates, that is the main condition, but some events do require you to be over (or a few under) a certain weight stage, so if it has not yet appeared (and you have visited Cici mentioning she won't wake up soon) you may just need to keep progressing

Casey is I think a 1 in 6 event, I don't know how it changes after she appears at the Lab, but it is just random

Save is at the start of each day

Mentioned in Ass Expansion (+Guide) you need to fail the mini game 3 times

I feel with how inventory currently works and the shop that for 0.3 we need an "Item Bank", something to store items we want to keep for later, of course using it should cost Essence (similar to the Premium Room and it be a percentage), the player will get loaded with items and the shops progressive unlocking means the only other option is to trash items in pick areas (the loot tables)

Part of the issue is also how far they can move in a single "turn", just zoom in out of the fog, I don't know why enemies can move further, but they can also move diagonally...while the player can't, which is also a bit over powered

I think part of the issue is the size of biomes, they might be to small causing many to overlap and "feeding" one or two enemies

Enemy levels can't be seen on snow tiles (white on white)

When you let the seven day count down end out of town it says "Lose 10%" but my active party got rest 100cm (I had a fourth that was unaffected) I'm pretty sure that isn't how it should work, I'd also say doing a pop-up notice of "Final Day" or "Seven Day" to warn players is important as I didn't realise until there was no way to make it back

Lastly is a mater of Dungeon strength, there isn't any overworld indicator, nor can you always tell by the mobs inside, attempt to do the Cow Ranch (making easy work) then hit the Boss which was several times stronger than anything I face

The Free Room does not work, had about 20HP missing an each time I used it I would not get healed

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I fond a few more instances of [player-name] and I think I know the reason, whenever a character follows immediately after (eg. [player_name], or [player_name]. ) I guess it doesn't read it as a variable in the text...not sure why but there are a few more with commas, so instead of listing I'd suggest CTRL+F and then search for " ], " and " ]. "

Other Bugs

- [Bug] Becca3Full.png and Becca3Overfilled.png don't load

- [Bug] Color & Canvas Trip - After the event ends Lily' Sprite loads over itself (noticable if Full or Overfilled)

- [Bug] Mia6_Event.png doesn't load (from Mia event 6...also it appears to not unload when Mia's Sprite loads in since the text was underneat)

- [Mystery] The Cookbook in the Occult shop reappeared, not sure what caused this but I bought it first, then every other item, also the default "Brew" was still there, but the text made it sound like it was meant to be a one time option...I'm not 100% sure but I bought the "Brew" and "Sweetmilk" together as the last 2 items...I think, I will try and recreate it later

Well, guess I'm wait till Flurry is implemented...it is likely the only thing to save my current run

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I haven't finished checking for bugs, but here are the ones I have

- [Non-Bug] Gym, Vist Harper doesn't consume Energy, but Chatting with the other members does? (I'm guessing this is meant to be a free action but unclear)

- [Bug] Beach, Text Becca to come then Talk - Becca normal sprite over swimsuit "Hey [player_name]! The beach HAS to be my favorite place"

- [Non Bug] Visting Mia at the cafe causes her to switch to normal clothes (unsure if intended)

- [Bug] Beach, Text Lily to come then Talk - Lilly normal sprite over swimsuit

- [Non Bug] Missing Explicit Warning in Mindy's Backroom event {Choice: Let Her} (This is just based on the content compared to the other 3 Explicit ones, particularly Lilly's, while not visual the text is)

- [Bug] Becca Flirt (this one I need to find again) pretty sure at stage 6 their is another instance of [player_name]


I know there are "non-bugs" but I figure better to report oddities and be wrong than miss them


There is one other, oddity, mostly contained to Harper's content, switching to Metric does not effect measurements in dialog (so still get stuff in pounds and feet) fixing this is doable, but it means doubling every text box that has measurements so not sure if this is even practical but some may call it a bug/incosistance

Hey, if I was to do a full bug check would their be somewhere to send it (rather than just leaving a long message)

I haven't done it, but happy to if it would help

Just went through Harper's Events

In Even 2 - MC: THere's a bit more to know about me than that (the H in there is capitalised)
and Event 5 - Bella Double Sprite when taking off jacket

- Bella's Un-Jacket Sprite doesn't unload when Harper and Bella leave

Just wanted to log a minor bug, after feeding Priya to where here sprite changes then start the Librarian event here normal sprite appears over the top of the other (I get that sprites need to be standard for events, but I think the other sprite underneath is meant to be unloaded)

The issue with attack glyths is the need affinity to match the character (at least what I learnt from testing) with the amount of loot their isn't really a reason to buy stuff (the XP you get increases as the parties height does), I only started using the pause cause I had so many attacks I couldn't place them fast enough (cause everything increases as you get taller compared to the opponent)

Getting the third party member helps since you get 3 more attack slots, though I found how some items work to be...not how you would first read it, the *0.5 means a 50% boost, which is not what times a half means


I would say the game is still in early beta by how much their is to do, but I agree that in game description need to be reworked a bit (and other things but I'm gonna wait to see how 0.2 turns out)

Okay, so the guide for Camila mentions cakes, I have no idea where you are meant to find them, I've checked all the shops I know of so is it a bug that I can't find them?

Wanting to do a minor bug report (v0.8.4)

The girls stamina spits out as a float (eg. XX.XXXXXX), I don't believe that is intended, should be an easy fix

The other two are related to MC stuffing sessions, first I'm able to go over the maximum capacity (I think a flag is either broken or not triggering), second is I no longer reduce my stamina at all when eating (my guess this is related to fitness level causing the math to spit out a value that rounds down to zero)