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CrazyPerson

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A member registered Sep 20, 2017

Recent community posts

A solid start, a few small notes/suggestions:

  • Pacing of sex cutscenes feels a bit slow to my tastes, with little to do except wait or skip the entire thing. Could perhaps have a fast-forward button, a skip-ahead, or perhaps loops that keep going until advanced? Might change presentation though.
  • Limited ammo, with shots needed for puzzles, means it seems possible to softlock yourself by emptying the mag. Perhaps the gun should auto-recharge slowly up to 5 shots or so?
  • Lighting in air vents makes it rather difficult to see side passages, outside relying on flashlight reflections. Maybe some light sources, or a self-lit floor decoration, might help indicate them more easily.
  • Pressing ctrl+tab to open status window while crouching plays the status window SFX but doesn't seem to show anything visible.
  • It's possible to backtrack to the "sex" room with the gun and aim/shoot through the window, to no effect. Perhaps the sleeper model should despawn, or perhaps better some visual effect indicating the shot being absorbed by the glass window.

Yay, playable tech demo!
Bugs encountered so far:
* Trying to start a mission with decent provisions put me into an "overencumbered" state, though this seemed broken: Even using or dropping the entire inventory did not clear the state, neither did leaving and re-entering the dungeon, only restarting fixed it. The flag not getting cleared/recomputed properly?
* The training field slots show "right click for details" but if you right click them while there's no minion in the slot yet, it tries to show character details of a null minion, causing the game to crash into "not responding"

Pretty consistently, when the anti-grav buff wears off during a sex animation that doesn't re-apply it (tentacle grab, butt balls) the character will stay in anti-grav state permanently. Depending on where this happens, this can easily throw you off the map or softlock you on the ceiling, and since the debuff timer has already expired, you can't just wait to get out, you have to restart the game to return to your last save.

Come to think of it, I wonder if this could be worked around by having more than one download file available, or by enabling pay-what-you-want.

It's trying to host the download directly on the main page, but most other projects I see typically have the "no thanks, just take me to the downloads" link that bounces to a separate download page, with one or more download buttons. Since that page no longer hosts the inline web version, it probably has fewer weird shenanigans going on. Itch is a strange and fiddly platform sometimes...

Heya,

very nice start to the game, looking forward to how it'll develop in the future - curious what sort of content will come up next, there's so many directions this could go.

I tried looking a bit more closely at the downloads - I don't think this is a popup blocker thing, it's a weirder web security/standards thing, by the looks of it. The main game page is being served with headers 

Cross-Origin-Embedder-Policy: credentialless
Cross-Origin-Opener-Policy: same-origin

perhaps to enable access to some modern javascript APIs, I don't see this enabled on other pages. Maybe it's behind some sort of "enable fancy embedded content" toggle?

However, the download link seems to be implemented by appending an <iframe> to the end of the document pointing at the download (?!?) and browsers now complain that the CDN server for the download does not return a "cross-origin-resource-policy: cross-origin" header - the earlier headers are explicitly enabling a new web security standard that requires embedded resources to have that header, it does not, so the browser is refusing to embed the resource, as it was explicitly instructed.

Unfortunately, troubleshooting this is probably going to be mostly on the itch.io platform, since they're both serving the project page, set up the CDN, and are likely responsible for the bizarre decision of stashing download links in an iframe. This sounds like it should be a problem for all pages set up like this. You might be able to get it to work by wiggling settings about the embedded web version, but the current second-project-download-link setup does kind of work, though it is a tad clunky. The itch desktop app is able to download the app just fine, though confusingly enough it isn't able to render the project page at all, just showing a blank page.

Hey there! This is a pretty great start, as far as 0.1 versions go.

I'm always a sucker for nicely done in-game status effects, and the associated "do you spend time healing that or do you try to punch them before they get you" tradeoffs.

To kick off some constructive criticism, a few notes from a first playthrough, in no particular order:

- I found the snake boss before I did the slime quest, which may have led to strange story effect? A dialogue along the lines of "found one, now where are the others" without me having any clue what they're talking about yet

- Getting knocked out in combat and then re-playing the fight puts you back on the map, but doesn't seem to despawn the enemy you ran into to trigger that fight, meaning I immediately re-battled them

- Regen mechanics seem a little unclear: The 50-energy move is a decent HP restore, but there seems to be some per-turn HP/MP regen that I don't recall being explained

- The burn status effect is really powerful against bosses, probably a %HP effect that ticks a bunch on beefy enemies

- Being hit by strip while already slimed doesn't seem to do anything - kind of expected, and useful for balance, but might be worth a brief combat text of "but bounces off the slime!" or something...

- The TP wheel seems to start out graphically unfilled sometimes at start of combat (just after rest?) even though characters have 100TP.

- Rescue is usable on self, although I think it was described as "can help a teammate" in the intro. Not sure which it should be, for balance.

- The manor repair mechanic is a bit underexplained, maybe it needs some way for the player to get an idea of progress?

But this is an awesome first showing! Can't wait to see where this goes. I'm always up for more and creative mechanics, and there's so many of those to be had in this setting (I can spam some ideas later if needed). I'm usually not much for click-through graphics/text, but if they're going to be the quality of those in the game so far, I'm not complaining.

Rock on!