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blazedummy

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A member registered Oct 02, 2022 · View creator page →

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Per the screenshot I attached to the original post, I thought there was supposed to be at least one potion ingredient in the top left. But I guess I misremembered. I guess I was thrown off by all the tubing being already present. When I originally played, there weren't so many ingredients and likewise, not so many tubes. My brain was saying the tubes shouldn't show up until the ingredients do.

Still doesn't explain why the UI is wonky.

Does this game store data outside of the install folder? If so, I might have bad data from a previous version of the game.

Errmmm... Steam version appears to have some issues, this is what I see after clicking Story Mode. Not only are there no ingredients showing, but I thought the game started with an introduction sequences explaining the game?

bigger.
<delay until next food is eaten>
Bigger!
<delay until next food is eaten>
I SAID BIGGER!!!

Sex was the most unintuitive. The prompts only mentioned camera controls and holding E to end it. Based on the above comment, I guess mouse movement was supposed to do something, but I definitely didn't notice any interactivity there.

I see that the latest update changed potion making, but at the time, the only prompts for potion making was E to brew and hold E to dump. I could drag items out to drop on the ground and managed to get some to visibly be dropped on in the cauldron, but then pressing or holding E did nothing to those ingredients dropped inside the cauldron.

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I can't for the life of me figure out how to perform sex or brew potions. Took me a while to realize holding E until the radial meter is full doesn't pick up items or open doors (not intuitive), but the only thing I can do in sex scenes is exit and change camera views. Brewing potions doesn't do anything either. I can put items in the pot phsycially by dropping them, but pressing E or holding E on the pot doesn't do anything.

BUG: Has crashed twice now. Both times when attempting to start my 3rd battle.

The reason the "Go Back" menus feel awkward is because at various points, you start in your room, not the living room. So being eplicit about where it's going would avoid that dissonance.

My other commentary on default menu positions has to do with digital design ergonomics. Basically, the more clicks or mouse movement a user has to make to get to a particular page, the slower and clunkier the UI feels and can actually cause increased repetitive strain injury if the user pushes thru it. So identifying most common menu navigation paths and making those paths have the fewest clicks and/or mouse movement, the overall better the ergonomics will be. In the case of your game, as it currently stands, the most common path would likely be going from the garage to the player's room, or vice versa.

BUG: Moving into the first shop scene with Maverick while holding SHIFT got dash stuck as always active. Pressing SHIFT again did not untoggle dash.

BUG: This game NEEDS to not take priority over other windows. When in fullscreen, I cannot ALT+TAB away or minimize it without going to the main menu first. Given this is a NSFW game, that is an obvious problem.

The menuing feels backwards in many ways. The "Go Back" menu taking you to the hallway and then the living room should instead be more explicit. And the default, top menu item should be the most common action you anticipate from the player. Personally, I believe that most common action should be moving the player closer to their room when in the house, or perhaps toward the garage. Either way, if I want to get to "an end" of a space, the menu should ideally keep the path toward that end in the same position so the player can spam click to get there.

It'd be nice if there was someplace we could view our inventory, whether a permanent display or an inventory menu.

Similar thoughts on both counts. With current implementation, eating is just a chore that threatens to lose your unsaved progress if you don't pay attention. In general, it's better to incentivize behavior by giving the player an upside to performing an action. Pure punishment for not doing an action only serves as padding and frustration if there aren't additional factors like action economy and balancing multiple decisions with both upside and downside to consider. At the very least, not eating shouldn't result in gameover, but instead something like loss of growth or poor job performance or something else recoverable.

BUG: Whenever Petra would comment on my size, she'd keep looping her dialogue until it was time to sleep. Not only does this waste the day, but I can't give Petra the Growth Infusion.

Getting the first sex scene with Warrior completely reset my light levels.

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[BUG?] Vaporeon has Surf and Mud Wave saying they're Electric, but the text is blue for water. Didn't test as I went all in on Boob/Fat focus.

I'm moving Jude, but my eyes are on the elevator.

Cute. Interesting concept. Unfortunately, I hate playing games that reverse controls for contrived reasons. I should be able to press down (S key) to go down. And the opposite for up with the W key. I get that we're increasing her weight, but we're trying to go down.

Here's my autosaves:
https://drive.google.com/drive/folders/1kfSJOIGL_7N4C9_chXsHYG1NVtVHYv0M?usp=dri...

Bug: Once a succubus was detected and a fight was about to start, the next turn button became disabled and game could no longer progress. Even starting a new game kept the next turn button disabled.

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Much better. Glad I could help.

I also recommend adding the CSS style "user-select: none;" to the root of your DOM to prevent accidental text selection within the game. I lost a run due to that.

Also might want to consider "pointer-events: none;" for elements that shouldn't register input but are over the game area.

The frustration directed at Akali is amusing. Most League players will relate.

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As mentioned in other comments, the start of the game needs some work. Either a count down or the game should start paused or slowed and then resume at full speed once the first jump input is triggered.

More importantly than all that tho, you need change the input events you're using to register a jump. You are currently using either "click" or "mouseUp" events, and you should be using "mouseDown" and "keyDown" events. Those "down" events will trigger the frame the input is registered, where as the "up" events trigger the frame the input is released. That's why everyone is having a hard time with the jumps. Currently the jumps only trigger when you release the left mouse button, not when you first press it like expected.

- One or more of the random enemy moves is getting an undefined error when trying to access a 'description' field.

- Arbok's 3rd passive doesn't properly update that it increases Boob and Thigh growth rates. Tho it does properly apply the bonus in actuality.

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  • Poison Spit stats don't change with level up.
  • Hissing Growth changes from boosting Boobs and Thighs to Boobs and Belly. Arbok doesn't scale with Belly, so that's a downgrade in most cases. Also the effect of using the level 3 version actually boosts Boobs and Thighs 20%. So effectively no change from level 1.

Bug reports for v0.0.4.2

I guess that's one way to drive home this game is cancelled. Sheesh...

After playing a bit more, I've realized part of the problem is that it's subtle when a client has the relevant physical feature. Some futa have endowments that just look like puffy mons at first glance. Or you have to scrutinize the latex to determine "Is that a bulge or not?" The boob sizes are also fairly subtle, and with only 2 or 3 clients on screen at a time, it's not trivial to quickly compare and be certain that they're actually "big".

Increased font sizes on the customer requests would also be nice.

So... am I missing something? I've got to satisfy 3 customers with my initial 5 clients, but the customers are asking for futas and big boobs and I have no way of ensuring the clients have those features. And with only 5 clients I can't just wait until I get the appropriate "stock".

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Game appears to get stuck trying do too many player actions and the "Reset Blue Actions" button isn't working. I'd figure at the very least the action log on the right should indicate my player is attempting something, but it's only saying I'm getting shot at.

Also, right clicking to hit next turn should have a hold to confirm, or double or triple click to confirm. It just skipping without confirmation feels bad when you're not intending it.

Already, by the 2nd level, I'd say things are too hard. You get penalized for falling, but you get zero points if the timer runs out anyway. The fact that you have go back to the checkpoint should already be enough of a penalty with a timer in place. Additionally, it's not trivial to parse what are safe spots to jump to and what are pits. Especially the gray brick section in the latter half of the 2nd level. The timer feels quite tight even with no falls.

The ULT cooldown reduction moves appear to not be reducing the ULT cooldown.

Window scaling is quite bad. Not only does it start very small on Windows, if I change my resolution to try to make it bigger, the UI gets culled from the viewport. And then if I exit and go back to my starting resolution, it opens the app even smaller than before and continues to cull the UI from the viewport.

A bit exposition heavy currently. but I look forward to seeing where this one goes.

Double potion is currently unusable, but is purchasable.

It feels bad that using items uses energy.

Fully fed slime doesn't do anything???