Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

brave_sirrobin

52
Posts
1
Topics
6
Following
A member registered Nov 23, 2020

Recent community posts

(1 edit)

I completely agree. Combined with the 'random wheel of curio results' it seems like you want this game be a RNG shitshow. RNG has a place in tactical games when used in limited amounts (ie the risk-reward of Occultist RNG healing), but going too far just frustrates the player that their decision making doesn't really matter. Or in the case of your previous game you just avoid things entirely; 70-80% of the curios were frankly not worth interacting with due to the RNG of bad results. You sure you want to repeat that mistake? And yes that *was* a design mistake on your part, not:

'And part of me thinks that the complaints about it are "skill issues"'

Nightclub is frankly a big improvement; not just over the old Nightclub concept but it's finally tying to be its own game instead of just copying FNAF. Also it dropped the pointless attempt at 'horror' atmosphere and went pure smut, as it should have been.

Buggy though. I feel through the floor upstairs multiple times and there were a number of occasions where I placed a customer but the game would not let me drop a girl in. Only thing you can do it wait for the customer to leave.

The game does not explain how to fix the green lock on rooms on later nights though. It drops a hint about 'look for something suspicious on the floor' but I couldn't find anything and just had to play with 3 rooms every night. Being afraid to ever move upstairs because of the floor bug didn't help.

Neat, I was wondering what was going on with the DLCs. Glad to pick it up, the base game is excellent for the price point.

Now that the game has moved to 'beta', are we going to get a paid Itch version?  I like the game but I simply don't like Patreon.

(2 edits)

Picked it up for $6, it's interesting enough despite the lack of any graphics and played through to the ending.  Curious to see where it will go from here.  I'm sure you have lots planned but a bit of feedback from my playthrough.

-Caretakers are basically useless right now.  You pay resources and energy upkeep for the room...so the caretaker can maybe save you 1-2 energy late game.  This job definitely needs an expanded role.

-Medics are mostly only useful for new recruits.  I found that once a character got going with a job suited to them, injuries almost never happened unless you failed a story event.  Most of the time they sit around doing nothing.

-The two secondary buildings should have really have different add-on options instead of being able to build more infirmaries and caretakers.  You simply don't need three infirmaries/caretakers even if those jobs were more useful.

-Once you have a lot of characters the recruiting events become rare as your daily event will often be dating/sex requests.  I think there should be a way to pay energy to trigger an extra recruitment event once per day, or perhaps create a new job to have a follower search for new recruits.

-This one is minor, but the event/summary text box is off centre and requires you to constantly keep your neck turned.  If you're planning to put something there on the left later this makes some sense, but if not It would be nice if this were centered for simple ergomics.

Other than that, it's a decent start to the game I look forward to seeing what gets added in the future.

Will be watching this one for sure, ticks off a lot of boxes for me.  Has a strong Portals of Phereon vibe but with more transformation emphasis.

(1 edit)

Tried the new demo. The game needed to be harder certainly, but this is too much. Nothing is explained very well and I couldn't even FIND the 3rd repairable object in the large main room anymore. The repairables were nice at clear before, now only the gas valve stands out when it needs to be fixed. You don't have time to even think of looking around, because having even one door shut drains your sanity so fast you have no choice but to sit there and spam the plush. Probably more than half your time each night is spent spamming the plush right now.

Also the camera just constantly flips up at random, making it all worse.

Really good game even in this early alpha state. One comment I have from  my experiences is that the lab enemies are far more dangerous than the other two sets.  Probably an entire difficulty level higher in comparison.  By contrast the spiders don't seem dangerous at all even in elite dungeons. I sent a fresh group of novices with no supplies into an elite spider dungeon and made it to the exit, pretty much just by spamming basic attacks.  They need to actually attack you, not sit there and guard each other.

I still don't know why this hasn't been added to the game as a standard option. This is the one mod I would say the game is outright unplayable without.

Tried the Unity demo.  This is a major improvement in terms of gameplay, feels more like v7 again but looks a lot nicer.  Definitely on the right track with this version.

That questline has always been flaky.  You need to ignore Aire and get the bracelet first, then instead bringing the braclet back THEN you go through Aire.  That gives the best possible 'score' to recruit the princess after.

I'm pretty sure it just happens some time after finishing act 2.  I couldn't figure how to save both Zephyra and the bowl, my final choice resulted in losing one or the other.

Once Amelia goes missing, any subquest that requires talking to her to progress can't be done.  This includes Daisy going missing, part of Cali's subquests, and getting married.  Talking to Amelia in your mansion doesn't do anything, and that's assuming you didn't botch her quest and she's even still around.  Seems like quite the oversight.

Thank you for your reply.  I don't pretend to know everything that happened behind the scenes that lead to starting over twice, but honestly I think you guys should have just finished the UE4 version instead of making that Nightclub stage.  That's when it seems like it all went off the rails.  Then move to a new engine for a part 2.  Maybe come back and do a remaster of part 1 some day.  It's not a $40 game, it's $10; most people didn't expect or need anything more than what was originally promised.

So apparently they're scrapping the current UE5 remake version and re-remaking it again in Unity this time. I usually avoid supporting early access projects, and this is exactly why.

Thank you for a detailed explanation as to why the development has slowed so much.  I'd rather see the game be the best it can be, rather than the quick and dirty FNAF1 clone it was in early beta.

Looks like the art has improved quite a bit from the first game.  I'll give it a go.

Some comments on the new build:

-The girls now move in a logical way instead of teleporting randomly, so that's nice.

-Difficulty scales up too slowly.  It takes until around night 9 before all the mechanics are even active.  Playing from night 1 to 12 gave me enough tickets to buy 1 single item from the shop, because barely anything happens for the first 7-8 nights.

-On the last couple nights the girls take WAY too long to leave.  Night 12 is basically squeezing the toy for 5 minutes straight.

-The mini-games still frequently to break the controls preventing you from returning to the office from the camera view.

Unfortunately I already blew away the saves because removing the modules and trying to continue obviously led to other things breaking.  The bug didn't occur with just eml, like I said I tried running with just the loading speed modules of your mod installed and that particular problem fixed itself.  The only other mod I'm using is the faster battle animations mod.  I'll try another run with everything installed and see if it happens again.

No errors in the log, I just get a red 'no' sign when trying to move people around if all the modules are installed.  I've tried removing the modules, kicking everyone out of the party, and then putting all the modules back in but it immediately breaks again.  It was working fine at the start of a new game, but at some point around the Millford questline it broke.  Oh well, I'll just live without it.

Some of the modules seem to break the ability to change your party members around, which is kind of a gamebreaker.  For now I've removed everything but the image cache and imageload ones as they seem to behave and make a huge difference on the loading times.

A few comments on the new map now that's more fleshed out.

-Sammy breaking the generators is nowhere near enough of threat. In fact you can pretty much ignore her and you'll win before she gets them all. Also even if she went faster, once you're down to 2-3 gens it gets much easier to monitor her rather than try to deal with 6-7 rooms at once. Either there needs to be some kind of penalty for losing some of them, or monitoring Poppy needs to matter ; otherwise the best strategy will be to simply ignore the camera for most of the night. The camera monitoring thing is a problem on the first map as well, since the girls teleport around randomly giving the player no incentive to track them.

-Vents minigame is fine.

-Misty's minigame is a bit too simplistic to be interesting.

-The two that come to your door are a bit more interesting, though it takes them way too long to move out right now.

Graphically it's looking nicer, so there's that at least.

I'll try out the fixed version today then, thanks.

0.7 is hella broken. Popppy and Niles are missing entirely from the standard map, some of the videos don't play and softlock the game, and the vent minigame in the nightclub doesn't actually work. Would definitely have held off on this release even if it's still 'preview'.

It's not the only one, but yeah Patreon projects have a very bad track record for even getting past alpha releases before they take the sub money and run. Good too see there's still some honest devs out there.

(1 edit)

Good to hear, thanks.

It's tiny little box for the security office. It definitely needs to be made more clear, or at at least have a shortcut button to go back.

(1 edit)

Yeah I was going to ask a similar question on how you're supposed to deal with her now. You either lose ALL your tickets or you die now. Is there supposed to be some way to prevent her from showing up?

Didn't actually notice any difference with Misty in 5.1. She can still activate with basically no warning, and it's still nearly impossible to win the minigame against her since 5.0.

Also for future versions can you please remove the RNG on the animation unlocks? I'm on night 27 on my current save and still haven't seen a Sammy plushie.

(1 edit)

Seems to be major bug in this version, the mouse button will just stop working on anything but the menu buttons; and obviously you'll die because you can't do anything. Happened twice in about 6-7 nights. Closing the game and running it again fixes it for a few runs, but then it breaks at some point again.

Also is the ??? option in the menu the hard mode toggle?

Decided to check up on this and surprised it keeps getting major updates. Seriously, this game is criminally under the radar and gets better support than games I've paid x10 the price of. Randomizers and difficulty adjustments sound neat, I'll definitely try a new playthrough with those. One thing I noticed right away though is the stat randomizer can pick the exact same buff and penalty. Not sure that's intended.

Do you have any plans to move on to new project after this?

(1 edit)

How long was 'did not end'?  There's some extreme RNG in the variables every night, sometimes the nights last 10 minutes and sometimes they're done in a minute.

(1 edit)

Tried out the new build. Nice update, the game is a lot more fun to play now that there's more to do. Really like how the girls all have their own 'special attacks' to mess with you now. Definitely makes it stand out a bit from other FNAF style games. Really looking forward to seeing the remaining characters and mechanics.

(2 edits)

Tried the new nsfw build; seems to have fixed most things.  Haven't seen the porn on the monitor go off, and the tank version of the minigame can't fire now.  Still, it's overall an improvement from the initial build.

IMO I still think some of the rooms are still too dark though.  This isn't a horror game like other FNAF spinoffs, not even a little bit (and that's a good thing).  We WANT to see the girls.

(3 edits)

I'll try it some more, but 2 more nights and I've still seen nothing break or the porn video pop up.  I also haven't seen the cleaning robot show up.

Edit: Nope, I'm going to go ahead and say these things are definitely not working in the NSFW version.  Checked on f95 forums and others are reporting the same issues.

(1 edit)

I'm playing the new update (paid version) and the stuff that you're supposed to fix hasn't broken once after 4 nights.  Also you can get attacked during the tutorial night phone call before he can even explain anything, and you can't close the right door without hanging up the phone.

As for the desk stuff, it's way too dark to see most of it.

I also noticed with the mod the random slaves generated in towns never spawned with classes/skills.  All the issues I had went away when I restored the original files and loaded my game, so I don't know what else to tell you.

(2 edits)

It was a brand new game.  I didn't look at the console.  I did try to use cheats at one point, but the battle skip option seemed to completely break the mod so I started a new game without it.  Unfortunately I don't have that save anymore as I just restored the original game files, which restored the button to get past it.

Edit: Happened again with the Princess' Braclet subquest.  Button wouldn't show up when the mod was installed.