Okie dokie!
Burger Kurger
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Both of those flags are flipped depending on what you name your save file, one being "Greenagarth" and the other "Bellafart", entirely just as jokes that originated from my patreon discord. There are a few other names as of right now that will have effects, though most of them just change the sound that plays when your new game starts (at the "Onward, brave and noble [playername]" part)
Thank you very much! I'm glad to hear you liked it and had a good time!
To answer your questions:
- "FileD" is the default fallback save file, since while I'm debugging/playtesting I will instantly spawn into rooms and I don't want to accidentally save over actual active save files when doing that. It's basically a safety net
- As of right now there is no way to unlock the Vera sprites, but that's entirely because I just forgot to put in the code to have them unlock! Thank you for bringing that to my attention.
- The next journal entry is intended to activate at the very start of the next book, and the following after a specific sequence of events. Sorry ya spoiled it for yourself! Though it's likely some of those things will be tweaked as the game is developed
- "medalsCollectedSave" is a holdover from back when you could quit the game in the middle of a level and load your save right back into the level, I got rid of that and made loading your save always put you back at the world map because it just lead to too many potential complications for not much benefit since the levels are all fairly short. embersCollectedSave is the same thing
- People have beaten the congratulatory wave by glitching it, but it's not intentional and only leads to a crash, the congratulatory wave is just there to prevent that from happening by forcing you to lose
- All of the flags like "growl" are just integers (minor correction, they're floats even though I never use the decimals, curse you dynamically typed GML) that track how far along you are on storyline progress. The "growl" flag for example tracks if you've already talked to Growl or not, which will turn off the cutscene collider box that forces you to talk to him, and will trigger different dialogue with Gnash if you go back and talk to her. Most storyline flags will reset when you re-enter a level so you can play them fresh, but there's some that persist like the one that tracks when you talk to Bambi, hence why they're in the save file
- I don't have much desire to protect against save file editing since majority of players won't know how to properly edit them, and those who do could easily find other ways to do so if they really wanted to. The only reason I encrypt the dialogue CSV is I don't want all of the dialogue to be easily accessible to the average player
Thank you for your interest! The game is a true labor of love and I'm very motivated and excited to get the full thing into player's hands!
Thank you! I'm glad you enjoyed it!
As far as your question goes, almost certainly not. There may be exceptions but generally speaking my design philosophy is that kink content is an incentive/reward, so it's something the player should get from progressing the game, rather than something you get for failing.
Sorry to hear that!
From what you're describing it's likely an issue with the opening mp4. From what I understand usually what causes that is an issue with graphics card drivers, for now all I can suggest is trying to update your graphics card drivers and see if that resolves the issue. I will release a patch that will give people the option to skip the opening cinematic before it tries to load the mp4, you'll just need to wait a bit though.
EDIT: While I'm working on a proper patch for this, you can also just change the name of the mp4 file to something random so that the game just doesn't open the video at all. It should be in the game files under "opening_fmv.mp4"
Thank you! Glad you got a laugh out of the game, that is something I very much would want for people trying it out.
Looking down is a pretty frequently requested feature, I'm a bit resistant to it only because I don't want to add too many new buttons to the game (and Down is taking up by blocking) but I'll keep that in mind and see if I can find a happy middle-ground!
As far as release goes, pretty much every game always gets their release window wrong so take this with a grain of salt: given that Book 1 took roughly a year to make, I'm guessing each book going forward will take 1 year, and the plan is for 4 total books, so probably sometime in 2029?
For the 10k gold achievement fighting the last boss over and over is a pretty effective way to grind for money. If you can get good at Yacht that's the safest of the gambling games for multiplying your gold. 2 good Yacht games in a row would ideally get you to 10k pretty quick.
For the tower defense game here's some general advice:
- Speed is king, get Vera to buff as many towers as possible and any towers that can upgrade speed will be the most effective at clearing out large waves.
- Make sure to put your strongest towers in the middle so they can cover the most ground, when enemies move to the bottom row, you can turn those towers around to protect the bottom row as well.
- Goo traps are very useful for late game. Make sure to set them near powerful towers so they have more time to damage the units stuck in them.
Good luck!
The max percentage you can get right now is about 50%, which determines how much EXP you get (and how big you can get Bambi) Her max size cannot be reached in the demo unfortunately.
The last trophy you're looking for is in chapter 8, it's in the spot where that breakable wooden barrier is (that the froblin form can't break)







