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clockkeeper

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A member registered Aug 08, 2021

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Here's a quick rundown for the demo:

Ending 1: Say "nothing" or "no" to Loren.

Ending 2: Eat Fizzy while Nibbles is visible.

Ending 3: Eat Nibbles while Fizzy is visible.

Ending 4: Move Nibbles to a private location, agree to let her eat, let her eat for 3+ days, then attempt to eat her.

Ending 5: Do anything that causes Aurelia to tell on you (try to eat her 4 times, confess) 

How to eat each character:

Loren - Finish the opening dialogue without getting Ending 1.

Nibbles - Move Nibbles to a private location or eat Fizzy first.

Fizzy - Move Fizzy to a private location or eat Nibbles first.

Aquara - Agree to move her.  On third-to-last stair up the hill, jump over the wall toward Loren's house.  Navigate behind the back of the house and sleep in Loren's bed through the wall.

BunBun - With either no one or only Aquara in your gut, speak with her.  Take offense at her fat joke and do not forgive her.

Aurelia, Praxis, and Solaris cannot be eaten in the demo.

Fun little demo.  Here's the bugs I found:

1. I could transmute Aquara into Aurelia.  Exact steps were: eat Loren/Fizzy/Nibbles, sleep, eat Aquara, drop Aquara off upstream, eat Aquara again, try to sleep, try to eat Aurelia (option will not trigger), then release Aquara.  What will happen is that Aurelia will be teleported to the pond and Aquara will cease to exist.

2. I could softlock the game with Aquara.  Exact steps were: eat Loren, sleep, eat Aquara, speak with Fizzy and try to move to Loren's house.

3. Aquara's hill dialogue permanently breaks sleep.  Exact steps were: eat Loren, sleep, eat Aquara, have the Aquara hill dialogue, then attempting to sleep afterwards.  Doesn't matter if Aquara is regurgitated or not, beds become unusable.

4. The game intermittently softlocks during text if one alt-tabs out at any time.  It seems to happen most often when there's automatically triggered text, such as with Fizzy when moving houses or Aquara after eating her unwillingly.

5. I'm not sure if it's intended, but one can permanently eat Aquara by avoiding the hill dialogue by jumping into the trees near Loren's house from the stairway, then sleeping in Loren's bed through the wall.

6. Aquara's dialogue does not advance under specific circumstances.  Exact steps were: eat Loren, sleep, eat Aquara without communicating, regurgitate Aquara in the lower pond without moving enough to trigger the "you're heavy" dialogue.  Speaking with her after doing these steps causes her to act like it's her first time interacting with Volkan.

7. The section of rocks adjacent to Fizz's house causes collision sounds every frame and extreme camera shake.  The exact location is in the crevice near the highest point. 

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I enjoyed the demo to the point of playing it for a few hours.  Here's some feedback so far:

  • Cooking may need an indicator of some sort to show the remaining queue
  • As soon as it reaches midnight, going to sleep causes one to skip a full day
  • Sleeping does not seem to impact anything?  Dryads and milk aren't changed, character fullness doesn't change, and there's no additional plant growth even if multiple days are spent sleeping.
  • I recommend displaying the weight/satiety numbers on edible items.  I can tell there's some sort of balancing act occurring in the background, but I ultimately can't see the use of most food since the weight/value ratio is too low.
  • Cooking should probably scale the food with the value of its ingredients, plus a bonus for collecting those ingredients instead of eating them immediately.  Currently, the most efficient strategy is only spicy dryads (they sell for most), liquidate everything but red flowers and buy cake.
  • Dryads planted immediately adjacent to the well and another dryad are very hard to select.
  • NPCs invading my garden makes handling the dryads a chore at times.
  • Burp bug still exists, got it by overfilling spicy dryad before interacting with her for the first time.
  • Exploding a max-growth dryad while a freshly-planted dryad (before it was interactable) is adjacent resulted in two of the plant plots being destroyed and it also pseudo-destroyed the dryad.  Its sprite didn't exist, but the player model froze when walking over where it was and using interact caused me to snap to a different dryad for communication purposes

I'll definitely be keeping an eye on where this game goes.  Thanks for sharing a demo of it.

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Fun game!  It seems like there's an input delay scaled with number of enemies on the level, which I'd guess is because you're checking each enemy after the player moves.  There's some tricks you can do to predict where the enemy wants to move before the player acts, which would help reduce that delay.
The milk seems to infinitely add weight and the ideal strategy seems to be eating walls until almost full, then eating one enemy before sleeping.  Above is my FD record.