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CosmicDevGuy

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A member registered May 26, 2018 · View creator page →

Recent community posts

It's April 2nd and haven't downloaded it yet but I already know I was meant to do this yesterday to get the full experience, lol!

Appreciate your response, glad to know you're working on the issues already. I'll be downloading the Alpha 4.1 release ASAP.

Best of luck on the next release!

This update has really brought a lot to the table, however I have a pet peeve.

The arousal system now makes it difficult to max out her arousal (x4) in one night - while this isn't bad in and of itself, it's the fact that the time of day moves too fast to really get into building it up.

Also feels like you get less rewarded now than before, even when you do reach x4 arousal level.
For comparison, I had to max out her arousal while inside her apartment which took a long time, but if I were in the neighbourhood I'd barely make a night and not make the most of it even then.

My wish is that the time of day (or the scale of arousal, maybe) gets re-adjusted - alternatively, maybe have a no-time limit option added in instead? I think the new arousal scaling made me realise the time goes a little too fast this time, lol.

I agree with others, it should be changeable: moreover, I'd appreciate if there was an option to move it from LMB/RMB to other buttons like 1 and 2 for example. 

I use a laptop with these single-block touchpads and thus click and hold doesn't work for me that much because of how the computer receives the input.

Perhaps when I start using my controller again and/or a USB mouse I might be more open to the click/hold  approach, but not so much right now.

You might be missing drivers, or your AV might've quarantined a file or two without you knowing which could crash the game like that

They're both still WIP, so you can't play them now.

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Looking forward to the release and loving the new player model! Let's gooo!!

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I can already see the many possibilities this will give you in terms of lore and gameplay. Two "saikos" would be an interesting spin to the story and I'm sure we'd all love to see what your plans are with this game.

Here's to wishing you all the best with this game: it's got promise and it keeps on delivering on it!

EDIT: Please let the other one be her twin... I don't know why, just sounds awesome...

@habupain, do you have plans on expanding on the number of characters in the game, the lore as well as the narrative of the game?

I agree with being able to interact with her in some way.

I think the "love" route should at least have certain objectives you'll need to perform (e.g. avoid trying to escape, look for her "confession" letters and notes around the school, help her deal with one of the survivors in the school, etc.), then you get the chance to "seduce her" once these conditions are met.

Could be the harder route because until you achieve those goals she'll try coming after you as though you are trying to escape and you might have to perform trickier tasks than escaping. 

I dunno, I'm thinking that maybe it should be the true path - would be an interesting twist on the narrative.

It's deliberate - there are ways to avoid this. For one, listen for her giggles: if you were fortunate to see her and then she suddenly disappears, don't turn around quickly. If you need to look back, turn slowly - you might get lucky and spot her out of the corner of your view, she won't react to this but you'll know for sure whether she's behind you.

Another method of escaping is running past doors and closing them behind you - close them just as you pass them. If she was behind you and you do it right, you'll hear her open the door and she will no longer be "tailing" you; take note, however, that Saiko gets angrier (for a while) when you shut doors in her face so do it and make some distance from her for some time.

Other cues are running into rooms and then having the lights get turned off (tip: turn around immediately and you'll see her trying to "sprint" from the switch over to your backside).

I read it for a moment as "you can see saiko speedo" as though it's an easter egg costume in the game *facepalm*...

Itch.io allows you to sort out which subcategory of Survival you want: by default and due to the quantity, Survival Horror games are the ones that will show up most of the time.  There's Adventure and all the other ones but (Survival) Horror games are what's hot these days...

Definitely gonna be trying the Hard mode out, I'm sure it won't disappoint!

Ah, glad to know you're considering Patreon and definitely looking forward to see what you come up with when you reach 2.0!

Ah, right... my mistake. I'm used to seeing devs using Patreon and/or Paypal so I completely overlooked Itch.io's donation system

Uhh, the first line literally says (to quote) "Saiko No Sutoka is a Horror Survival Game". Both "Horror" and "Survival" are there.

I think you're mistaking the wording as meaning something else: if it was a pure Survival game then the Horror term wouldn't be added. As far as definitions and gameplay, this follows the same principles as a game like Alien: Isolation since you have little/no way to fight against your adversary while they can (easily) kill you, for example. Survival might be the "Parent Genre" but Survival Horror is specific to this style of "Survival" games: induce fear, offer a feeling of powerlessness, solve a set of puzzles to progress and avoid your adversary as much as you can.

Random question: are you considering starting up a Patreon and/or do you think your project is suitable enough to require funding through Patreon?

I'm only asking because if this project gets bigger I imagine you'll find decent support through it. 

I don't see your PayPal showing up, though, so have you decided against any funding for now or is that a permanent decision?

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According to wikipedia:

"Survival horror is a subgenre of action-adventure and horror video games that focuses on survival of the character as the game tries to frighten players with either horror graphics or scary ambiance. Although combat can be part of the gameplay, the player is made to feel less in control than in typical action games through limited ammunition, health, speed and vision, or through various obstructions of the player's interaction with the game mechanics. The player is also challenged to find items that unlock the path to new areas and solve puzzles to proceed in the game. Games make use of strong horror themes, like dark mazelike environments and unexpected attacks from enemies."

https://en.wikipedia.org/wiki/Survival_horror

You're not wrong, but you took a very roundabout manner to explain the concept and yet didn't really do it much justice.

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I don't know if it changed in recent builds but she doesn't really teleport behind you: if you are quick enough and/or don't have your back fully to her you'll see that she actually runs (fairly quickly) behind you and then basically "sticks" to your back.

Easiest ways to notice is when you, for example, enter a classroom and she's quietly following you: if the light switch is in view (but you're not facing it) you'll see that she makes a dash to the light, switches it off and attempts to dash back to you. 

The other way is if you walk through doors and she's standing just next to them (it's rare, I think, but she's got me a few times like this) you can either see her just before she "sticks" on you or if you turn slowly so that you see her just a few centimeters and/or an inch into your view. (she musn't do that "ahh" reaction or else your line of sight is meeting with hers and she'll now attack you)

Oh look, Saiko Chan invites me to run around the hallways of our school in a deadly game of "hide or get shanked" yet again.

You'd think I would've learnt by version 1.1 not to go back there, but I'm curious to see how she's going to try and drive that strawberry jam covered knife into my gut before I can escape in version 1.6!

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Hey it's all good, just glad to hear you're still working on something.

Sorry to hear the IAP isn't working out so far but here's hoping it does work out; also multiplayer feature would be an interesting addition to the game - just don't make it "pay-to-win" if you can, lol!

I saw some gameplay videos you uploaded about this game (Thousands Layered Edge) it looks very different - reminds me of the art style of Okami, I think.  I think if you can get it to be in a stable, playable state it will surely be able to make it into next IMGA!

P.S.: You got some interesting game concepts on your YouTube account, looks like you've got a lot of ideas you've been playing around with!

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Hey, you gonna put up any new updates for this game? What about the other stuff you've been working on, any progress, updates, ideas?

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Hey its a pleasure, I'm glad you took the time to read my response - though honestly I never thought you would reply back so soon, hahaha!

It's great to hear what you have in store for this game - would definitely like to see more variations to the enemies in this game, too...

I think that Juggernaut monster is a really cool idea: funny enough, you mentioning creating a specific map for this creature made me think of a boss-type battle out in an open parking lot (think like at shopping centers) with the Juggernaut throwing Jeeps, Minivans, Half-trucks (maximum damage!!) and/or anything else it can find (including zombies?); however way you do it, though, I hope it to be fun and interesting!

Interesting idea of this blood witch - could it be the source of the entire infection...?  Can't wait to battle this, especially as another boss-type. 

I also would've loved to see a story in this game, but I'd also like to say, for me, it doesn't need to be a "complete" type of story - it would be nice if they're just mission-based - e.g. "reach room/safehouse X in Y time to rescue the civilians who got trapped because rescue teams got wiped out" or like where you reach a safehouse and then are told that you need to, maybe, clear one or two levels of zombies so they can safely escape the area or fetch some resources (food supplies, etc.) and get some rewards (interactions can be text based, I think like how Dead Trigger's "story" was, also its side missions).

Anyway all the best with your future projects - I hope you do well in the IMGA global awards, I bet it would help you get the exposure you need in both technical skills-wise as well as fanbase-wise!

You know I've been playing this game for almost a year now and I keep coming back to it just because it's the kind of game I'd like to play on my phone or tablet - there may be many others out there like it but I chose this game and it still keeps me hooked (ads and all, hehe, I don't judge - as long as they're put in the right way kinda like you did it).

I love the RPG-like system you've implemented - being able to upgrade stats and unlock gear is quite impressive, as well as your implementation of upgradable weaponry - it's always fun to upgrade that mediocre rifle into something quite formiddable (not to mention having the added benefit of slowing down time when you aim! Who knew ironsights could do that? Lol!).

If I may ask, are you willing to discuss your future prospects for this game? I'd be interested to know what you envision for this game going forward. 

I think anyone else who visits this page would be interested to know too.

Hey mrdrnose, I don't know if this was intentional or not but I noticed that if you get thrown into the cauldron by Mr. Mix you can hold your breath in and possibly cause the death scene to last indefinitely - I tried using my sodas and chocolate bar in here but of course they did nothing, lol. Anyway, what's up with this - is this a glitch, or a game mechanic?

P.S.: Great game man, keep up the good work!