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CrankShade

25
Posts
1
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A member registered May 24, 2025

Recent community posts

neat ideas!

I'm genuinely impressed with the direction this game is going.  I was...SHOCKINGLY...surprised when suddenly the NPCs were referring to something that just happened between me and another NPC.  For example, I was given a pretzel by Hayden, and then in a following conversation with Rosalyn she noticed I was holding a pretzel in my hand while in a room with Hayden.  It was completely unexpected, considering the lack of awareness before.  It's a very nice surprise how this game is progressing!

This is wonderful. 

I like the idea of NPCs creating internal schedules that they decide they need to adhere to dynamically.  i was wondering how that could be implemented, since they've been telling me to meet them later but have no means to track it.  I like the idea of the Bomber's notebook from Majora's Mask, where schedules are created when you agree to meetings with people.  

Also, quests that NPCs request, such as when, for example, Aldric tells me Rosalyn needs a list of herbs and gives me a quest with such a list.  That would be siiiick!

Keep up the good work!  This is a cool project.

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I think it would be a good idea for a prompt to pop up that asks if you will allow them to follow you, and if you say no then the conversation continues.  At least as a temporary solution.

Awesome job!

"Safe for Work" means I would be comfortable showing this at work, or that I wouldn't get fired over it.  There's no way anyone would be comfortable watching someone play this at work.

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did you guys see that stuff about the payment processors (i.e. Visa and Mastercard) forcing steam and itch.io to pull what they deem as "objectionable" games, like adult content?  it made me think about this game.  was there any word about this game getting removed?

agreed.  coupled with the slow transitions between character images, this makes for an incredibly slow interaction.  If you've ever tried in dialogue to say that your character walks out and leaves for the night, sometimes the characters will talk to each other for a long time, until the game randomly passes the turn to you finally even tho the last thing you "did" was leave.  But if you say nothing, the characters will be like "Oh, Crankshade, are you still here?"  One time I plainly wrote "Crankshade is not here" and then they were like "Oh, I thought I heard them. Anyways..." and continue on!  lol

After helping Hayden with gathering herbs, the dialogue box said he handed me "a pouch of 50 gold pieces" and what I actually got was 50 "pouches", which in the inventory actually turned out to be potions of glowing worth 5 gold each.  I sold 80 gold pieces worth to the shopkeeper, bought a staff of Charm which raised the selling prices by 10%, and then sold the rest of the potions.  it was a funny mistake.

generally, it's when you ask them to follow you or the conversation leads to them wanting to follow you, but I think the AI has to interpret that as such in the given circumstance.  Because of that, sometimes you get, I guess you could call, "false positives" that NPCs need to follow the player and give you the choice then.  Since it's up to the AIs interpretation, I don't know if you can reliably predict when it happens, but if you're reasonably convincing enough, it's not hard to force the options to appear in the first place.

I just got dared to sing a song.  So I altered the lyrics a little and said "I kissed a fox, and I liked it..." and some more parts, but the NPC corrected me and said the lyrics go "I kissed a girl" not "fox".  DUDE, AI knows pop culture!  I laughed at this

Isn't there a setting that appeared on initial load that let you decide how strict or loosey goosey the AI was going to be?  I can't find it.  I remember selecting something that was called "chaos" or something crazy like that.  I want to change it.  I can't find it anywhere anymore!  am I crazy?

Does anyone know what all these settings do?  Like in the ReadMe.txt file for the Gemma things, what do the "temperatures" mean?  Repetition penalty? And context length? All those settings.  Is there anything you can experiment with to test the game and the AIs limitations?  There's gotta be a more thorough instruction manual.

Oh man, I got the two sisters of the bathhouse (still weirded out by that) to talk together, and the dynamic of the two is really interesting when you get the bar raised on Celandine but are still strangers with Oriana.  It makes it way more interesting of dialogue when someone is resistant to dialogue and is too mistrusting of the player and scolds her sister, while the other is playful and teases her for being a "stick in the mud" and you see how they have this back and forth dynamic and realize that this is how they are as siblings.  It's really fun to watch. Did anyone else get this kind of interaction?  

But I have learned that when multiple NPCs take turns talking, the transitions between them is way too slow.  Can we speed that up?

I have noticed that I can direct the results of things.  It was weird the first set of tasks I was given, and I went back to see if the NPC could direct me to the leak spot, but they just basically said good job, and then didn't mention the other tasks.  I had ask about the other tasks and they said oh don't worry about those, have some tea and dry off! lol

Interesting, I wish I tried to use the umbrella.

I'm realizing that I don't know what the game expects of me for some things.  I was tasked with fixing a leaky roof in the rain, and now I don't know how to do that.  also, using an umbrella handed to me, a number flashed by quickly but I don't know what it was for.  That should be slower, and maybe there should be a log showing what's been happening. yes, a log of the events, including what the AI thinks you're supposed to be doing.

Also, in the interest of security, can anyone attest to the safety of running the downloaded game?  Windows freaks out about it.

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I found that trying to refer to the AI directly doesn't work.  I tried asking the AI in the middle of dialogue, "Hey, AI, can you give me a lute so I can be a musician?" and instead the NPCs respond and say there may be a lute at the store or somewhere else.  Could there be a menu item to let me refer to the AI directly?  I imagine the AI isn't designed to handle that the way it's set up here, tho.

I would like to see like 3 frames each direction to make a walk cycle.  I'd also like to see the feet of the characters on the center of the tiles rather than along the bottom.  That way they line up better and aren't, for example, walking in the hand rails of a wooden bridge.

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I have a couple of requests, if they can be implemented.  Can you make it so if the NPCs imply that they will lead the way, you can select a choice to let them drag you where they want?  Can you also make it so tapping space or E let's me progress the dialogue where it's just the NPCs talking and not prompting me for a response (i.e. whenever the continue button shows up)?  Not only that, but I also have to click the text box to start typing whenever I do get to talk (EDIT: I learned that pressing space bar USUALLY starts typing in the text box).  This should be automatically focused on by my keyboard as soon as it comes up.  I've also been having problems with movement, where a lot of times my character doesn't move unless I repeatedly tap the direction I'm trying to go.

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Dude, I think you got an untapped goldmine with this game.  I know this game has some sexual implications definitely intended with it's exaggerated character features and is likely meant to attract a certain audience and some people wouldn't take such a game seriously, but that aside, you got a crazy intriguing concept here.  I really want to see where this game goes.