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CyberFoxar

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A member registered Mar 15, 2020 · View creator page →

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everyone involved (me as new Referee, new players). It was fun ! I drew a small map that ended up being very useful for describing locations and who’s where.

Had to improvise a fair bit when my flamboyant PCs drew a lot of attention right on the beach, and when one of the Teleported in the last room in advance xP

Still, was quite fun, quite pulpy. I probably should’ve messed a bit more with my players, but we were running short, so I opted for a nice finale !

Overall, a great experience. I was taken aback a bit by the low amount of info, but I ended up having just enough in the pamphlet to play around. I’ll definetly run this again for another new player group I’m having soon !

If I can speak about my (very specific I admit) kinks: I really enjoy cock vore ! I kind of wish more interaction around that: Cock worship, cum play, cum transformation/digestion… And if I can suggest some of my more niche kinks, I’d love to see something like being trapped in a condom or someone with “sticky”/web-like cum.

Story-wise, I’d love to see some more interaction when inside a pred, maybe help them out in their day, discuss stuff with them. Maybe it’s one way to build up some relationship with them ! Seeing more lore is also very welcome :3 Other characters would be cool, but I already really enjoy all the interactions with nera, and wouldn’t mind having even more with them !

Otherwise, it was also very nice to have pictures. Even the “work in progress”/sketchy ones were good visual support/aids, I’d say you shouldn’t hesitate putting them in game, if only to get feedback on angles and stuff.

Cool game ! Stage 8 gave me quite the hard time. Love the graphics, and thanks a lot for the skip button ! I hope you’ll keep at it, it’s very promising :3

That’s weird. Hopefully you’ll figure it out. I’m really not sure what got me there :S

I’m not sure ! Try the other missions, there are some weird interconnection between all the various “plotlines” it seems. I know that progressing through the “wx-x” lines unlocked me some of the others.

I managed to get to w5+ so it’s definetly not bugged, but you might not meet some of the conditions yet.

Heya ! I love the game, and I’ve spent way too much time building my perfect army. The art is great, sound design is OK and gameplay is suprisingly addictive.

I do have some criticism, mainly regarding the UI:

  • Some story dialogues in the english version go outside the bottom of the screen, I’d like to be able to scroll them up or have them overflow toward the top
  • Some unit description in the english version overflow at the bottom (like the sea slug one), making them hard to read, and I’m not sure how to get to the scrollbar at the side since descriptions do not “stick”after hover.
  • The “summon unit” screen is confusing, and I’m not sure what are the requierment for being able to click the “summon lvl +1” button, or what it does, as well as the arrows under it. If there’s a story requierment, having them greyed out would at least indicate I’m missing something.
  • Seeing items or enemies on the ground is difficult when there is a lot of units
  • I can’t seem to figure out if a unit is backline or frontline at a glance, I can somewhat deduce from their stance and stats, but there does not seems to be a straighforward marker.
  • Overral, the unit skill screen is a bit hard to read, numbers are very small.
  • Also, it seems that Sohoh the Alchemist is buffed when eating zombies ? I couldn’t figure out what that does from their description (and they don’t have the “anti-poison” icon in their skills), though I might have misread.

Thanks a lot for the great game :3

Just did some cursory testing and the openGL build works without fuss on my machine ! Thanks :3

(3 edits)

Same as other posters, I’ve had to run the game with --rendering-driver opengl3 to make it run.

Seems to be linked with Vulkan renderer ?

I’ve had to massage powershell a bit, but running & '.\Churn Churn Revolution.exe' --verbose *>&1 | Out-File log.txt (which redirect ALL console output in a log) give me the attached file.

https://gist.github.com/CyberFoxar/81c27d4ad0b93efdc09ddac329468900

This seems tto be linked to Vulkan indeed. Maybe a shader or an option not set up right ?

Edit: A quick search seems to point to game overlays not rendering properly ? Maybe an issue with godot itself, it seems. See this issue: https://github.com/godotengine/godot/issues/91373

Your option, right now, seems to maybe distribute a version that forces the usage of opengl instead of vulkan.

Hello,

I love this tool, it has made my map-making a lot easier, but there's a feature that would be awesome, and that would be the ability to have, alongside the map PNJ on export also a JSON file describing the wall setup, in a format compatible with Roll20 or FoundryVTT such that, when the map is imported in either of those there is already walls, doors (and lightsources) in place for Dynamic Fog of War (on Roll20) or Token Vision (on FVTT).

This would make the tool even more useful as a map and scene making thing.

If anyone need examples of the JSON format requiered for FoundryVTT, I can provide JSONs. I'm also looking into implementing this feature myself (as the map-format of RPGMapEditor is quite easy to understand) but lack the expertise to do it right.

Thanks o/

Seconded ! I'd love to add my own floor tilesets.