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DannyPhoenix

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A member registered Sep 14, 2022 · View creator page →

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Yep that was a testing thing I forgot to delete lol.

So it looks like when I fixed the prior issue of the Crows bodies being impossible to step on.  I accidentally copy and pasted a version WITHOUT the loss event.  And I now have to recreate that dialogue scene entirely.  I'll add it back in with an upcoming patch.  Thanks for bringing it to my attention.

Yeah I think we're probably like, maybe 2 to 3 versions away from that making more sense to do.  Once most of the core systems are fully ironed out (for example, the skill trees and morality system are still just placeholders.) then I think community topics will make a lot more sense to enable.  For now though most things other than hidden relics would become outdated very quickly.

Apologies for that, the latest version was already patched to fix this issue.  Alternatively if you'd like to just progress in your current game there is another route forward if you go back to the zone where Red encounters the Werewolf.  Just go left and up and you'll be able to find an alternate route to the Crows Den

First of all, let me just say I GREATLY appreciated all of your feedback and bug reporting.  It was incredibly helpful to me since I had to skip my usual play testing period to get this out on time.  Thank you so much dude!

Reading this list some of these are definitely mistakes that I'll be tweaking and some of them are definitely things that could use some quality of life tweaks like more Hunter guides to explain enemy weaknesses and what statuses mean (plus i need to finish my custom icons which will hopefully be MUCH clearer just at a glance anyways.)  As a helpful tip for now, the Crows main bodies are weak to piercing attacks in particular.  So  guns and stabbing moves will net you extra turns.

Oh whoops!  Yeah a trigger wasn't set up right!  I'll have that fixed later today.  Figures me and my play tester did all the other options lol.  Thank you for the report!

No worries!  I was expecting issues since I didn't have the usual time for play testing.  Appreciate the reports lots!

Okay I figured out what was going wrong.  I'll be posting a hot fix update to solve the issue soon!  That bug was way more derailing than I expected and idk how I didn't notice it!  Thanks so much for bringing it to my attention!

The level cap is definitely intentional.  Though I'm sure it'll be increased as more game gets added.  As for a guide, that's probably a good idea. There's definitely some mechanics that could stand to have extra explanation and what not. Though I'll pry have to wait until I finish updating all of the games icons so that I can properly explain every status and what every symbol means.

For now I'll consider writing up something more general though.

Hmmm.  I'm gonna have to play around with that since it's definitely coded to kill the bow whenever the archer dies.  Thanks for the info though, I'll look into figuring this one out.

Correct.  I'll try to get a rough version of that in the next version update.
Hope you have fun with this one!

Hahaha, that's just the kind of response I want!

Thank you!

Chapter 1 is probably going to be one of the final things I produce.  I'm not sure it'll ever be included in a demo either since it's planned to be quite different to the core gameplay experience.

Thanks for the comment!  Honestly I was having a bit of a rough day but this really brightened my mood.

You're half right.  I definitely don't see this game as a vehicle for erotic content.  However at the same time my own personal beliefs as to what the story of Little Red Riding Hood are meant to represent are directly tied to themes of sexual awakening and encounters.  Generally of the not fun kind.

I typically don't like to try and explain my own art, since at the end of the day, whatever anyone gets out of it is uniquely their own.  But for me,  the goal was always to tell a story that would actively  reward the player for following the lessons of the fable.  And I thought the perfect way to explore that was with a heroine who quite clearly isn't comfortable with sex.  And yet giving the player the ability to override her choices with their own.  Seeing how people will treat Red, what paths they will make her go down, and how they'll react to the consequences (or rewards.) is something that deeply excites me.

There definitely COULD be a version without any form of adult content, if I wanted.  But I think its presence will ultimately be justified by the various planned endings.  Thank you again, I really appreciate the thoughtful response and hope you'll continue to enjoy future updates!

Yeah, that's the plan more or less.

Happy to hear it!
I'll do my best to make sure you continue to love it as well!

I have looked into it, but it seems like it involves quite a process to package properly involving downloading a couple of external apps to convert.  So I don't think it's something I'll be committing to for the current builds.  Once it's in a more complete state I think it will make more sense for me to approach.  But for  the Windows and Mac versions is all I can properly manage.

Gotcha, so yeah that's a little oversight on my bad!  I'll have that fixed up for the next update.  It's good timing since I was just working on the proper CG to finish off that scene as well.  Thanks for bringing it to my attention!

It depends on what you mean actually.  She SHOULD display if your armor is broken.  However when thinking about it more I think there is an oversight should your clothes get stolen by the Drunkard that I didn't properly implement.  
So if it's the latter I can make a fix for that easily.  If it's NOT I'll need a few more details to figure out what's going wrong.  So just let me know what exactly happened in that case, and I'll try to fix it.

Between changes to character designs, and the finalization of the script, not to mention voice acting, a number of scenes are simply too out dated for me to want to share.  But since I use them as a reference for what I still need to redraw I leave them intact as a guide.  So I opted to remove the access.

A proper scene viewer will be implemented before the games final release so you'll be able to view all the final art in game.  It just wont be implemented quite yet.

Yes.  This demo effectively covers Chapters 3 and 4 (though it doesn't display the title card for 4 in this build.)
I don't want to give away TOO much but the first 2 chapters are a bit of a genre shift to the rest of the game and don't feature much of the mechanics.  I probably will not include them in the demo until much closer to the games full release.  Don't want people to have too much time to figure out all the twists they set up early!

Could you give me any more details? Is it displaying a different value when outside of combat?
And do you have any idea when it began to occur?  Like after using an item or resting at a camp fire?

In all honesty I hadn't really considered an android version.  But if there's enough interest for it,  I'll look into it.

Defeating the Slime King will end this demo build yes.  So it's possible to speedrun straight to him at any point after speaking with the Carpenter.  Or you can take your time and explore the main forest zone to collect the logs

There must be an error with the scene trigger when collecting the silver ore.  Sorry about that!

This was just a placeholder system until a more proper "mini game" style event is added in, which will hopefully be included in the next demo alongside the graphics and voice acting updates.  Please look forward to that!

Yes, you also need to get the Carpenter's Tools which requires finding and defeating the Slime King.  You can find him by going to the main "hub" area of the forest and taking a path near the left most top corner that was previously blocked off by slimes.

Hey there!  I'm glad you enjoyed it!  And thanks so much for all the feedback!  It's much appreciated!

Yeah so, for some reason the game consistently failed to deploy if the "faces" folder was present at all.  So I knew there were going to be problems.  I opted to simply remove it, and then manually insert it again in the deployed game.  As far as I could tell all of the files were in the proper format so I have no idea what the issue was, but it's a headache I'm gonna have to solve for a stable build.  I'll pry have to recreate the folder and insert every expression one at a time and see which one is causing the deployment to fail. (As a further note, test running the game never has any issues with the faces folder, it was just when trying to deploy the exe which usually means an improper file type is present in the files.)

 The armor breaking is interesting as well.  I can't say I've had it infinitely loop but I'll make sure to look into it.  The additions of various armor types may well have caused some line of the code to get jumbled up by mistake.

 As for combat, yeah I'm still working on balancing that out. The final game will likely include stronger versions of all enemies that replace the weaker ones as you do milestones (Like fixing the bridge, or clearing out the Thief hideout.) As the only solution.  I like that you can go dual daggers and hit twice.  I don't like that you can hold a gun and still attack twice.  But I also think equipping a gun is  necessary to use the skills.  But yeah I too haven't found a viable solution.  On the plus side, ammo meant you couldn't spam abilities like stun shot which you could use to stun lock most everything in the game before lol.  But like you said, being able to hit twice for basic attack makes that almost a moot point.  

One thing I REALLY wanted to include in this demo but just didn't have time to finish was a set of bestiary style items.  I wanted to put them all around the world and they'd teach the player what magical spells enemies are weak to and what certain status effects did and all that.  So checking the Witch's books was the right choice...if only I had finished the relevant items haha.  Next time though!

As for the Hud, that was a very last minute change.  Since new armors were added in, and the original armor gauge was linked JUST to Red's main outfit.  I didn't want a situation where you could be wearing say, the Hoodie, at 20% armor, while your gauge shows your main outfit has 80% and get confused when your armor breaks.   I simply opted to turn the gauge off for this current build .  I think  a reworked version will be added back in though.  Pry without numbers to match the rest of her gauges as just an indicator of how much or how little you've got.

Seriously though I super appreciate this message!  Players like you are the biggest help with figuring out where the real problems are that I can't find on my own, or what sorts of tweaks need to be made since I  know how EVERYTHING works behind the scenes.  And of course, I'm really glad you enjoyed it!  That makes me super happy and excited to get back to work on it!  Please continue to enjoy your time with Project Red!

Sorry for the late response!  I was taking time off for the holidays.
The dildo should be usable from the main menu once you get it. There's no associated event image at the moment but it will cure Red of any lust related negative statuses.
The vibrator on the other hand should be equipped to Reds underwear. It likewise has no real event images yet but it'll boost your LP gained from other events as long as you wear it.  Hope that helps!


In the future I hope to add new and edited versions of existing scenes that make use of these items should the player have them, but for now they're purely just functional in terms of mechanics.

Yeah that's real strange.  Unfortunately I can't say I've seen that issue on the computers I was able to test on so I'm really not sure how to resolve it.  The only thing I can really suggest for now is to delete it and wait for the November 28th update, and see if that version gives you the same issues or not.  I'll see if I can find an alternate way to package the game for the update as well,  that might be more user friendly. Sorry I couldn't be more help!

I had a friend with windows 10 mess with it.  And this was the solution we found.
If you run as administrator you should get a different pop up saying that "Windows prevented an unrecognized app from starting"
There should be a "More info" button you can press on that same window that will give you the option to open the game anyways.  Do that and it should run properly, but if it doesn't let me know and I can try looking into it further.

I plan to have an update out before the end of the month, but no specific date in mind yet as I'm still working on things I want to add.
I'll post a dev log with more details on what that will entail later today or tomorrow.
The FJ scene is not finished so it's not present, the HJ scene was SUPPOSED to be there and is technically present, however the trigger for it is out dated do to a last minute change, so I don't believe it can be properly accessed.  That'll be another thing fixed with the upcoming update.

Appreciate the info, I'll make sure to fix that error.
The thief enemies were not fully programmed for demo 2, so their CG's are just a bonus teaser more or less.  In the full game they'll spawn in after you fix the bridge,, along with all the enemies getting remixed.

I'm so glad you enjoyed it!  And I appreciate your support.  I'll work hard to make sure the full game doesn't disappoint! 

The Carpenters Tools are being guarded by a Slime Boss.  You can find the boss by going to the top left corner of the main Forest zone, and taking a path up.  Hope that helps!

Oh cool!  Appreciate you clarifying that.  I'll add a note to the games page about it.  Thanks Shavalyoth!

Hmm, that's not an issue I encountered when testing it on other computers.  It's all packaged together into one executable so there shouldn't be anything else needed to run it.  Sorry, I wish I had something more helpful to say.

I'm glad you liked it!
I'll do my best to make the full game as good as I possibly can so please continue to look forward to it ^^