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DannyPhoenix

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

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Haha thank you!  They're definitely all different from each other though each of them struggles with an issue that their Wonderland journey will force them to confront.  The gameplay itself will hopefully reflect the differences in them as well with unique gimmicks and framing to their story.  Alice for example is currently planned to have a bit of a life sim aspect to her early chapters before she gets dragged down the rabbit hole.

Happy to hear that!

I appreciate that. The other two girls are Dotty and Alice.  My overall plan is to produce at least three games in this "Lost Girls Fables" universe.  Alice will properly appear in Project Red and already has her dialogue recorded, and Dotty will make a brief cameo in one of the gag endings.  Then instead of making a Project Red 2, the next game would be focused on Alice as the heroine, with Red and Dotty being part of her supporting cast and you could pry guess Cheshire taking a more prominent role.  And the third game then being Wizard of Oz focused with Dotty, Scarecrow, Tinman and the Cowardly Lion as a proper adventure party all of whom will have been introduced in the previous games.

But well, that's the basic plan anyway.  Assuming Project Red does well enough to justify me following through haha.  But so far it's done more than enough to make me confident in at least the next game being highly likely.

You're fine dude.  Comments and feedback are plenty of support already.

是的。游戏开发完成后,我们会推出 Steam 版本。

It's something that I think will make sense once the full game is in your hands. 

It's a bit too late in development for an idea like that to be introduced, however, I'll be clear in that I never considered including such a system in this game to begin with.  I don't think it would have a place in the experience I'm trying to create.

No worries! I appreciate your interest and kind words!

Unfortunately no demos are currently planned until the game is in a more stable and complete form. I'm currently working on a complete overhaul of the games UI as well as reworking the battle system so the current build of the game is essentially unplayable until these systems are more fully formed.

The bad news is that the changes will be so drastic that existing save data will be completely useless.  The good news is that the next demo will be compatible with the full release.  So when the demo DOES come out you won't have to worry about losing saves/progress anymore.  And the sections you will have to replay will be substantially different on the gameplay front, along with having a skip button to quickly get out of scenes you've already seen.

As for the graveyard it's a hidden map so I don't want to post explicit spoilers here.  But I'll say it's hidden in the stretch of forest next to the merchant camp.

Thanks so much for your continued interest!

Yeah it's been a pain I know!  Currently however I am not planning to have any more updates until right before the full release later this year.  The bad news is save data between 1.0 and the 2.0 launch will absolutely not work.  But the good news is that save data from the 2.0 demo and full release (plus any future updates at that time of course.) will be compatible.  And of course the game will be quite a bit different to justify one more restart I think!

This page will continue to get monthly devlogs showcasing what's being worked on as well so you can still get an idea of what stuff occurs in the later chapters.  Thanks for you interest and kind words!

There's currently no official walkthroughs since content is still subject to change.  But I can give you some direction in case you didn't finish yet. The main ingredients are just drops from the Slime and Shroom enemy.  The specific flower you need though is located past the broken bridge.  So if you haven't cleared the slime boss you just need to progress the main story.  If you have then the flower is located to the right of Cheshire's shop.  You might want to save as there's an optional lewd scene that can occur depending on how you pick the flower.

But after you make the medicine the quest will stall out and you won't be able to progress as the remaining parts of it take place in later chapters that the demo doesn't cover.  Hope that helped!  And glad you're enjoying the game despite the issues.

You aren't the first to report issues with the Mac version being laggy.  I've never experienced issues outside of running OBS alongside the game but I just downloaded the demo to my 2016 laptop to be thorough and it ran pretty smooth so I can't really understand where the issues are coming from. I've never been able to replicate this for myself so I'm uncertain what the issue could be unfortunately.

Oh wow, thanks so much for the in depth feedback!  It's much appreciated! I'll look into fixing those bugs but I'll try to respond to the rest of your thoughts here for now.

1.  Using the basket in particular is actually going to be necessary for unlocking a gag ending in the full game.  

2. This is a bug! Or maybe a quirk.  It's supposed to have unique art like the other Evocation but since I never made it the event is unfinished and doesn't trigger properly in combat.  Once the games story content is completed this will get cleaned up as well.

3. Hmmm, And you're playing the most recent version correct?  I just double checked the game files and the Intel option is listed alongside talk and ask for work.  I'm not sure how it would have happened but it's possible the demo was exported with an older version of his event? I no longer have that build on hand but that'd be my bad if that's indeed the case!  Sorry about that!

4. Crafting was pretty last minute so yeah it's lacking in some quality of life features.  I expect the full game to have a much more user friendly experience.  In regards to bullets though...I must confess somehow the idea of converting existing bullets to silver ones just didn't cross my mind haha.  Maybe I WILL add that.

5. Sold items are indeed lost forever, though I try to make it impossible to soft lock yourself by making important items impossible to sell.

6. Yes I completely agree with you.  I won't go into much detail here but a major overhaul to combat and related mechanics is already being worked on.  The new systems that are planned will greatly shake up the way every encounter is approached along with adding tons of new variables to consider.  Please look forward to it!

7. If you sold them all and also used harvest on the corpses then yeah you're kind of cooked lol.  However that quest line doesn't really conclude in the demo so you're not really missing anything.  Maybe just one scene with two more lines from Red?  I definitely don't think it's something you need to reload to see haha.

Again thanks for taking the time to leave your thoughts! I'm glad you're enjoying Project Red and hope you'll look forward to future updates!

So the section in chapter 2 where you make a variety of choices will effectively alter the starting items Red has as well as her affinities and skill points (This part you won't really be able to tell of course.).  Every question, including the optional ones with the other butterflies will have at least one answer that "rewards" you in some way.  Of these the soul color is the most unique as each color correlates to a piece of Armor Red will start the game with, and these armors have a variety of different but useful effects.

As for time, I'm aware that it's unfortunately lead to some negative reactions from players.  All I can really say is that you most definitely have enough time to safely see all the content in the demo and still take advantage of saving or bathing or other activities that can cost time.  I encourage you to try and do everything!

Thanks for the feedback and compliments.  I hope you continue to enjoy your time with my game!

Thanks for taking the time to share your thoughts! Yeah combat seems to be a bit of a mixed bag.  I've seen a lot of people struggle with it but I also totally agree with you in the sense that, once you know what to do, there no longer is any real challenge to standard encounters.

In truth I've been working on a major overhaul behind the scenes that I think will be the secret ingredient to bringing together the various systems in a more cohesive way and bring a lot more strategy and complexity to combat.

In regards to the money however the demo is absolutely skewed in your favor compared to the plans for the final game.  Especially since human enemies that drop gold didn't exist for  quite a while so you didn't have many options.

I'm glad you've been enjoying the game and I hope you look forward to future updates!

Feedback is always appreciated so thank you for taking the time to right up your thoughts.

1. I hope you aren't resetting your run over locked treasures!  Just to be perfectly clear tarot card chests are entirely randomized loot.  You will never miss a unique magic ring or story item from them.  They are simply chances to get some more expensive items, like bullets, for free.

2. In regards to the Firespitter, and all enemies in general really, escaping from battle is pretty hit or miss at the moment.  Some enemies are properly programmed to stand still and allow you to walk through them and some are not.  This is simply because enemy behaviors are not fully fleshed out and it is kind of a luck of the draw as to if I copy and pasted a default enemy with those settings properly set up or not.  This is also why many enemies reuse tarot cards or show the incorrect death sprite.  This will absolutely be fixed by the time of the full release, but has not been a high priority yet unfortunately.

3. In regards to Mac I myself do all my play testing and development on a mac.  I can't say I typically experience any performance errors when running the game however. The only times I can recall the entire game becoming laggy was when I was trying to capture footage and running OBS or other such applications.  Wish I could offer more help than that!

Thank you for playing and I hope you enjoy your time with Red!

1.  If you're referring to the monument outside, then yes it can not be activated in the demo.

2.  I'm not entirely  sure what exactly you're referring to with this one.  If you mean the special items that Red can wake up with then yes, you will wake up with one of the 3 special items depending on the answer you give in chapter 2 to a particular question.

3. The medicine quest can not be fully completed until chapter 7.  So in the demo you can only get as far as making it and then finding the man has vanished.

Gotcha.  Yeah a lot has changed from version to version but this is the demo that's gonna stick around for the next few months at least.

Doesn't bother me at all, I'm always open to feedback.

In regards to time I understand that it's more or less the most contested mechanic when it comes to Project Red.  The 1.8 demo nearly did launch with an easy mode that had the clock starting at 6pm instead of 9 however since I didn't have time to throughly test it I left it out rather than have people potentially have a rough buggy first run.  

That being said, there ARE other ways to save beyond resting at camp fires. Ritual Candles can be used at Goddess Statues to save without moving time forward at all.  Reaching new chapters will also prompt you if you'd like to save your progress, again with no time cost.  And in Chapter 5 you'll have the option to make a permanent free use save point. 

The more you play and explore your options in the game the more you'll likely realize that time is barely a factor to consider, especially in this demo.  I can tell you for a fact that there's enough time to do every lewd event and save at camp fires a few times while still reaching the end of the demo with time to spare, so try not to worry about it so much.  The idea for time is simply to be another type of currency that you can choose to spend as you need it.  Do you want an easy way to heal and save?  Spend time at a camp fire.  Do you want to fast track your relationship with the Goddess Eros or make money quickly?  Spend time on lewd requests.  Do you want to wash blood off yourself and get some buffs? Spend time on a bath.  But all of these things can be done without spending time. Healing items and spells as well as level ups restoring your HP and MP to full.  Side Quests can give you money without having you spend in game time. Blood can be washed off by items or having wholesome experiences in the story.  That is a long winded way to say that, time is a currency that you are encouraged to spend on whatever you feel you need, when you need it.  While failing to reach the end by 6am nets you a unique ending, there is literally no advantage to reaching the end with several in game hours left on the table.  So do spend your time.

Thanks for your feedback, and I hope this helps!

I wouldn't exactly call it bondage, though there are events involving Red being restrained in some fashion.  Mostly more so involving tentacles than actual restraints of any sort.

That's correct.  Since it's just for reviewing already seen CG's it hasn't been a top priority for me over new content so far.  Especially since the first two chapters were absent and I'd have to restructure anything I did make once they were added.  Now that they are here though I'd say it's much more likely to be implemented sooner rather than later.

No worries.  This issue seems to keep popping up so I'll set aside some time to go back over the whole system and see what's going on.

Hey, I appreciate the feedback.  That being said I'm a little uncertain about what it is you're asking for, as the phrasing "add in a save function" makes it sound like the game doesn't already have multiple ways to save.

I ASSUME you're suggesting I add an option to the pause screen so forgive me if I'm just totally misunderstanding.  But assuming that was what you meant I will not be adding that as a feature to any build.  The game was just never built with the idea of saving anywhere in mind and several features and mechanics would be completely undermined if I were to include that.

As for the cutscene breaking your game that you mentioned, that's definitely just a bug caused by my oversight and I'm glad you mentioned it.  I'll be sure to fix it for the future.

However I'd like to mention that there aren't likely to be more demo updates from here on.  With the games first two chapters now included there simply is no more content left to be squeezed out of the early sections so you shouldn't have to worry about restarting or losing any progress for a good long while.

Yeah I've got the scene fixed already.  The patch should be coming today or tomorrow after I fix another scene.  Appreciate the report!

(1 edit)

EDIT: I think I figured out the issue.  Should be fixed in an upcoming patch.  Thanks for the report!

Hmmmmm.  Could you give me any more details?  Was this the statue at the rest spot or the second one found by the sick man? It's definitely strange for the skill locks to not show up properly.  I checked the games master file and it worked fine for me there so maybe something's off with the demo. I'll download the demo and see if I can recreate this for myself but if you can think of any other information that might be relevant leave me a message!

Looks like that image got lost while I was compressing files.  I'll slot it back in for the upcoming patch.  Appreciate the report!

Glad you're enjoying it! As for your question, earlier builds (Pre 1.0) DID include proper equipable underwear beyond what is currently in the game.  You'll also find proper panties in chapter 2 if you check the status screen.  But this has not returned simply because I'm prioritizing making more brand new content rather than having to do all the variant arts that came with underwear (alt versions of certain sprites, battle cgs, event cgs etc.).  Eventually it will likely return but that will probably be off near the very end of the dev cycle.

Happy to hear you've been enjoying it!  Please look forward to the next substantial update coming later this month.

Thanks so much for the kind words and feedback!  It's very much appreciated.  I'm glad you enjoyed the demo.

1. Unfortunately I don't think the demo will ever REALLY sell the choice/consequence system since the demo effectively ends after the Bloody route is first introduced as a concept.  But I'm confident that the full game will satisfy players when it comes to unique interactions, variant events and alternate endings that their choices can enable and influence.

2.  As much as I'd love to have more proper animations of any kind, I don't think I have the skill to pull that off at a quality that I would be satisfied with.  But never say never!

3. Yes I do love me some Funger haha.  Though fun fact I didn't even know it existed until after I had completed the games original alpha build.  It was definitely a big part of me actually deciding to revamp the game and completely redo all of the art and sprite work so I'll forever be grateful to that franchise for saving my little game.  It quite literally changed my life.

Took a look at the files and it looks like there was a priority issue with how the event was set up so that the SFW version would always overwrite the NSFW version.  Surprised that hasn't be reported sooner but I'll have it fixed for this months update.  Thanks for the find!

It depends which scene in specific you're looking for, but I believe the only Slime related scenes at current are for losing a battle against the Cute Slime or Slime King.  I don't believe the Evolved Slimes or Rocky Slimes have any unique loss event in the current build.  

Yeah the menu issues are on my list of things to fix for the upcoming update.  Appreciate the report though.
Undertale was definitely an influence for me but I wouldn't say that shows up in the battle system too much.  You CAN interact with enemies but you'll be disappointed if you're expecting to be able to non violently end most encounters lol.  That just isn't really a mechanic here.
Oneshot however I'm only really vaguely aware of so I can't say I really know much about it.

Yeah I wouldn't expect it to run so sluggishly on account of being RPG Maker.  Do let me know if anything changes though.  If it's just certain maps or areas maybe I can pinpoint what the core issue is.

Huh, that's definitely strange. Unfortunately I can't come up with any reason why that should be happening.  Nor have I seen anyone else report a similar issue from what I can recall so I don't even know what to suggest.

I mean you CAN take Red's clothes off.  She'll simply refuse to let you progress the game until she's wearing clothes.  That's just the way I made it.

Hmm, that's interesting.  I'll look into that and see what I can find.  Appreciate the report!

The only version of a naked skin is when your armor gets destroyed.  And no, I'm not a competent animator of any kind so I wouldn't expect any sorts of animations  at any point lol.

As far as the demo goes there likely won't be too much left to add after the April update.  But that mostly goes for story content.  There's still plenty of unfinished systems and mechanics that I intend to release future updates for.

And of course the overall plan is still to release the full game within this year.  I still don't think the demo is in the finalized state I'd like before I go putting it on steam as well so I imagine at least one more free update over the summer at the very least.

Glad to hear it!

It sounds like your bloodlust meter is too high.  Any other states that take control away like that will wear off after a battle, if not within that battle.  But the bloodlust ones will linger until you reduce that gauge.  The easiest way is simply bathing or using cleansing water which the standard item shop at the camp sells.

Do let me know if that DOESN'T fix it though as then it's definitely a bug of some kind that I'll have to look into.