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Dansiman

11
Posts
1
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A member registered Feb 10, 2025

Recent community posts

Ok so prior to this update I had an outfit consisting of just an apron, shoes, and backpack. I was able to go to class in this, but now I no longer can! :(

I assume something changed in the apron's properties, and maybe it was just a bug before (I did notice that if I entered the dorm while wearing the outfit at night, then leaving again would be considered "sneaking", although during the daytime I could leave wearing that outfit without issue), but I'd really like to be able to get away with sporting this positively scandalous outfit again!

Make sure you're wearing a Bag that says in the description that it "holds a laptop".

Maybe some day

I've noticed that the NPC tooltip doesn't get updated after individual interactions within a scene. For example, if you start chatting with an NPC, then you Compliment and Flirt, the tooltip will still show the values as they were prior to your Compliment and Flirt actions, even though clicking on the NPC's name shows the updated values in the pop-up dialog.

Eh, i just rolled back to before the error (which resolves the inability to reopen it) before saving. Definitely looking forward to seeing what's in there, though! ^_^

Found a bug, don't know if it's specific to the Android version (0.2.1), but when I tap on the calendar app in the smartphone I get a Ren'py error:

NameError: name 'year' is not defined

If I click on Ignore, the smartphone immediately closes, and then I can no longer open it again by tapping on it.

When I talk to a character, if I ask about classes (to increase love) their love value becomes NaN. Looks like _influence is supposed to get set to $charisma/5 but $charisma is undefined at that point.

It's SugarCube, so the source is naturally open, if you know how to use your browser's DevTools. ;-)

(1 edit)

I always have to scroll the sidebar up and down, and re-expand the stats/skills groups. Suggestions to address this:

  1. Make the avatar smaller, or add a settings control to adjust its size (in case people with XL monitors really want the larger size). Or add an option to just hide the avatar, perhaps replacing it with the name of current outfit (+ any other info you want the avatar to convey in the future) when hidden
  2. Move the date/time down next to the rest of the info, so the two areas with important information aren't separated from each other by a full 612px
  3. Whenever the groups are expanded or collapsed, store that state in a variable, so that when the sidebar refreshes it will retain that state

Ideally, the left sidebar would never require scrolling, but if it has to, it'd be nice if at least all of the most important info within it can at least be seen at once by scrolling to the right spot.

For reference, I'm playing on 1680x1050 monitors. With the Windows taskbar and Chrome's UI, that leaves a viewport height of 881px.

That said, I want to give you props for:

  • designing passages with multiple "pages" so that the sidebar doesn't have to refresh every time I click a link
  • your original system of character attributes seems to be well-balanced
  • fully-rendered scenes that I sometimes have to look at quite closely to realize they're not just photos! (depending on who's in the scene - the sheriff is too obvious)
  • very few spelling and grammatical errors, few enough that I believe they could all be attributed to typos and editing mistakes (as opposed to not knowing proper spelling/grammar or not bothering to learn the same).
  • Have not come across any code errors so far! 👍

I don't know if this is realistic, but if someone were willing to create artwork and donate it to you (perhaps with the stipulation that the game said art is put into remains free, which by your indication is a reasonable expectation anyway for MERCANOID), would that make all the difference? I'm pretty sure I've seen a couple of primarily text-only games that included a small amount of fan-submitted art.

Found an error in the "Zipper Arm Cannon Modding" passage. The third mod, Smartlink Integration, indicates in the text that it requires a Handiwork skill of 2, but you actually need to have a Handiwork skill of 3 to install it.