The latter might be tempting, now that things aren't too uncertain anymore... for now. Still, managing two different save system for the web and desktop build might be a pain, but might be worth it. It was in the works when I started working on it two months ago, it's only a matter of time to implement it and see if it actually works, for once.
Derrysome
Creator of
Recent community posts
Not really. At the time I made it, I didn't know why touch control wouldn't work, it's probably easier to know why with the latest versions of the engine and some better experience under my belt. Still, I feel it could just need a rework and to have each level be more unique. But alas, never had the time to implement such changes.
Just a bit of trial and error as I go. It's gotten easier with a few engine updates and gaining more knowledge over the years. Honestly, the first step is to just make a normal game to get the ropes, watch tutorials, read the documentation, and soon you can pick up all the things you need to make the type of game you are looking for.
Just never stop learning, you learn more things as you go. Study some games. And make small games that teach you every aspect of game development little by little.
Glad to hear you like the concept so far! But yeah, there will be more drawings and animated stuff later down the line, but you get some more here and there in the next update (ver. 0.2). But slowly and surely are based around of scenarios now that I properly fleshing out the cutscenes system. (Gallery Unlock is for late in development)
Yeah, I get you in mostly being UI. There was suppose to be a few instances of her appearance in a few of those menus, hence the empty spaces; sadly they never made it in time during the Game Jam period. In the upcoming updates they will be added.
Not sure about skipping more months, as I do intend to spice things up in the event menu with more options. And yes, there really isn't a whole lot of events in the game yet, and some are bugged as they are meant to stop appearing after finish them.
Indeed, the story is ever-evolving. There is a branching storylines for those who want to follow it, once it's properly added. It's a matter of implementing story system into the game, but I figure the easier one to add will be a side story that I been brewing early in the month. Should be interesting, as its bring an unusual aspect to the narrative.
Hello, and I do understand your confusion! Let see if I can answer of your doubts:
- Yes, that is intended. You can indeed try again to get, hence "maybe another time". I could have reworded it as "maybe try again" later.
- Yes, epic fails happen more often if your stats are way lower than the client. While you can try to do it with lower stats compare to the client, its a lot riskier and you need to recover from your injury if you fail spectacularly.
- ... That's a bug. HO BOY, do I need to update it asap. And here I thought I fix every thing after export and checking the gameplay loop. End up being a single line of code poorly placed. The update has been added in the gamejam build.
- Yeah my bad, as stated that line of code was the problem.
Oh boy, speaking of leftover features. Originally the fertility treatment button was meant to be a one time thing; it was meant to be a bar that you can adjust (amount of points used, bigger higher chance of success and bonuses) to be a one time thing. I never update the tooltip description, forgot to do so before the deadline. I updated the game now after the glaring bug.
Yeah, those were meant to be the mini games. Should have specified that you either click on win or win bonus button as those were the ideas on how you would progress on those two mini games. In this build there were meant to have two exercise routines with mini games: The weightlighting one and the jogging one. Since I ran out of time in the Game Jam in more ways than one, I never implemented them.
An update was supposed to be finished last month, so I guess we will see if I am able to finish it. Mostly adding some variety to the early game and an additional area or two. I probably need to remind myself not to overdo some of the new features, otherwise I won't be able to finish this. I could always improve them in the next update.
Its pretty early on in the prototype, but at the moment you only start to progress by advancing the day. You can kill time by finding a bed or finding work which at the moment is in a factory down west of your starting location. Once you reach the first proper day 1, you do get the option to unlock a new ability and a world map. A world map that lets you explore a new level where you can find some enemies.
I do hope whenever I return to this game to add more to the game and provide better directions.


