How silly. We'll be taking a look at it!
WolfBite Interactive LLC
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Hey, thank you so much for taking the time out to leave this comment for me to read. It really makes me glad to know that the project has helped you so much like that, and it just adds so much more fulfillment to what I do.
As it stands right now, Harold's route is done. There is more content to come that involves him, but his overall story is finished.
Thanks for checking out the project!
If you encounter any bugs or other issues, you can leave a post here about it! Thank you, folks!
If you downloaded the old demo before we posted the updated one (12-20-23 is the newest one), and you have issues with Saving/Loading your game in the full build (or new demo), please try deleting the game data from the old demo!
To find that data, navigate here >> C:\Users\NAME\AppData\LocalLow\WolfBite Interactive\Engaging Destiny
Delete the contents of that folder to remove the old demo data, then try running the updated builds.
Thanks a bunch for all of the input! I actually went ahead and adjusted the 'Flee' part to remove the dice rolls completely. I'll go back up and touch up the narration for that too most likely. It seems to be a common issue in the feedback I'm getting, so... It's updated now! I just wanted to show off the system more for the prologue and didn't figure it would cause that much grief. Seems I thought about that all the wrong way, hah.
I'll end up adjusting the prologue a bit too, most likely. Or at least make it more apparent that it's a prologue? Prologues are intended to set up the story later, and since I only got so far with the demo, it's not super apparent yet. I kinda like the idea of starting with Dyne, doing a flashback, then continuing the story with him, so I'll think about that a bit more.
There are story aspects that will become more apparent later on in regards to the character relationships too, but again, I think I need to put some more work into the 'before we leave for the adventure!' bit, hah. But this story isn't exactly about... getting into a relationship with your party either. We'll see some growth between characters and bonds changing, and other stuff can happen, yeah, but it's more like... casual sex with friends (or seeing something between part members!). The focus isn't meant to be on the NSFW content, that's why I made a toggle for it. It's a fun addition, but it's not the focus for a change.
Endless Bounty didn't have animated CGs, but it had other animations.. Engaging Destiny, well.... that was a whole different beast. We don't really intend on doing animated CGs for this one, but who knows what'll happen, cause we both end up going a little harder than we mean to at times x3
In regards to stats, the guys tend to bring different things with them, and that'll impact how things play out. Status effects will impact this later on too. For example, the 'Wet' status impacts player Defense (I didn't really get to show that off though). Not sure about what I'll do in regards to other items or equipment though. More stuff to think about and determine how to work it in or if it's viable!
You gave me a lot to think about, and I really appreciate you taking the time to let me know your thoughts! I'll certainly be looking at these things more to decide how I can improve things even more.
Thanks for the input! I think I'll do an update in the next few days to handle that whole situation then. Seems to be a consistent thing for folks to dislike, at least ones that are save scumming.
I -do- plan on adding failure stuff that's interesting too, because it's almost like it's not worth even having a succeed/fail system if all folks are gonna do is save and try again and again just to succeed. Gotta let them know that success isn't -always- gonna have the most fun option, haha.
Though, this has made me consider something else that could be fun to discourage that kind of thing too... While Renpy makes it easy to do save/load, it's just as easy for me to work with it and come up with something~
And what about Dyne has you worried? I'm curious cause it was something I was a bit hesitant on at first. I've just wanted to do a project with him as the protag for a while, and I figured this would be a fun start.
Again though, thank you for all the input!
Heey, thanks for the feedback there!
This is the whole reason I made the demo public, so I can get feedback for some of these things.
I figured since it was a prologue to set up the main story, fudging the numbers a bit would be fine on the 'Fleeing' part (this is the only instance of that happening), but I figured wrong I guess, haha. I set up the wrong kind of expectations there it seems. I had some similar situations in regard to the "Fight" bit too. On the Patreon release, I had it set up so that you still got to roll, but the ending was always the same regardless. I ended up removing the dice completely from that bit, so it probably wouldn't be a bad idea to remove it from here too and just let the player have the choice of what to try.
As for the story progression, I get what you're saying, but prologues are usually meant to set things up for the future, and that's what this is for. Doesn't mean I can't work on improving its execution though!
Thanks a bunch for giving your input!
That bit with the mercs has gone through a couple of changes, hah. You -could- succeed at first, but the paths really led to the same outcome (and it felt wrong to let folks succeed, then still end up... there). I'll look over the writing again and see what I could adjust to make it feel more like it's fruitless no matter what.
I'll take a look at the font too! Some letters do look odd. I just have to find something that matches the spacing correctly so it doesn't cause the text to fall off the screen.
Thank you for the feedback!
Ack, sorry to hear that. That bug seems to have reared its head again, so we'll take a look at it! Autosaving would be a handy feature to have too, so it's something we'll keep in mind for the future (it wasn't something that crossed our minds until... well, after we released, bahaha). Avoid talking to the Blacksmith's door if he's not outside and it's not night time. IF you go into the mines/caves/forest while he's not there, he should reappear (as long as it isn't night!).
On the plus side, we ARE happy to hear that you're enjoying the game that much.









