If you're going to make the entire game able to be controlled with three buttons, can you at least make them close together?
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I am trying to install this with the Itch launcher on Linux.
I click install, and it brings up the installation menu as normal, where I choose the package and destination.
However, there are no entries in the package selection field, so there is nothing to install.
Intriguing, but I can't even install it through the Itch client. As that is how I play games on Itch, this will have to be a no-go for me until this gets resolved (probably if/when this gets ported to a not-ancient OS)
I'm eagerly anticipating the next institution chapter.
I have concerns and hopes:
The final chapter so far has Haven and the prostitution dungeon escape sequence. WOW that sequence was hot, but my big question now is how could it possibly get better than that? As in are you concerned that you might have ramped things up too quickly, leaving the ending of that chapter on a radically different note than the last one? Or is this the 'new trend of institution quests' and all previous institution sequences were just a prologue? Or am I missing something drastic? If you keep this chain of drastic life-altering changes up with each institution chapter, how many of these do you think you can make before she (he?) actually gets raped to death? Because that exact thing was about to happen if not for effectively divine intervention. Narratively, how much is left after that? Would you ever consider rearranging the institution chapters if they felt out of hotness/extremeness order? Obviously I'm not asking for future plot points; that would be spoilers, could be subject to change, and frankly unfair of me to receive. Simply, are the institution chapters going to continue to be life-altering? Are they going to somehow end up (at least) matching the lewdness and/or extremeness of the escape sequence?
On a related note, are most of the 'extreme' stuffs going to be solely tied to the institution? That might be an effective way for someone less crazy as me to filter them out, but consequently would make the rest of the main city area less compelling to the extremists out there.
Finally, a wierd idea I had:
In a world, where consent is explicitly optional...
Public decency is explicitly optional...
Respect for women is explicitly optional...
Anyhoo, go forth and make more good things! I'll keep careful tabs on this project!
I launched the game on Firefox, Edge, the Itch App, and now also Chromium.
The Itch app is the only one that doesn't go past the first picture. Even chromium can progress normally.
The colors are normal on Firefox.
Edge and Chromium inherit the system palette still, which may or may not be desirable. At least it's perfectly legible.
such strangeness was had?
Is there actually any recovery after rape? I got barraped and have the trauma debuff... does it wear off, or can the debuff be prevented with rape, or is there some specific method to remove it, or is it just permanent?
Firefox, Windows 8.1, high contrast theme with custom colors to give the 8.1 ui I dark theme. Sometimes firefox uses this (even when I tell it not to), which can cause issues with pages with any kind of undefined color anywhere on the page.
Here is what it looks like when I open it with edge:
How do I open the dev tools when launched through itch?
This text is frankly illegible and makes it very akward and annoying to play. It looks like this text has no defined color, which means my browser uses the system default. Also, when launched through Itch, I can't get past the first image. I can click the image, but the rest of the ui doesn't unfold at all, like it should.
How do I finish the tour of the town? I'm guessing it's a situation where I have to click all the things before I'm allowed home. However, I have no indication of what things are clickable until I hover my mouse over them, and I'm tired of scanning my mouse through the scene hoping to be surprised when something lights up as clickable. If the town image is temporary, maybe the final version could emphasize some contrasting colors and maybe borders to show the map 'buttons.' Yes, I found the forest 'button,' and no, it was impossible to tell that it was clickable until my mouse stumbled over it and I was paying attention to my mouse.
Yeah, the map (and probably other locations) could use a rework for readability and distinguishment of the interactables.
So a game isn't installing correctly on the Itch client, and the client returns an error message. I see the check next to "Send a report to help resolve the issue," but the checkmark does nothing visually; there's no confirmation of any kind indicating that the report was sent.
Anyway, I proceeded to the developer's page to submit an error report anyway, because this way I could provide a description of the problem and steps to reproduce it, and I wanted to attach the error logs. I found that I couldn't, because the logs were not selectable and there was no button to copy the currently open log to the clipboard.
Can you make at least one of these options possible?
1) Add a confirmation that the error report was sent (and a clear button to send it)
2) Make the error logs selectable and copyable
3) Add a button to copy the logs to the clipboard
I could use a walkthrough:
A resource with all the quests/events/things to do, their prerequisites, how to initiate each, how to complete each, and the reward.
Also, something which covers the prologue-stuff a player should/must do before anything else. I don't know where that ends-maybe just give a 'main quest' line right at the start?
I am trying to reach a point of renewable resources (money and experience in particular), and I can't do much of anything until I figure out how to finish any of my quests or something.
How do I find an orc?
How do I get through a whole army of pixies reliably, because I can't save mid-mission?
Where's the abandoned village to the southeast? Is that the place with the pixies?
I scoured the world map but all I could find of help were two dark seeds, but I need five to find out what the shady guy will give me. Should I even care?
I DON'T KNOW because the game doesn't tell me!
I shouldn't have to come here to ask questions about where to go. If I have a problem with that, there's a conveyance problem with your game.
I shouldn't have to come here to ask for battle tactics in an RPG on easy mode-I should just be able to grind a little if I feel overwhelmed and/or confused-oh wait, I can't yet, or maybe I just don't know how to!
I don't mean to be mean, I just would like the game to be more upfront about what it is suggesting that I should do, and you might not know about it unless someone speaks up.
Better yet-don't be afraid to completely break the forth wall in the quests menu: let me open up any active quests and see the (otherwise non-repeatable) information my jerk just gleaned. Pretend it is a dungeon-master telling a player about the world: The DM would tell the player what the player's character knows but the player doesn't: It should fill the information gap between the players and their characters.
If you switch the maps for the male and female bathrooms in the middle of the New Ark City underground mall, the male and female stalls will be head to head so you can put a glory hole in the enter-able stall there. Easy implementation, but a glory hole might be more thematically consistent in the slums. I can't say from experience.
Actually, an even easier implementation (I imagine) would be to swap the text's and loading zones' position in their shared foyer. Move the (four, I'm guessing; two loading zones and two text) objects in that central mall room, and the setup is done.
Which scenes do/should do the do? I didn’t even consider trying to get preggo from a slime because it’s not my species nor does it ejaculate. Could the tip for the pill be more clear/obviously enable an otherwise nonsensical impregnation? The pill could be the difference between cum being needed or not... or maybe just a setting. Ya got plenty of those already; one more couldn’t hurt.
Answer: To access the elevator, both shop items must be purchased and you must have 500 SXP in your wallet. The "Area Closed" alley will then open.
Unfortunately, these arbitrary requirements are not made clear to the player.
The keyboard controls are a little strange how they always start at the bottom. I would expect them to start at the top, at least when I hit UP while nothing is highlighted.
Also, the mumbling sounds a little glitchy. It pops in and out, it's barely functional, but I'm glad it's there; it's better than nothing.
A promising little sequence this is. It could use a little bit more polish and content, but I like what I see so far.
Apparently there's an elevator? How do I go anywhere besides my house, the street right outside, and the shop next door? I found my invisible front door, but there's no invisible door on the west side of the street, and the east side is a dead end where I can bend her over some boxes.
WASD movement too please--great for one-handed play if you know what I mean... It's closer to the Z button. Switching my hand from the arrows to the z button is unnecessarily cumbersome. If everything can be performed with four buttons, why not position them closer together?
Also, to take a hint from Lars Doucet, "If there is only one possible, unambiguous, non-regrettable action, the action button should just do that one thing." Not bring up a menu with a single option. The Z button in this case is the action button. I found this rather tedious.
How do I get started? I'm in the store, I interacted with just about everything, I can't close the shop (implied by interacting with the south door), and nothing here advances time. Nobody is in the shop but me. Am I missing a control?