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A member registered Jul 30, 2019

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Should be named, "The Couch spouse's Cooch"

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.

2x+1 for cheat engine no longer works in Lust Doll PLUS, from what I tried.  Worked perfectly on Lust Doll... Classic?

I’m guessing assets; graphics, sounds, and cutscene text, at least some of it.

That and ideas are dime a dozen.  Indivi has priorities.

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.

Cool.  It's a shame a game this small (for now) runs so poorly, but I didn't know the scope of the project.  Apparently Haxe has HTML5 support, among other platforms.  Have you considered it?

So it's just that first cutscene for now?

Also, Unity is slow.  RenPy is faster, if that can work for you.  Haxe is cool too.

Where's the "Play" button?  All I see is a "No" and a "Yes" button on the Google Analytics message.

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.


I DIDN'T KNOW THERE WAS A DOOR until I read the comments!

This game doesn't maintain its aspect ratio.  I can't play in fullscreen on my 16x9 monitor without the game stretching.  Black bars are better than stretching in my opinion.

Could you consider implementing WASD to move as well?

Also, for an RPGMaker game, why does it run so slow?

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Can you make this more obvious in the next build of the game?  Maybe give the counter an animated exclamation point or something to draw the eye when nobody is around?

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?