Matching 4 in a line gives an extra turn, so matching 5+ in an L or T should also give an extra turn
FibS
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Celandine must be using some kind of sexy-snake psychic-venom because she's putting words and thoughts in my character's mouth/head. Like it straight-up says in the dialogue box: "[Player] blushes slightly, shifting uncomfortably in the water. I'd like that, he admits, looking down shyly." She's also saying her own thoughts and actions out loud.
And they were right. Cars in particular have had substantial negative effects on daily life and the environment - not from using them, but from abusing them. While cars expand the maximum range people can travel, entire cities are designed to fetishize cars and stop people from accomplishing basic life tasks they should not strictly need a car for. That's the only reason suburbs exist.
AI is the same paradox. There are plenty of tasks where AI is appropriate such as statistical analysis, cybersecurity, mathematics, etc. As we can see it can produce decent illustrations, but we should not confuse illustration with art.
I think the main draw of this game (so far as AI is concerned) is the fluid NPC dialogue, and I hope as time goes on more efficient technology appears to replace the current, very wasteful and flawed models.
The AI isn't capable of keeping track of certain details. For instance, Rosalyn totally forgot the rules of liar's dice even though she's the one who told me what they were - we just rolled the dice and whoever had a better dice hand won. And then she asked me what I wanted to dare her to do even though she won and we'd agreed the winner's the one who issues the dare. (I got a hug out of it tho.)
Hiya!
I haven't abandoned the game project. However, the limitations of Quest mean I basically need to remake the entire game in a different engine, and I've been very slow to get around to doing this. It was depressing for so much work on the Quest version to turn out pointless.
I've been in a much better mood lately, but most of that effort is going towards drawing general artwork and SubscribeStar. But Twisted Mobius will return in a new and better form one day!
Quite a charming game, but Aldric's AI in particular seems to get caught in death spirals a lot. Although this may be because I'm playing on the server and it's under heavy load right now.
Rosalyn left her shop saying she'd be back shortly and hasn't come back for hours. I hope she's OK! EDIT: Roz is back. She says she bumped into some folks and lost track of time chatting. The AI is relatable now. The uprising is here
The game is very very difficult at the start and this might be a consequence of how stat scaling works. If everybody is close to 0, then a difference of 1 is a massive difference. It gets much easier as soon as you reach Lv. 10 and class change
The catacombs boss is so hard because, kind of like Dark Souls, combat in this game is a nightmare against more than 1 enemy. It would be one thing if he waited for you to kill the adds before returning, but he doesn't, and he spawns new ones as soon as the previous are gone.
As a person over thirty I understood in about 30 seconds that the original Basilisk is presented under the literary conceit of being an unfinished SNES game and Basilisk 2000 by the same developer is presented as an unfinished game on an unknown platform somewhere around 2000.
I don't mind any inexactness in the game premise, but if we want to get pedantic this would have to be a PC game, not a console game..
The other comments here are a little too focused on the looks. Okay, let's go over that. The PS2 launched in 2000 and the Dreamcast was already out. Games on those consoles would look notably "better" than this. The consoles beforehand would look a little worse, unless they used lots of pre-rendered assets (as was the craze at the time), which would require fixed camera angles if used for the environment.
But the problem isn't the graphics. Or well, not how good they look. It's the fact this game's genre was synonymous with the PC in the 90s to early 2000s.
- Daggerfall, 1996, MS-DOS only
- Diablo II, 2000, PC only
- Baldur's Gate II, 2000, PC only
Some of these games were just too damn big. Diablo II was 2GB and Baldur's Gate II was 3GB. The latter would've needed at least 5 PS1 discs, more if we consider that some things have to be copied to every disc, and since the game is not as linear as FF7 (1997) or Chrono Cross (1999), both of which had 3 discs, there's no way to sort what goes on what disc to minimize the switching.
But Daggerfall (1996) was less than 200MB, which would have fit on a single PS1 disc. It was still a PC exclusive. I believe the real reason is that western-style RPGs gradually evolved from text adventures like Colossal Cave Adventure (1976) and fully retained their strong PC association all the way to the 2000s. And I believe the primary reason that this association changed is because Microsoft entered the console market in 2001. Morrowind was available on Windows and Xbox. Everything available on Windows was on Xbox. And this encouraged the other console developers to better support and encourage games formerly limited to the PC.
Finally, since the game "was not finished", these are not the final assets. So we can't be sure how the game would have looked when it was done. It was very common at the time to push back or remake a game in development for a new upcoming console. So even if this had been originally slated for PS1, if development had continued this would likely have switched to PS2 and looked a lot different anyway. Or, more likely, it would've been on Windows and Xbox.
Bug: Bonnie's ghost can block you in
After giving Bonnie the flowers, she spends a night with the protagonist. If the player leaves the room and immediately re-enters, Bonnie's sprite will still be in the room. Since she is only supposed to be there for the preceding cutscene, she does not respond to any interactions - but if the player moves a tile down, it will not be possible to leave because Bonnie's sprite is solid and thus she is blocking the door.
Presumably, the flags or variables that prompt Bonnie's sprite to spawn for the cutscene are not properly changed afterward.
This is a neat little helper to make worldbuilding more intuitive. The biggest obstacle will be people who go "oh no I can't draw" and refuse to do the 5 minute sketches, especially if you've got that one guy in the group who can draw movie-quality concept art within that time.
I suggest adding "discouraged" in between encouraged and banned concepts. Discouraged items should be very rare and are not day-to-day occurrences. They're things most societies in the setting consider sacrilegious or impossible, or which are heavily persecuted, even though they technically still exist.
The mandatory Erogenous Zones must be progressed in order. However, you will be able to move to the next Erogenous Zone without having to clear the temple itself. In current plans, clearing the temples is only required to challenge the goddess.
The optional Erogenous Zones have no particular recognition of order, except that each is reached from a particular mandatory Erogenous Zone (which are ordered.) I have no hard plans for any of these optional Zones and may change what their kinks are. If it turns out that particular "combo kinks" are worthwhile, these would be unlocked by unlocking all of the kinks that comprise them.
Whether expansion as applied to the player is "growth" (added mass) or "inflation" (pressurization), or both, has not yet been decided. However, it will primarily affect the sex organs. Current plans are that the player character can see permanent alterations, but other characters can only be altered temporarily.
I'll add this to known issues.
Resting makes use of SolaerTime, which isn't working, so I expect this error should occur almost everywhere.
The only place resting definitely won't cause an error is in an Adventure, which overrides the rest behavior to fully heal you without involving SolaerTime. Or at least this was working the last time I tested it...
Hello and thank you for your interest!
I feel like other similar games on Itch are about as self-descriptive, if not much less so, and I think the screenshots provided make the game's premise fairly clear: this is a text adventure that is not solely smut. What I definitely haven't made clear is that most major Sonic characters can be recruited as a party member, and will be possible romantic and sexual partners through building up Relationship Values or getting into hijinks together (though at this stage in the game's development this is not yet possible.)
The second screenshot shows the current state of combat, which is not fully finished but is basic turn-based RPG combat. States (status effects) will be implemented, but are not currently in.
There will likely be limited transformative options for the player character such as alterations to the size of their privates, but not changes to sex or race post-creation.