Hello! Thanks for the kind words!
The revolver you're looking for is likely the one in the starting lab, beneath the safe house. It's in the security office, but you'll have to locate the key first!
For the shotgun, try searching around the top-left corner of the Westview Suburbs map.
Finchy
Creator of
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I've been inspired by playing many H-RPG games over the years and wanted to see if I could make one that suited my own tastes. This game, in particular, was also inspired by several popular survival horror games, including Resident Evil, among others.
Figuring out how to make a decent project in RPG Maker took several years, but I started this project about 9 months before the first demo was released. Back then, I only worked on it in my free time, so progress was slow.
I'm going to assume you're asking about the Demo version and not the WIP builds from my SubscribeStar.
In that case, the current plan is to release a couple more major patches for the WIP builds before taking a large chunk of that content from those builds and bringing it to the demo version. All in all, it should add at least a whole new region with several new delves to complete.
Femdom is just the theme of the game, ultimately. It's what I prefer, and I think if I were to add Maledom stuff now, it would be poorly received by the majority of the game's fans.
As for other universe characters, I don't know if you've seen it, but on my SubscribeStar, I've released a DLC pack for subs that currently has 4 out-of-universe characters you can fight with as a bonus, with plans to be updated in the future. I do want to add a bunch of secret encounters too, so there's that.
Thank you for this lengthy and well-thought-out review. I'm happy to see that I could make something deserving not only of your praise but also of constructive criticism.
There are many things here, too many for me to respond to them all, but I just wanted to thank you for taking the time to write all this. It means a lot.
One thing I will say, though, is that balancing combat and other elements is a constant work-in-progress. The game is still early on, at least in terms of what I want to do with it, so I hope to be able to iron out a lot of these issues specifically in due course.
While I like the idea of having support for such broad interests, making all the assets would take so long that I'd never get anywhere. I plan to have a lot of enemies in the game by the time it's done, so having multiple versions/different dialogue for each isn't really feasible. The scope of the game would need to be much smaller.
Ah, yes, sorry, you're right! I was thinking of an older version where it didn't track misses. Don't worry, I won't be changing it.
I need to add more context to the upgrade system anyway, so when I do, I'll see about locking players out of either of those focus perks. It'd be useful to have a system like that anyway.
Thanks again!
Thanks for the extensive feedback.
1. The only assault rifle currently available is only obtainable if you defeat Velora in a battle, which is quite difficult if unprepared.
2. I'd like to add these stats to the Sim-Chair menu if possible. It's on the list.
3. For Melee and Ranged focus perks, I figured it was obvious that you shouldn't activate both, seeing as they both have glaring negatives to them. In terms of design, I want to have certain perks that only really work if you focus on one kind of combat, at the expense of others. There will be more perks in the future that fit into this kind of design idea.
4. In RPG Maker MZ, at least, state resistances are multiplicative, so your calculation is correct. The displayed stat in the Status menu is your 'resistance', so you're 9% less likely to be afflicted by the state. If it was in the negative, you'd be 9% more likely to be afflicted by the state, and it would display as -9%.
5. This might be something I add in the future, as an optional feature.
6. I try to make it obvious in the design of the enemy what type they are, but I'm considering changing the scan info to show their exact subtype in terms of EXP.
7. I don't want to discourage grinding if possible, and this seems like a very time-consuming way to do it, honestly. You only gain weapon EXP if the attack lands, so at maximum distance, you'll miss a lot. Plus, having maxed Aphrodisiac EXP will be a dangerous thing to have, down the line.
8. Catalogue's inventory is random to an extent. Sometimes she stocks Shotgun ammo, sometimes she doesn't. There will be plenty of opportunity to find more as and when more content is added, though.
9. Pregnancy content is not fully fleshed out yet, but yes, outside of Arianna's Parlour, you'd likely need to lose a lot to gain that type of EXP. The only real benefit right now is that Arianna's Parlour patrons will tip you if you impregnate them, so there's that.
Again, thank you for the feedback. The game is definitely a work-in-progress, and these sorts of posts really help me reanalyse elements and see if improvements can be made!
It's strange. In my testing, I simply copy the updated versions files into my directory where I test a deployed version of the game, and I just overwrite everything and it works. I guess I just don't really understand how folder structures work on some setups, as people do occasionally report losing saves, as you have.
Your old saves should always work with the newer versions, unless I need to make drastic changes to the core plugins of the game. If they're getting deleted, for whatever reason, I'd do as Survivor says and make a backup before you copy in the new files.
As for the full release, it won't be a for a long while. I plan to fill this game with a large amount of content, so please look forward to that!
Oh, I see, sorry!
You can acquire Psionic skills by using the chair in the east wing of your Safe House. There are many other upgrades there as well, that you can acquire by exchanging EXP.
The southern purple section of the upgrade area pertains to Psionic abilities, so you can find several there. Hope this helps!
