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Fire-Dancer

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A member registered Sep 04, 2023 · View creator page →

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I'd never miss an opportunity to talk about the games I love, so here's a different game for each major question:

1. What are some of my favorite games, and why? (Stardew Valley)

Stardew Valley isn't my favorite game by a long shot, but it's relevant and isn't mentioned elsewhere. The Seasons changing is nice, the multiple events across each season add a lot of character, and the way the world can slowly be shaped by the player, but never completely, is really cool. Above all else the ability to almost entirely customize the farm with outdoor spaces and have a really cozy hub of operations is what makes it most playable to me. The dating simulator part of it seems like a side compared to the sandbox parts. The last time I played Stardew Valley was with the Sword and Sorcery mod, which was super cool because the crops in that mod altered the crops around them, either by acting as a sprinkler, fertilizer, allowing giant crops to appear more, or other effects. It also had a large emphasis on combat, which it did a bit poorly by making it stupidly hard with massive enemy stats but otherwise easy enemy mechanics. With all of Stardew's intricate mechanics, my favorite was easily the base-building. No matter what villager I upset, I always had a cozy home base to return to.

2. What makes me curious in a game? (The Forest of Love)

    - An entirely new alphabet used just for the game. I've also seen this done in Wynncraft with its Ancient Wynnic. When the translation guide is eventually found in game, it is fun to go back to mysteries which had the language in order to translate what was said.

    - Seeing something that cannot be reached at the moment, such as the other side of an impassable river, or a forest too dark to see into without a super bright light. Wondering when I'll get the item and constantly passing by it always makes me curious and gives me something to look forward to.

    - Foreboding history having an unknown bearing on the present. Forest of Love has ruins all around which come from a civilization that long since passed, yet the runes on the ruins glow when strange forest stuff happens.

    - Large creatures such as a rainbow bird or a giant dog with an island on its back always has a wowing mystery, especially so before it is explicitly stated to be there. When rainbow feathers start appearing beforehand or a giant flipper can be seen off a cliff, I always get a little excited at just what is going on with the world.

    - Mysterious requests from an unknown source. In Silksong, a tablet details a sister who urges readers to commune with a bird at the top of the mountain. In Subnautica, a ethereal voice asks the player "who are you?" and commands the player to come closer.

3. What makes a game feel rewarding to me? (Silksong)

    - Skill expression. Turning a fight from a player beat-down into a majestic dance is always fun to pull off. There is nothing more rewarding about games than mastering them, and having that mastery make an obvious difference in gameplay makes getting good so rewarding.

    - Vanity. Silksong doesn't do this too well in this, but vanity and new house decorations are always the best rewards, nothing better that a furnished abode.

    - Amassing a visual hoard, whether it's a family of dogs in Minecraft or a gem pile with gems is always nice. Collecting fabled equipment and putting it on display is a wonderful reminder of a journey taken.

    - Achievements, from befriending the first character, and eventually achieving 100% completion are really rewarding, and helps to show me that I'm on the right track. This is especially useful with Steam achievements, where I can see completion compared to other players. If I ever feel like giving up on a game, I generally feel safe looking at the achievements to see what I should be doing next as a sort of spoiler-free guide. I also use achievements to see obvious stuff I've missed that I should have found already.

4. What kind of updates make me excited to return to a game? (Find Matt's Cats)

    - A new game mode is most likely to entice me. Find Matt's Cats's next update seems likely it will add a gameplay mode to make it so only a few hidden objects can be found at once, with am emphasis on memorizing the location of every object in a level. I'm interested in that because, despite how simple it seems on the outside, it will entirely change the way I play the game

    - Entirely new levels also get me back into a game, though not for nearly the same length of time

    

    - and on the other side, I usually ignore updates that affect the entire experience all at once. I'm probably not going to play Terraria 1.4.5 for a while because it affects every class and every bit of the game so that each bit has a little bit of newness to it, but not enough in any part that makes it worth playing. Meanwhile the 1.4.4 update almost exclusively focused on melee, and I had lots of fun with that update because I could feel in each weapon the improvement, and experience nearly every bit of the update.

5. What makes a game feel alive? (Elden Ring)

    - Plants and animals move, clouds part and come together, it rains, different times of day produce shade in a different place.

    - Characters appear in different locations, their personalities change, their affiliations change, multiple of them become a boss, multiple of them come from bosses.

    - Yet above all else, the reason I choose Elden Ring for an "alive" game is because of its online features. I played Elden Ring reforged a few years ago and it was a kinda sucky mod that felt very boring despite being very similar to fun base game. I've started playing it again recently and am shocked and how much a difference the online update makes. Never would I have thought that I could like being invaded, invading, or defending others. And yet more than all of that, the finger messages from other worlds and little ghosts running around showing what other players did and how they died makes an incredible difference. I know it's weird, but seeing "dog ahead" and "Mist, or Beast?" adds a lot of character to the game.

6. What do I wish more indie games did? (Night With Timber)

    - Making an incredible story and plot. Without spoiling too much, the game starts off with a brutal and freaky hook, it's forgotten about for a bit, then it comes back later and a grand conspiracy reveals itself. It's an amazing story and makes me wish most indie developers cared so much about story.

    - Another really good part of Night With Timber is the characters. None of them are pure goodness with no negative qualities, and even the really horrible villain was given humanity, even if that didn't change their alignment whatsoever. Seeing morally angelic characters is boring. (Baldur's Gate 3: Astarion's VA didn't just win off voice, he won off intricate character writing too!)

7. What makes me stop playing a game? (Terraria)    

    - Getting a new player into Terraria is hard. While each update adds QoL for getting into the game, it also adds more clutter. A good example of what to do is Stardew Valley, which uses both separate areas and also has different seasons or events that last just a few days and change the world. More confusing events are impossible or far less likely to occur early on, such as during the first season or year. Due to these mechanics, confusing clutter is kept for later parts of the game, where the player has lots of general knowledge.

    - 1.4.5's secret seed menu highlighted a feature that seemed quite gimmicky and not fun for the average player. It should have been kept a secret feature because it's still not on par with the rest of the polished game.

8. What kind of game moments do I remember most? (Evoland II)    

Evoland II is a game heavily focused on time travel, a concept I don't usually like. After the large disappointment of the first game, this game absolutely blew me away. Heavy spoilers ahead for one of my top 9 favorite games.

    - After the main characters have been introduced, they travel to a lab to *do a life-saving thing*. It turns out the *life-endangering thing* only happens because they are there, and a machine takes control over one of the main characters to cause them to create the *life-endangering thing*.

    - A different absolutely shocking part of the game is a quest revolving around a mountain and a time portal that when traveled into goes  backwards in time[SPOILERS NEXT], where every major force in the game can be seen in its primordial form... Yet there is an insane amount of stuff that doesn't make any sense to be there given how far into the past it is. This is also the first time the "Anomaly" is seen, and it's introduced with incredibly disturbing music[END OF SPOILERS]. Honestly the whole game messes with the mind a little, which could be why I remember so much of it.


Anyways, a lot of this isn't exactly related to a cozy farm game. Just a bunch of unrelated things I liked about certain games. If all of these cool things came together into one game, the game would likely be a messy combination of way too many factors, but if any inspiration is able to be gleamed from this then that's Pretty impressive.

Then again, Palworld is adding an execution mechanic to their cozy farm game, so anything is possible!

Also, after a place has been 100% scavanged, explored, repaired, or flirted with I feel as though the task should go away, because there is a lot of clutter in endgame otherwise.

There's a minor bug where the scavenge 0-100% bar doesn't show up when hovering over Garden. I like the new speed up with lost time QoL with the new update a lot, though. Amazing feature.

Amazing to see all the bug reports I've done put to good use, I am going to try out the next demo when that comes and I'll give new feedback on it since it seemed to help you both out so much this time. You two are a wonderful artist+dev team, and I'm excited to see the brand-new super-pretty main menu theme in-game!

If anything impressed me about this demo and made me absolutely sure this game will be amazing when it releases in full, with all it's planned polished biomes, it's the slopes. I don't usually see sloped blocks in games, but how it's done near the water is really neat. I also like the opportunities the character creator provides, though it is a bit hard to understand at the moment.


Anyways, here are some bugs and such that I noticed while playing, I assumed that many things were placeholders, but I decided to report as much as possible just in case:

*I was on a 1920x1080 resolution while playing, in case that makes a difference anywhere


Before playing:

- game starts not in fullscreen(a little sliver at the bottom of the monitor is not game screen)

- settings is not able to be selected from main menu

- icons for Itch.io, Patreon, and Deviantart are slightly cutoff


Character Creator:

- there should be an exit button on character creator to get back to the main menu

- while most sprites are self-explanatory, some sprites (namely drink while sitting and sleep at table) seem to cut off the characters parts(mostly legs) a little. It probably looks normal in game, though I couldn't find any usable tables or drinks. It would be nice to see an example table or drink, to see what is supposed to be happening.

- in character creator, some items have a color selector associated with them despite not being able to change colors

  - The items are: the entire unders category, the Boater Hat 2, Floppy 2, all shroom hats EXCEPT for the shroomble and finally the strawhat

    - There are two strawhats both named "strawhat", rather than the non-colorable one geeting the "strawhat 2" treatment like most other duplicate hats

- some of the unders category are extensions to items in the neckwear category, such as the mantled and plain cloak, whereas nearly every other unders is an extension to the overs category's animal items. It's messed up a bit though, as often the unders aren't able to take augmented colors, and appear instead as the default pink. There's also no point in separating between plain or mantled cloaks, because without the mantle they have the same sprite. It would be more intuitive if unders instead appeared as togglables when their relative overs/neckwear was worn. Especially since only one unders can be worn at once.

- as for the unders' lamia tail, it also cannot change color, and would make more sense to combine it with Lt. dan from the body section, as those two are clearly supposed to go together.

- using the export button causes the menu beneath the player portrait to get messed up

- when using the lamia tail, some other categories such as socks, shoes, and bottoms should be disabled, as they are obviously not meant to be worn when legs are no more.


Inventory:

- in hotbar slots, the red line around non-selected item slot is slightly visible when the slot is green selected

- in book inventory, all slots are offset a little from the description of the slot

- in book inventory, flipping the pages would be more interesting if each slot were numbered, so going to a higher number would mean consistently flipping the page forwards, and going lower would mean backwards

- when changing controls via the book, the controls won't actually change. While it says RMB(right mouse button) is the new interact control, E remains the interact control. This is true for keyboard as well.


Gameplay:

- though enemies can deal damage, they cannot kill, and health being at 0 changes nothing

- pickup radius is too small, and it's sometimes hard to get items even when standing super close

- there's currently a softlock by going left into the other map. It seems impossible to head back to the starting area.

- there is a softlock caused by not having an axe/throwing away the axe. There should be at least one other relatively easy way to get sticks other than with an axe, so as to not lose lots of progress if one is lost

- items collected and in the inventory should always have descriptions when hovered over, not just the craftable items. I want to know what exactly I'm looking at and what it does

- there should be a character changer place in-game to change character looks at, in case of regret made at character creation

Update day has arrived, Going to check this out immediately! Oh, and does "update .1" mean this will be a full-fledged game with a lot more content to come? or just more bugfixes and QOLs?

I tried lying in bed, petting the dog, kicking down the door, and even doing the true ending without reading The Witch's chore list and was still unable to obtain the bonus ending.

How in the world is the bonus ending achieved?

I was ignoring this game until I heard about it again from the Sexy Business Podcast. But no more! No smexy game will go unplayed.

Ooooh this sounds so cool! Can't wait to play and find all those secret locations. I want to sling 99 rocks right NOW! 

Exciting! I'll wait for a full GOG or Itch.io release, because I don't use steam, but this is good to see.

Bug reports:

1. With tags that are in two categories, only one category is ever filled out, no matter how many times the tag is entered                                 ex: pokemon and pokemon_(species)

2. Ever since this very recent update, typing in tag filters through the stashes menu no longer works for me.

I am using OS Windows 11 x64-based PC if that matters

2025 has been the best year ever for game releases. TFoL was easily in my top 10% favorite games during act 2... and now it's almost certainly going in Silksong Tier! 


Carrot and Vixel are my champions.

Soul of Luca's soundtracks are vibey.

Through their devotion, The Forest lasts eternal

Luci #1 is my #1, the prehensile hair does it for me, along with the presumably prehensile penises. Also I like the hooved feet with animalistic leg bends(lol I don't know terminology) only part I dislike is the fish fins... seems a bit fishy.

I like all the others but damn does Luci #2 have long fingernails.(nice tail though, quite thicc). Although looking at CosmicHound's comment, I am really starting to like Luci #2 more... the no eyes and yes big mouth is really unique... I bet he has a long tongue.

I don't like music but despite that I see this game everywhere... congratulations on making one of the intnernets most prevalent memes.

I also got what I wanted first try! Matt is a precious cutie in this game, even if he does have a odd hunger for... NoLegs O:

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For anyone interested in reading this WTF speech, here it is.

What in hell was the creator of this game thinking here...?

(open the image in new tab, it's bigger than it appears)

Who are the artists for the monochrome and colored arts?

Also, pyramid cuffing stations can be activated mid-jump (: (:

I had a lot of fun messing with the "unintended mechanic" of picking up the cube near a phase wall in order to glitch through (:

I found out how wall jumping is possible, and given it's the theme here to do speedruns, I was able to beat this in sub 2 minutes skipping the water tower!

Loved your game!

There is an area which is impossible to get out of. It's viewable in the main area sideroom with the 2 fire doors, after jumping on the big floating ball you can see it just below the bubble and thunder rune.

https://imgbox.com/g7PfqwMV

Funny bug if you donate a negative amount:

Did it! (2 hour long painful braingasm)

Could you add pronoun changers to the beginning for both the main characters and others? Having they/them/their be a common pronoun confuses the hell out of me. Having some custom choices is always nice too. Even without that, your writing is really good and I like the different colors for different main branches in the story.

It seems now e6 management is removing criticisms off their site.

(Archive vs Current)