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goldenPiGames

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A member registered Jul 25, 2018 · View creator page →

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It looks promising but I'm an hour in and it's pushing me away. The dialogues are riddled with typos and scripting errors, the inconsistent character heights are offputting, the note collection is jank, and just so many things are inadequately or confusingly explained.

Changing the controls made it tolerable, but still not great. I made it through the content in the demo at least. There's a brief period after you land where you can't attack for some reason.

The platforming is in an odd place where almost every jump has to be a double jump, but dashes are underutilized.

Every enemy encounter is the same button mashing because they just get stunlocked unless you space yourself slightly wrong, or they launch an attack with no warning in the case of the hovering egypt enemy.

The level design is a lot of nothing. Jump along and mash the punch button when something is in front of you. Very linear except when there are two ways to go and you have to go to one of them first and then backtrack (double backtracking if you arbitrarily picked wrong first). Moving platforms exist only to make you wait.

The slime boss is... strange for a first boss, being the hardest by far of the three in the demo, as well as the most counterintuitive. Its behavior completely changes at a certain point and then you have to figure out that you have to avoid where it appears because of the splash attack, but the red attack makes it vulnerable beforehand. The mirror witch is ridiculously easy and the pharoah boss is alright apart from the tell-less attacks.

Tried the demo. Only spent 10 minutes on it but my first impression is so terrible that I'm not going to spend any more time on it, much less money.

The controls suck. There are three control schemes but all of them are awkward and you can't change them. Please I would like to use a control scheme that makes sense, like arrow keys to move and ASD to jump/attack/charm.

Combat feels pretty bad. The short attack range and stiff movement make positioning cumbersome, and the involuntary movement when performing combos is something that should not happen.

Double-jumping is bugged, as it seems to be based on time rather than touching the ground; if you hit your head on a ceiling or land on a platform higher than where you started and jump when you hit the ground, it'll count as a double jump.  This already got me in the tutorial and this does not bode well for the actual platforming down the line.

When I landed on the spikes and died instantly, selecting "continue" made the game softlock.

That's a good idea, having a way to replay the character conversations. I had been thinking about how to let you replay the sex scenes without quitting to the main menu, but now that you mention it, I'm thinking it'd be better to just let you review any conversation. Fortunately, I made sure to make the conversations nice and organized early on and I already have the screen for viewing the list, so it should be quite easy to implement. In fact it was quite easy. Because I did.

Thank you for the comment! Which fonts gave you trouble, and why? I'll consider making the option to always use the same font more obvious, or accessible during dialogue instead of just the settings page. I've also been thinking of high contrast options. Oh, and if you open the chat log by holding /, that displays everything in the regular font as well. I should probably say that in-game as well.

I'm not currently planning on adding explicit handholding, mainly because that's surprisingly hard to animate, but I am planning a scene for Chapter 2 where he wraps his arms around you tight and cuddles you to sleep (after he's done rearranging your innards). I hope that's close enough.

You can now! Unfortunately, I wasn't able to get the Android export to work, but the Web version is now live and has touchscreen support, so you should be able to play it on any mobile device.

(4 edits)

I think I found that a while ago, but I have no idea how to actually apply it to the game...

EDIT: I found it, but the game crashes anyway on startup

EDIT: I fixed that (I had replaced the wrong values in one of the dumps), but I can't find the UI patch or the text spacing fix

EDIT: I think I did it? god that was a lot to go through. and i still don't have the UI patched...

i bought 3.40a from booth. i hope that atones for my sins. do you know where i can find the translation patch? (seems if anyone would know it's you.) last i played was on my old computer ~1-2yrs ago and it may not have the most recent patch anyway.

Disappointing, since I don't know Japanese at all. 

Do you say that Mofu's shop will have translated+uncensored versions? I don't think it's likely those old games will ever be on steam and itch, for fairly obvious reasons...

It's been a while, but i thought that game wasn't officially available translated/uncensored? Where can I go to correct my misdeeds?

I play many platformers and I rarely have problems with precision with only one movement speed, and when I do, I prefer inverse run, holding the button to move slower. Here I spend most of the time holding the run button, so I would appreciate if the game had an option for inverse run.

metal apple dog is love. metal apple dog is life. never forget

I like this one. It's very promising. Your previous tactical RPG is already what I'd consider the gold standard for eroge with good gameplay (although I fell off in the postgame because the translation patch was out of date), and I'm glad to see that you're officially making this one available like this. I have some feedback to give so far:

* Obviously, there's a lot of unfinished areas and people, the map is missing for half the rooms, and there are no hostile regular enemies around.

* Why is run off by default? It would make much more sense for run to be always on, then in no-WASD dodge could be bound to C by default.

* I missed the event in Wuelie's fight because I didn't know there even was one. Would be nice to either be able to refight people, or just ask her to get the event anyway.

* The Mushroom Dog is very cute and I hope that it becomes a legend like the Metal Apple Dog. (Those legs haunt my dreams sometimes.)

yes, that's correct. go over every tile once with no gaps or overlaps. also how did you find this game? i haven't touched it in like 2 years

the game is extremely not finished in general. I stalled on it several years ago. The most recent version of the game is at https://goldenpigames.github.io/Anymos/page.html

Thanks, I will try.

I want to share my HTLM5/Javascript game. It's not finished and I definitely don't want it made public, but a number of people in Discord and GroupMe have expressed interest in playing it. I just want a way so that people (who do NOT have their own itch.io accounts) can play it. Reading https://itch.io/docs/creators/access-control, it seems to imply that I can create a shareable link to share with people (not using download keys), but either I'm missing something or that page doesn't actually say how to create such a link. How can I accomplish this?