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Goodstrangr

19
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26
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A member registered Jan 27, 2023

Recent community posts

Yay, cribmis update (0.6.3)! So generous! Whiiich is why I hate to report right off the bat some of dem bugs you mentioned might happen:



(Although, I do love the sneak-peek I got at seeing just how much more attention you've put into descriptions and such; I shall avert mine eyes for now so I can see them in proper form once debugged, but I am super looking forward to it!!)

(This comment kind of ended up becoming a "bugs/things I've noticed" kind of post, sorry for that)

- So, something I've noticed, or rather haven't noticed, is the event from the Witch in the Gingerbread House. I remember seeing it once, so I must have triggered it whilst pushing through the ill-fated 6.1 update, but I haven't seen it once in any 6.2 update thus far, neither online nor downloaded. I may simply be unlucky, though, so I will continue to prod the RNG!

- I am really eager to see more on hats, though, whether they be descriptions or even effects! Honestly, your incorporation of clothing stuff has me hopeful for the eventual possible inclusion of something I would SUPER love to see: physical descriptions of the player's body/clothing varying by Fullness as well as by Weight.

- Something I have noticed that seems to have flown largely under the radar is that walking around Vielessen without the back button can be dangerous, especially in the Market District and the Southern District. Those areas occasionally lose their pathways to other pages, softlocking the player and forcing one to load a previous save if one is playing the challenge mode that removes the back button.

- While I'm mentioning stuff I've noticed, I believe I should mention that the gatehouse in Vielessen is still a tad irregular. One can still leave the city *once* without having joined the Adventurer's Guild. Then, after that one time, the Vielessen city guard does her job. Only, she seems to do it every time going forward, forgetting that the player has already proven her licensure to be an adventurer. Also, the Vielessen city guard offers the player a warning about a woods identical to the Dechrau city guard after the first couple paragraphs.

- Eating from the Gingerbread House sets the player to Stuffed even if she is already at Stuffed or Full To Bursting.

- Consumables are infinite during fights right now, I think. Just noticed with Potions and Apples, both on Puddings, Eclair Boas, and Pastry Constructs, so it seems to just happen with any enemy as well. 

- Ah, probably the most important thing just came to mind, but it should hopefully be the easiest since it's just a numbers thing. If the player has 1 AGI and they receive a (-1) AGI debuff—as one might expect to upon possessing a certain range of Weight—then running away from encounters becomes 100% guaranteed. 

Actually, I tried it twice again just now, once without gaining any Weight as the Merchant, once as an underweight Mage (after working at the Inn for a month, yay, fun, lol). The Merchant could get away some of the time at AGI: 1 as one might expect, but the poor Mage with AGI: 1 (+1) couldn't escape from those Puddings even once! I am unsure if it is having a net AGI of 0 results in guaranteed escapes from encounters, or if the values of the AGI buffs/debuffs are reversed or something. 

I hope you found any of this helpful!

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Awesome! This game has been a long-time delight that has only gotten better, so I'm excited to see what you've brought to it this time. Funnily enough, I have never given the Noble a shot, so this current playthrough with her has been a ton of fun, so to speak. I'll be sure to give the Criminal and Mage their own shots as well shortly to see what their unique wearables bring to the mix!

EDIT: Changed "Exile" to "Criminal" to match its designation at the beginning of the game when selecting a class.

For 6.1.2, on both the online and downloaded versions, this error occurs along the left side upon selecting a class and starting the game proper. Oddly enough, even though the errors stretch further down the screen and include stats and equipment, an unaltered stat board can also be seen if one scrolls down.

Gotcha! And ohhhh dear, I was afraid of that. Back to banging my head against the wall, then, lol

Thanks!

I have been banging my head against the wall for long enough that I feel I should get some clarification: we need to program/model the shapekeys ourselves, right? As in, not just put in Belly, Breasts, and Fat as shapekeys, but also manually manipulate the model so that it will acquire the desired shape, right? Just want to make sure I'm giving myself an aneurysm using Blender and VRoid for good reason, lol.


Also, to be super extra clear, you stressed the exact names for the shapekeys, and then also included those names in quotation marks. Are the quotation marks to be included as well (e.g. "Belly"), or are they actually meant to be input without quotation marks (e.g. Belly)?

Sorry for the silly questions!

Ah, gotcha. Thanks!

Slight problem! The World Editor does not seem to like VRM files. Also, having 3D models for Entities is nice, but I thought that was technically already an option (even though my silly mind does not see how). Will it be possible to upload 3D models for the Player character? If that is already an option, I do not see it anywhere in World Editor or in-game.

I eagerly await the more in-depth tutorial/instructions!

Ah, thank you, that's perfect!

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Could we get a picture of how the dictionary is supposed to look in terms of both the Key and the Value sections?

Sorry for the trouble! I'm just not really certain how I should be formatting things without an example.

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This was a very lovely game. The skills, puzzles, dialogue, and the MC herself all hit in such a refreshingly touching way that I played through practically twice just to make sure I played it a bit better—the first go-around, I did not consult my Second Thoughts nearly enough, and I went headlong over and over again into a fight that I should have waited for, lol. Thank you for the opportunity to play through this simple yet heartwarming story!

EDIT: I forgot to mention how much I love your choice of BGM in this game, especially the one the player will hear the most. The usual BGM is so soothing, I just cannot explain how much it accentuates the experience. It's just really, really nice.

Hilariously enough, out of all the girls, the MC (Natalie) ended up being my favorite. I know Hyper is supposed to be the biggest stage, but that just makes me wish she could benefit from the kind of improved fertility some characters already do after a certain point, lol

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Aaaaand the update most certainly did solve my problem, very nicely done! I don't want to reveal too much, so I'll just say that I'm very happy with it and look forward to where it goes from there. This was a perfect turnaround, thanks for letting me know about the update!

EDIT: Went back and fixed the formatting, the lines were being weird for some reason

Gah! Sorry for not getting back to your prior message! I'm a hyper-amateur when it comes to working in RPGM and game-creation and such, but even so, I totally understand accidentally leaving something in from a prior version of the code/game. So, sorry for being kind of intense with my first message!


Definitely looking forward to giving the latest version a shot in a moment once it finishes downloading

I like the overall tone, very cute, and I loved seeing whenever there's an update. I also always knew the game could be a little rough around the edges, but I always made sure to save every map or so, just to make sure I wouldn't lose too much progress should the code fail. So... Why is there a soft-lock trap towards the upper right edge of the Water Cave, Map065?

Like, I'm someone who likes playing RPGs, especially ones that encourage looking around. I'm used to looking for secrets in games, especially when in a special circumstance as Elly is in that instance on that map. With a map that big, I figured there might be something to it. So, imagine my surprise-turned-consternation when, upon climbing up the only interactive waterfall, instead of the room being another section of cave, I was immediately punished with a blank room and these words:


"You shouldn't be here."


It honestly killed my patience for the grind considering all the slimes I had just wasted my time on. I did not realize I needed to save every few tiles lest I be punished for exploration. Granted, I guess there are a decent number of game-breaking one-way doors in the game: the ranch with the Milk Slimes; the sewers with the boss-room door if you head down upon defeating the giant blue slime instead of progressing upwards immediately; this waterfall door to limbo; and any others in this version that I failed to encounter due to quitting where I did.

An intentionally-made room with an intentionally-made title for it, but no way out? Why? It practically feels malicious. Like, if it's just to mess with people, congrats. You got me. I was fine putting up with everything else, but that was honestly the straw that broke the camel's back.

Fantastic work, loved every second of it! Was so sad once I reached the end of content, this WIP is already a favorite.

~5/5 stars~

I'd be interested!

This was a great demo! It looks like it's well on its way to being a fun game. 

I will say that I had some trouble at the same point as others seem to have had trouble: the dreaded "red box hittable by a normal fireball but not by anything else" section, lol. Your response to another comment implies there is a built-in means of solving the puzzle, though; so, as you have already pointed out, all you need to do is apply an extra note there to inform players of the correct course of action and (hopefully) resolve the issue.

I recorded just under 15 minutes worth of my first two attempts, the first attempt full of a lot more fumbling than my second, but they both stop at the same section (take a guess which one, lol), so I don't know how helpful the recording would be. As soon as I figure out how to share it, I would be happy to do so.

Eyyy, on time is on time, and this is a super promising newsletter/update! Personally, I love your execution of the bullet hell approach, especially with how you shoot back at various enemies, and how "health" is represented by those bars fillings up rather than by HP disappearing. Of course, the results of filling up those bars are rather nice, too, lol.

TBH, with how Cann initially greets Gatte, and with the kind of threat the ghost girl throws towards her guest, I would have thought the victory subtitle would be something more akin to "GUEST SATISFIED" or something. That's just something that occurred to me purely as an outsider looking in, though; you may be going for a certain approach, which is super cool, too.