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Hunter Sugar

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A member registered Jun 07, 2020

Recent community posts

Apologies for a bit of spam. Just finished 0.22.3 (or at least reached what I THINK is the end after the first “failed” Dwarf negotiation in the tavern). If there’s more I couldn’t figure out how to trigger it.

A bit more straightforward this time, a couple of bugs and details:

  • There’s a substitution error on a couple dialogue choices. Didn’t quite screenshot or record, sorry, but something along the lines of $emotion=emotion13 shows up a couple times

  • I believe the original text is Russian which is then translated into English? There are a few leftovers which I’m not sure if are intentional (as what I believe to be a lot of automated translation does leave a bunch of weirdness around). During the barmaid quests the owner of the bar calls Galadriel by a different name that didn’t get translated twice. This also happens once during stripper quest

  • As of 22.3, Galadriel’s maximum corruption seems to be 6 but you are allowed to keep giving her Wine, it just has no effect.

  • Finally, I may have figured out an annoying coding quirk. Gollum sometimes is just gone into the aether. This was getting quite frustrating but from getting annoyed and thinking about it, I THINK I may have figured out what’s going on.

SO

When you send Gollum away for info or on a mission, it looks like there’s a flag to disable him on the office. This all makes sense. BUT if the reason you sent him away for is info (at least), because his return is not a start of DAY event, things can get weird. It seems like the check for night events only works at the office. So if you send Gollum away for info then go to Galadriel and trigger some sort of event where you get kicked out or just leave and night falls while you’re in the main street, the Gollum return never gets processed.

Gollum remains trapped in limbo until you transition to night in a way that will have you start the night at the office (say, by jerking off of doing work).

I guess the easiest way to work around it is to just move the check to whenever you load the office:

if (loading office map):
   if (time is Night) and (Gollum.absent = true):
       <Process Gollum return>

Though you’ll need a flag that indicates that Gollum just left and this one can be set to false every time the clock ticks over.

Turns out that there was WAY more content than I though left, dang. This feels pretty far along at this point. Looking forward to future updates

I eventually got to the part with the body swap potion and it cleared that up.

Actually playing through 22.3 right now. Having generally a good time. I glanced through one walkthrough but it was a bit confusing. For one I think the “single full playthrough” structure is a bit detrimental when you just want to check something specific to double check your triggers. And, I guess perhaps more importantly, that walkthrough was for 22 so I started running into things that didn’t make sense and abandoned it.

Regarding the heels, still shows as -1/9 in the text option and Sauron says “she’s not ready yet”. But I still have some stuff to go through.

I feel like right now there is a ton to love but two main issues. One is this of being still unsure as to how consistent the whole signposting is. The journal is helpful here and, imo, really the way to go about the whole thing, but it is still a bit all over the place. For example, I’m staring at a quest listing the next step as “Give rat wine to Gollum” but I’ve been through that, I’ve got both expansion potions hooked up to the pipes.

For these in-progress projects this is always central, because you’re not sure which threads have more to pull. I’m 3/5 posters and I’m here thinking the final 2 are likely in areas I can’t access yet… but I THOUGHT I’d been everywhere 21.3 had available so… is this really incomplete? It’s confusing as the player (even if she wouldn’t wear the armor anyway at the stage I’m in). Thankless work in some ways but, still important

Second is that, and I’m kinda sorry to put it like this, but the slop brings this game down a lot of the time. Cards on the table, I’m a hater and gave this game a go even then as the whole thing looked interesting, and it IS. But as much as you’ve done a good curation there’s weirdness everywhere. Looking out the window, Sauron’s comment made me think I had to actually pinpoint the brothel in there to unlock going there but trying to correlate the layout to the game area proved pointless quickly and paying attention to all of the buildings bleeding into one another and with mismatched parts was a bit of a bummer. Galadriel and the queen have inconsistent art styles in scenes, everything animated is just extremely cursed…. the benches in the castle are… interesting… There’s a mix of things that are obvious and things that come up once you look a bit closer. I don’t know if you use LLMs as well for writing and code but 22 had some weirdness here and seeing the stuff in the art really makes one second guess the rest.

Sending Galadriel collecting mushrooms got the game pretty confused about what time of day it is. The text implies she’ll go and you can do other stuff in the day but if you transition a couple screens it’s suddenly night… except when it isn’t (office was bright with night actions). There was also some joking about Sauron making innuendos about the mushroom but… he doesn’t so it’s just all a bit strange.

Some strangeness too in the aftermath of the poster tasks. Miles repeats exactly the same dialogue on the second time. His options also show as “Level 2/4” as opposed to the usual “(2/4)” so it’s a conspicuous inconsistency. And speaking of the progress markers for these quests, a lot of the ones I’ve run into with 22 have weird and wrong numbers, something I hadn’t experienced before. For example,the Lazy Dan one started as 2/9 before I even touched it and I THINK it’s done despite me definitely not have gone through whole 7 steps there (more like 3, I believe).

And this is the kind of thing that I mean by dragging the game down. And I want to make it clear that while I am, actually, a very strong hater of the bs they call “AI” these days, I’m not hating on the project or on you for using it… This game very much IS my jam, I would love to see it succeed and, again, I love a lot that you’ve put into it.

I generally don’t join Discords voluntarily but I’ll be following and cheering on from the comment sections over here at least =)

All the best and looking forward to how things go

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I was just playing 0.21.3 and so far am absolutely loving it but I got a bit confused regarding progression. I got to the end of the main events with both the Queen and Galadriel, these were properly signposted, which is always appreciated. But the Queen’s meetings with Guards or commoners were 2/4 with me needing some other progression to unlock more.

On Galadriel’s side she’s refusing to try on the heels and I’ve advanced info 3/3 and inspection, IIRC, 3/5.

I advanced Gollum to get the deck, won the archer outfit with it… so far so good but at this point I’m struggling to find where the next triggers are, gonna go back and have a second look. Since it’s my first time I’m a bit unsure how diligent with signposting end of content this project specifically is, definitely appreciate the indications that are there.

I DID have one thing that felt a bit weird. I had the option to request Gollum to hook up the showers to the milk potion but he kept refusing. I was advancing his progress and asking again while he kept becoming more comfortable in the barracks but the option seems to have vanished without me being able to actually get him to do it. Coincidentally (maybe?) this seems to have happened once I myself bought a bottle of the milk potion, thinking it would be good to have it on hand, just in case. This one could be a bug and, if so, I wonder if my save is in a wonky state now.

Also glad that the Gollum multiplier exists because this game would be very very grindy without it, the base numbers feel way too low considering how much everything costs

All in all, really really liking this. Second very Akabur-flavoured project I’ve ran into recently and can say you’re definitely honouring that legacy. Extremely excited to follow along

It’s a shame that the current build is so short because I am already in love with this. Really excited for the project moving forward!

Just hopped in 0.4 (and haven’t quite reached current end of content).

As someone who became a fan back in MIST, I had fairly high expectations and this is, so far, easily living up to those and then some.

Progression feels smooth and easy even on normal mode, work actually gives plenty of money and you have plenty of time to work on <girl> which means it never feels grindy. Scenes are all great both on the visual and on the writing side, I really like the chemistry they have as both get overpowered by their own hornyness. It’s cute, wholesome and sexy.

I think the one thing that to me felt a bit “eh? Really?” is the little hook for chapter 2 with the blackmail and whatnot. I just couldn’t understand why they couldn’t go together and report those people to the police or how, when <girl> is that enthusiastic about the handcuffs, would that alleged assault allegation even get any sort of traction. Usually the problem is on the opposite direction. <Girl>‘d just go “no, wtf, he’s my boyfriend, we like that shit, piss off!” and the cops who would’ve been likely previously reluctant to even look into the thing would just be angry at the creepers.

I guess this can be somewhat smoothly worked in without really needing to really change if the angle is that the couple, in their own trauma, brainwashing and flawed understanding of the world due to their upbringing are wrong in massively overestimating how much of a threat this specific thing is (the Enclave just up and kidnapping her one day is, to me, more real). As it stands however, it just feels like this is presented straight and it didn’t quite land to me.

Really minor thing, all in all. Still loving this and looking forward to how it progresses =)

Always a lot of teething issues to deal with when getting the bones of a project set up. As a player it is annoying but it’s also all part of the process so one can’t really get mad.

Looking forward to future updates. Overall, pretty high hopes for this =)

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Just played through the demo. Tons of potential, lots to love.

Combat is not too bad, rough around the edges sometimes but, growing pains, nothing unusual. The bones are certainly there.

Linda is engaging to drive, the scenes are good and diverse and I liked how there’s variety in the win/lose/surrender scenarios. Shoutout to that bad ending, it was pretty good.

Does feel a bit grindy at times. I got to the labyrinth at lvl 5 and eventually had to give up and grind to 8 back in the ruins and that was a bit of a chore. Since the game progresses in an obscure way it gets a bit repetitive at times.

I played the native Linux version and it all worked smoothly

Other than just more content, I feel like there are some improvements that would go a long way:

1 - Text The font is a bit small, having this bigger or, ideally, adjustable, would be a good idea. The game is also very verbose which is not bad by itself but doesn’t play well with that grindiness. Since you’re fighting all the time and the fights are rather long, in number of turns, the excess of text ends up being a bit overwhelming. I found myself skipping everything, just looking for the numbers some times and this worked against me because occasionally there is relevant information there, and the whole described scenes are actually interesting, don’t get me wrong. It’s just a bit much at times. Finally here, text speed feels fast but, I guess for similar reasons as above, I found myself wanting it to be interesting.

2 - Combat and UI Doesn’t need much but I guess some mouse-over hints would help. The tutorial mentions the fire and ice spells as having status effects but it felt unclear as to whether those actually applied. A lot of the time it felt like I was rolling dice and if the enemies decided to actually focus on a type of attack I was SOL. And since I had to be fighting a lot, first trying to get a good run on the labyrinth, then grinding later etc… It got a bit old. It doesn’t feel like “this game would be good if not for the combat” but the combat itself is not quite pulling its weight proper at this point. Again, though, the bones are there, for sure. This has a nice foundation to get built from

3 - Quality of Life These can be lower in priority for understandable reasons (not content) but would go a long way making the whole experience. A gallery would go a long way, especially as after playing you want to make sure you saw all there was to see (really lucky I decided to use the free-roam post game to go and lose to the Minotaur). And implementing an auto-save would be reassuring. It turned out, in the end, that other than the Minotaur, which has a safety check and I never lost to on accident, losing never had consequences, but I was a bit worried at times and kept navigating to manually save a lot. This is more reassurance to the player than anything else

Anyways, great stuff, looking forward to seeing how the project progresses =3

I glanced through the feedback thread and was happy to see that the devs are pretty responsive. Having seen a bit of what was there I’m going to echo some of the sentiment:

This seems to have a lot of potential. The art is really gorgeous, I like the two and a half animations I got to see before I gave up and left (thanks, foreground object) but the gameplay is REALLY undercooked.

Feeling stiff is one thing but I felt like I was gambling from the first wolf. Either I fireball him twice and am out of resources for the rest of the run, or I kinda just die on the spot. Particularly frustrating is that the wolf seems to be invulnerable (at least to claws) a lot of the time. Either that or some other hurtbox weirdness.

Reaching a second wolf was when I realised I wouldn’t really get any further, however much further there even is, which is unclear at this point.

Really wished there was a gallery implemented at this point because, as mentioned, those are some good animations, even if they felt a bit too long for something I seem to have no control over when I’m actually trying to advance the game.

So, in the end, a project I’ll definitely be watching in the future but really rough right now, unfortunately

All right, it wasn’t as bad as I thought. having finished the current content, I went back and checked again. Knowing the new exit towards the big farm fight, I could just go there and continue as normal so I wasn’t REALLY softlocked the first time around but it’s pretty hard at times to identify what exactly counts as a map exit and without the Farm Girl showing me, I hadn’t thought of trying that side.

A few minor issues, apparently, on the journal. GG, the Mage and the High Priestess all are tagged as having active events going on but I can’t seem to advance them any more.

I got the G.G paddling, the failed boobjob and the big hug. Journal tells me to go back to them but there’s nothing new that I could find. Wizard actually gives me her card and some money (possibly auto-selling the repeat?) every time

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Hello, there. Had seen this a few times but, recently, finally gave it a go and it’s been real fun.

With projects in progress it can be hard to determine if you’ve reached an unmarked end of content or had an issue but I think I ran into the latter.

I believe I’m close to the end of the main plot for now, I’ve wrapped up Gobapatra’s quest in the south and came back to Hubtown when I accidentally had two quests overlap with troublesome results.

Back in Hubtown I’ve triggered the start of the “defend the farm” quest but while wandering around town to prepare, I also triggered the deflation quest for Anvil. Wanting to tie up loose ends before advancing, I followed Anvil around and, eventually, she needs to go to the Farm Girl for help. THIS, I believe, got the game in a bit of a bind because I think both quests clashed to trigger on map entry.

Anvil won, I had her event play out but when it was done, I got spawned back in the map in the middle of the barn, behind the door. This initially meant I was trapped in collision and had to use the debug item to move. This would’ve been a minor inconvenience but I think it also messed up the main quest flags. Farm Girl is gone from the map altogether and I don’t get the event to trigger on a reenter.

I’ve tried rezoning, resting in the house, talking to the Mission Madame again… no luck, pretty sure I’m softlocked at this point. Going into the quest journal, the next active one shows the Layer’s Helmet as marker but cannot be interacted with. I’m pretty sure I’ve got a save near the end of Gobapatra or just after so, may have dodged a bullet here but, otherwise, this would’ve been a pretty sour note to end on

EDIT: oh no… my last safety save was before even going to the sneks. Urgh, help me cheat mode

A second bugged instance I ran into earlier is that during the Smith Girl big cutscene repairing the hammer and whatnot I had some strange behaviour. The menu became active at some point while the scene was still playing and after the scene was done the main game screen never came back. This would, perhaps, have been the time to use the other debug item but I didn’t remember it at the time. A little close and restart action got me back on track

All in all, having quite a bit of fun with this one, more than I expected, tbh. Looking forward to the conclusion =3

As a person who suggested a little polishing up of the tavern job, I do think that focusing on more, new content is good in general.

I still think it could use it but if it looks like a lot of hassle or a rabbit-hole you’d end up falling into instead of working on the actual stuff you’d like to bring up, yeah, that should be put aside

It’s always a bit tricky to figure out exactly how much content one is supposed to have access to with these in-dev projects. Right now, the latest stage of the main quest is gathering the 4 void embers for Phanie (plus the one she presumably already has).

Of these:

  • The one in the Barbarian Order is okay and straightforward

  • The one in the Atelier/Factory cannot be accessed as the entrance is locked. There seems to be no way to open it currently (not that I could find) but the quest log for that area does show a couple of objectives that are supposedly available (Defeat the adjudicator and collect the ember). This area also has a Heart of Stone with two bugs. A minor visual one where it has the Hundswolf graphics but is a Vivi heart. And another bug where after interacting with it Luccia’s sprite fades away and you lose control of her. You CAN however still Pause and map out.

  • The one in Christmas Land tells me to come back after collecting the one in Cragshanty

  • The one in Cragshanty soft-locks the game during collection. After you get there with the All-seeing-vision, that cutscene has a little bug where the sprite for the ember no longer shows. During the scene, Luccia goes to collect it but once she reaches the pedestal the game is soft-locked. All current animations play but it doesn’t respond to any input, not even the pause menu. This is similar to the soft-lock with Priscilla’s Heart of Stone in Ebonveil (still present in this build).

Additionally, Phanie’s town (there are lots of names, I’m sorry =) ) has listed as an available objective “become a woman of the people”. Could be just me but I haven’t really found anything related to it and I do believe I’ve talked to everyone and have been everywhere there both before and after the party (no change that I could see).

A final funny issue I mentioned on a different thread is that all the way back in the cave with the ghost girl the map with the abandoned atelier bot (part of Orcosaurus’ quest?) has no environmental collision enabled (map transition triggers still present and working)

The gallery does indicate I’m missing the scene on the very top left so I’m guessing, yes, there IS more content I was supposed to see. Hard to tell what that is supposed to be, though.

I’ve mentioned some of these bugs in other threads but just thought I’d centralise what I found here. Sorry if spammy.

Finally I don’t want it left unsaid that this is looking pretty great. It’d been a while since I played, last time the game ended after the “baby metroid” scene. Some things flow a bit weird now with the complete skipping over Rhed saving the Barracuda, but it was a bit of an awkward scene. If nothing else, I think the game is better for you dropping the flappy bird section. And while the 2D platformer one was enjoyable it also kept bringing some showstopper bugs.

Really enjoyed all of the new content and the steady polishing of things like combat. Feels like Luccia transitions a bit better to defense these days from her long attack animations. WHile still a bit barebones the whole Barracuda and crew thing looks pretty promising. Maybe add a little “timeslot” indicator there? But cycling through the states and checking all of the events was fun and it looks good for when that gets a bit more fleshed out. Looking forward to future updates =)

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In the scenes where Luccia is disguised as an Orcette, the confirm button (bottom button) is also toggling the disguise graphics. This happened both for Grobei and for Orcosaurus.

I’ve also had trouble moving around using the analog stick in general and had to overcome it by remapping the left stick to a d-pad (or sometimes WASD, the input method switch seems to be a bit finicky?)

Seems to still be present in [Full 0.8.11 Ending Arc I] which is what seems to be current on Itch.

Similar issue on the Heart outside the atelier, Luccia disappears for a cutscene and doesn’t come back. From that one you CAN menu out. In the Graveyard you’re fully glitched. Additionally, for the one in the Factory, that has the Hundswolf graphics even though it is a Vivi heart.

Minor feedback here, the Orcosaurus quest is confusing because of it being tied up to the unfinished quest so maybe some clarifying could be good.

I was replaying the game and was under the impression I had to find the answer to his healing all the way in the Atelier. This was a bit of a mix of the focus on the arm, the hint on the abandoned golem in the caves (also that room lacks environmental collision in current patch, which was kind of funny) which sends you on the quest for who made the arm… But since I couldn’t get into the factory anyway I rummaged around again and ended up finding the right steps to go through this. Not sure what’s the good way to get around this

This one stumped for a bit. You need to complete the investigation and one of them isn’t quite 100% working.

There is an interactable prompt in the lower left corner of the lower library room (the one with the Sophie pixel scene). This seems to be in a chair in that corner, ish. But it doesn’t show up with the sparkles sprite like the other interactables for that quest, you kind of have to rummage around to see it after interacting with Dog.

Once you complete that, the main quest is allowed to continue with the informant in the main hall

Regarding needing more events: Maybe? What was a bit frustrating was the lack of “agency” more than anything. “More stuff” is generally always welcome, for sure, but it was more that in playing the table-waiting mini game I had no way to influence it. There’s nothing to “get right” or “get wrong” about it. And I feel that in the context of the whole game, this could be an interesting and fitting first experience for Elena.

It’s confusing, frustrating, arbitrarily punishing… The feeling fits. But as a player, and maybe even from a storyline perspective, it would be interesting if, say, at least on a second day, Elena learns to read the room and you as a player have a chance to “be good at the job”. So maybe if you look carefully you can pick out a random complaint in the background noise “is my drink ever coming or what?” or maybe you can see that one of the patrons has an empty mug in his hands instead…

What I feel has been a throughline in the story so far is that Elena is, despite everything, adapting to her situation frighteningly well. She’s learns fast and she plays the role assigned to her. So this thing where she comes back and now she’s suddenly becoming a good waitress would fit her overall character and arc well.

This is all to say I don’t think it’s entirely bad to have this first experience be a bit frustrating.

The one thing, I guess, that did feel a bit awkward was the toilet scene but only because I got sent there twice and that repeat ended up feeling a bit much

With all that said, I don’t want it to be lost that these are overall small details and part of the normal iterative process for any project like this. In general this has been great. It’s easy to focus on what sounds like negativity, but really this is just excitement about things taking shape.

Excited about the new update, things have been pretty exciting so far.

I think you need to do a pass on the English translation rather soon, though. I guess there’s a lot of heavy lifting form automated tools and there’s a couple of awkward side effects:

First is that quite a few characters have inconsistent names. I think the cook is called like 3 different things, for example, and the tavern owner at least two

And second that some of the dialogue has the speaker mis-tagged. If I recall correctly, some of the gate guard dialogue has this where Elena is saying what are pretty clearly his lines.

The new content in chapter two is looking great. The one thing in the tavern is that the way it is currently structured, it is a bit repetitive.

As a player one doesn’t really have a way to tell which table Elena is supposed to go. No listening to dialogue, no watching for details. While this is interesting at first, it becomes a bit of a chore later on. Seeing all of the different scenes is nice but after you’ve done so, having to roll dice to get through it feels a bit grating.

Maybe the ideal way to go here would be to have Elena learn to pick up on these queues. So the first time (maybe even this first day) could be this confusing mess but later on you want to give the player some agency as to whether they want to be efficient or clumsy

Minor stuff in comparison to everything else, tbh. Loved all of the new characters and excited to see where things go

eeehhh… very “she’s actually 150 years old, I swear” vibes. Hard pass, I’m afraid

Itch buyer here pondering when next to replay the whole thing just swinging by to show appreciation and support

It’s been one of the years of all time, that’s for sure. Don’t sweat it and keep rolling

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Got a similar issue during processing using Ark, on Linux. Previous versions worked fine, Ark errors out while trying to extract start_game.html specifically (well, apparently).

It claims “Compression method not supported” but I’m guessing this is straight up a corrupted file

UPDATE: Tried using a different archive manager (File Roller) after reading the forum thread and it worked out for me, even if I didn’t expect (was sure they’d be using the same stuff under the hood anyway).

Looks like it’s worth a try

Trying my best to be patient and waiting for chapter 2 to be done… these previews are making it hard to resist =)

Been following for a while, exciting to see the finish line actually coming into sight. Can’t wait =3

Okay, I’m not gonna lie, I felt a bit cheated here.

Last time I played content ended after being pulled into the manhole

Since then I read “the story has actually been complete” so was excited to check it out and… replayed from the beginning to see… 30 seconds of one additional scene that’s just a cliffhanger sequelbait. What a waste of time u.u

Also in “tactical mode” or what have you the scaling is a bit rough. It’s proper hard to get your footing in the game these days

All in all, we’ll see what happens when we get to KP2, tho. The game itself is generally pretty good and there’s a lot of care put into good places

As a returning player (and someone who really enjoyed the first one), I really like the direction this game has been taking. Some rough edges here and there, but nothing major and/or unexpected

My one current major gripe is that it’s really hard to tell when you’ve run out of content. I THINK I have after getting Kuro and doing both her quests but there’s no real indication

As a minor one: In this game’s setting it feels a bit weird to only be allowed one spouse (though I understand the gameplay restriction)

Overall, this game sucks me in an unreasonable amount. Great stuff

I, for one, prefer the older look but you know what?

This is a perfectly valid and reasonable explanation. I 100% support making the thing more doable to begin with =)

Was about to comment on the stray pixelation that made it to one of the scenes but saw that already got caught.

There’s also a couple of typos here and there on the English version so another pass might be a good idea when there’s a chance. Didn’t end up noting these down, unfortunately, but know for sure one of the offenders is that a “faith” made it into what was supposed to be “fate” instead

Anyway, this is looking pretty great so far

Definitely disagree with the “looked like a boy”. With the colour I felt it was more in line with the rest of the game, in the dark pig sty and whatnot, so that’s actually one of the things I preferred. New Swinky stands out more in a way that doesn’t seem to fit quite as well with the rest of the art

I can see the argument of her new face being a bit more in line with Nancy’s design, though I liked that they were different, reinforcing the cows vs pigs dynamic

It’s not a “omg this sucks” type of situation, for sure, and I can understand others preferring the new style, I just found the original had a bit more of its own character. Swinky always has been, and still remains, quite the cutie

hmmmm Still haven’t played the new content but from the screenshots I think I prefer the old swinky. New swinky feels more generic like one of thousands of “she’s really 300 years old I swear” megapack characters kind of deal. OG swinky has a bit more of a distinctive stubborn piggy vibe that is, imo, pretty unique

That’s all pretty exciting to see. It’s always great to get some updates just to be sure that the project is still going but this goes above and beyond

Can’t wait to check all of this out when it comes =3

It’s been a while since I’d checked out how this was going and the answer is: Still good, it seems =3

  • Had a good time with all the new content. Really excited about the idea of building up Greenwood and then moving against the Earl later on =)

  • Other users mentioned but maybe some better in-game signposting and/or guidance requiring content progression could be welcome. I ended up never getting Az’ea’s 4th scene even though it’s listed in game so presumably it exists. She had all stats basically maxed or at least nearly maxed and her room was fully upgraded so at that point I just kinda gave up

  • The notices for the Chapel and the Lab imply there’s already some content for Beth and Delia but that doesn’t seem to be the case, as indicated by the content tracker so it’s a bit unclear. There’s even one afternoon event that requires you to have progressed Beth’s quest

  • Gameplay wise things progress pretty slow at first and later, mostly because you run out of content, there’s nowhere to go. Additionally, getting additional villeins is pretty tricky so at times I was just covered in gold but didn’t really have any way of spending it, which was a bit frustrating

  • Conveniently, ritual seems to be clearing out much more of the portal energy than I’d expect from the displayed numbers. You get shown 3 and 6, and then it’s being cleared about 15 points at a time

  • While the date graphic is nice and useful, it does linger for an amount of time that ends up being annoying

  • And, finally, I did run into a couple of technical issues (Linux build). There’s a minor inconvenience where the message box for the events seems to not scale to the full height it could on the whole banner graphic. Very minor polish thing

  • More annoyingly, sometimes menus will overlap and reasonably often, sprites won’t clear or show in the right side of the screen during conversations.

Menu overlapping seemed to be particularly common with the dungeon menu not going away. What I’m guessing is that this is a timing issue with the fading in and out of things. Sometimes you misclick a room and while it’s fading in you want to “oopsie, no” and back out. But it could be that the fading animation blocks the removal action from being performed if it is still in progress, so that menu never gets cleared. If this really what’s happening, it shouldn’t be too annoying to track down. It was never a permanent issue, though at one time I did quit to menu and reload to clear it. No idea if the conversation problem has the same root.

Teething and balancing issues really just standard for an in-progress project but, as I mentioned, there’s nothing particularly egregious and even at this stage, things already look great and are quite fun to play through. Can’t wait for what’s coming up next

Oh, I definitely will, have no fear about that =)

This looks pretty great. Consider adding a section on the description about how much content is there on each version and how far along the project is

Can’t know when that started and at this point the ship has sailed etc, but Godot 4 has been amazing. Anyway, whatever works, works, as long as Unity doesn’t try to pull another Unity. Hope you settled nicely into the new workflow=)

Excited to check the new version out, even if I am disappointed the about the choice of Unity over Godot =)

This one is known. It’s more accurately: “raises your Cha by 5 if it is less than 85”

So the actual maximum is 89 if you start from a 4 or 9