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A member registered Aug 04, 2018

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That's very nice to hear about the changes. I think the problem that had me with Employees Only XXX was that the puddle was difficult to jump over due to the low ceiling and puddle. Even in the regular versions of the stage it was difficult to work around the puddle since colliding with a wall while sliding still count as a slip. It was the stage I didn't like much in the beginning, and was the one stage that led to the game crash I found involving the timer acting up.

For the Arcade mode you could have it to where you're given misses ( Mostly so you don't have to type lives out, and can use X's for each miss given to read XXX when given your third one ). After reaching a certain point amount, one of your misses is removed or you gain a bonus for having no misses upon receiving the bonus. Too many misses, or you run out of time, and the game is over. That way, the player's focus is on finding out the best way to maximize time and score through serving correct drinks, finding paths to completion, and even getting some last minute drinks to take to the exit.

In my opinion I do think the obstacles being removed is good as the one thing that did bother me about the slip minigame ( which was why I preferred the simplified version ) was that having to take your hands off the arrow keys and enter a set of 3 directions in quick succession isn't so easy. I felt tapping a specific direction was a lot more manageable under the stress of losing all your drinks.

One idea I could share when looking at your idea of "finding an optimal path" through a stage, you could have a small window in the beginning where you get to run about the stage ( At least 5-10 seconds ) before the stage begins proper. Either that or a pan of the stage to get a small rundown of what to expect. This won't be available in the arcade mode, but for casual players it could be nice to study to stages for when things get serious.

( Sorry if I'm pretty much creating lists upon list of my personal ideas and the like. Having played a good amount of the game myself I'm quite excited to see how things go and stuff. As well as wanting to look forward to the rest of the development )

As my review and previous comments show, I really look forward to the final game and just how much things have changed from the previous build to now. More interaction with the stage, more obstacles to worry about, and a bit more flavor to give it that Night Club style is pretty nice. Seeing that stages getting a very nice polish, while being expanded upon, have been making me very excited to see whats in store for Carol.

I will be honest though and say I am curious about a few things with my main concern being how difficult will be handled. This bothers me personally as I felt it was a little concerning to reach the XXX stages and see the biggest change was the removal of recovery commands. While this does make the game more challenging, the ability to recover from a fall which was a big issue in some stages. The stage that this bothered me the most, and led to me finding a bug that had soft locked the game, was the Employees Only stage. The low ceiling and obstacles presented made it easy to slip up, lose all your drinks, lose time, and have to fight against a puddle and one of the waitresses just to make it on time.

I've read this and other stages will be remolded, but if this XXX difficulty will make a return will stages accommodate it?

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I honestly look forward to seeing how Club Valentine is further developed. I already wrote a review with my thoughts on the current version and it has me pining for what is in store. Also, congrats on the milestones the game has received. It definitely deserves it.

I think the soft lock is a result of the bonus time after what happened. I made the mistake of delivering the wrong drink while I was pressed for time and was set to a bonus of -0.50 ( Hence why one of the customers is blacked out. ) When I entered the door the game had soft locked which I almost assumed was a game over state until I waited and realized it wasn’t. Though it was like 2 A.M and I needed sleep for college so I shrugged it off, but not before saving my score.

With how Shift XXX basically removes commands to recover from a fall, this made it important for me to finish things quickly. Especially as I hadn’t really found a suitable way to slip past the other waitress. This is also partially why I used simple QTEs during my playthrough. I feel inputting 3 random directions in a row before tripping is difficult compared to pressing the same set of buttons, and much easier on a keyboard.

What if I said that I played the game long enough to where it soft locked on me? I've been having tons of fun with it, and I think it was a good stopping point to go to sleep at that time. Though at least I'm getting better at the game and learning some neat tricks. So far my highest before the lock up was the Employees Only one on Shift XXX with a very good score. I started to realize by Shift XXX you can't afford to trip which definitely upped the challenge

By the way, I will officially say I look forward to seeing the new changes and stuff done for this game. It is really fun to get lost into.

So I spent about an hour playing this and personally my biggest concern at times is the jumping and usually collision. I was able to collect at least 60 out of 65 of the moths before reaching the end by accident. 

One of the things I will say that could really help out when is being able to tell when you've received all the moths in an area for completion purposes. I for one was more so fighting with the jumping in order to try and collect them all, but felt there were areas that hid some.

In my opinion there is a lot of potential in store for this game in particular if it's ever fully fleshed out. That being said, if it does get to that part I do look forward to gameplay being developed a little more. Some examples being the ability to control both characters at a similar time as to not have to go back and forth, a method of knowing how many moths are in an area similar to the counter going from 30 to 65 all of a sudden, and potentially a fix towards the jumping.

I felt having played this game for almost an hour now it was worth giving my personal opinion. Good job nevertheless.