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JamesWTGames

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A member registered Jun 05, 2024

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Okay, wow there’s a lot of variance here on thoughts concerning this game lol.  I do want to say I am enjoying this game, but I do agree with many folks here, that the game’s XP vs enemy difficulty is _WAY_ out of whack.  It also doesn’t help the growth types have skills locked to them without being told about it.  I do want to say I’d appreciate if there was also an AE or hourglass growth type.  (or being able to mix and match a bit.  I _LOVE_ bottom heavy FBBs and there isn’t a lot of representation).  Another thing I’d like to ask is if there has been any thoughts on putting any furry taur species in the game?  (Sort of like a more ‘furry’ Arachne or any other species with a non-biped lower body)

I’m making a side save at work seeing how the 2 growth types I haven’t seen yet skills work (breast & WG) seeing how it goes without the stun attack from muscle goes.  But more importantly than that I didn’t even notice that the game gives split XP.  This makes it MUCH harder to have a full squad rather than just boosting a single person.
I’m finding Luna Nightshade an absolute MENACE to get through.  Especially since she’s immune to stun.  It doesn’t help that she’s essentially a blockade to overcome to get to the 2nd portion of the currently completed game.  This is on top of the rather odd difficulty scaling between the beach area and the Nightshade clan zone.  Enemy levels jump from around 30 to an average of 55.  Even if you factor in the WT the enemies there (unless the homage drops something major, haven’t killed 6 of them yet) don’t seem to drop anything of note.
Does NOT help there seems to be no way to gain better defense in the game.  You are stuck at Bronze armor as far as I can tell (the wiki does not even detail one steel is open if you can make steel armor.)  

Also that you cannot really ‘craft’ weapon upgrades to help overcome Luna either.  You are reliant on rare drops from enemies.  The best I’ve found so far being the spiked mace which gives atk equal to 5% of max hp.  There’s a verdant greatsword dropped by the forest guardians, but even after over a dozen I’ve yet to have a single one drop at their 5% drop rate.

That and at current the 2nd foraging location, woodcutting, crafting, and cooking systems feel completely unutilized to their full potential at this time.  These just don’t seem to have any weight behind them yet.  Woodcutting only gives Sturdy lumber and apples as far as I could tell which is kind of pointless.

Dreck I probably have more gripes I didn’t get to in this either just don't have the time right now.

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All of the buffs and debuffs are on the ‘states’ tab of that.  No, I don’t know why the header for that page is on row 78.  I should fix that.  Just did.

There are a lot less debuffs than there are buffs.  Honestly debuffing isn’t that useful here.  I think unless you are going _heavy_ into a fairy deck, the best you can do is like Parasite/Zombie.  Especially if you are looking to skyrocket your height early. It may need some tweaks but at this point I’m thinking for optimization purposes a deck would be:
1/2 trading posts  (try and keep one in the hand at all times)
2 Zombie Kings
2 Unending Feasts 

1 or 2 Corpse Eaters 

1 or 2 Parasitic Leeches (because it is cheaper than magus, and won’t cause the match to end early) 

1 or 2 Parasitic Fairies (not dark fairies!)

OR 1 or 2 Parasitic Swordswomen (this exists but isn’t in the card list for some reason, I’ll add it once I get home) 

1 Parasitic Machine 

1 Parasitic Gladiator 

1 Arabella 

1 Athena (this is probably optional, but helps in really long fights) 

Optional, try and add as few of these as possible since they hurt consistency: 

1 Parasitic Zombie 

2 Skulls of decay (free removal fodder)

1 Zombie Looter (you need Athena if you want to include this to remove it later on) 

1 Zombie Necromancer (same here, this is better than the Matriarch since it adds to hand not to deck)

1 Zombie Deathlord (this is just mill fodder, never play this from the hand)

1 soul offering (helpful if the deck gets bloated)

1 Forgotten Crypt

[1 Initiation Rite OR 1 Spatial Infusion OR 1 Veterans Advice]  (all three of these serve the same purpose, Initiation Rite is the most usable of these 3.  Depending on who you get depends on purpose.  Arabella/Athena/Tai Li/Lydia/Jewel should be kept and used.  Everyone else is food for Athena.)

No more than 3 Galactic Infusers/Voidbringers (this helps restore parasites if you overused them)

I'm super confused where that last card in your deck 'flex crush' came from.  I've searched around for it, and have yet to find it.  But yeah agreed this isn't strong enough for most fights due to the hp scaling in this game.

You kept getting poisoned?   By WHO?  I'm used to them trying to light me on fire more than anything.  Not poison.  Also you should be aiming to fight either the shortest girls starting out, or figuring out who has the weakest attacks to tank.  Please tell me you are playing on Easy, until you get to a new game+ file it is NOT suggested you play on normal.

Also yeah the void list I do agree with, that could be shown better.  But I've never had a problem when discarding multiple cards.  

As for your third point, trading post is comically one of the best cards in the game, I put it at 1-2 copies in EVERY deck I make.  It's 2 mana to cycle your cards and adds a free removed card.  There's lots of cards, and 2 of the absolute best cards in the system that care about removed cards in a fight.  Those being Unending Feast (epic so  max of 2/deck) from the Zombie pack, and Space Force Assault - Arabella (Rare 3/deck) from the Defenders of the Universe pack (the one just to the left of the Zombie pack).

These 2 cards are essentially your staples mid game after you have a deck built up if you want to get to crazy numbers.  Build a zombie mill deck and watch things SPIRAL.  Building around things like Zombie King/Matriarch/Necromancer/Looter/Giantess/Priest (Giantess is excellent in a deck like this in a prolonged game) & Corpse Eater/Skulls of Decay.  Add in Space Force Hero - Athena if it feels like things are out of hand.  Keep a trading post in hand always and it will eternally buff Unending Feast.  When you want to KO the opponent just start using Arabella on them.

Before you get to that point you should be prioritizing the base pack and getting parasites.  Primarily the succubi/Magus/invader with Fairy.  Dark fairy if you are confident in your decks, but I wouldn't recommend unless you have hp to spare.  If you don't get one of those 3 in your first 10 pull (50 cards) I suggest a reset.

As for every card there's this spreadsheet you can take a gander at:   https://docs.google.com/spreadsheets/d/1srPqL1V-EhE1_95GKLnShy7-goNC2f1t/edit?us...

Than-q for the link.  I hath joined.  But also this wasn't due to contestants being eliminated she only grows a few cm each time that happens.  No, I'm pretty sure this was due to trying to complete all the base sets 100% (I really wish that if you were 'capped out' on all the cards in a set it'd tell you that there's no reason to purchase more unless you are just wanting to donate to Celestia).  
It was more of a question, which you didn't answer, of at what height Celestia triggers the auto end since the game really doesn't tell you that after you trigger it.
This was made WORSE since she specifically said that the contest was irrelevant due to no one being able to rise up to challenge her, despite the fact I only boosted her to 10k approx from card packs.  I was at 30k :/  So despite being 3 times her size the game ended anyways which was quite awkward.

Weird the game said there was a discord.  Is there a link to that somewhere?   Since I genuinely would like to know strategies, as well as the fact that it'd help to know what triggers Celestia to auto end the contest since for me she ended it... ON DAY 3!   

I feel like there's several layers of content I'm missing here and ways to speed up the early game to get the height without siphoning it early on.   Yeah any assistance to that would be helpful.

... This... was weird.   Like I don't have other words for it.   I get that this was just like a prologue, but as of right now there's not real 'content' to speak of here.  Considering this is 1.5 GB and you've been working on this for over 18 months this feels miniscule.   I get life can interrupt passion projects like this, but I feel like this is far from being worth it.

The problem for this map is that (I don't know why the shield nodes aren't showing on the screenshot above), but that big block in the center is protected by a shield node.  If you are on challenge mode the turrets have a max range of 5.  The thing that was setting me back so much was that screaming node in the center.  That screaming node is 6 tiles away from most of the upper and lower paths you could build on.  And the ones that are within 5 still means it'd take 50 shots to take it down.  

I didn't have enough time remaining for such a strategy the first time I did this.  So that was out the window.  I went through the last 3 maps on landmark instead of challenge assault.  So I could finish stage 4.  Now I'm waiting on the 50B PL to start stage 5 :/

Well, this is another irony.  I'm still in Stage 4, but I'm now late zone 4.  I've been doing EVERY map on challenge assault just to see if I can do this without any upgrades....   And I got all the way to The Un-World before I found a map that I genuinely could not figure out how to beat in the time required.  (it also did not help that the way its designed with the narrow halls means that portions of the map were just spent turtling.)   The main reason I ran out of time is due to that Screaming node in the exact center of the map.  There were eight, EIGHT hexes left undiscovered on that map.  I cannot believe how close I was.  The problem is one of those hid a shield tower preventing me from even hoping to accomplish this.

Honestly this is weird to me since it says there was a battle system, dungeons, etc in development but it seems it was left to rot.  A bit sad considering the upper size limits of the developer's tolerance.  But yeah there's hardly enough content here to qualify as a 'game'.  I'm surprised this is a quarter of a gigabyte in size.  

uhh that means you hit the programmed maximum.  That's as far as the game goes at current.

Okay, I see where they were going with this, but overall it feels like this was took out of the oven half baked.  Half of the buttons give a 'not yet implemented' message, and whilst at home the 'scrolling on phone' option as far as I could tell puts you in an inescapable cycle.

There at current seems to be only 1 track, and all opponents have the same difficulty.  That and as pointed out by others you can reverse across the starting line and back to finish in less than 6 seconds.

There is an error message of: "Error ending race: raceWin" whenever you win a race.  Thankfully you still get exp and $ for each win.

The rewards you get are based on your opponent, bigger girls give more, and are more likely to show up as you lv up Daisy & your car.  The problem is the XP values are fine, but the $ values feel lackluster atm.  Sure if this was developed more, I'm sure FAR more massive girls might show up, but right now the yields are for XP &$ per opponent:
6 / 12
14 / 28
22 / 44
30 / 60 (I didn't even get one of these to show up until I believe lv7 and max lv is 9 atm)

Problem is that your lv and car score overtime may increase higher value opponents, but it scales far too slow.  Even at max level and a car score over 20 I frequently get the lowest value opponents.  Oh yeah doesn't help you cannot choose and are picked at random.  I've gotten the smallest girls whilst at lv9 three to four races in a row.

It's 9, it says to in the description.  

Up and down on the arrow keys do not work on the void hunt store page.  I've tested this extensively.   All the other pages now work, but the void hunt page still doesn't work with it.  

This is really cool, though one thing I actually want to suggest is a way to go back a post (or show the keyboard controls for it in settings) so that way we can save before a decision comes up.  At current there's no way to save on the screen a decision pop up is prompted.

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Actually correction on that, it works for the buildings in the fractured void, it does NOT work for the void hunt upgrade menu atm.  (At least on my end.)  In fact it seems to be essentially the only screen it isn't working on right now.  Even the codex and prestige screens are working right...  And unfortunately it looks like the update reset my 'starting' void particle gain to base 10 when I was at 35 (IE 35k null storage) making void hunts far less enticing to do.

Yosh~   I just reloaded (since apparently it updated like overnight) and it works, HUZZAH!   I find it interesting that a game that has been updated this much just now got this implemented.  Yippee!

Okay going to say this, that this starts out OK, but to me it easily feels like micromanagement quickly rather than an idle game.  So here are (my) suggestions one could implement to make the gameplay smoother.

Implement an auto-sell feature for different aspects (primarily low level asteroids E & D rank at minimum sometimes C) 

Implement an auto sell feature for elements.  For example Copper (Cu) and Hydrogen (H) at current aren't needed for any of the formulas so they could be auto sold.  After getting all 3 girls up a rank this similarly applies to each prior set of elements.  (Iron & Helium for D, Silver & Oxygen for C etc)

Either significantly reduce XP requirements for skill ranks with B rank upwards, or MASSIVELY increase the XP yields on every skill.  At current the only one of the skills imo that is close to where it 'should' be based on the current XP yield is refining and even that is a bit slow imo.  (I have every facility at S rank since it says facility lv influences XP yield)

Implement a feature that auto navigates to the nearest asteroid in your list once the current one is done mining.

Likewise give us something that automates once you arrive at an asteroid, the neko currently navigating automatically goes to mining, mines the asteroid, and then goes back to navigation.  I swear this is like over half my overall time at this point.

An upgrade that in refining once a smelter is empty it will automatically go ahead and then start refining it into its next tier instead of sitting idle.  (if you can make it so that it is programmable to a 'max' refinement even better!)

anyoneI think I've found... welll not exactly a soflock, but basically a portion of the game I can't interact with.   I'm to the fractured void and have awakened the void, gotten the quintessence generator, and started MAD stabilizing/reclaiming area from the void.

This has done 2 major things:
It has unlocked blueprints that I can build stuff on stabilized zones
Updated the Void Hunt minigame and altered its shop.

In both of these, these pop out into its own separate screen...   Which as far as I can tell, cannot be interacted with outside a mouse wheel.  MY MOUSE DOES NOT HAVE A MOUSE WHEEL!   

Meaning I'm locked to the first 3 upgrades in the new Void hunt page (-capture time, + exposure tolerance, & +attraction speed.)
I'm also locked out of building anything besides the first 4 buildings in the fractured void.  (Production Nexus, Efficiency Nexus, Red Well Amp, & Yellow Well Amp).

Does anyone know how to via keyboard commands access the rest of these menus?   I really want to build the .1% light gen/sec one (if I can make enough pristine light for it) but cannot navigate to it in the menus.  If there really is no way to do so I'd appreciate the dev make this possible in some form or fashion, I know its not exactly 'normal' to not have a mouse wheel.

I figured out my issue later it was that it didn't auto-center the screen on the RBY vials after each convergence.  I'm currently at the start of the fractured veil now.  This is a surprisingly deep idel game.

Again, it is weird since it is only YOUR zip that has had problems with.  Yours also has been the only one that uses an underscore instead of dashes & dots as part of the file name.  I don't know enough about how these things work to really know what is going on.

Unlike any other 'normal' zip file my PC doesn't ask if you want to open this file before doing it, it just auto-opens Winzip without me asking and then closes it.  It's rather surreal.  But let's see if 7zip works any different...

I just tried with the Musclesculpt .17v zip file...  and the exact same thing happened again.  Again this is weird since this is the ONLY game I've tried that this happens with.  This is kind of maddening to me.  I have no idea what you did that my zip file unloader just is NOT liking this.  (I'm using WinZip)

This is weird... after doing the first prestige to gain my first light... I can no longer get back to the production page.  the production page just ends up showing a blank starscape.  No color vials present.

.... This is WEIRD.  I think out of all the zip files I've tried to access of late THIS ONE has been the only one my zip opener has just refused to open.  I don't know why it's acting all weird, but it is.

Well that was a fast reply.  Surprised about that.  Though doesn't really answer any questions.  Guess I'll need to join the discord.  And here I was hoping I wouldn't need to lol.  At least you are still actively working on this.

Alright.. I haven’t exhausted everything in this game yet, but wanted to point out several bugs & curiosities I’ve found whilst in my playthrough thus far, in no particular order:

 

If you choose the ‘just story’ difficulty and play through the tutorial, the game crashes on the femboy fight at the end whenever he gets his first turn, since you cannot skip that fight.

If you chose ‘just story’ difficulty and reload a save from a higher difficulty the game only remembers the state of the game from the last chosen difficulty selection (not sure if intentional).

If you choose to ‘fight’ whilst the game thinks it is in ‘just story’ difficulty, the first turn of _ANY_ opponent will crash the game.

If you win the fight against the “wokie” femboy they drop a set of ‘gem knuckles’; equipping these crashes the game.

If you have multiple fights back-to-back without dialogue between them if you hit the ‘restart’ button on any fight past the first, it will take you to the start of the FIRST encounter in the chain instead of whichever one it is currently on.  At current the only time I’ve seen this be an issue is during the Sister’s 2nd quest down in the sewers.

Despite buying a fishing rod, it will not allow me to fish in the forest for some reason.

Due to the above line its impossible for me to make cooked fish.

After completing ‘Childhood friend II’ with Kris, they say a line about texting them to help them train, but no matter when I tried, I cannot seem to trigger this (do not remember it saying that was the end of her storyline atm).

After completing ‘MILF lover III-1’ due to how the flags are setup if you want to _delay_ the scene of MILF lover III-2 IE the pizza girl scene, you are FORCED to only be able to train Mia during the weekends since at current for the flags, the pizza girl flag supercedes the Mia flag making it far harder to train her.

After passing the biology exam & taking the advanced afterschool class with Violet, she says she gives you the Hemostop formula and asks you to craft it.  I know at the end of that scene it says that is currently the end of her story line, but if that also means you do not gain said recipe I’d appreciate it if in the same message it said that the recipe is not implemented yet or something similar.

Speaking of that besides the 4 base recipes you start with, I’ve yet to encounter any way to gain more (or is that similarly not implemented yet?)

As well I’ve yet to find a way to add more moves to the PCs arsenal outside of new equips.  This is a slight irritation due to not finding a way to gain the ‘shot’ or ‘slap’ attacks, even if you are at a size where it makes sense for them to be usable, since those seem to be 2 of the best scaling attacks in the game.

At current unless there’s like a way to gain ‘Lust’ resistance to a degree of… I believe I did the calcs of 40% (as in a reduction of how much lust you gain by 40%) or more I believe it’s statistically improbable to win the fight against the trio of cracked out femboys at current with their AI, unless there’s a way to gain additional party members permanently.  Correct me if I’m wrong on that though.

Unless I severely missed something, I cannot seem to ‘recruit’ any NPCs in the game into my active party outside of specific fights in their quest lines.  Or am I missing something obvious?

As far as I’m aware, there seems to be no punishment for skipping school and say heading to the store and working a 12-hour shift earning $450.  Is this intentional?

I went to the bar for the MRA meeting and afterwards passed Slate’s initiation exam with ease (being given multiple characters with Seduce for that fight is broken), and afterwards he says to meet him at the bar again for more assignments… and can never find him again what gives?

 

Those are just off the top of my head.  Note I’m playing this blind and thus have not joined the discord or anything of the like, so do not know how well known any of the above oddities are well known.

Well this had quite a bit more content than I expected.  This is an ACTUAL visual NOVEL, albeit a shorter one compared to some I've seen.  But still has a pretty hefty amount of content.  Tis a little sad that it is impossible to see any of their size 3 sizes at this point (besides Elena, and due to my routing didn't have enough points with her to do that).  Honestly it makes me wonder how the relationship points allocate depending on the early time-spending portions since I feel there's VERY few instances to get Elena points without lowering someone else's.