Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Kamoo

216
Posts
2
Topics
9,073
Followers
15
Following
A member registered Jul 20, 2021 · View creator page →

Creator of

Recent community posts

Check %appdata% on windows, saves are in there. Not sure how to do it on Android.

(1 edit)

I wouldn't say it's as much of a VirusTotal issue as a fact that VirusTotal is not intended to be used that way. I found a blog post that explains it so I don't have to: https://www.remoteutilities.com/blog/is-virustotal-the-right-tool/ (side note, although I'm using a link here, please be very careful about clicking any links in the itch.io comment sections as a lot of malware-posting bots have been spamming links too)

If VirusTotal is reading a significant number of reports then I'll see if I can do something about it, otherwise it seems to be working as normal.

406 MB is the actual filesize of the most recent android version so I assume there's something that's bugged. Maybe I'll have to delete and then re-add Android but I don't know if it'll keep happening...

it will be done in time, I'm waiting on artists (if I drew it myself it'd take up weeks or months of time I could spend elsewhere)

(1 edit)

update your itch.io app, it seems to be some sort of bug with itch.io. it's either that or you need to scroll up to find the correct download, I'm not sure

now

It's explained in the latest post and the changelog that it works a little differently now, I'm testing it out before it becomes public and there should be a second way to get corruption to make it permanent once it leaves WIP.

I will be travelling soon and don't want to update until I'm home. It'll be ... Soon-ish.

soon-ish

cute!

Thanks! If you want to talk about translations, I'd recommend joining the discord server !

Very specifically: 25% corruption when picking up clothes that Belle (diamonds imp) has dropped, 50% when using the curse skill Acorn (clubs imp) gives you and aiming it up/down

There used to be a way to win using hypnosis. It was easier with horns. Now, you can still use hypnosis, but you need horns.

The other two ways to beat 0-3 don't need you to be a sheep-girl. I didn't think it would be a problem to remove the no-horns hypnosis, it was done to be the same as the ropegag scenario and to steer people towards getting the new shrine 'ending'.

Same. I've squashed dozens and they aren't going to stop. These accounts also seem to be uploading stolen games / trojans without anything stopping them. These accounts can message a hundred game comment sections in the span of an hour the exact same message!!

Hyperlinks in comments should be disabled until this is solved.

save files are in %appdata% / moncurse on windows, may be different for different systems

that sucks!! I'll keep an eye out if anyone reports anything similar

(3 edits)

the game is good design because humans have OCD brain and want to put square peg into square hole
we are putting square peg into square hole
good job

anyway various thoughts
1. I thought "this game needs a bigger objective" and then I realized I was in a boss stage. That's basically what I want, but it isn't very obvious it's a boss stage aside from the different generation. A different background or something would go great.
2. I'd like it to be more obvious when you get money and how you get money (crates don't show how much they're worth) currently the user might not think they have any reason to push stronger crates. I don't know how well puzzlescript handles effects but some sort of 'you got gold' indicator would be nice
3. I'd like some indicator that makes categories of items more obvious (potions versus relics)

4. bronze crates are hard to distinguish from regular crates

I keep trying to double check if the 'crates on targets give +1 gold' is actively working or not but I never actually remember to check aaaaaaaaaaaaaa

my main concern is how long the game is right now (50 levels), it feels like it could be compressed down to 25 levels with a boss level every 5

I swear I'm sometimes losing 2 moves instead of 1 and I don't know why. double move potion??


died to level 20 boss despite thinking I got all the targets. I got the target on the last move, which is also how I got the target on level 10 ... I moved a box-in-a-box spawned box into place with the sticky potion so I don't know if that matters. shouldn't do, I recall using it on level 10 too. Maybe there was a hidden target somewhere? It'd be nice if the targets could be made more obvious on boss levels.

At this rate I'm gonna have to add it ...

(1 edit)

I also had the sudden crash. It occured when there was Oil on the screen and perhaps it was going to chain merge into something bigger all at once, or...
Maybe something collided with two objects at once. It's a recurring theme in suika-like games that you can have multiple pieces touch at the same time and cause some sort of effect.

I like the shapes and physics, but yeah. Just revamping a game from a year ago isn't going to get much attention now the suika craze has kinda blown over. Does make is more obvious what the game is with the title though.

Sure is a lot of Sukia on this page ...
oh, by the way, a volume control would be nice rather than just a full on mute/unmute.

(1 edit)

There are some effects on the payout but it's still a bit confusing to work out what exactly is being paid and how. I can't even see what the payout of each individual option is! Especially with abstract/numbers based games, this kind of thing is the hardest challenge in gamedev so it'll take some time and a lot of iterations to make it clear.
Actually, I didn't even realize the guys on the side had any effect on the player until the Commissioned Agent came in since his affect was really obvious compared to the others. Speaking of, I'd find a way to color other players' chips differently to the player's own.

Since the game is a Balatro-like, it's worth taking another look at Balatro's effects, the UI is so interactive that even just hovering over a card makes it shake and wobble.
I just realized that every card in Balatro is designed so it can be picked up without committing/buying/selling. Maybe that's not relevant here but it's kinda interesting since players/streamers are always picking up cards while they think about if they want to make a hand or buy a card... I wish my own code wasn't so bloated that I could do stuff like that, my animations are always so stiff.

for some reason, I thought Craps was a very simple game and the tutorial may have proved me wrong
I hope there are people that don't skip the tutorial because they assume the same

I've been watching the progress and like the look of the game (wojaks included, regardless of how goofy they are) but the biggest problem I'm seeing here is a lack of hover-over interactivity
if I hover over something with my chip it should highlight where I can place the bet, when I can place the bet
if I try to make a bet somewhere I can't right now, it should give an error effect
if I hover over a bet, it should show me what effect it will have / what it's looking for somehow (this is obviously a difficult request with some mechanics, but the in field bets for example can highlight which numbers it wants on board at the top) don't just rely on writing the numbers on the bet area, highlights and effects can be more powerful

why is the description AI generated

anyway I'll come back and play again later it's neat

(1 edit)

On the .exe version: "The code execution cannot proceed because steam_api64.dll was not found. Reinstalling the program may fix this problem."
I'll go try the steam demo version then

eventually . . .

On Android, right? It's harder to handle UI on Android due to the limited controls, but I could probably make it so 2 touches hides the UI but not the characters, as opposed to just making the UI transparent.

eventually

There's a Spanish translation, it'll be in the game next patch. (It's also possible to get the translation early by joining the discord and searching 'spanish', the translation folder there has to be next to the game .exe)

I've thought about something like that and it makes the most sense. But it'd take quite a bit of work to set up the UI and system for it and I don't want to get started on it until I'm confident in it.
I've had other ideas like having each transformation (or lack of transformation) give a skill by default but I'm not confident in that either ...

There was a brief moment where the android version wasn't updated but it should be fine now.

polls happen on Patreon/Subscribestar but I really need to make more polls for stuff besides just new monster-girls
maybe
there's also I chance I just add monster-girls without polling because it's no good to always just follow popular opinion
who can say...

Hi, it seems there are some bots on itch.io now that'll go around posting links to sites that I assume are just malware. I've put a notice up to say not to click any links in the comments section, but some people might miss it, so I'm saying it again here - be careful about links posters by users in the comments section!
Apologies if anyone was affected by those links, I haven't seen it happen before.

I'd like to work on getting a new public version up but it's been a bit slower this season (because of working on a new area + some stuff about having to move and clean out) especially contrasting winter when I was getting public updates out every month or so. Regardless, I'm still working!

11/12 gang...

those are all on the patreon/subscribestar poll that's running right now

I'm currently not feeling well and can't promise anything nor any particular time, but I'm trying to get work done anyway

(1 edit)

aaa there's always a lot of comments but to reply to them in general:
- If anyone doesn't answer your questions here, check the game's discord! Usually people answer questions there.
- I do read suggestions even if I don't respond to all of them individually. Quite often I'm planning to add these features, it's just a matter of when / if I have time.
- With regards to any translation, they're bound to be a bit awkward until the final release. On the final release I'll be trying to get all translations to the same point. Until then it's down to fan translations to help cover it, which happen whenever those fans decide to do the translations.

It'd be better to add another ending rather than redrawing an existing one, I'd say.
For what it's worth, I was intending to have someone else draw it but due to constraints I had to do it myself.

I'm not sure I understand but have you used Hypnosis on the Rams while having horns?

it looks weird if I push it any further than it is now, I'd prefer to draw art for it

it's a lot of work, but maybe ...

(1 edit)

I do like the approach of making the mechanics mysterious / visual only. I don't think I struggled with any particular mechanics but the biggest one I'd look at is the 'walking in / out of the woods' options. They both look very similar and it's hard to notice the difference or the changes it's making on the gauge on the left. It may also be hard to notice its flipping mechanic because it seems like a completely free pick you want out of the top row immediately ... My suggestion would be to have a clear UP/DOWN arrow and have that arrow turn when it flips so it's clearer about what's going on there.
It's also not immediately obvious when you're prevented from progressing further into the woods, which feels frustrating seeing some sort of 'checkpoint' that you're prevented from reaching ... Doubly so when you avoided some camp cards to get there, and now you're stuck waiting until camp comes again.
It's also weird that 'moving back towards the campfire' has no clear connection to when the 'you can now camp' cards come up.

Because the top and bottom slots of the staff work differently, some of the mechanics need to be better visually indicated to show they aren't bugs. For example a 3 dot potion in the bottom of the staff while there's a 1 dot of the same potion on top seems to discard the one on top, despite the fact I've never seen this happen at any other time. The fact that the top slot also wastes all its charges instantly versus the bottom slot only consuming some of its charges is also... There's nothing that shows that it's acting differently, even though the slots act differently in that regard. I originally thought these were bugs.
The different slot mechanics are probably a good thing, though. It's more enjoyable that you're trying to not waste potion charges but you have limitations that might make you waste them.

The 'store threat for later' bottle is easy to forget about, having it react more when dragging a potion over it (something you'll do naturally) would help remind the player it's there, or giving it a clear slot for a potion to go into.

The most frustrating thing I've found is that by the time you reach the deep part of the woods, if you've been saving up mushrooms, you have no space for the fancier plants which will now sit in your inventory and... Apparently, it's not counted as being held by you. If the inventory is going to be strict like that instead of letting the player hold onto plants at the expense of inventory space for potions & such then it should have a clear indication of when you're reaching max capacity... or that sending one plant into your inventory at a time is a bad idea.
Though, the question is, 'should I be concerned about getting better plants so I can get better upgrades to proceed further into the woods' since the progression seems to be tied to a counter when you camp instead, and there's no indication of a boss or threat or anything time-critical looming on the horizon. 

The biggest thing I feel is missing is a sense of 'travelling', and that sense of something bad on the horizon that you need to prepare for that's worth foraging more cleverly/in the deep forest for. The 'not us' is introduced but when it's introduced it poses absolutely no threat, it simply exists. It may be better to withhold the visual or make it look like a recall/memory than a thing that the player is looking at, something to say 'this is a threat, but not right now'. If there's no end to the current demo, I think it'd be good to have the last leg of the journey be the player starting in a dangerous part of the forest so the player should have upgraded their potions/forest helpers by then to survive and make it through. Just my thoughts, not sure what the intention truly is yet, I made sure to at least fill the 'Forest' / day counter to full.
Yeah, sorry, I ramble a lot.

In any case, love the art / ambience. Keep it up!

Because if your billing address doesn't match your current address, it won't let you buy anything, regardless of if you're using a bank card or paypal or whatever.
Considering no other store I've encountered has this issue, I would expect there's something that can be done about it, right?

Yes, I could probably use a VPN, but the moment you start asking customers to use VPNs just to purchase games I'm going to cry for developers who are missing sales when customers decide "eh, not worth it" and/or go and obtain the game through other means. The legitimate way of obtaining a game should always be the most convenient.

Is there some sort of reason it's like this but other vendors don't have this issue? Is it just a pain or it requires third party authenticators? I'd like to know.