Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Princess Ally

14
Posts
2
Topics
16
Following
A member registered Oct 04, 2022 · View creator page →

Recent community posts

(1 edit)

Huh. It used to happen consistently across multiple different starts I had, but for some reason it doesn't crash now on the first day, no matter what schedule I seem to make. I wish I had taken a picture of the error image when it did crash those few times, but whatever.

I did, however, find another glitch where, if at the start of the game (if you skipped the intro/tutorial), you leave camp and then immediately come back before the message that your character says at the start of the day, it lags a bunch and then your character freezes where you can't do anything. It's a minor glitch compared to the one that causes the game to crash, but I still can't figure out what caused that one, so whatever.

(3 edits)

Thank you for responding, and so quickly at that! Sorry if my review felt overly negative, but I've never really been able to pinpoint what positive aspects I see about some games, so with reviews I usually just give criticisms while still saying I liked it. I should have given it higher than 3 stars though since most of the issues stem from it just being in early development (which I did change my review to 4 stars now, btw). I have actually played the game quite a bit, but I kind of have a weird habit of mostly just replaying the start of games like this a lot, so I haven't actually gotten further than the 4th week despite probably having around 20 hours in it, so that's why I haven't seen some of the later content.

Anyways, sorry If I make these too long, but I wanted to respond to some of the things you said as well as give some of my own ideas if you don't mind.

Travel:

I somehow completely forgot to mention fast travel in my review, but I didn't really like it overall. I really like practicality in my games, so spending 2 food every time I fast travel when I could just (slowly) walk there basically just means I wont use it at all and even if I do I will feel very annoyed about it. Also, some places, such as the alchemist's cabin, still take quite a while to travel to even with the fast travel. Since there isn't any resource management issues related to movement or time limits, I don't really see any reason for fast travel to cost anything when using it. If you really want to limit fast travel, maybe just make you only able to use it after having discovered the area for at least 5 weeks or something. As a final minor nitpick, it's sometimes quite annoying that it only unlocks after interacting with the sign rather than something like it unlocking when you first arrive at the area, since even when I did want to use it I realized I'd forgotten to interact with the sign and couldn't travel things.

As for things like actual run speed, I guess it would probably be more manageable if fast travel was better, especially since with 'scheduling' you wont need to walk all the way to meet someone if you want to train with them. However, there is also the issue of random events, which you need to explore the entire island for every week to find them. Though, also, I think that could be easily remedied if you made a chat option with people for 'recent events' or something, and they'll tell you clues to where the random events would be so you don't have to scour the entire island for them. For other uses of running, like running for enemies, I still think that the sprint perk needs to be much faster to be actually useful, and there really aren't too many times where being able to run fast would be incredibly helpful in dealing with those situations, so I guess you need to add more hard enemies that guard things or similar situations if you want it to actually be useful.

Dungeons:

You seem to still be working on dungeons so not much else to say about them. I have noticed that there aren't anything like traps or such in the current dungeons, though, so maybe add a few?

People:

I still think you shouldn't be able to recruit billy on the first day, to be honest. I think that the sense of progression should have some amount of time where the enemies feel way to harsh for you - then, you are able to get some help from the adults and are able to slowly progress your character while they do most of the fighting. However, eventually, you will need to build up your character more and the adults should start to feel like a crutch. I think a situation like this would be best:

The first few weeks, you should only be able to recruit the kids, and adults won't help you with any of the enemies. This makes it so the only enemy you can really handle at the start are the chickens. However, maybe some subtle or not-so-subtle hints will tell you that adults will be a big help if you manage to get their relationship up, and so once you do you get a big boost to your combat power. The player character is still weak, but you can start taking on bigger threats and actually earning some weapon XP with the help of the adults (coincidentally at the time where you probably have enough money to have a lot more choice in what weapon you want to use, so you wont feel as locked into a certain weapon type). However, perhaps the adults can't help you every day, or start to help you out less, or maybe what you have to pay to get their help becomes too expensive, so that even though it felt nice to have their help at the start, over-reliance on them becomes unpractical, pushing you to begin working more on getting your character stronger. I also think it would be nice if you can also train the other children to become stronger, and they might become something of a more reliable party you can use much more consistently than the adults but will require some investment to get them as powerful as you are.

Currently, the situation with adults feel more like you are just collecting adults like pokemon to use while the player character sits back and tries not to die so you don't lose wellness (which, by the way, wasn't very obvious was happening, maybe make something like "-3 wellness" appear over your character when you die). This is pretty bad for early game, and something like becoming so powerful that you don't need adults feels unrealistic since you are a child, unless you want to spend half of the game relying on adults.

The only other comment I have about people is that I think shops should be unlocked later or only after getting a lot of favor with someone. Even if it's nice to be able to access some things from paths you didn't go down I think it sort of ruins the progression feeling at the beginning of the game if you can just buy all of the things you can currently make, especially since skills take so long to train.

Other:

-Winning a battle gives XP to both weapon skills of the weapons you have equipped, while dealing damage gives XP to only one of them. When winning a battle, if you gained 27 XP to both weapons, it only counts as 27 XP towards the cap, while if you did 27 XP worth of damage that extra XP will only go to one weapon type while still adding 27XP to the cap, which counterintuitively makes not doing any damage in battles the best way to gain XP, since you train both weapons at once.

-There is no way to retrieve a rope after putting it down, which can be kind of annoying if you don't know where to get another rope after your first one *cough cough (me)

-Alchemy was kind of confusing when I tried it, but as far as I can tell there's no good way of doing something like increasing your wellness or integrity through it, which I kind of though was one of the main points of being an alchemist? I feel like it would fit, at least, since the only other way is by being a really good cook but you can only eat once a day (or twice with perks).

 -There is a graphical glitch (which you are probably already aware of) where when you walk behind something like the top of a hill the character's feet will pop up from under the tile you are walking under which can look a little weird

-The current version of scheduling crashes your game on the first week, though you also probably already knew about that

Anyways, thank you for reading my comments! I'm not sure exactly how helpful my suggestions will be, but I did really like the game so I guess I just wanted to write about it some.

Well, I had a review of this game through the , but apparently reviews don't let you even copy and paste and my 'token' for the review ran out of time before I finished it, and I'm not re-typing the entire thing. I guess I'm just going to paste it here, then?


I think that the idea around this game is really fun and also really well executed, and I had a lot of fun playing it, especially since I am a big fan of resource management games. So, despite the fact that I only gave this a 3 star rating and have wrote somewhat lengthy criticisms, I think it's genuinely a good game that can become great in my eyes if it's problems are fixed.

Travel: 

Being completely honest, the movement in this game can be really terrible most of the time. The character is very slow for how big the map is, and sprint increases your speed so little you can only barely notice any speed increase at all and it's basically impossible to even tell if it's even on. Perks like Traveler or Sprinter or can increase your movement - and Sprinter barely even does that - but it's they are of barely any practical use otherwise, essentially wasting a perk point to solve a problem caused by bad game design. You should, at the very least, make it much faster to travel around the island, but if you want to make things like travel perks actually useful, maybe do something like segment the island into different parts. Then, at the start of the week, you can take a shortcut to any of the areas of the island, but it takes a resource like food to get to any other areas, and travel perks could lower that cost or make it entirely free to go elsewhere. Then there would be some kind of resource-management to travel which could be alleviated with perks. 

Dungeons:

So far I've only done the spider cave and the two kobold dungeons, but to me every single one of them have problems. The spider cave has far too many resources, especially since med kits can be sold for 200 each at the start of the game, which can make the game entirely unbalanced since you earn so much money from just that dungeon that you never even have to work. As well, you can easily avoid all of the spiders since they never run after you. The kobold dungeon in the cave at the start railroads you into killing all of the kobolds that you didn't even know were in there as soon as you enter and then gives you a mood penalty at the end. I would suggest at least some sign or something saying it's kobold territory, and maybe a dialogue choice to quickly leave without killing the kobolds. As for the second kobold dungeon near the stranger at the bridge, I think it the most well-balanced, although with enough luck points you can some items like some guns which are several times more valuable than they should be considering the value of the other items you can get. 

People:

People are also a big reason for the game seeming pretty unbalanced. There are no requirements for being able to trade with someone, and almost any item that you could craft at lower skill levels can be easily bought from trading with someone, so if you have a lot of money it can render crafting skills mostly useless at most skill levels under 10-15. As well, adults are extremely powerful in battle compared to yourself at the beginning and the other children you can recruit, and Billy can even be a follower week 1 just by picking some potatoes for him. Adults are far to powerful for that kind of thing, and it really ends up with you just having a team of adults at your side handling the entire battle while you do basically nothing, not to mention the fact that they can help you with skills you don't know yet. There are also other problems, such as Helena's healing being something that is far too overpowered and removes injuries being anything serious at all no matter how much you get hurt.

Other small nitpicks:

- The control scheme is kind of unusual for a game like this, but there is no option to change controls

- A lot of negative perks aren't actually too debilitating, making it easy to gain perk points, while some positive perks are quite overpowered, such as Psychopath

- For some reason, the perk 'Second Wind' only ever worked once for me in a single battle despite saying it's supposed to work once every battle, and for the rest of my entire playthrough it never worked again.

- Skills can often be much less useful on their own, like how having a high science ability isn't very useful if you don't have other skills to gather materials you need. This, combined with the fact that you can already buy most items you would otherwise craft with your own skills means that training skills isn't often as useful as training stats.

I still want to say that despite my criticisms, I did still have fun with the game, I just think it needs some serious reworking in some areas.

I really liked the game at first, but I kept running into the issue that when I would load a save I often found that things had changed in my save, like dead bodies that I hadn't cleared yet disappearing, characters changing position or sometimes minor characters entirely disappearing, ect. It got really annoying after awhile because I accidentally hit the wrong button a lot on games and I also sometimes will go back on a choice I've made, but when things change between the saves it just feels like I'm missing content I would have wanted to see.

Thank you, I didn't realize this! It does kind of seem like a glitch tbh, but it's very useful to be able to go in there.

a little late, but I'd like it if you could open the menu while in a text box. You could use recall if an enemy saw you and you didn't want to get into a battle. Obviously, this could be disabled for cutscenes (although people still may want to apply items before a major battle, so you might just want to disable using recall during cutscenes)

I hope you do! I really liked the game

also, if you do plan to do that I suggest you add more to the 'development log' section so people can know what's been added and such. I remember the game being updated before and being confused why there wasn't anything about it in the dev log.

(7 edits)

I'm doing a run where you force Luciela to be unable to  apply mental changes to you by blocking off the entrance to the mind palace, which needs 4 corruption for her to enter. Since corruption goes up every 2 days, and blessed water is a limited resource, it's very time sensitive - however, getting into the demon worshipper city, no matter what you do, always gives at least 5 days worth of corruption (3 days +1 corr for lewd scene) and it takes even more corruption to be able to gain enough trust to learn spells. Perhaps in some ways the time spent can be worth it, since access to drugs is very useful even if you just use it on your slime, but I still think there should be a harder way that allows you to access the worshipper city without using so much corruption. One way I thought of is gaining trust after breaking in and defeating James, since Liliana said she'd like to take over if you just kill James, so when she does she'll make 'Mary' more popular and give you some trust. This way, it doesn't compromise on the idea of easily getting to James through infiltrating demon worshippers but also allows you to take advantage of the city later even when you are doing a time-sensitive run.

oh wow, you work quicker than most authors I know lol. No need to worry about working slower than you wanted to.

do you have a link?

Oh, wait... I think I just opened two games by accident lol.

I thought you couldn't interact with the second one because I clicked it to try and interact and forgot I had to press a key.

It probably wasn't a glitch sorry about that!

Oh, Ok! Also I guess I'll just put this here but there's a glitch where sometimes while being in the game there's also the title screen open in a separate window but can't be interacted with? I'm not sure what caused it. Maybe it's something to do with the Fullscreen option? It's not really an important bug it's just kind of an an odd thing.

(1 edit)

I love the style and characters in this game, and the pixel art is great! It also fits my tastes really well without really being too sexual (even if I like my fetish games I dislike when they are sexual much). Regardless of my own likes I think this is a really well-made game. It does feel a little content-sparse right now, with most the residents only having 1 line with no options for a character response, many rooms having no purpose or being very repetitive, and only a few traps to fall into. I only have 1 star right now and got to the part with the dolls, but the tasks are already starting to feel repetitive and I can imagine if nothing changes it will feel worse up to max stars. Also, some of the conversations confuse me, like when the cat at the desk says I could meet my friends after I get done with work but I couldn't find them anywhere, and it took a little bit of doing more tasks for them to appear again. In general I'd just suggest adding more content - unlockable rooms, unique character interactions especially during tasks (which could include unique tasks), unique hypnosis challenges, ect. Personally I'd also like some more hypnosis content that isn't just task challenges, (maybe more story hypnosis, or hypnosis involving the roleplay with friends?), buts that just me.

? I thought it was at first but when you replied to Comfy you said it was a bug