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KuronoKira

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A member registered Apr 05, 2022

Recent community posts

There are quite a lot of knights of evoria now, yet they refuse to team up for more than one afternoon... What trying times we live in

Oh I didn't even see that you could write your own decisions, good to know. 

The situation with AIs being this expensive to use is not great, yeah

It's an interesting situation, exploring the jungle and all but I feel like the AI doesn't really know what to do with the stats. Despite the displayed upper limit of the stats, the values carelessly cross that limit. The events seem almost random in which stats they change, like when I choose to run away from a monster, my stamina goes up, as does my weight. The bottommost stat seems to be increasing no matter what too, either bodyfat with it enabled or breasts when bodyfat is disabled. 

The images too seem rather incoherent, neither adressing the situation or the stats.  The choices I got were rather repetetive, sometimes even giving the same exact answer multiple times at a single prompt.

It's a nice Idea, but the execution is lacking. It doesn't seem like the AI is at a point where you can let it handle all of the game/story on its own. Maybe you should still manage stats and choices given more manually, so that things make more sense

Ah, very cool. I currently don't have the money to buy this (or any game at that point) but I'm happy to see that much is already fixed. Keep up the good work :)

I had plenty of cards in the discard pile though. I just had to shuffle, but it didn't. Probably because the last card from the deck wasn't drawn but removed

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I got stuck in a battle after playing "Feast of Souls" where I had to remove 3 cards from my deck. They were the last three, so after that move, my deck was at 0, but didn't reshuffle. With no cards in hand there was nothing i could do but to concede. At least there's a way out of this kind of softlock...


I've tried building a demons deck, with mediocre results (yet) and put a card in that made me submissive. I wasn't really surprised it was something bad for me, but that it took all my height away really surprised me. It would be nice to have effects like these explained beforehand. Even if it's just in the compendium (excel sheet) which could use an update too. It's also quite annoying that when putting a deck together, you can't really read the description of the cards. Not all of it anyway, as the text box doesn't adjust to the amount of text

I played this some days ago and I really like the card game you've put together here. The way the story revolves around the cards is also nicely done, despite the minor inconsistencies here and there. I'm not quite sure if it was intended to be this way, but I feel like I missed out on a lot of events in the first town when the story forced me to progress. It would be nice to be able to have more time to explore that, because until the demons attacked, I didn't get to see Isolde once and then was best friends with her all of a sudden.

I've noticed that the portrait stays visible and obscures half the menu when you try to save during a conversation. 

There seems to be a bug that appeared a couple of times during a card game, where a card would wrongly be converted. This only happened when the last card played converts another card. For example I have cards at top middle, with a 5 on the left side, and one middle left, with a 2 on the top. Now when the enemy would play a card with all fours in the top left corner, both of my cards could be converted. This is inconsistent though and does not always happen. Probably just with certain cards/values playing into eachother.

While I have to say that the AI art is quite nice, I'd like to point out that some backgrounds should be reworked or exchanged. There are just way too many doors, often times even several in the same door frame. IIRC the brothel background was one of those.

It would be nice to have the background go along with the conversations, as I found myself looking at the empty inn while talking to anya or the other girls working there. Especially so since there seem to be backgrounds with those girls in the scene already being used to some extend. Why not use them more?

I played my first couple of matches with silver cards only because I didn't realize that I was given a gold card too. Maybe you could add a counter on the respective tabs in the card menu, so that the player sees that there are cards in other tabs as well.

Lastly, I'd like to suggest something about how the card game works. After fighting ravenna a couple of times, I managed to get a draw. I know this battle is supposed to be unwinnable, but at that point there was some hope that a win was actually possible if the events beforehand were handled better than what I did. So, being able to get this strong to be able to pull a draw on one of the supposedly strongest enemies there would be, seems to be a bad set up for later on. The S on some of ravenna's seems to be trump, which is totally okay for her to have. She is supposed to be a very strong opponent, but it also tells me that there are only 9 values on the cards. And me having several cards with 7 and 8 values on them after what seems to be part one of the story, leaves me with almost no way to improve before capping out completely. There are several ways to counter this though, for example you could expand the values to include double digits; or you could rebalance the current cards to have lower values alltogether to have more room to grow. Another way would be to add a twist to the game where you include 0 and have it beat S but lose against numbers. 

But these are just suggestions and I don't intend to dictate how you make your game. It is yours and I already like it the way it is. I just wanted to throw in some ideas with my feedback

I see why you'd think this. After playing both games, there are a lot of similarities, but then again other things don't add up. Like how this game struggles to save simple unit cards while the other easily handles more complex and unique cards. I'd assume that both creators used similar AI tools to create their ressources. Plus, there's not really a reason to "hide" and make multiple accounts to publish two games of similar making. There's just no benefit

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Despite the abrupt ending (I was really getting into it) it was quite nice. And if you can go by how the Prologue/Day 1 gameplay went, I expect a nice management game (and big bellies) 

Though I found it a bit hard to figure out how much of either ressource you need, both when requesting them and when loading the sub. You get the opportunity to spend all your money before you know what half the things do, or how to get more money

A fullscreen option would be nice too

saw this screen too, but shortly after the game just loaded in normally. maybe try another browser?

ah good call thank

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well... oops >~<

just assumed you were part of the team with how active you are in the comments here and the kind of information you provide

now I just gotta find out how to contact Cyrk .-.

Can I help in some way? Like, with programming or something

Yup

Vessel Tactics community · Created a new topic Bug report
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Just some things that have occured to me while playing (V0.04d):

  • Schrödinger's vacuum potion causes the game to freeze most of the times. Mostly when Ally units are the ones benefiting from it
  • When the healer finishes healing a unit whilst inside Avalon causes the game to freeze. T will skip the action entirely, meaning that the healer cannot exit on her own anymore
    • I got the healer out by emptying Avalon's hp, the unit inside the healer was stuck somewhere else though. Avalon showed as containing that unit, while the unit itself showed it wasn't contained by anyone. The unit had been removed from the turn order but still affected Avalon in some ways
    • After that Avalon could not detain or eat, as if a unit was in her. She showed 0/3 fullness and was also flat visually.
    • Using digest told me it would put the digestion time from 0 to -1. After that, Avalon could detain and eat again.
    • Could not finish Level 0-3 after the error above happened. Lamia queen got eaten by Theano, who I then used detain on with Avalon. At that moment The unit from before seemed to reappear inside Avalon again, getting her to 4/3 suddenly when it should have been only 3 (2 from the queen and 1 from theano).  Digested normally though, but Level did not conclude after the last enemy was gone
  • When panning around the map, the mouse can overshoot the area where it is being registered as "at the edge". I'm in fullscreen, and while I somewhat understand that it stops panning when I move my mouse onto another monitor, the other sides should work nonetheless. 
  • HP bars grow over the whole screen when the unit has more than max hp (like with the sanctuary buff)
    • Max HP seems to be decreasing in combination with the sanctuary buff. units have in the end more hp while max hp goes down, sometimes even to 1
  • After battle, digestion sequences of deceased units are shown
  • Not sure if this is intentional, but Level 0-1 isn't available/showing
  • When feeding units, their xp rises disproportionate to the prey's value. sheep has a value of 75 and gives 10 xp while chateau has a value of 150 and gives 50xp (at least when in the menu. didn't check this in a  level)
  • sandbox mode does not really work as the menus don't show up when pressing P or Y (or both) 

When you "go do something" with haily on saturday noon, alex loses her pregnant visual in the upcomming scene

nice game so far. Pretty much requires you to have played the other games though to know what's even going on. 

I had an issue though with healing injured fighters though. The hospital doesn't seem to work in that regard, and even worse, once an injured fighter leaves, the next one in that slot will be still injured. Not sure if this is a general issue or something that just bugged out

is it intended for the dreams to be unlocked right from the beginning? Haven't found a way to dream yet, but it feels a bit weird with how the rest of the game progresses to be able to see (some of) them right away

That's Preggopixels you're thinking of probably. Very similar style of the cover art

Nice game, although the hacking part becomes a bit boring after like the hundredth time. I really like the neon colour scheme, and most of all the voice acting provided. I wonder how ember resisted celeste for over a year ;)

so you become a high succubus again at level 1000, went full circle 

Ah thanks, somehow missed the part where the endless mode was mentioned

is there a fight with the foxgirl? In the gallery there is something like that mentioned but I can't seem to make her do anything besides talking

I see this is being updated frequently, and I'd like to offer uuh... assistance? I really like the concept and would like to build on it myself. If you don't want to, it's fine too, so don't worry about saying no. It's your project after all.

I really like the concept! You can tell that effort didn't go into just one spot of the game, which I really appreciate. Would be nice to have some more content, although with the infinite mode it is already quite replayable. All in all, a good game with good looks where it counts 

Really nicely done! Some endings are a bit extreme, but the "correct" path provides a nice progression and interesting story. 

I like <3

That's hard to decide, I think I'll go with Sal though. 

As for the bugs (and things that bug me), I've found the following:

-Somehow managed to have two transforms on Jeqblac at once (imp + wolf) It goes back to normal when I stop the immitation

-Fhey had a point where she ignored her fullness, being able to grow to size 100 without even increasing her cap. I couldn't treat overstuffed nor give her food. Solved it by offering her to big toad

-Mushrooms are missing a transform immunity on their second form, or don't go into third at all

-Kip stones can be blocked with following allies, which takes away lots of the challenge

-Sometimes allies don't follow visually when leaving the town

-Well fed doesn't give Jeqblac a bonus in closeness points

-after reviving waifs, their permanent "ailments" are gone (like scales for Sal)

-Lenwhales wide girth still works when she's being eaten, which doesn't make much sense

-There are no places to switch waifs in the tower when going back in ch.7

Damn... not even a single drop from the secret boss


But that barely matters in the face of how much fun the game provided. So much stuff to do and a unique art style too. Really a good game! Hope the will be an update soon :D


I found some bugs along the way, do you want me to list them somewhere

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150 is the number, no further changes afterwards

Up to 600 at least, couldn't make it to more within the time limit

does feeding the mermaid do anything? 

A really nice game, even as incomplete as it is right now. I hope you can get over that burnout of yours and finish this game. If it helps, I could offer some help with testing?

Didn't say I wouldn't like the art, just that it didn't spark my interest in particular. The drawings are doing well in producing imagination. There are imperfections, but such are to be expected on the journey to becoming better. 


I can only imagine the fight RM puts up with this kind of game, while being somewhat versatile, brining in such mechanics is pushing it. I hope Unreal isn't too hard to use though

Wow, just- WOW!

I was a bit sceptical at first as the artstyle didn't really hit me. But that doesn't matter too much as the game itself is really REALLY good! Puzzles like these tend to be somewhat annoying in other games, being a bit "in the way" of storytelling and not well refined. This though was really fun, Puzzles have great mechanics that are introduced in a reasonable way. On top of that, they just make sense, both story-wise and thematically.

Playing on hard really made the time limit a potent enemy here and there, whereas in other instances the focus was more on just understanding a complicated problem. I like how both come together in the end. Only thing i really struggled with was the lava-run, but that was mostly about me being a bit clumsy.

Over all this is one of the best rpg-maker games I've played, and I can't wait for future updates! I can see though how coming up with new and interesting puzzles is hard and takes lots of effort. So don't feel pushed, just lots of motivated ;)

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I can't seem to be able to plant pumpkins in the fields... Do I need to unlock a different field for those? (currently only have the first two available)


Edit: yes you do, apparently. Would be nice to learn about such things somewhere beforehand as this type of thing really looks like a bug or poor programming until you find out how it's done :)

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well it didnt let me buy more than 9999 during the feeding, but once i got the upgrades past 10k i could just continue as normal

Well played! You got me there hah

somehow managed to go beyond 9999 goblins

Is there a merit in going for a color and build? I'm faring pretty well with "just avoid +50% negs". With those out of the way, theres not really a need for seeing the emotions, so i just go for the highest payout

really nothing good. NVidia 940M

I thought that at least something small could be rendered with that but I guess I underestimated the program