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layarion

19
Posts
9
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A member registered Sep 26, 2019

Recent community posts

Given that you're left leaning, wouldn't be surprised if "punch a feminists" was banned but not "punch a nazi". both are garbage.

ya, it's really grindy

oh and i'll pay $20 if it goes Hentai rated.

Penlight community · Created a new topic Review

So i've played most of the routes now.

The route where he breaks the pen is honestly pretty depressing. Sure he's happy in the end, but that doesn't change that something he should be proud of was basically forced out of his hands. i felt like the book was ripping his soul out and killing it.

The writing is pretty good, even when most people would condemn his soul the writing tries to remind the reader that all people involved, even the evil route character, are still human that came to this point somehow. it was a nice touch, to show empathy. The route where he repeats "my weekend was totally normal and uneventful" i feel like could use perhaps a touch of something though. When she shows relief at his response, it's not clear if she's showing relief for her and her friends, for his wellbeing, or for both parties. I wish you would clarify that. Because when she first puts the light on him she says "you must be really hurt to want to do this to people" and so it shows empathy on her part. My suggestion about changing the weekend response line, is me asking if she is still showing that empathy, or was that line she said at the pass of the light over his eyes just hollow words?

last thing. when i was first playing the novel - i thought the grayed out choices were really cool. i was like "oh wow! because my character didn't show this or that trait, i can't pick that option because it goes agenst his previous character choices!" like i thought it was a powerful tool you were using...then i realize you just didn't put WIP on those parts. was less exciting after I learned that. So i thought i'd make that a suggestion to you, to think about grayed out choices a story telling tool, and not a WIP tag. Normally novels just don't show you the paths your previous choices blocked, so you're not even aware of what you've done to yourself. with this though, it can be used to drive home a an idea of "this is what you did to yourself". Also, even if you don't do that - go back and slapt WIP on those because for awhile i was trying to replay the game thinking that the gray would unlock after my character "learned more" in another complete route - like some cool replay mechanic. was disappointed to discover no such treat was in store.

So to recap.
1) The story really hits you hard at times. The good, the bad, and the fun. Kudo's. A true roleplay moment, that i feel like a lot of stories wouldn't feel comfortable letting you enjoy. Most of all things that you think during the story like "oh what happens if i do this" really gets explored, in a non-halfassed way. Evil or good, with no shaming on the choice you made. just a gentle reminder during the writing that says this is evil. a gentle one, not a "OMG YOUR EVIL" way. instead in a "we're gonna do this, and really sell the role so you can have your fun, but remember in reality this would be hurting people" kind of way. so, a great display of nuance there.
2) I just want the story to confirm of if she really meant that empathy she showed on when she pointed the light at him on the evil route. That ability for her to see the pain he was feeling hit me. and i hope it wasn't just a lie on her characters part.
3) Think about using grayed out choices as a story telling tool.

I wanna say the writing is GREAT, from what i seen on Newgrounds.com
I noticed some "options" were grayed out. are they WIP or is there a recursive story mode that unlocks these on multiple playthroughs?

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fucking a, cuz of this stupid website i lost a few numbers. I know that one of them was after i started cooking fish, it would show green all over my food bar even though I hadn't selected anything.

17) Bug, Crazy jack - i can't scroll to see this deal 
18) i feel like if i have guns, i should have a chance of fending off attacks and a) preventing the loss of wood or b) stopping an attack when i have no wood.
19) When the trader says "5 of this for 5 of that", i wish the trader would do whatever they can if you agree but don't have 5.

Question, wth does the DJ radio set we get even do?

Lost a character, I was already struggling so I'll stop for now and wait for the next update for these bug fixes.

6) Inconsistent resource tracking in reports. When food or water is attained, something it says "+1.6 water", however sometimes it just says "I got some water and ran out of there". Please pick a style and stick with it. either make all of the water reports a less measured descriptor, or make all of them have a unit of measurement at the bottom.
6.1) Also please consider adding a summary report at the end of each day, like perhaps by evening have a text appear somewhere saying "total water gained +2.6" and this is a summary from all characters exploration done. Not a big deal though. Don't make this a pop-up that I have to click to remove, just make it something temporary that removes itself quickly
7) coordinated expeditions would be great. I've found that sending multiple girls to the same un-completed expedition at the same time is a waste of time. They aren't aware of each other and don't bother to pool their items together. This means I can't do cool things like, carry multiple puzzle pieces with me at the same time to accomplish doing more than one piece of it in one go.
8) Health bar doesn't show where it previously was. This would help me gauge if a person is sick or not if I could see where the health bar was the moment before.
9) Expedition descriptions seemed to get skipped. I went to the college, and brought the purple poke with me. Well it skipped the part where it tells me that I use it, and just goes straight to what happened after. I know this bug was already present in v7.
10) Expeditions peg you twice if you go in the morning. You can only bring one item, but if you go in the morning your character automatically goes again a second time with the same item. It would be nice if you could bring two items, or if they didn't go the second time and just came back.
11) There seems to be little value in multiple forms of entertainment. I get that you don't always have the dartboard, but it has never taken long to get one. I wish that reading maybe did more than be an "inferior" option to the board. Perhaps it had something the board doesn't, like be an emergency kindle option to scare away zombies or something.
12) The mall fishing option is strange. You get raped almost daily by the undead, but you won't trade sex for food? This seems more than unrealistic. Which is funny, because she brought a news paper to break a guy out of his delusions, but won't break hers. How about, the different girls would have different responses/character traits - and say yes.

Impressions about v08.

Really happy to see QOL improvements coming our way. My computer no longer runs hot thanks to the frame-limiter.

1) Journal order above the journal interface is wrong. The new feature for the quick journal swap - the order is wrong. On the floor the purple journal is on the left, and green is on the right. However in the interface, purple is right and green is middle. This is counter-intuitive. Please align them.
2) Apply the quick-exit journal feature to the other interfaces. The new "click anywhere outside the journal to close it" feature isn't added to the books you open on the shelf. It should also be applied to these. Would be nice if it was added to the Trader UI as well.
3) "sickly clouds" need to be exaggerated. I understand that the perfectly white clouds aren't sickly, but to me those sickly clouds look like rain clouds, and I like rain clouds. What I'm saying is, you left too much to interpretation there. Perhaps show pictures on this site what sickly looks like vs good ones to clarify things. Perhaps make them green or something.
3.1) Really hard to see the weather/difficulty when fully barricaded. Wish I could maybe mouse over the window and see an unobstructed view, or click on it.
4) Polaroid Bug. Sent two girls out, and both got attacked. Thing is, the polaroid that appears on-screen...well they both appeared in the exact same spot, at the same time. Meaning: I could only see one of them. I only realized there was a second one behind the first, because the first faded away. I could see the second one for an instant during that fade. These either need to spread out on-screen or wait to appear until the other is done.
5) Items from exploration appear in the house before the explorer even returns. This was present in v7 and is in v8 as well. Not a big deal, but odd.

Playing v08 now, the spelling errors in the tutorial still exist.

It's the 25th and the download still says v07 at the end of it.

The download link still says v7

Bought the game again to show my support for listening to suggestions, but i can't actually download the new version. it still hands over only version 8. also i didn't see it in the patch notes, but is there a vsync or frame limiter yet?

This game is running at 420 frames per second. That means it's sucking more juice from the wall, and more heat. This game needs to be locked to 30 or 60 frames per second. This is an issue that shouldn't be ignored, and if it gets ignored then that's bad.

So hopefully this gets handled. you can use rivatunerstatistics server to lock this to 60 frames if the dev doesn't do it, and that drove the heat and noise level wayyyy down in my system. there's nothing in this game that requires a 400+ framerate.

Just opened this up about 10 minutes ago, and a few things immediately just kinda come at me. Some of these are my first impressions, and others are suggestions.

Streamline the book interface.

  • Get to the next book with less repetitive motion. I'm a big believer in that repetitive motion should be kept to as few clicks as possible because this improves the quality of life. So one way this could be done is by having a small icon of the other two books hovering in the air above the currently active book. This would allow me to get to the next NPC's book in 1 click instead of 2. Over the course of 4 time periods in a single day, multiplied by the days - this would cut down on the repetitiveness massively. OR, and alternative way is to get rid of the idea that you need 3 separate books. Instead, use one book and have it list their actions on the same page for all 3 off them. This has it's advantages of making it easier to quickly tick which actions you want done for each character and displaying their info on the same page will make it quicker to see how the group is doing as a whole. 
  • Quicker way to exit the book interface. If I could click "outside" of the book to close it, that would feel more natural to me because I'm used to being able to close an interface that way. Also if maybe a keyboard key could quickly get it out of my face like one of the keys near WASD. My first instinct when I first opened and wanted to close the books was not "oh, this left or right arrow is the way out of this". Besides, having an arrow for an exit feels wrong, because it just makes me think there's more than that I need to look at, rather than this is how to close it.

That's the only clear-cut suggestion I have so far, and my overall impression is I like where this could be going. One thing though, the experiences with being raided and with exploring...show me the game is lived through the words they write, and I wonder if it'd be more enjoyable if there was more witnessing the event unfold rather than hearing about the after thoughts. Perhaps seeing their thoughts during the event as well as witnessing it.

Anyway I found some bugs or errors:

1) I got raided...girl 2 says "I was raped and they had to watch" but when you look in the journals of girls 1 and 3, they have no idea girl 2 was raided, nor that the house itself was even raided. It never happened to them...back to my impressions...

2) I think I seen two typo's in the NPC Journal Tutorial. One when it said "if the horny meter is too low, they won't do anything". I think you meant "too high". Also, a typo on the MakeThemDrink section of the NPC Journal Tutorial. It referenced food instead of drink, when I think it meant to reference drink.

You can't tell if someone has something to say unless you visit each location, between every action or choice that is made.

Would be nice if, an icon popped up on the left saying that indicates if there is "new dialog" somewhere in the game. It can be vague, like mousing over the icon says "some event in the school is waiting for you" or "some event is waiting at your house"

Would be very handy if the game auto-saved in a folder just before each decision point and so on.

Just had to restart a playthrough due to some bug, and that means I need to grind levels. I wish I could at least set proficiency and character levels to "jump start" the new playthrough.

Details:
Game version .56
Windows 10

Summary:
1) Character stops walking/being able to move any distance on floor 21
2) Library girl started saying I had fake notes on and after notes from floor 17

More:
1) On floor 21 my character stops "moving", assuming when a monster encounter is suppose to happen, and instead character will turn directions based on keyboard input, but doesn't actually move from the spot. Going back to bedroom gets me out of this, but I'll just get stuck again on floor 21. Turning the program off and back on, I was able to roam on the floor, but there was no outlet. So nothing to do in the game at this point.

2) After exhausting all options I was not able to get or figure out how to get Julia physically in my party to change the layout of floor 21 either. This might have something to do with, that starting at floor 17, she started thinking I had fake notes. I don't think this is human error on my part, but if it is, game should really allow me to see a list of what notes LibararyGirl has received for my own ease of mind.

Restarting my playthrough, hope it doesn't happen again.