Really nice, though I do have to mention that the orange girl has some modeling issues, most notably with her hand becoming entirely disjointed from her fingers, and her shoulder coming to an odd peak. The other two are fine, though the bell on the blue slime's hat is a bit odd looking in the 3rd animation. And here's to next year, and hopefully many more.
Meeptron5000
Recent community posts
Beautiful update, Nate! I am slightly disappointed that room 3's puzzle was changed, but I understand if there really were that many people complaining. It also helps with a full items silicone-less run. Speaking of, I'm still quite sad that getting the bimbOS sticky notes reward is still impossible to do without gaining silicone, but that is the way it is sometimes. I would also like to report that I got a weird bug for the BE pov room, where getting expanded with 5 medipens, both junk items, and 2 save data points somehow deleted both of my save points. This may have just been a me specific bug, however, given I am playing on an iPad using the chrome app. I love the 3 new puzzles, I found the first hilarious, and the 3rd I was quite miffed about when I found how to solve that one without silicone. I am kinda sad that the 4th new room is just a cutscene rather than puzzle, since I feel a cutscene could be reserved for the break room if there's not going to be a trap of some kind for Jane (Or Jane and Delinquent for these scant few rooms).
Outside of that, I do have a few recommendations personally. First, it's very exciting to see that the Nym-Foe's fight finally has a cg! Would it be possible for you to update the right dev note in her fight room to explain how that happened, since it still mentions the difficulty finding an artist from 0.4's dev note. Second, while the holiday gift is quite nice, I actually quite liked the 0.4 method of being able to adjust size manually, mostly so that max capacity events, like the mirror in room 5 or room 6's bonus Nym-Foe dialogue don't take a half-year to see. Would it be possible for that to be returned, either in the ending room, as a reward in the mirror when beating the game, or maybe as a secret after getting all medipens? Third, I noticed that you mentioned not liking having characters hold the idiot ball with delinquent and Nym-Foe's encounter, so I'd like to recommend a possible alternative to avoid outright idiot-balling. Given that Delinquent has clearly snuck into the facility to undo her ""surprise bonus"", I think it would be reasonable for her to keep her phone on her while breaking in. Then, after reaching her final room with Jane, Delinquent could remember her phone and attempt to contact her employer/a friend/ect. to try and escape. Our lovely scientist could then reveal she'd already hacked her phone, and the send Nym-Foe to detain Delinquent. No idiot-balling, since it's quite reasonable to not expect a scientist obsessed with bio-modification to not have hacking skills, especially since Del. didn't even read any of our scientist's notes. And, if you really want to keep Nym-Foe insisting on keeping Jane and Del. separate for Jane's safety, Del. could be cursing out the scientist when Nym-Foe comes to collect her, thus Del. being labeled as unstable and a threat to all personnel. Of course, there are other possible options, like Delinquent could attempt to break through the barrier with her weapon/brute strength, setting Nym-Foe off. Or maybe the barrier could be a door requiring Nym-Foe's badge, which Delinquent takes off the player, resulting in Nym-Foe thinking Del. stole the badge (then forgetting it when she detains Del). Furthemore, given the conversation just before the Nym-Foe encounter has Del. complaining about the cameras, perhaps she could get ticked off by the camera in the room and decide to destroy it after being taunted by the scientist?
Not bad, a quick and overall easy game with simple mechanics. I personally think there's a lot of potential this could evolve into, from a metroidvania style adventure where you unlock different powers that Hannah didn't study/practice to use in different parts of the mansion, to a simpler level-based system that involves mechanics unique to the level (enemies having an AOE attack in one stage, while another has enemies that rush you down), or maybe a more rougelike game where you get your choice of upgrades between stages. Excited to see what you might come up with! I would however like to point out that the boss not having a clear health indicator makes the fight feel tedious, so maybe an indicator on how much health it has left somewhere to make it clear that you're making progress, not just throwing projectiles at a brick wall?
Great game, love the little secrets scattered about, as well as the cute little icons for failing each microgame!
Kinda wish there was a counter to see how close you are to getting a given ending, but I get that the point is the CG's are supposed to be your indicator. I also wish that there was a section to try each micro game on its own, as well as seeing each CG and ending, namely so that each microgame's fail screen can be viewed on their own (Personal favorite is the fail screen for SPANK, the little tears are hilarious. KISS is a runner up as well). Also, is there any extra with the bonus character that appears, or is it just a cute cameo?
I am kinda curious though, given the update to the Katsis website, will the character bios return? I'm mostly curious because of the Nano's Lab game where one of the game's rewards was a code for the site, but with the bios page gone, the reward is no longer redeemable.
Siera's 1st event (Meeting in the Garage) replay is incorrectly set to her 2nd event (Storage Squeeze), found this out when I went to retry the screw minigame to see if there was a different ending if you were really fast, but ended up triggering Siera's 2nd event without meeting the requirements. the 2nd event replays properly, but the 1st event doesn't change back to the proper event even after unlocking the 2nd. Furthermore, viewing the 2nd event this way causes it to be unlocked the next day.
Right, the key to the puzzle is mostly just understanding what the clues around the room are telling you. If you're struggling to visualize the room, picture it as a 3x3 grid like this:
| Computer | X | Computer |
| Computer | X | Computer |
| Computer | X | Computer |
The puzzle never repeats any of the 6 placements, so keep note of each of the 6 as you go on. If you still can't figure out the puzzle, try drawing the clues as blocks that are a part of the grid, then figure out how to fit each block into the grid, overlapping any duplicate computer locations.
If you still can't figure out the configurations, I'll put the solution below with an explanation:
The most important hint is the computer hint, which tells us the location of one of the computers directly: Seoul is in the bottom right.
The pair of papers gives us our next hint: Since New York and Queensland must be as far as possible, they must be on the corners. As the bottom right is already occupied, they must be in the bottom left and top right, although we don't know which goes where yet.
The large paper tells us that there must be a computer between Denver and Queensland, which because the bottom right is already taken, means they must be in the upper and lower left corners. Since Queensland has been mentioned twice already, we can determine its location is in the bottom left, as both bottom left and Queensland are the only two bits of information mentioned in both papers. By proxy, Denver must be in the upper left and New York must be in the upper right.
The tablet tells us that Boston must be next to Queensland, which is easy enough, just put it as the middle left. The only name left is London, meaning it has to be on the middle right.
| Denver | X | New York |
| Boston | X | London |
| Queensland | X | Seoul |
I loved this update, and hooray for Nym-Foe being added! I also liked some of the additions that came with her, like having an easier time backtracking to the casino floor. As a part of that though, I think it would be really fun if all upgrades could be attained without injections or growth as well. Maybe something with the 3rd room where you can use the chip on the breaker in room 2 to disable the traps? The biggest issue though is room 13, since the gimmick is Jane's boredom causing the growth, so maybe if you got the sticky note and use it on the computer the way you use the chip you don't get punished the first time you interact with the computer (since Jane would be actively looking to see if she can activate the computer rather than mindlessly navigating a computer system)?
Outside of that, I really like the added CGs, and wish you luck in finding artists willing to work on some other ones. The secret for getting max growth with the mirror Jane is a really nice touch, and will be fun to see once its fully added! I also really appreciated the addition of the CG room, being able to quickly move through all the growths is much appreciated.
As for gameplay, the 2 new actual puzzle rooms were really fun. Nym-Foe's intro is really nice, although I skipped it initially as I like doing a 0 growth run as a challenge for each new update (Only saving at safe rooms). The camera puzzle was really good challenge wise, though I feel the image boxes could be a little clearer, since the hitbox displayed by the red glow makes it look like you have space in-between cameras. It would also be nice if it clarified that the cameras were on a cycle-based system in the text at the start, as I initially thought I had to backtrack to find something to deactivate the cameras. The bonus CGs that the 2nd oblivious room provide are nice additions as well, as I mentioned earlier. The boss fight was really fun, getting the timing right without getting caught, though I would recommend having an alt win condition given how some complained below about not being able to get the timings right. Maybe if you get caught by Nym-Foe and break free near a wall, she can hit the wall and get stunned as well? It fits with the theme of the other puzzles where brute forcing the solution has the "punishment" be growth.
If you haven't beaten her yet, I usually timed going through the pallets as Nym-Foe was moving onto the tile next to Jane. Better to trigger the pallet early and avoid getting caught than triggering it late though, so if you still get caught even with this, try moving through the pallets as she's moving onto a tile 2 spaces away.
This update is great! I did find some errors on the day 19, but Josephwow below already noted them. I got the slime girl ending as a result, and found the ending itself quite good. Otherwise, I only got the "spam the tip jar" ending naturally and found the tip absolutely hilarious. I went back for the cursed cake ending afterwards, and the tip there is great as well. I also went back for day 21's bad ending to get a full ending completion. I must say though, I am somewhat heartbroken that Nina had a special event and petrification offscreen due to 19's gimmick, since she was a personal favorite. I do hope that the magic glow effect on her bra comes back for other characters, such as a character having a holy mask for extra challenge. I would also like to note that having a magic glow on the character rather than the weapon is unavailable in the character creator. Can't wait to try out endless, and hope that this situation with the payment processors gets better. Wish you the best!
PS: Just found that Necro's sandbox preset fails to load properly! No others have loading issues though, so there's that.
Read the description of the potions and check your scroll on the right. The characters have specific design characteristics that tell you what potions to give, with the scroll telling you through an image what to and not to give. Anything outside of that is apart of the game's puzzles that needs more specific information to help with.
Found some time to return and mess with the game, and saw there were some new potions available in the custom mode for me. Don't know if these were intended to be used or not, since the upper text "Not all achievable in this demo" was present, even though all features were available to me, but I messed around with them anyways. They all behaved mostly normal, although the option to the right of the item modifications, which has an identical icon to the Boobs potion, had some notable issues with the Thief classes. Namely, attempting to use it would prevent me from switching the Thief's preset and cause the 3 special transformation potions at the bottom to not reset when changing presets or classes. Again, if this potion isn't supposed to be available, then this is very understandable, but still thought I'd mention it.
Attempting to use the alternate Boobs potion. Should be noted that using this on the barbarian or mage classes causes the bra to change to a much larger one. The red mass of errors occurred upon attempting to use the alternate potion.
Attempting to use the three bottom potions (Inflate, Blueberry, and Shortstack) after the alternate Boobs potion, then switching from and back to the Thief class.

VERY big bug I found: The petrified woman disappears if you reload a day or load another save. This is an issue because it also takes her hitbox with her so that on day 11, you can't unpetrify her. I know she doesn't have anything you can use at that point in the game, but it's still a very big bug. There is no error log for this one, just the statue quietly disappearing.

If that's not a yellow/white glow, then I need to fix my monitor! Only downside is it seem the fix took out the console logs for the weapon effects, but that's something not as vital. And yes, I checked the other effects in custom game, and they seem to work just fine. (Fire is a red/yellow, Evil is a dark red/purple/grey, Holy is a white/yellow, Ice is a light blue/white, Rainbow is a violent rainbow glow, Splat has a red/yellow/pink that doesn't move, and Acid is a yellow/green)
Chances are, you're at the point where the game adds three new conditions to the butt potion. These are:
1. If you're using the thighs potion, you should use the potion.
2. If the character has mostly grey or black clothing (as in, the base of the clothes is gray or black, like a black bra or grey wizard robe), use the potion.
3. If the next enemy is a skeleton, shown on the scroll on the right of the screen, then you must NOT use the butt potion, regardless of if the character is a thief, wears grey or black clothes, has the thigh potion, or any combination of these aforementioned requirements.
Right clicking on a potion will tell you the conditions for when to and not to use them, and you must always prioritize not using a potion over using it.
No problem, however, I decided to do even more testing after I realized that I was wrong about my initial assumption that sandbox works properly. I'll post the images below, but it seems that only "Fire", "Evil", and "Non-magical" work properly.
Non-magical
Fire (oscillates red and blue)
Evil (oscillates red and purple)

Holy (appears as it does in other testing, a red that changes to a variety of color)
Icey

Rainbow, which despite the name, is pure white

Splat, which just seems to be a slightly brighter Non-magical

And finally Acid, which is pure red.

Nope, I was actually curious about that. It felt like they should have had white/yellow weapons in retrospect, but I never got a single one throughout the entire playthrough. I can confirm they work, considering they appear in the custom character editor though. I would also like to note I'm playing on the browser version through Microsoft Edge, so maybe that's somehow messing with the spawn of the glow
As someone else mentioned, the day 14 bow still glows red/blue for me. Perhaps it would be better to switch it to a warrior with a melee facing a gawker with a gem/gems you can't curse? That way, the puzzle still makes sense, and you can keep testing to see why enchanted weapons aren't turning white/yellow by enchanting the swapped character? You could probably also keep the bow on them as well in the event the error is with bows specifically.
Possible bug with Day 14, don't know if it's been mentioned yet, but the first person I got for the day was carrying thief with a bow with a red/blue enchantment against a skeleton. I followed the correct procedure, giving her the milk, boob, and jiggle potion and was told I gave her unnecessary potions. Afterwards, I realized that she probably was supposed to have a white/yellow bow, but when I went into the character customizer, I saw that the white/yellow glow is quite different from the glow I got (pictured below), thus I figure this is supposed to be a bug.

Outside of this bug, the game was quite fun! Really excited to see how the story will progress with Pinkie and Betsy's lines especially.
The boss lady requires you to get a high score, 4 or more, on that particular day or you get offed the next, regardless of if you take care of the vampire. Basically, just do your best to match everyone's needed curses for the day and give the spell book hunter the bimbonomicon rather than her normal book.
Funny and simple, the only real complaint is Mel getting so fast she reaches escape velocity with nothing to show for it. It would be cool if getting above a certain speed results in the Mel having a little yell when she gets shot out. The CG's are nice, especially surprised by the first CG. Can't wait to see what those "bigger projects" you mentioned are!
Pretty fun. Maybe the torpedoes could have the choice of being shot from different directions, based on which ones you load or how you load them pre-battle? Definitely a cool proof of concept, and I'm very curious to see how this would develop. Maybe some stronger weapons that need certain ammo for, otherwise it damages the ship/alerts the enemy to the ship's location? It would also be nice for the enemy to be able to recognize ships it damages and attack accordingly, since most of the time it seemed that even the final boss just shot at random. Of course, that could be hard to manage with how ship damage currently works, which is why I'm curious on how you would further develop this idea. Planes were really a nothingburger here, but that seems like a feature that would need multiple maps to fully experience, since you don't get a lot of time to build your airforce before you face the final boss, who's final fleet loadout makes it basically impossible to have better airplanes than her. In fact, the boss herself shows how useful a fully built airforce could be, just a shame that there really wasn't any time to build anything usable against any of the available fights. Overall, quite nice, and I'm looking forward to what you make next, even if this gets scrapped in the end.


