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MirMi

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A member registered Oct 21, 2017 · View creator page →

Recent community posts

To be clear, the game is amazing and wonderful as many other comments have made clear. I'm just a huge nerd lol.

I think if this 3 button grapple system is introduced in the full game, perhaps the starting area could only have 2 choices, one or the other to introduce players who may not be able to memorize the combinations right away. Adding the third, or even fourth in more difficult areas/enemies. 

I myself am mediocre at rhythm games, where you press the same color/symbol, but mapping one color/symbol to another from the start whilst under tension breaks my brain for whatever reason.

I have found it easier to map the color to the direction I need to press, rather than to another color/symbol. Check color, press direction. A simpler thought process than perhaps: color -> color -> direction, and having the chance of getting the colors mixed up. Cutting out the middle step of that whole triangle/circle.

Like, the left color (purple) when used by the enemy requires a blue (up) is much more difficult than right color (orange) when used by enemy is simply the directionality opposite color (purple).

But even as I typed that all out I just realized a simpler method would be to take the color of the enemy and using it's default direction (purple/left) and make a clockwise rotation to (blue/up) in the grapple menu.

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tl:dr
New system broke my brain, but spending time to think it through and not getting attacked by strange goopy things has come up with effective strategy/understanding.

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Misc Questions/bugs

Are the "hand" traps supposed to have the same grapple direction/color (orange) instead of random or is that intentional since they're a common "encounter"?

The door renders above Grove's head at the first building by the tent.


The story monologue implies that the base modifier is 15 for each partner, but in my instance the Father has -15. Perhaps a misplaced minus sign someplace?

With some clever section and mindful manipulation an even start can be simulated but I would imagine this would be a simple error to correct.

No idea if I missed something, but the strip club job (glory hole) seems to not be responding to any inputs other than the shift key toggling the gui.

oooooooooooohhhhhhhhhhhh

I've already completed nil's quest, but I have no idea where to go for Stripes.

Can I have help with finding the gardener, for the stripes quest?

Lamo, in the large window area, you can escape the wolf's attack by hopping on the elevator and shooting him while riding it. then he vibrates there until he despawns from the room.

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no idea, I pressed all the buttons, found the debug shell though.

I wish I knew what the bottom bar meant.

Nvm, just click the white bobble.

Also, in the capture minigame, you can move to the head outline to escape.

(v0.2) I've noticed graphical bugs in the combat sprites before getting the first gate key. Small at first, but more obvious as other sprites flashed in place of the rabbit's hurt sprites, then the rabbit's attack sprites.

As if the game is pulling sprite information from other area's of it's memory. 

More minor issues would be some missing collision on some walls and props. An example would be a wall-blood stain in one of the first rooms.

I can vibe with this, the art and music are amazing together.
I really hope this project gets completed.

Also, this game does not load in Firefox.

No problem, I am always happy to help~!

I love this project so far, keep up the amazing work~!

Not sure if the following issues were addressed or not past the 0.3.2 version, but just in case...

- During the wall crack sequence, I assume you're supposed to be Varahn, but it is possible to switch models before triggering it. (which made some of the dialogue a bit strange before I understood it was a mistake).

- Directional collision/lack thereof, most noticeable in shelves and bathroom dividers.

- Strange key Item has a colorless (white) silhouette in the Inventory.


- Movement sound plays continuously while in inventory if opened at the right time.

read my above posts

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List of issues (Love this game still, hope they are fixed):
Overriding a save causes looping "are you sure" prompts
Returning to main menu erases discovered areas map, (noted when loading a save)
If inventory is full and a NPC gives you an item, the item will not go into your inventory or ground

P.S. the game is excellent so far

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In short, the card game puzzle needs hints about which cards are "top tier" and such, unless there are hints somewhere?
(randomly found solution below)

















Top row: both greens, purple:SNAT
Middle: purple edge, gray, blank
bottom: (everything else)

The NPC and photo gives hints for the number.

Yeah~ Single player would be nice~

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Took me a long time to figure out I needed to fuck those strange statures to activate the lifts.

L - sets Lust 100% and lets you masturbate, 1,2,3,4 Zoom levels, esc - pause menu

P.S. keep up the good work! hope this gets better!

Its great!
I hope there is a squeal or something like that, maybe a little longer one?
my friends loved this when I showed them this.

If you're still working on this, there is an interesting behavior of blobs that can occur if you place towers in certain positions like so...