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MooncatcherStudios

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A member registered Oct 31, 2024 · View creator page →

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Thanks! Yeah the content more or less ends mid-winter right now, but more on the way soon!

Yeah absolutely no need to play every single update, pick the ones that seem exciting.

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Hey! Lucy + Eleanor scene require Lucy's Lust to be high, for both of their interest to be high, and for you to have hung out + poured drinks with companions that evening.

Sorry about the Ailis Outpost thing - that's a bug which has been fixed in 2.5. 

The RNG has been reduced significantly in 2.5, monster drops are now guaranteed!

Thanks! Magic in the world still retains some color, a lot of mages will have colored eyes (scout + ellie) or sometimes color will show up on magical creatures or people (Fractures + dryads). So color is rare but not 100% absent.

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Thanks! Ailis will show up after day 200 in winter on patrols. You can recruit her then. There's no hot spring companion yet. Any content after Fall is still HEAVILY work-in-progress, but I'm starting to fill out winter now.

Other than restarting, there's no way to rewind time right now. You can always back up saves if you want though (appdata/roaming/Forestinn)

Thank you! I'm happy you enjoyed it!

There's no gallery in the game at the moment. There will be one added the main menu closer to the end of alpha, or start of the beta.

Thank you!

No, just the ability to pick scenes was added, and was planned to be added. Gallery will be at the end of the alpha.

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A little while ago I made an option where you could pick what scene you saw any time one was initiated. But as previously mentioned, an actual gallery won't be implemented for a while, likely not until the end of the Alpha. There are a lot of scenes left to add, and the scenes themselves are still missing functionality. I'll likely add a gallery as part of the game's main menu when I rework that. 

Thanks! Yeah I can make those events look at each other and give different dialog depending on the order you get them in. I was pushing pretty hard to get them all in one update, so now I can take some time to polish them. I'll jump on the typos too.

I'll check out the soft lock there, not sure exactly what caused it but I'll hunt it down.

Ailis can show up in winter after day 200. She's still go a lot of work left to do on her, so this may get adjusted.

Thank you again, I always appreciate you taking the time to give feedback!

The miners + price of goods I'll get fixed. 

The whole patrol system is getting a rework very soon, but thanks for the spot. 

There is a Dryad NPC who shows up in one of Willow's quests, I think that's what you are talking about! Otherwise Dryads show up as regular enemies depending on your level and the time of day you are patrolling.

Thank you! The issue with the greenhouse notification is fixed in 2.2 - but thank you for the spot! The forge collection is a known bug and I will be getting that fixed soon. Also appreciate the typo spot.

The skipping the whole day with Willow's event is not intended, I'll check on that one interaction, thank you.

As always appreciate the feedback!

Yeah the winter is also missing a ton of its content. The start is there for people that wanna jump straight to it, but it's not the intended way of getting there. It'll feel better as more systems come online.

Sorry to hear about the lost saves, for the future: saves are kept in AppData\Roaming\ForestInn if you need to back them up. 

I have manual saves working in the code, but manual loads cause a huge number of bugs as is. I need to completely rewrite the core of the game to get them working (which is fine, I'm willing to do that, but it's a big time investment).

I'll put some time towards it this week, but because of the complexity of the issue, no promises on when it'll come out. It's one of many things getting worked on.

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Your inn condition doesnt effect whether or guests show up, just how much they pay. Your inn level + reputation play a bigger role. Once you get the inn restored a bit you'll have steadier business. The early game is intended to be a bit slow, but it's far from perfect balance and will get smoother with time. Better tutorials are on the way as well.

What platform are you running on? I've got the game running on a variety of windows hardware, including some pretty old machines.

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With no way to test the other platforms, I have no current plans. Once I get a little closer to release I'll re-evaluate. SteamOS is likely going to pretty straightforward to test.

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Thanks for the support! Really appreciate it. And thanks for taking the time to leave some feedback.

Patrolling is a combat weighted exploration option already. You can also encounter events when hunting/gathering, and that option is less combat weighted. The exact math is the road danger is between 0 and 100, and you roll a number between 1 and 100 - a roll equal to or less than the current road danger results in a fight. Patrolling juices the road danger number by 40 or 50 (somewhere in there). 

Just a quick note, it is unlikely that manual saves will be implemented. I'm pretty fond of the current save at the start of each day - and because there aren't any fail states in the game, there's not a lot of incentive to save scum. Who knows though, this may change closer to release.

The exact frequency of events is subject to change, especially as I get more of them made - but I >really< don't want events to happen every day, or even most days, as it really slows down the the game. Right now whenever you go out into the woods it makes a roll to see if you get an event - and if you don't get an event 2 times in a row, it'll make sure you get one on the third go. 

Now, all that being said, you have good ideas there and some very reasonable suggestions. I will say that I'm getting started on the Winter season content right now, which places a much bigger emphasis on the patrol gameplay and being self-sufficient (merchants + travelers show up more rarely). A lot of tougher enemies show up in the winter as well. 

But, I think you will enjoy the planned Spring gameplay. The inn will become a guild tavern for adventurers, and different job types / contracts will become available for the end-game gameplay loop. Basically you will get different options for the kinds of things you want to engage with when leaving the inn - and also send out adventuring parties to do jobs. 

Thanks again, appreciate the feedback!

Hey! Yeah there were a few mentions of the Fractured Lore in there already, but Deedra is a good way to deliver more info about it. I'll be developing the concepts more as development continues.

Thanks for spotting the typos.

The interactions with Lucy / Army / Companions have a bunch of weird permutations that I'm still testing and getting sorted, sorry if it's a bit janky. I will definitely get it all sorted.

The Event options being aligned to the bottom instead of centered are already fixed in 1.9, but thanks for the spot. I was testing it out during that build and ultimately decided to change it back.

Thanks, as always, for your feedback. Cannot state enough how much I appreciate it! 

Thank you! Cannot stress enough how much I appreciate your wall of text.

Calming tonics are fixed in the next update, all of Willow's scenes are intended to be unlocked immediately, and army guests give army reputation, not regular reputation (which needs to be properly signposted, so not your fault on that one).

The Wight issue I never noticed, that's a big one, thank you! The blood vial missing its description and the typos will also get fixed ASAP.

Thanks again, as always, spotting bugs helps a lot. 

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You need to have the greenhouse built and heart tree fully researched. Once you have both, an encounter with the dryad will get her to give you a heart tree seed. Once you have that, plant it in the greenhouse and give it some time to grow.

If you think your save might be bugged, drop me a line on discord and I can check out the save file and figure out what broke :)

Good spot, I was able to reproduce the problem. It'll be fixed in the 1.8 build, thanks.

Thank you! All parties will keep adding reputation unless your reputation is maxed out. If that's not the case, its probably a bug! I will check it out.

Thank you! And yeah, I agree. As I shift my focus from adding core mechanics, I'll be adding a lot more events. I really like writing events between the characters as well, so expect more of those for sure!

I'll take a look and see if the scene isn't triggering for a specific reason. It's possible I turned it off when testing something and forgot to turn it back on - thanks for the spot.

The flirting / scene interactions are going to get a lot better. A rework for flirting is on the road map, and controls inside the scenes are on the way. 

Thanks!

Thank you! Yeah that's a very good suggestion, and pretty easy to add.

Haha thank you! 

Once you receive the heart tree seed, plant it in the greenhouse (if you need to clear a spot, press the little x in the top right corner of a plot) and itll grow over a week or two. The Dryad will appear and you will gain access to 3 more plots to grow in. The newest update on patreon is big content update for the Dryad (3 new scenes, some events, lots of new dialog) and will be on itchio in a couple weeks!

Thanks, good feedback. I'll try to make the UI a little more helpful on the spell upgrades. There will also be more stuff to spend experience on soon!

Game saves at the start of every day!

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Started working on the controls for picking scenes, will show up in 1.7

Thanks!

Thanks! I'll get those fixed.

Yes!

Dryad just has a low chance of showing up. Once I get more content for the dryad in game, I'll increase her spawn rate.

Gallery won't be for a while, likely towards the end of the alpha. Before then I'll be adding the ability to pick which scenes you are seeing instead of it always being random. That will be added within the next update or two.

Thank you, appreciate it!

A gallery is planned!

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Yeah save's are all backwards compatible. If you want to backup your saves anyways, they are here: \AppData\Roaming\ForestInn\