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noodsdood69

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A member registered May 21, 2020

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Playing on the mac port, so it's slightly more updated, here's a handy dandy little report!


-During the princess questline it gets stuck on "build a Furnace" until you've fully built the castle for her

-While exploring the map, I found exactly ONE black, untextured tile near the fork just before the waterfall and the Cultist?

-After finishing the slime section of the Cultist? quest where you learn her name, at the end of her dialogue when you press E, her name disappears but the rest of the text box remains. Once you press E again it'll make the text box go away. The next time you speak to her, her name is filled in, but this is repeatable

-As has been said, a compass/map would be great, and I'd also really jive with a way to change how zoomed in you are on the player

With all that being said, this is a PHENOMENAL start to what I can only hope will become a full game in the future. Tally Ho!

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no yea a lot of things on mac are "you bought a mac? BIG mistake. here's seventeen subscriptions you need if you want to actually be able to do anything. Have fun with your glorified Ipad!"

I don't suppose the way to get it to run is the classic xattr -cr in the terminal, is it? I would have tried that, but I'm what we call "a lil stupid" and can't ever find where to open said terminal LMAO

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Bad news captain, unzipped it and tried to open, got: 

“Fatty RPG MAC v0.052” is damaged and can’t be opened. You should move it to the Trash.

I know from my personal experience with getting RPGmaker games to work on mac, you can take a game that you know does run, go in the files to Game -> contents -> Resources -> app.nw, then scrape everything that's in there out and swap in the files from any other RPGmaker game, and it'll run. Dunno if it'll really help, but I figured it's worth letting you know!


(I'm pretty sure this is a Unity game and not RPGmaker but "maybe seeing how a different Unity game's mac version works would be helpful" is the thought process here)

HUZZAH!!!!

Of course we'd stick around! To date, all of the things you've made are absolutely peak! Some of them required punching your brain through a bunch of stupid little hoops, but we still got there! AND we appreciate all the effort you put in. Merry Christmas! Happy holidays! Happy Kwanzaa, if you feel so inclined!

MAC VERSION LETS GOOOOOOOO
WE ARE SO BACK

Incredibly fun (albeit simple) first foray into the Isle of Eros. Four endings did I find, and a clue of moderate import to my peers: you can open the coconut in the demo, it just requires a little perseverance. Excited for this to be a full game! I'm certain it'll knock my socks off (and perhaps blast a few bras off as well!)

"I need an idea of where to start from here" Well wouldn't you know it, being honest, apologizing, and asking for help are prime steps number 1, 2, and 3. The way I see it, the best course of action now is polishing this game to a workable state (Remove any "not available in this build" stuff and make an ending) and then get started on 3. If, in the process of working on 3, you feel a strong lingering desire to see your world fulfilled, at THAT point start thinking about/working on a port/sequel to this game. BUT! at the end of the day, the ball is in your court, and you are not me. Look at all the advice we give, look at yourself, and make a decision. If you regret it, you can stop or start again at any time. Ain't that just nifty?

HELL YEAH

WE ARE SO BACK! Fellas, let's go to hell B)

YIPPEE!!!!!!


also shoutout the word remuneration, doesn't get used enough.

yoooooo update announcement and new project name lfgo

A SECOND PEAK HAS HIT THE ANIMATIONS FOLDER

We're on it, captain! Also, COLORED MIMIC GRRRAAAAAAAAAHHH!!!!!!

Superstar collab, Subject Jane X Trials of Cowza. This is making the evening news.

I believe the most apt term for this would be: Poggers

You're all good, captain! I'll just have to get used to playing on the almighty telephone instead!

Yoohoo! This was not an unforeseen event on the horizon (money can be exchanged for goods and services) but now that the browser edition is functionally complete, it bears mention once more: On completion, you mentioned the intent to allow Android users to play as well, but what about us poor unfortunate souls on Mac?

Yoohoo! It isn't too bad, since it just means moving some files around, but now that we have a new update (yippee!!!), do you think it's possible to port the game to Mac?

THE HEAVENS SMILE UPON US!!!!!!!

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An excellent start on your adventure into gamedev! I got into the world of "growing assets" via boobs, but you can't turn down a finely sculpted rump. Aside from my desire to have a version either playable on Mac or in browser ( I can play via emulator but it's a little jank), I can tell this game has the legs to stand on and the passion to actually go somewhere. I will mention, there's exactly one other game I can think of that's decidedly AE focused, being Yamanuski. Tally Ho!

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I was going to comment "Vanilla? Shouldn't it be Vanillia?" but you're one step ahead of me. Clever clever! Maybe one day I'll be able to get you, but not today it would seem.

It feels a bit bad for the first two comments to be about this, but it goes to show the importance of playability: You think there'll be a Mac version available at some point? This looks genuinely amazing and I'd love to be able to play it. If a port seems like it isn't feasible, having a version you can run in browser is a generally accepted alternative.

Howdy! Saw this highly reviewed by a couple folks I follow, so I came by to check it out. I'm still not sure how hard it is to do, but if you could set up a version that works on Mac, that'd be stellar (I imagine the linux and mobile people want one too, a Web version should cover all your bases in a pinch) If this is built in RPGMaker, I can just hit the funny file shuffle special to get it to run, but I'd love a proper port.

Long John Silver's? Couldn't pinpoint it, but something about the color palette in addition to the sailor uniform lead me there.

oh good, no more Herobrine.

Couple of things, firstly being: it didn't even cross my mind to combine the dino grabber with the eye so I just rawdogged the potions based off of memory. Second, during the goblinifying there's red text saying "DEX+" which feels weird since it's a stat buff, and lastly, thank you very much for thee continued development of this game, even with the whole "These companies let people PAY for FREAKY NSFW GAMES?????" thing going on.

I'm hoping this goes in a similar direction as mogmog's "Boinsweeper", multiple levels with various difficulties. I will say, because of Minesweepers innate "damn lmao guess which one is the mine" chance, the lives make this SIGNIFICANTLY less irritating.

Even with all this going on, as long as you follow someone, you can see when they rate a game, or release an update or something new :3

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We LOVE a game that releases with full accessibility, runs on Windows, Mac, Linux, AND Android. Since it's included in the games description, it'd probably be a good idea to add the breast-expansion tag to the game as well.

I'm firmly of the opinion you should only add more modes if it's something you want to do, since it means EXPONENTIALLY more work, but if you decide that it is, there's three I can think of that would likely appeal to the widest audience. As mentioned in a few places, the addition of Udders and their expansion would be thematic; I know a small but very dedicated group who would very much appreciate ass/hip/thigh expansion; and lastly and least well baked (but perhaps simplest to implement), some kind of all-around expansion, which could be as simple as making multiple toggleable at the same time (and double checking nothing clips inside anything else)

As always, thank you very much for making and working on and polishing and updating this game.

PS: I know you said max two, but I figure it's best to give you the options and let you make the decision :3

Short, simple, fun! There was one thing I was surprised by, being that most scene changes happen by interacting, except for the ladder, which pulls up a prompt when you enter its proximity. Aside from that, there's no collision on the bottom half of the book case in the apartment (not terribly important, I just like rubbing my face on every surface in a game LMAO)

Of course it's popular! It might be resident sleeper mode because Quimbly is such a big project and requires several parties collaborating, but there are a LOT of people downright ecstatic for any crumb of content y'all make.

based, safety number 1

MAC PORT ON LAUNCH LFGOOOOOO

I'm personally for the unidentified blob approach, means if you're gamer enough you can zip past them, but having either a consumable that stops you from having encounters or a way to disable them entirely in case of emergency would be nice.

Asking before I go slinging this all sorts of places, but would Rapid Pregnancy (either literal or via time skip) also be viable for showcasing?

More than fine! I can't promise it'll be terribly extensive, but I'd be happy to run the game through its paces.