Ah geez captain, that'll do it for sure. I'll see about setting you up a Phylactery so you can respawn next time instead of having to wait for that whole "mortal healing process"
noodsdood69
Recent community posts
Good news and bad news, the good news is I enjoyed the game immensely and played it to its fullest, even taking the time to see the instant endings where you tell the boss you want to take leave for the added bits of dialogue. The bad news, however, is that the mac version of the game doesn't work, but I managed to take the windows one and put it into a shell of another rpgmaker game on Mac to force it to run, though perhaps because of this there were times where the main character's portrait would disappear, usually right after getting a hit of the insta-preg goo. All in all, a very solid 8.8/10
Yoohoo~ Chewed through this in about an hour, and I'm quite impressed! For a game this new and early in (potential) development, it was both enjoyable AND I only had two minor gripes, being that A) there's no way to stop the auto-spawning fractals once you've bought them, and B) the stars ALWAYS spit out random fractals among the ones you own (the auto spawner also does this, but that can be counteracted by implementing the prior note)
I'm hopeful this'll be worked on further, and DOUBLY hopeful it'll get ported to Mac with the Steam release (if not, oh well, I can always play on Itch in browser)
(For the record, when I say chewed through, I just mean "played until I felt done" which in this case includes completing ALL achievements, even the ones not implemennted)
Great update! Took me about 10 minutes to finish, and it felt like the start of something superb! The only issue I noticed is none of the maximum values actually stop you, so you can buy 11+ boob havers and reach 26+ on the upgrades, as well as the maximum value of your upgrades pasting itself into the other ugrades once you buy it. With the new clicker mechanic, it's be a good idea in my opinion to make it idle-able to some degree, as well as having a way to decrease the recharge time, particularly on the longer ones. Lastly, the "requires B-cup/C-cup" message in the upgrade tree never disappears, but all of these things at least SOUND relatively easy to fix/implement.
Tally Ho!
Hey king! I know it's a bit of an ask (since I've asked many folks many times) but it'd be SUBLIME if there was a Mac version of the demo and the game as a whole (plus an android version as well, while I'm asking for massive favors) so the folks trapped on alternative gaming methods can potentially enjoy what appears to me by the comments and ratings to be an ABSOLUTELY INCREDIBLE GAMING EXPERIENCE!
Thank you for making this and even considering making a port, even for as little as a single second :3
Alright, assuming I'm paying enough attention, we can expect this to be available to the public in late April or early May? or available RIGHT NOW at https://www (dot) patreon (dot) com/cw/CringeIndeed
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!
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
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)
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!
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?
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?
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!
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.