Sure, but I'll need a link here. The button in the game doesn't work.
Edit: Turns out I can drag the icon into my web browser, that worked.
Metroidvanias aren't really a genre that needs or benefits much from multiple endings, so I don't consider this a loss at all. What matters is we get an ending, and this makes that more likely, so that's awesome!
Seeing those strobing lights definitely puts ideas in my head for how you can use them to guide the player's eye, both towards and away from things. Exciting stuff!
This game looks like my kind of jam - the archery minigame in The Lab was the best one! But I haven't played it yet - I have an Index, and the game doesn't work for me when launching through SteamVR.
With that in mind, I'd like to help out with SteamVR testing, if you're still looking for testers. Currently, when launching from within SteamVR after adding it as a non-steam game shortcut and checking the "include in VR library" property, the game window comes up frozen on some kind of menu on the primary monitor. Music plays, but video is never sent to the headset. I also had to force quit the game through the task manager as other means were not working.
Only played a little bit of 0.2.5 so far, before realizing I installed the wrong version as I got this in the lewd bundle a few months back. I have a few points of feedback for 0.2.5:
Ran into an exception when choosing the "Bussin'!" option with Charlee in the store. It actually didn't throw this the first time I picked the option, but I backed up and picked a different option, then picked Bussin' a second time a good while later, but still in the same session. I don't know if that had anything to do with it, but that's what I remember about that interaction. Anyway, here's the traceback:
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/locations.rpy", line 284, in script call
call screen playerhousescrn
File "game/cswork.rpy", line 619, in script call
call timeskip from _call_timeskip
File "game/cswork.rpy", line 623, in script call
call timeskip from _call_timeskip_2
File "game/locations.rpy", line 582, in script call
call screen playerhousescrn
File "game/cswork.rpy", line 621, in script call
call timeskip from _call_timeskip_1
File "game/locations.rpy", line 284, in script call
call screen playerhousescrn
File "game/cswork.rpy", line 619, in script call
call timeskip from _call_timeskip
File "game/cswork.rpy", line 619, in script call
call timeskip from _call_timeskip
File "game/cswork.rpy", line 619, in script call
call timeskip from _call_timeskip
File "game/quickscenes.rpy", line 6551, in script
jump charleestore.storebussin
ScriptError: could not find label 'charleestore.storebussin'.
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/locations.rpy", line 284, in script call
call screen playerhousescrn
File "game/cswork.rpy", line 619, in script call
call timeskip from _call_timeskip
File "game/cswork.rpy", line 623, in script call
call timeskip from _call_timeskip_2
File "game/locations.rpy", line 582, in script call
call screen playerhousescrn
File "game/cswork.rpy", line 621, in script call
call timeskip from _call_timeskip_1
File "game/locations.rpy", line 284, in script call
call screen playerhousescrn
File "game/cswork.rpy", line 619, in script call
call timeskip from _call_timeskip
File "game/cswork.rpy", line 619, in script call
call timeskip from _call_timeskip
File "game/cswork.rpy", line 619, in script call
call timeskip from _call_timeskip
File "game/quickscenes.rpy", line 6551, in script
jump charleestore.storebussin
File "renpy/ast.py", line 1751, in execute
rv = renpy.game.script.lookup(target)
File "renpy/script.py", line 918, in lookup
raise ScriptError("could not find label '%s'." % str(original))
ScriptError: could not find label 'charleestore.storebussin'.
Windows-10-10.0.22000
Ren'Py 7.4.6.1693
Duality v0.1.5b
Sun Feb 27 23:21:51 2022
Found two bugs. First, Serena's cowgirl scene has missing frames. Second, the Dawn/Serena duo scene throws an exception:
I'm sorry, but an uncaught exception occurred.
While running game code:
ScriptError: could not find label 'dawn_dawn_blow'.
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "scripts/sub/train/tDawn.rpyc", line 754, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/train/tNezuko.rpyc", line 635, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/train/tSerena.rpyc", line 691, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/night.rpyc", line 22, in script call
File "scripts/sub/train/tDawn.rpyc", line 1023, in script
File "renpy/ast.py", line 1752, in execute
rv = renpy.game.script.lookup(target)
File "renpy/script.py", line 918, in lookup
raise ScriptError("could not find label '%s'." % str(original))
ScriptError: could not find label 'dawn_dawn_blow'.
Windows-10-10.0.22000
Ren'Py 7.4.8.1895
Jump Harem 0.10
Alright, I have a lot to say, so I'll get right to it. I will apologize in advance if any of this comes across as aggressive or harsh, because it's not my intention; I want this game to be better than it is, and I believe making a thing better requires an accurate understanding of its current state and where it's flawed. Some of that involves expressing when I got frustrated with something and why.
First of all, the bugs. I'm playing version 1.4.1, I believe the paid version. My player character (PC) is male, and have so far selected Flare and Karla.
Now for other feedback that's not bugs but just things I want to mention:
Oof, that's probably too much. I do like the game, I swear! There's just a lot that frustrates me about it in its current state, and a lot that I had thoughts on. I really hope some of this this helps in some way.
The unfortunate problem with the art style is that it is perfect for horror, and I really mean that. It's like how Scott Cawthon's 3D art always seemed to turn out really creepy, so eventually he embraced that, and what resulted was a runaway success. Many of the darker moments in Superhuman send chills down my spine from the art alone. That's a powerful strength this art brings to the table.
However, the very qualities which make it work so well for horror also make it completely unsuited for lewd scenes. Many of the characters that are supposed to be very attractive plot-wise look disturbing at the best of times, yet characters react as though they're supposed to be good-looking. For lewd scenes, I often find myself mostly ignoring the given art and just reading the text while using my imagination (an often forgotten skill in these modern times).
Dear god, what have I done? This is such a long post. I'm sorry in advance - for what it's worth, I do like the game!
It's a very good start. Others have already voiced some of my concerns with the current state of the controls and platforming (coyote time, midair actions, etc). I do have too many a couple of things to add, however:
The most critical bug I encountered was during the boss fights; twice I encountered an issue where my character stopped responding to left/right directional inputs. I could still jump and attack, but I couldn't move. This always happened right after getting hit, and forced me to return to the menu and reload, so I assume whatever function prevents movement during the hit animation isn't properly returning control in some edge case (read: button-mashing). I played with a controller.
I don't know if it's a bug, but even after making a successful parry, there's a pretty significant delay before I can parry again. This is a problem when attempting to parry a hail of multiple projectiles close together, in which case there's a good chance a second projectile close to the first may either hit the player or need avoided before it can be parried, and this doesn't feel as satisfying as it should. If the delay is intentional, there's no visual or auditory indication of when the parry is available again, and the timing isn't related to the animation, so it feels arbitrary.
This is a big accessibility thing: text and controls need to be highly readable, at least optionally. Right now, it's just somewhat readable, with some letters barely so and some only resembling what they're supposed to be, at least in the pause menu. Controls also don't have color to them, which can help sometimes (the Y prompt on interactables could stand to be yellow, as it always has been on classic XBOX controllers). Mark Brown of Game Maker's Toolkit fame has a lot to say on this subject.
In checking on this, I found another bug: The spawning of at least some hazards is not paused by the pause menu. Pausing in the lava zone where fireballs shoot up will hide the existing fireballs, but more new ones will spawn and fly up after a second or two. If the player happens to have paused midair, these new fireballs can actually hit them, cause damage, and send them into the stratosphere! Who ever heard of dying in the pause menu, right?
For the controls, using Y to advance dialog boxes and select options doesn't feel right. The conventional scheme is A to advance and B to go back, so this will work against many players' muscle memory. Remappable controls would make this a non-issue, and also make the game more accessible for, I dunno, folks who play with one hand. For reasons.
There is at least one instance where selecting between options in the dialogue only allows the down input on the d-pad and not the up input.
Lastly, I would say the small tentacle animation in the first zone just isn't very dynamic. If it's a placeholder, it's perfectly fine, but if not, I'll go into detail on what I mean. The character's face barely changes throughout, and there's very little movement overall. The best animation exaggerates movement to sell what's happening, but this feels like almost nothing is happening. The whole tentacle ought to be pumping at the end, sort of like the classic "bulging garden hose" in cartoons, not just a tiny little bit next to what's inserted. There's some odd stretching with the ankle that's on the ground - just let it lift up! Make it look like the tentacle is completely holding her up, and the leg not being directly grabbed is just along for the ride, scrambling around for footing and sometimes lifting off the ground entirely.
I think that's about all I have to say on the game itself. Last thing I'll comment on is the itch integration, which is pretty bad. Is there some issue with using butler? I happen to agree with its documentation that says installers are the worst. I just want to hit Launch in the itch app and see the game come up, not click through an installer like it's 2005. Does GameMaker do some weird nonsense that requires its installer be used for the game to work properly? I understand if that's the case, though it would seem like a risk for the longevity of the end product.
I hope this all doesn't come across as negative; I know how critical early feedback is in game dev, and I want this game to succeed!
The walls of text are a painful slog to get through on desktop. Separate it out into sentences, give it a lot of padding away from the edges of the screen (especially the left & right edges), increase the font size, boost the contrast some more, and throw in a function for reversing to previous dialogs in the event of a double-tap like many VNs do (such as the mouse scroll wheel), and this becomes a lot more playable. In its current state, I'd just be skipping all the dialog, and I don't think it deserves that.
Played it for the first time today. In my view, the biggest priority right now is the controls. Why does looking around require clicking and dragging instead of just going with mouselook? Why do we have to hold a button on the keyboard to aim and then right-click, rather than what every PC shooter made in the last 15 years did and hold RMB to aim and LMB to shoot? Why can we not move while aiming - are you going for a Resident Evil "fight the controls to fight the enemy" kind of thing? Either way, it's not fun in its current state.
Second thing I want to hit on is the enemy encounters. There's no feedback on whether the player can do anything about what's happening once they're being grappled. Pressing R shakes the screen - is that struggling? Does it do anything? Is it supposed to? I have no idea, and that's a problem. I've furiously mashed every button on the keyboard plus the mouse and it seems to make no difference in these grapples.
As others have said, pregnancy resulting in a (very, very, very delayed) death/game over is a wasted opportunity, a fun-killer, and a very punishing mechanic to include if it can't be purged and the enemies are this hard to deal with. Literally one encounter with just the wolf thing makes her pregnant, and due to its turbo fuckload of HP and (apparently) zero ability to fight back and get away from it once it grabs her, it's basically a killscreen - and after the tentacle makes the pregnancy meter go away, that delayed killscreen becomes invisible. That's a problem. If the tentacle is supposed to remove the pregnancy entirely, that's a little more acceptable, but still a wasted opportunity.
Three things. First, I'm getting almost no sound for anything in the game. Just dialogue scrolling and advancement, but not attacking, dashing, jumping, getting hit, saving, getting boned, any of that. Is that expected? It seems strange that these wouldn't even have placeholder sounds.
Second, I'm getting crashes after leaving room #3, the one with a lot of guards, if all the guards are defeated. What, was I not supposed to do that?
Thirdly, for the enemies to not only hurt you when you touch them but throw you way back at the same time, when you have to get close to attack, is incredibly frustrating. You're going to get hit just by trying to run close enough to hit them or dash around to avoid their attacks. Throw in having only 3 hp and it makes me want to just not bother and go play something else. It's not the fun kind of challenge.
I would HIGHLY recommend replacing the death-touch with an actual melee attack of some kind. A shove, a punch, a timed/telegraphed proximity-based energy blast, something other than "get thrown across the room the instant one pixel touches the enemy".
Until such a change is made, I feel like I have to cheese many of the combat encounters (such as by attacking through the floor) if I want to see the story without pulling my hair out, and that isn't as fun as it could be.
Controller menu navigation is a bit troublesome in some parts, easily fixed if you set the B button as the back button, as is standard in most games. The upgrade list, for example, requires you to scroll all the way to the bottom of the list before you can get to the back button, unless you have a mouse in arm's reach.
Edit: Oh, you literally mapped it to the Back button. At least that's a thing.