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prednisone

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A member registered Dec 02, 2018

Recent community posts

(2 edits)

this is the first version i have played and i am very very impressed, i already would pay money for this, i am surprised you would call it pre-alpha. it's a fantastic horror game and i absolutely love its direction, it's very cleverly designed and the scares are fantastic -- most of the time, i'm just scaring myself!
when it comes to feedback, the broadest area i think could use improvement is making gameplay more intuitive, so LESS tutorials, less reading is needed, so people can play the game more than they look stuff up and potentially get spoiled.
as a #hardcore #gamer i could absolutely imagine much more casual players being turned off by not being able to figure out how to do important things.

i could not understand how to put an item in/out of my hand for a very long time despite looking it up. which is very important because you can't ride the ATV if your inventory bar is full.
some interactions such as putting a CD into a server or a gas can into the cremator requires you to specifically drag a physics object, not use it out of your hands, which fails quietly and is not obvious at all.

some hints towards core gameplay features such as "bagging trash for huge amounts of money" and "sv.target" could definitely use some ingame clues.

the compass being reprogrammable with sv.target is HUGE, and immediately made going outside comfortable as opposed to really stressful and slow. perhaps it could be a good idea to have a command on the satellite consoles that explains functions, such as typing in "help sv.target"

it's not obvious that bagging trash is one of the very best ways to make money because that's certainly not true in real life, and i'm sure most people would think that trash is for the cremator, which seems to produce no fuel at all from trash. perhaps your initial emails could allude to this; that the "outside team" would appreciate and reward you for cleaning up trash piles for them, if you sent it back. drop an item box on day 1, perhaps?



these are important things it took me several hours of play to learn, because they just are not intuitive or explained at all... and unfortunately, a lot of people will just skip over games if they dont get completely hooked in an hour or so. and the core gameplay is stressful enough!
as much as the design of VOTV is brilliant, this is its biggest weakness, that it could use some more help in being easier to learn without having to sit down and read, which i really don't think is all that necessary. the hints and tips menu is a crutch for that for now, and in this aspect I would agree that it could be considered a pre-alpha.

other minor things I most personally found annoying:

most of my "i can sense something" or broken pause menu events were just nothing. multiple times i just could not find out what was going on at all. which is a shame! if i am brave enough to go look around, i would like to see something happen.

also, i found cleaning the windows to still be a fool's errand. the fact they get dirty again isn't so bad, but the problem is that the dirt reappears quickly, and in the WORST spots: directly in your line of sight, as huge smudges which immediately draw my attention from the outside.
for how expensive the pressure washer is, i found it to be a very bad purchase, since it barely holds enough water to clean one section of wall, and requires you to run to the shower every single time.

i also never noticed the camera outside the front door  at all. never ever after weeks of playtime. had to have it pointed out to me. why not have it active by default?

a tiny bug: deer and the.... sun creatures, do not appear on IR at all.

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I don't feel like making xitter or joining a discord but I want the developers to hear that I am absolutely in love with the game already. Past the very good character creator and charming... well, characters, there really genuinely is a great video game here too. The gameplay is so smooth and so fluid, it's a joy to beat up these little guys. Great artstyle, very good music & SFX, the whole game feels like it has a rhythm. The UI design is quite good and charming too. There's a LOT of excellent, satisfying stuff here, and it's right now appropriately challenging for a singleplayer game -- though, I imagine it might still be too hard for more casual gamers. I really enjoyed defeating the final ghost boss while underleveled and undergeared by simply getting good at it, even if it took me somewhere between 30 minutes to an hour! 

I ran into surprisingly few issues; the only bug I had was that dying while having an item selected (or picked up?) in the menu screen causes the item to be stuck on the screen and the menu not to open anymore until the game is restarted. I can certainly agree with the decision to leave out unfinished stuff!

When it comes to feedback on what needs improvement:
After 10 or so levels I started getting starved for loot actually relevant to my character. I'd continue to get trash wood items from higher level areas, and great items often for other classes. Considering you can only have 1 class and there's 3 classes, that means most of your class-locked drops will be useless, assuming the distribution is random.  They WOULD be less useless once there's multiplayer trading (or you could transfer items across characters, or switch classes?) but when enemies get tougher, having good gear be dependable instead of extremely grindy is necessary to not frustrate.
2. Some parts of the game need to be explained better. When you unlock a class, it isn't actually obvious that you now have a small button in the menu to see an entire new world of skills. First character I played, I had no idea committing to a class permanently even did anything other than limit equipment. It also took me quite a while to realize items can be bound to F1-F5, which is VERY important when the game gets harder.
3. Secret world bosses like the Slime Diva are a great idea that should be continued, especially for multiplayer, but they should be better communicated. While doing the quest to fight her, I was constantly wondering whether i was making progress at all, since there isn't anything indicating that you are starting to summon her. On a second character I was also confused to see that killing slimes for an entire day doesn't summon her before you actually take on the quest, which is a bit of unintuitive design.
4. I might just be very unlucky, or they haven't really been implemented yet, but there really isn't that many vanity items. All I ever got was one vampire robe with no stats, and when I got it i couldn't seem to transmog it onto any of my gear. Making transmog consume the item to apply it onto ONE item and one item only (at least, that's what it seems like) is not a sustainable solution at all at this rarity either. It'd be incredibly easy to go just a few item drops before your outfit is now strictly worse.


Other than that, I have a lot of positive to say about the game, and really very little negative. If you keep going in this direction, add more to all these excellent aspects, patch up a few more of the annoying ones... this is genuinely a game I will want to watch very closely, past just the appeal of (very cute and good!) big curvy furries.
 
Thank you very much for the hard work, and please do keep at it!

really promising foundation so far! the gameplay is simple but has a nice loop and fairly satisfying combat & movement. character creation and design is quite impressive! the sex scenes & mechanics are quite cute so far. for sure want to see this get developed further.

so, my points of feedback for the dev:

* level progression (collect XP orbs and feed into teleporter to increase level) is never actually explained, no counter for how much Orb you have, no obvious indication you can interact with the central pillar. should be a priority, to help players understand how to progress at all. other than that the gameplay is actually quite fun! I think I see the risk of rain inspiration: move fast around the stage, fight guys, open chests, go to teleporter, continue. it's good and it works! do get rid of the teleporter ragdoll though, it's quite annoying especially since it can take you off the map.

* the writing.. well, not everyone is a writer at all, but there are a lot of really basic spelling mistakes just about everywhere. for sure needs basic proofreading and punctuation at the very least, if characters are to be more than just their appearance.

* i was really pleasantly surprised to find out you can just... beat up almost anyone you meet and take their stuff! that I feel like is a thread you could pull on a LOT further -- having characters recur with memory, based on how you treat them, like ending up with a rival or lover? making People a lot tougher to fight in general to make the reward more commensurate? fucking people/getting fucked as you win/lose in such a situation? this is interesting. I think you should work with this.

* another gameplay quirk I found really interesting is that you can hold powers like fireball, and they recharge. this slows you down a lot but lets you cast two spells at the same time eventually. i like that! this seems unintentional, but you should keep it.

* a lot of the sex is really quite nice for what it is. but personally a lot of the allure/idle animations are exaggerated/fast to the point they get silly. like, those tits are bouncing WAY too fast. personally i'd love if those got slowed down just a bit. also, POV and more gameplay implications for sex are my number one suggestion; toys, potions, body transformations, debuffs, fucking the magic skeleton guys... those kinds of things! speaking of sex... what's up with the canine dick? it's just the same as the human dick but with a sheath. not as advertised :p

i think that's what's most pertinent for now. despite being insanely janky and obviously just a demo of what can be possible, i really like what's possible. please do keep at it, and please do embrace the emergent possibilities!