The Holstaurs are in the lower right section of the Maze. The way to them should be pretty obvious. Use the second gate to get there the fastest.
Primalemotion
Creator of
Recent community posts
Press Download now.
The dates for those are when that version was first added to the page, not when they were last updated. I use an external link for the downloadable versions because otherwise the game files take up too much space for this website. That date hasn't been updated because I update the source link instead of making a whole new entry.
Thats the entrance to the debug room. The 5 digit code is easy enough to guess. The hints are is numbers that spell and word and that word is the main focus of the game.
If you cant figure it out you can talk to the NPC that appears in the adventure zone area after you view the credits and he will straight up tell you the code.
I've made a save file which starts you right before the 3rd area.
https://drive.google.com/file/d/10JSdjbx9eOqz4kBQ5LjNi1TZEPxqFVtH/view?usp=shari...
Firstly, thank you for the detailed response. I put these out bc I like seeing feedback and this is exactly what I am looking for.
1 I specifically mention the Isekai hero because, unlike every other rescued character, I gave him more dialogue as Miranda would not miss the opportunity to talk to someone else who has also been isekai'd.
5 Ah, it sounds like you only got one version of the area 3 ending scenes actually. That scene changes based on what essence storage mode you're on. (You have to beat the area 3 zone each time).
6 I was thinking recently about how I could put even more logs in there as Miranda would probably document basically everything she saw.
8 Hmm, I could add more dialogue to that ending as I have a lot of what she does between this game and the start of my Flash games written down.
10 Thanks, I'm glad you liked it.
I probably should have posted this sooner, but anyways.
- What do you think of the lounge area and being able to have short conversations with the characters you rescue? Did you talk to the Isekai hero more than once?
- What do you think the of the new mechanics in the 3rd area (Ghost possession and the Insult Combat)?
- What do you think about the Minotaur Maze and how it works? Did you realize the importance of the floor intersection tiles?
- What did you think about the mechanics in the deep lair (slimes, tentacles, pods, slippery bridge)?
- What did you think about the ending to area 3 scene? Did you see all three versions of that scene?
- What did you think about the new science scenes (Lab 9, 10, Minotaur, Slime Girls)?
- What did you think about the bonus post area 3 scene (The Apology)?
- What did you think about the ending scenes?
- What did you think about the amount of optional dialogue?
- Lastly, what did you think about the complete story for the game as a whole?
I appreciate the feedback.
5. I had originally planned for a completely different interaction with those characters, but I couldn't figure out how to work that into the how the story had changed so I scrapped that idea and went with just the simple interactions I have now. I might add another scene with each of them eventually.
6. I made the lore in the lower lab optional and called it a lore dump for a reason lol. The final area won't have that much of a lore dump.
I actually stole the word Ushichichi from a hentai which is now pretty old. The dev note in the gallery says the actual name of it.
I did not add any new ones in the lab. Also, if you talk to them they give a hint about where they were found.
The rescues on the left are the ones you find before the event area and the ones on the right are the ones from the event area. I did technically add one for the forest, but if you talk to her it explains why she's there.
I also made it so the event area characters appear once you complete the event, regardless if you rescue them or not. I made that decision to avoid using like 6 more switches.
Firstly, thanks for the feedback.
I'm glad you liked the puzzles and "combat". I think it's kind of funny being made in RPGM but not using the RPG combat, but it saves me a lot time involving balancing and additional mechanics.
Hmm, that gives me an idea actually. I've been kind of unsure about what to do about the casino, but now that I think about it I could put the saved NPCs in there so you can talk to them after being saved. If I do that it'll be with the extra storage modes update.
I did add a little bit of additional dialogue for the lab NPCs. Both the Drs have a multiple dialogues and Miranda will mention she ended the lockdown to Shelly and Gregory. I was considering having Miranda interact more than that but that will have to be later.
To answer your question, I might increase the max size a little more, but it definitely won't go beyond the limit of 2000. I'm not sure if people can even tell, but at the current max size there are a few images missing, which is part of what I'm going to rectify with the next update.
Also, I'm betting that someone is going to do the whole lab and not touch a single locker and then learn that they can open the lockers somewhere else.
- What do you think about the puzzles in the lab? Would you like more of these kinds of puzzles?
- What do you think about the "combat" system? Would you want there to be more of this combat in the game?
- What did you think of the new tentacled animation?
- Did you explore every room in the lab?
- Would you want to see an additional scene or dialogue with any of the lab characters?
- Do you want more or less exposition, like what the lab has?
- Did you open the lockers?
This idea has lead me to make a monster harem concept so here is the base for that.
Tantra's Lair
Play as a the tentacle-monster-woman-thing, Tantra, as you manage your harem. Contains 1 demon secretary and 3 girls. Feel free to modify this to add more characters to the harem.
https://drive.google.com/file/d/1VgDsgziykEeuKuOqGk_5IfmZbj3EjuWI/view?usp=shari...
I've been working on some of my own worlds and then I had the idea for a very simple one: You are a slime girl who lives with her hot girlfriend and you get busy. EDIT: wrong link
https://drive.google.com/file/d/1VATnOUJXWdL4SlR_m2willZJAKfIlDyA/view?usp=shari...
This is good feedback.
With the current max sizes it's related to the size of the PNG images themselves. It's not really a limitation, but more that I chose that width so that it won't cover up anything on screen. You can change the overload image to show the entire width of it and goes to, like, half way across the screen. I might change the option to show the full overload image to also show the full expansion sizes.
Eventually, I'll make Cowza change to the same growth type the player chooses. And I do plan to make her grow at some point, it's just lower priority.
Hmm, maybe I should make a scene for Cowza doing something.
