Thaaaat's not meant to happen. I'll see what I can do to fix it.
Pyksies
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I haven't received any other reports of lockouts in either of these areas.
1. There are 5 exits in the entry hall. After checking all 5 (4 doors and the stairs), Helen will be attacked and the plot will continue.
2. I'm having trouble understanding #2, sorry. After the Armour is defeated, Helen is able to access the southwest door, and an item there allows for access to the eastern door afterwards and the next fight.
It sounds like something may not have initialized correctly, which is extremely rare but can happen on very slow computers (a couple of people had issues like this back in MERCANOID that I could not replicate).
As stated on the game's page, it is designed for a 1080p screen minimum, and it is not designed with Android or other mobile devices in mind unless they have the resolution required to play the game in landscape (ie, a tablet). If you are on a 1080p screen, you may need to check if your system's display setting are defaulting to a zoom-in (some laptops do this, defaulting to 125%). You can also manually adjust the game's zoom by whatever method your browser supports; usually ctrl+scroll.
If, however, you are on an Android device, then the page will have warned in advance that it is unlikely to work.
Thank you so much for your detailed thoughts!
- Typo; found and fixed. Thank you!
- Bug regarding the Incredible Evil Knife: Uh!... I have literally no idea how that could have happened. I just went back and checked, and the code is set up correctly, and when I picked it up it went into Subweapons as expected. Are you sure you checked the Subweapons section, not the Weapons section? I'm trying to think of how this could have happened, but nothing logical is springing to mind. Both girls get one gear upgrade of each type each, though they need to swap the weapons using the dumbwaiter.
- I agree with the critiques! They more or less all stem from the time limit I put myself under to create the game, the 30 day challenge - save for Helen and Jaycie's kits and the time you have to figure them out. I think the issue there is that there's two of 'em! Sharing the spotlight made it pretty tricky to figure out balance and progression for the pair, and they also had to share my limited time budget for inventory and gear creations. If I made this same length of game but with just one protagonist, I think I would've had a far easier time balancing them out from start to finish. I also didn't have time to balance the game nearly as well as I would have liked, so the original slow march of attrition idea became, as you say, a bossrush with each fight balanced around you being at 100%. I will say that while this was a compromise, a lot of people have been more favourable on it than they were on MERCANOID's approach, so it leaves me pretty torn. ^^;
- I'm going to be reworking some combat things further in 1.1, including an overhaul of the status effects system to make it less generic and more interactive.
- Thank you for the positives. ^^
A variety. Hazard Heroines is intended to be a series, as the name implies, and these will be an anthology of heroines - super or otherwise - getting in over their heads. Content for these games is intended to be a little kinkier than my main series, The Glowing World, which my earlier release MERCANOID is part of. I still intend on making games in that setting, but they should be larger in scope and contain the full suite of my RPG mechanics, as opposed to these smaller streamlined games.
The other remaining setting I want to make is Vore-centric, but it is its own setting for the sake of quarantining its niche away from those squeamish within my core audience. ^^; That will also be a series, and the first of which is going to be the next game after I finish this game's 1.1 update, with some more framework overhauling and the Codex inclusion.
Ultimately, I want to do those two alternate settings as small release valve projects while I work on larger ones in my main world. Even if a game is 'focused' on a kink, it will still include other content I enjoy writing.
Itch.io has a limit of 10 tags per game/project, so it behoves me to focus on the tags most relevant to the game. BE is a kink featured in the game in a couple of places, but it isn't a central kink. Whereas on TFGames, when submitting a title, there are preset tags that have to be checked (or left unchecked).
On that note; on the thread for my TFGames submission of the game, I've listed all of the TF content I could think of, so people who consider it their focus can decide for themselves whether this game is worth their time. TF is an interest of mine, but my games are going to give people the most bang for their buck (or time) if they're into a mix of things!
Thank you very much for the kind words! They were enjoyable to read. :>
As for Nova and Mio, no resolution to that question exists in MERCANOID. Perhaps it'll be revealed some time in the future. :3c
As for the two bugs you encountered, I!... have not had those reported! But the framework I built MERCANOID on has since gone through major overhauls, including an almost total replacement and functionality upgrade of the inventory system, so hopefully they'll be fixed for the next project.
Whenever that might be. 🎃
Did you guess the last digit for Blankenship's room? That breaks the terminal interaction, but all 3 scene snippets should be unlocked in the Fantasize menu.
As for Meh, there's more you can check, then. Consider what other colourful slime-and-or-gel people you know, and what colours combine to make purple, then exhaust their options - they might have gained more to say after speaking with them initially!
This is situational, actually! Some enemies can't be spared, and it's up to you to figure that out. This mechanic is somewhat diminished in MERCANOID, as it's largely a prototype for my framework.
There are two bosses you can spare, IIRC; the Slammia, and the first phase of the final boss, with the latter having a specific mechanic to drop Morale.