There is no circumstance under which 'Context' would have an X over it, because that graphic does not exist.
I've just tested again, and the fight is working as intended.
One was never originally planned, but as I develop my framework, it helps to have examples to base those systems off of. So, it made more sense to forge v3 as an update for Maverick Manor (on v2), rather than doing it all on the next project. Maverick Manor got pretty badly buried on launch for a variety of reasons, but this update has helped get it into itch.io's algorithm properly and it now maintains decent views per day, so I'm happy with how it turned out. ^^
It's incredibly annoying that I have to do this, but Itchio aren't doing a bloody thing to stop it, so: Hey! If you see any posts above this one from accounts like 'Support@itchio' or 'update@itchio', or any account at all promoting stuff like 'Update here! (OBVIOUSLY DODGY LINK)', DO! NOT! CLICK IT! Itchio is being hammered by spambots that they are apparently incapable or unwilling to quell. I don't even HAVE a Patreon, for fucks sake. I have a Kofi!
It's incredibly annoying that I have to do this, but Itchio aren't doing a bloody thing to stop it, so: Hey! If you see any posts above this one from accounts like 'Support@itchio' or 'update@itchio', or any account at all promoting stuff like 'Update here! (OBVIOUSLY DODGY LINK)', DO! NOT! CLICK IT! Itchio is being hammered by spambots that they are apparently incapable or unwilling to quell.
I don't even HAVE a Patreon, for fucks sake. I have a Kofi!
That would be 'index.html', as explained under 'Installation Instructions' on this page. If the game is not launching, you may be using a severely outdated browser, or you may be using a privacy focused browser which needs to whitelist the game first so that it can function (because Twine games need to store and use some light data to operate).
Yes, if you aren't aware, a number of games have been removed from the site, but most of them are simply deindexed so you cannot search for them as easily. Stripe has pulled out of processing payments of ANY adult material, and you can currently only be indexed if your game is free - totally free, not merely '$0 or Donate', which is what most people choose (and what I previously was on).
The situation is ongoing while Itchio looks for alternate payment processors. A lot of games haven't gone anywhere, but if they aren't currently Free, you need to path your way to them via methods other than search. Collections here on site, links from author's patreons, etcetera.
Maverick Manor was pretty experimental for me, not to mention made under a very tight time constraint (for its initial 1.0 release). By all means, I'd be curious to hear what did and didn't work for you! (I'm probably never doing dual protagonists again for one thing, but that system can be used in the future for other things, ahah.) It also did a -lot- of under-the-hood work to make my game development more stable and easier to create for, which is what a lot of the upcoming 1.1 stuff does as well. That, and add a lot more smutty goings-on!
Last night, I set the game to 'Free' (rather than $0 Or Donate) to get re-indexed as per Itch.io's current policy. Look up the ongoing adult games on itch.io drama to know more. I'd rather more people have access to my games than be tossing me the occasional 5 bucks right now, ahahah.
It may also be that I updated the download's supported platforms, however: I neglected to do this back when I released/updated MERCANOID, and forgot to tag it as compatible with Windows, Mac and Linux.
Dev here. Any adult game (if tagged appropriately and marked as adult on the edit, which we have to do) is currently blocked from showing up in search results. The sole communication we've had from itch.io as a community is Leafo posting a saluting emoji with no further context.
Needless to say, a lot of people are upset and worried right now.
It does seem that a number of games are currently being suspended, but so far - as much as we can tell - they're all games tagged with 'incest'. This heavily links the current actions to the same thing that happened to Steam last week.
It is unusual timing given the supposed 'activation' of the UK's Online Safety Bill requirements coming up on Friday, but that is likely unrelated given the above (and given that this is global).
I'm glad you enjoyed it so much!
The setting as it exists is something cooked up over many years, actually intended to just take place on post-human Earth/'Terra'. But when I got the basic ideas for MERCANOID, I decided it could work in that setting's future, which also allowed me to sprinkle in various references to future (past?) projects down the pipe. ♥
According to other players who've downloaded it for Android, no, it will not work. Assets will fail to load because Android's file structure is different and wants the folder to be somewhere else - where? I have absolutely no idea.
However, on my Discord server, I have a beta up that brings some UI improvements to MERCANOID for mobile devices; the caveat being that the assets are online due to the issue above. So it requires a connection to play properly. This is a stopgap while I get feedback on these UI alterations (namely, the addition of scrolling to the sidebars if the viewport is smaller than their maximum size - still janky, but less painful.)
In this hypothetical, the best I can offer is 'maybe'. It would depend on the quality of the artwork, for one - this might sound harsh, but if the art doesn't sit right with me (or if it depicts the character(s) inaccurately), I'd have trouble including it.
For another, it'd require me to go back and update a game that I've moved on from fully by this point.
An official reference of Mio does exist, kindly drawn by a friend. It isn't fully finished yet, and I'm not sure on Itch.io's rules regarding the content of comments (even on a NSFW-marked project), so here's the clothed version.
No. Apologies, but it was intentionally disabled for a number of reasons. For one, it was causing numerous problems, and for another, Twine's history feature causes a ton of state bloat (which had a hard limit before it causes game/save corruption). The larger a game is, the more History needs to be reigned in, or outright disabled, to allow for increased scope/size.
While MERCANOID doesn't hit this limit, that still leaves the issues it was causing to gameplay and scripting which were beyond my ken to fix.
A patreon is something I'm eternally considering on-and-off. Charging for MERCANOID now would leave a sour taste in my mouth, but not all future projects will be free, no. As my quality grows, I'll be more confident in charging for a game, allowing these older titles (and occasional free smaller projects) serve as my demos.
Glad you enjoyed!
1. Mm, I'm still working on striking a balance with difficulty. It's a learning process, especially as I keep refining my combat system.
2. If the game had art commissioned for it, it wouldn't have been free. What you suggest (potentially) for the inclusion of Enemies would bring us up to 15-16 pieces of unique artwork alone.
3. I've since improved how I handle maps in future games, in that they're now connected spaces rather than individually floating rooms. It helps!
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 behooves 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!