Ooo, diet for milk quality isn't something I had considered, but would be super neat to see implemented!
RedKnight
Recent community posts
After a short review, you're absolutely right, my math for the cooperative wasn't even close. I would've made a profit of $193.56 if I'd sold for the cooperative value over the individual value. I think I initially figured all that up super late at night, but looking at it now you're 100% correct - the cooperative is decently lucrative and late game crops seems to be intended specifically for it. That said, I do feel that cabbage at the very least should be worth more since you unlock it long before the cooperative becomes an option
the girls only played a part in making the milk, so they get paid based on the price of the milk. You made the effort of turning it into cheese, so that's 100% on you.
Think of it like this - someone working in a factory producing nails doesn't get paid again when those nails are used to build something.
I could be missing something, but every crop you unlock (at least up to rice since that's where I'm at) is worse than pumpkins. There's zero reason to grow anything besides radishes for instant profits, and pumpkins for bigger payouts. By multiplying the amount of crops produced (x) per harvest by the amount you make per unit (y) and dividing that total by the amount of turns needed to produce (z), you can calculate the cost efficiency of each crop ( (x*y)/z )
In order of most to least efficient, we have:
Pumpkins at $90/turn
Radishes at $80/turn
Rice at $75/turn
and Cabbages at $62.50/turn
Why are later game crops so bad? Were numbers just picked at random, or is there an issue in the code? I've also just taken a look at an order from the Farmers Cooperative for the first time. The order calls for:
43 Radishes
30 Pumpkins
28 Cabbage
71 Rice
(UPDATE - the following information is entirely incorrect, but I'm keeping it here for context. Please ignore my absolutely wrong math and see my revisions in the sub-comments. The Cooperative is very lucrative)
with a payout of $922.20... which if I sold each of those crops at their normal price per unit would be a loss of $5738.16 since the total after taxes and renown would be $6660.36. I'm not even going to attempt to complete this order without a guarantee that the payout is $922 PER UNIT and not the total of the order.
Found some bugs-
dialogue options sometimes don't fit their text boxes, forcing text to where it can't be read
Going to the weight loss clinic and then clicking exit takes you to a different character. If you go back to your character's apartment, all their food is gone
giving the character something with a buff seems to reset their initial (set in character creation) breast, hips, or butt size depending on the buff
I was really sad when the game ended. It's such a good game. Think it could use a better tutorial, and also needs a way to change controls (most people prefer WASD). Other than that, the art style is great and the game is fun! Can't wait to see it get as fleshed out than those cute kitsunes' bellies!
Good idea, poor execution
When I downloaded this, I expected a feeder game with an arcade shooter minigame to get food. Instead, I found a bullet hell that hinted at feeder aspects. The shooter "minigame" is extremely difficult right off the bat and the screen gets heavily cluttered quick. Enemies are big and annoying to move around, and the 'drop pods' constantly got in the way.
I was already on the verge of quitting when I decided to go once more. I made it to the boss and was immediately angry. The boss clustered me into the corner and I died right after blowing off the last leg.
I would've done a few things differently:
1) Make enemies a bit smaller.
2) Make a single hud for lives and food, rather than have them split up. It'll save screen space and make things more visible.
3) Make it so that if you do lose the level, you still get some kind of reward, maybe 1/3 what you would've gotten if you completed it.
4) Add difficulty settings. If someone wants to focus on feeding, they shouldn't have to play a bullet hell. Also, changing the amount of lives would make it more understandable if you lose, especially since most games like this have 3 lives standard.
5) Add a progress bar to the level. It'll make the player understand better what they need to do better to make it to the end.
Overall, the game feels totally unpolished and doesn't offer much to the feeder aspect, which was marketed as the main focus. I still think it's a neat idea, it just needs work and TLC.