Thanks for the reminder!
The relative bugs are fixed in the game.
Rolanda
Creator of
Recent community posts
Hello there, thanks you for the suggestions!
Gun are awesome to use and would be a strong weapon to defeat enemy. However minigun will be a over-powered weapon for the current version and affect the game play balance, i may only add it to game when there are very strong enemy like boss.
I have also think about adding vehicle. Giving it ability to carry more items for player seems to be a good function. I will consider implement the relevant function.
Respond to the question:
1. Yes, there will be new monster, new sex animation, and new area in v0.1.0.
I also updated a lot of things in that version :3
2. It is one of the function in character customize system. Player can decide their character genitals type.
Hello there! Thanks for trying out the game and giving an comment :3
Here's some responses to the mentioned questions:
1. It is planned to add some events after the hp reach 0. First, character will completely fainted (fall down to ground and turn to black scene). Based on the location they are at, they may be drag to the enemy hideout or wake up and find that they had sex in the unconscious state.
2. Yes, there is a childbirth scene and it has 3 variation (mammal, egg, slime). It will changed based on the latest parter. However, you don't have to raise it and there aren't anything changed after childbirth. It is a trial in that version.
3. owo
The game is still on development and i will continue to improve it and make it better!
Also thanks for your compliments and suggestions <3
I also receive other opinions on the character belly.
Sorry that it don't look decent and i will enhance it before releasing update.
For other suggestions, i will implement some of them when possible.
Also, the food/water consumption rate will now increase during pregnancy. It is added to game :3
Thanks for your suggestion!
It is planned to provide the ability to perform masturbation using the adult toy, when it is added to game.
For the multi-enemy scene, i also like to add the function where another enemy can join the current mating animation.
However it would cost some time so it may be developed in the more later version.
I also like to implement the remaining suggestion, but it will take times overall.
Some of the mentioned bugs are recorded and will be fixed later.
For the container UI, i prefer the UI stayed after the "Take all" or "Put all" buttons are pressed.
So player still can move back some unwanted items if there are such needs. The container UI will auto-close when player move out the container range so it won't be main issue.
There are an existing function to split items, that you can press left-shift before dragging the items to other slot to split it in half.
But i didn't mention this in game, so i guess not much people know about the function.
I will keep improving the rest of the mention content, thanks for the suggestions!
Thanks!
I have fixed some of the bugs you mentioned like the door at #8 and the wolf eye lighting at #29.
Also really thanks for the help on the Audio Mixer issue, it already confuse me for quite a long time and i finally fixed the bug.
I will also make some adjustment to the slime and wolf to make them more balanced in general circumstance.
For the last one, one of the slime spawn points is set under that obstacle on purpose, as a little joke :D
Thanks for giving the compliment and some comment or suggestions on the current game!
I spent some time reading them and fixing some of the mentioned bugs.
Here's my thoughts on some of the comments.
The green will only enter aggressive state when its bar is filled over specific ratio.
The bar can be filled by being triggered to fall down from ceiling or being touch.
Also the bar filling speed will change based on the player exposure level.
So player is safer with full cloth and low desire, and more danger when naked (Make them faster in aggressive).
When first designing the food consumption effect, i let some food like fruits to be able to reduce thirsty as well
since i though it would feel more realistic.
The different between hungry speed and thirsty speed is also based on similar thoughts.
Maybe it still need some more adjustments to balance the setting.
To make the exploration journey in the shopping street less troublesome, I have come up an idea.
Once you have entered a building, the front door of it will change to the open state if looking from outside.
There are no particular reason using extra key to let player stand up.
It is some key assigned during testing in the very early version says v0.0.1.
After that the button setting has remain till now.
I agree that using existing button like jump button would be less confuse.
The reason I choose F as the main interact button is mostly affected by a meme "Press F to pay respect" : D
I would like to add a skipping option on some animations too.
Yeah, both standing and crouching can triggers stamina recover acceleration.
So player just need to idle to get buff without further input.
Hi there! I am glad that you have seen the preview video and come up with some new suggestion ideas.
The UI of the backpack and equipment are not changed in v0.0.8, although i would like to update it in more further version.
- For the items that can limit the hormones effects, they are good choose to add as some loot that you can find in the common place.
- I would like more actions in the game too, perhaps adding it when i updated the character customization part.
- More dynamic player icon in the UI would definitely work well! I also want to animate it a bit so it can look more better.
- Those random idle events are interesting though, it make the player character look more alive.
- Choosing how many hour to sleep could be more convenient than the current sleeping system, i also like the sleeping quality settings.
I will try to post the development progress in the itch more often, hope it can get more attention.
Overall, thanks for your suggestions!
Hi Johns, thanks for the suggestions on the creature's behavior and game development!
The new added search bar system really didn't fit well in some container that show item images though. However, showing what item in the container bring more convenience when player store items at home, so i am still struggling between showing exact item or showing overall storage.
The enemies sounds, buildable container and increased stack number for log would be nice to implement.
A galloping attack action would fit goatman due to their horn. A defense action for them can also add some more variation. But i didn't have a good idea how to use their horn if making it as a drop.
Giving slime a range attack ability is cool, especially when it can damage you clothing, will also consider adding slime species variation.
I do planning to allow mutated wolf to hide inside and move between bushes, but other concepts like searching its nest are great too.
Basement can provide more area for player to use, but i need to think more about other usage.
I know the current wall look kinda empty and lack of some details. I would like to add more decoration and more details, but it takes time to draw.
The loot like cooked food in the oven and book in the TV table will also assigned later.
For the crop system, i have think that maybe i can allow player to build a crop field on the dirt ground, but it still on the paper.
That's about my overall view, thanks for you suggestions!
Hello there, thanks a lot for the very detailed opinions and suggestions!
I have read through all of them and get quite many ideas from it or issues in the current game.
Here are some of my thinking or method that may used to enhance the gaming experience in the later version.
Some of the setting would definitely make game more convenience, like a randomize button for quick assigning the world properties and player properties.
Would implement these kind of function at later version.
Game over state is also a thing that lacking in the game, wake up around the house with item loss is a good idea. Other than that, maybe there are also probability that wake up at some sort of nest in other case and player have to find a way out.
For the combat part in game, enemy only switch between walking toward player and single attack action.
It keep repeating and lack of variation so i guess it's one of the point that making combat boring. I am working on the AI for next version and hope it can bring more joy in the combat.
The current damage calculation method is using player's damage value to minus the target defense value, so some weapon become very inefficient against high-defense enemy. Perhaps i can change it to percentage related method to solve this problem.
There also other people reflect to me about the stamina consumption. To enhance the current stamina system, i will probably add some stamina refill items and allowing the player to recover stamina faster when they are idle (Either standing or crouching). In addition, i may reduce the current running stamina cost, but increase the cost when player carrying too much weight.
The stealth mechanism sounds interesting, would add the stealth-attack bonus to the game. I also like the alarm traps idea as it give the player more tension feelings. It may take some time to make the audio tracking though.
Giving the player some intermediate goal would be good, i still thinking what kind of reward can be given to player.
Other suggestions are good either and i need more time to think about them.
I will also check some mentioned bugs, and hope to fixed them as soon as possible.
Thanks again for playing the game and putting the time to make those suggestions!