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rydoq

15
Posts
A member registered Apr 14, 2021

Recent community posts

Couple of suggestions after a bit of playing.

1. Any chance you could make ctrl+backspace delete a whole word like it usually does in text editors? It isn't doing that already for me at least in the linux build

2. It's neat that we're kinda just dropped into the world and have to ask around about the village and stuff, but I would appreciate more tutorialization. There are basic things I still don't understand, like how I can repair equipment or how I sell most items because vendors won't accept them. I would also appreciate something like a paperdoll for equipment because I don't know what slots there even are. For all this, asking the LLM doesn't work because it just makes something up that has no effect on gameplay

works great, thank you! You got a customer :)

I'm on arch so it's likely I don't have a lot of common things installed lol

Thanks for working on a native version! Unfortunately, it fails on loading the model. Maybe it's trying to load koboldcpp.exe rather than koboldcpp-linux? Or it could be that you're using windows-based variables for the command line. I can't see any error so I checked diagnostic.bat but that doesn't exactly work. 

Instead, I edited diagnostic.bat to turn it into a linux shell file, the contents of which I've pasted below. Linux shell scripts don't have anything like a goto, really, so I just put the questions into while true loops. This does load koboldcpp so I think it's related to the command line arguments you're using.


#! /bin/bash

echo "Welcome to the diagnostic tool. This tool will launch Nemo via koboldcpp-linux with the same arguments as the game, while letting you view the error message in case of a crash."

#GPU_TYPE

while true

do

    read -p "Are you using an NVIDIA or AMD GPU? (Type \"NVIDIA\" or \"AMD\"): " GPU_TYPE

    if [ $GPU_TYPE == "NVIDIA" -o $GPU_TYPE == "AMD" ]

    then

    break

    else

    echo "Invalid input. Please type \"NVIDIA\" or \"AMD\"."

    fi

done

#VRAM_QUESTION

while true

do

    read -p "Do you have 6, 8, or more than 10 GB of VRAM? (Type \"6\", \"8\", or \"10+\"): " VRAM

    if [ $VRAM == "6" ]

    then

    GPULAYERS=17

    break

    elif [ $VRAM == "8" ]

    then

    GPULAYERS=27

    break

    elif [ $VRAM == "10+" ]

    then

    GPULAYERS=43

    break

    else

    echo "Invalid input. Please type \"6\", \"8\", or \"10+\"."

    fi

done

#LAUNCH_KOBOLDCPP

echo "Launching KoboldCPP with the specified settings..."

if [ $GPU_TYPE == "NVIDIA" ]

then

GPU_ARG="--usecublas"

elif [ $GPU_TYPE == "AMD" ]

then

GPU_ARG="--usevulkan"

fi

./koboldcpp-linux --model "Nemo.gguf" $GPU_ARG --gpulayers $GPULAYERS --quiet --multiuser 100 --contextsize 4096 --skiplauncher

Question about performance before I buy this. I have a 5070ti, 16GB vram, (also a 7950x and 96GB dram), should be plenty to run the normal 8GB model. But in the demo at least it takes a little under a minute to locally gen per conversation reply, and that's if nothing else happens like moving around or giving items. If it's trying to do anything like that then it's much longer. Is that normal you think, or might it be because I'm running it on Linux and it's losing performance somewhere? I could get used to it, but it's not the most fun thing to wait around.

I'm able to run the demo at least through proton. I used umu-run since it's just a quick command (umu-run foo.exe) but I imagine it'd work through other means too like protontricks. No itch.io app necessary if you don't want to use that

I like the changes. Security cameras especially seem like something that could ramp up difficulty as the game progresses, like not having them at first then more and more get installed every week.

suggestion:

I think tutorializing the curfew would be good? like for the very first curfew you could do something like find the closest window spawn point to the player and force spawn it? then come up with a little dialog saying to go there for the chance at a high-value picture or whatever. Otherwise people might not know you can wander around at night and find the windows

bugs:

  • Spoke to one npc and was unable to turn in his photo, then spoke to another and turned his in. After that, I couldn't go into the apartment because it kept coming up with the first npc's dialog. Went to the camera shop and it had the same issue once, but then I hit E again and it worked? Not sure what that was about
  • Still having instant fails on some mazes, know you've not worked on that yet though
  • I could never go into the clothing store, but I only tried after buying all the upgrades from the camera shop. Once I tried going into the clothing store it was curfew and while the shop icon disappeared, nothing else happened, so I assumed it was the curfew's fault. But then the next day it didn't work either, or any time after that
  • Game froze loading the next morning once, not sure why. I force closed it, then opened it again and I no longer had the vignette upgrade. but the upgrade was also not purchasable. so I was permanently stuck with a bad camera. loaded the game again and I could buy the no vignette upgrade. probably has to do with how the game saves
  • note I'm running on linux via proton, and I clicked the reset progress button to make a new game for this version. don't think those should make a difference though

There are several lit windows that spawn at night where buildings used to be. Need to be moved. I think I found 4? Also, still getting the instant fail on some mazes. other than that the bugfixes seem to work well. I did get one set of duplicate bills once but after I paid them it went to just one bill that immediately refreshed to 7 days left after I payed it, don't know if that's intended

(1 edit)

bugs:

As noted before, I'm getting the bug that freezes everything when you exit the sell window. it seems to happen more often if I click "sell all" than if I sell the photos individually. When this happens you have to force quit the game which seems to lose a lot of progress. For some reason it lost me one of the upgrades once even though I had bought that upgrade on a much earlier day

When resting til morning at night it doesn't rest until that morning, it rests until the next day's morning, effectively skipping a day. For example if I'm resting on the night of day 3 the transition screen shows day 3->4 like it should, but then it shows day 5 when the morning loads in

Pretty often no one ends up spawning in the morning, which makes me have to go back to the main menu and reload it

When the game reloads it seems to keep the money you had when you quit the game, but gets rid of all upgrades you got in the day and the bill payment you made during that day if any

I paid the bill at night on day 6, slept until morning, and I still got a game over for not paying the bill. might be related to the day skipping bug?

One of the maze layouts is impossible. The one with the big horizontal wall in the middle. It spawns you on top of that and you instantly lose

suggestions:

start players at the apartment and make it more obvious that's the "home base", I had to look around a while to find where to turn the pictures in and that's the kind of frustration that makes people turn the game off

overall:

fun concept, I can see how it can evolve and get more interesting as it goes on. Maybe it already does but I can't get past the first bill due to previously mentioned bugs. Very nice pixel art, I love that

art/animations are very good. level design is just corridors so I wouldn't call it a metroidvania, just an action platformer. combat feels like it's missing a crouch attack or combos or something to spice it up. game's also pretty buggy at the moment, couldn't get out of one animation's end pictures so I had to restart the game and that was frustrating. think it was the owl but I don't remember for sure, was something earlier on at least. that made me not want to lose to anything which isn't any fun in these games. it's also not clear that you'll respawn at the beginning of an area rather than at the start of the game. gold requirements are too high, I went through the whole thing destroying what I could and only got enough for one picture which sucked.

anyway, shows promise, but won't play again in its current state

that's the lil pumpkin guy. i don't think he belongs in a lewd game, lol

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you could try out bug fables if you haven't. it's pretty cute. https://store.steampowered.com/app/1082710/Bug_Fables_The_Everlasting_Sapling/. guess it's on itch here too but it's quite a bit more expensive here

very good. you really didn't have to go as far as to make 3 different death types, that's a level of polish that's rare af to see in a jam game. lots of nice little touches like that in here. as for critiques, personally i would have the "use aim for melee" option on by default if using the mouse; i beat the game before i found that was changeable. to me at least, that type of aiming makes a lot more sense for an action game than attacking where you're facing

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if you really want to get into pixel art things, you should look at the difference between 8-bit graphics and 16-bit graphics. right now your tileset is 8-bit, quite reminiscent of some of the older pokemon games for instance. some artists prefer a 16-bit aesthetic like the JRPGs on the SNES--that one typically requires a lot of work to get it to look great, since you can't have empty swaths of a color like you have right now for instance.

it's your game so do what you like, but imo you should keep the 8-bit graphics for the overworld and make 8-bit sprites for the characters and items and things to match it. it's much less work and less frustrating for a first time game dev

of course you don't have to do actual 8-bit palettes and whatnot. just use the style. unless again you wanna get really into the nitty gritty of the pixel art. up to you

since the only part of this that matter are the graphics, I'll only comment on those. the map is nice enough, seems to follow the "three tile rule" or at least it doesn't seem overly repetitive. UI will obviously change late in development as per usual dev cycles so it's okay for now. but i believe there is an option to disable parts of the UI you're not going to use in RPG Maker, though it's been years since i've looked at the program. if you're not gonna have stuff like magic/skills then you should turn that menu off for instance, something to think about.

biggest bit of feedback is that the player sprite does not look like it belongs in the world. besides having crushed pixels itself, its own pixels are waaaaay smaller than the ones in the world. make it consistent one way or another (either resizing the world or resizing the player) and you'll have a much better looking game.

i'll keep an eye on this