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Sabin Stargem

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A member registered Feb 22, 2016

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Just one more report for this version of the game.  Going over the skills, there are description issues.

r3.00 SKILLS

Shield Bash (H) "Attack using shield, causing lower damage, but greatly lowers Attack and may apply "Stun" for 2 turns."    The problem with this one is "greatly lowers Attack", as it doesn't specify if it is the enemy or Trixie who gets the debuff.  Probably the enemy considering the context?

Valkyrie Spirit (T):  "Increases own Attack, Magic, and Defense, for 3 turns if you suffer any debuff in 6 turns."  The purpose of this skill isn't clear.  My first guess is that Trixie enjoys the standard Valkyrie Spirit buff upon casting, and if an enemy removes that bonus, your buff comes back on the spot?

Hero's Recovery (T):  "Heals user by 30% of Max HP, with a bonus based on Magic, if an enemy enemy reduces your HP to 0 in 3 turns."  The function isn't apparent.  Probably an auto-revive ability?  Also bit of an run-on sentence.  I recommend replacing the comma in "Magic," into a period as "Magic."

Vengeful Strike (E):  The text for "at the en" cuts off at the border.  Seems to also affect the period at the end of the skill description.

Masochism Strike:  "Becomes invulnerable for 1 turn.  At the end, attacks with extra damage based on damage that would be taken."   Two rewritten descriptions are below.  The sticking point is whether the damage is split between the enemies who dealt it, or maybe all of them take the combined total?

"Become invulnerable for 1 turn.  Received damage is combined and reflected on all enemies at end of turn."

"Become invulnerable for 1 turn.  At the end, return damage to each enemy that dealt it."

/r3.00 SKILLS

(1 edit)

If you need Lufia II, you can download the fixed English version here.  Password for the archive is "Trixie".  BSNES is the gold standard for SNES emulation, if you are new to the scene.

Have fun. :)

Lufia II - Spekkio Lufia v4.10

(2 edits)

I got a bunch of suggestions.  Seeing as they aren't bugs or issues, they get a separate report.


The first and most important, is a game recommendation.  Seeing as how Trixie is following the JRPG formula with a puzzle-dungeon twist, it would be a good idea to play a game that does it well.  The game in question is Lufia II for the SNES.  If you want a bugfixed English version, let me know.


Hardcore Gaming 101: Lufia II

NARRATIVE SUGGESTIONS

Minor Suggestion:  Just noticed the name of the bar, "Old Chicken Bar".  What with being a lurid game, renaming it to "Old Cock Bar" might fit into the setting a bit better.   Personally I would go with "Elderly Cock" bar.  This gives a sexual tone, and implies the town would have perverse geezers.  If the recommendation is accepted, the quest log would have to be gone over.

Minor Suggestion:  A proper name for the Tower's "Orc Bar", would be more natural.  Something like "The Orc's Draft", for example.

Minor Suggestion:  Give money a formal and lurid name. Seeing as how it is "C", I think that "Coitus" would make sense for the local currency.  "Eros" is another possibility, which is used by Monster Girl Dreams.

Mild Suggestion: It would be more realistic if the building sign posts in town are merged into the buildings themselves.  Further, more unique names would add the world's flavor.  I have some suggestions on that front.

Zoe's Alchemy Shop - "The Philosopher's Stone" or "Zoe's Orgone Delights".   The word "Orgone" is a psuedo-science concept related to sexual energy.  Assuming that Zoe's specialty is working with perverted materials, I think the latter name would make sense.

The Old Chicken Bar - It has no sign.  I recommend using a rooster emblem if a sign is added.  As mentioned before, I advocate "Elderly Cock" as the name of the bar.

Sleepy Goose Inn - Doesn't have a dedicated sign.  The name works just fine - however, "Leda's Goose Inn" may work as a sexual reference.  Leda is a woman in Greek mythology who made out with Zeus...in swan form.


GAMEPLAY SUGGESTIONS

Mild Suggestion:  There is no option to run away from battles.  This may be a mistake, or intentional design?  Either way, it has implications for how encounters should be set up.

Mild Suggestion:  Combine the Save & Load commands under a new "Data" menu, while placing the End command under Options.  This would allow loading games without having to exit to the title screen, along with condensing the menu more effectively.

Major Suggestion:  Removal of random movement patterns.  The random movement of monsters works against the puzzle mechanics, and can potentially risk breaking them.  If this game emulates Lufia II, the idea of monster movements reacting to the player could be used for solving puzzles.

Major Suggestion:  Limited enemy respawn:  If a player finishes a fight, the monster shouldn't respawn while in the area.  That gives more breathing room for working on puzzles, and also makes the game more friendly for loading saved games.

(2 edits)

GOLDEN TOWER

#55:  Having Trix automatically interrogate the Errand boy would make sense, if the spiked drink is that immediate and obvious.

#56: On the right side of the 2nd Floor by the orb, you can walk inside the wall.

#57: (Dealer):  "...Only a mixture of the finest Beer fermented..."  Beer shouldn't be capitalized, since it is a generic item, not a title.

#58:  The effect of poison in the field doesn't work, Trixie won't lose health as she moves.

#59: (Dealer) "Welcome to the Liquor store!"  Liquor by itself isn't a formal title, so it shouldn't be capitalized. I think it could be better written as "Welcome to my liquor store!  Do you know our specials?

#60: (Dealer):  "Ughh, I hate you!"  Ughh -> Ugh

#61: (Dealer):  "Hmmm...You're really good at this."  -> "Hm...you're really good at this."

#62: (Dealer):  "Like this...Clean"  -> "Like this...clean"

#63: (Dealer):  "in her mouth she uses her tongue" The overall sentence feels like a run-on.  I recommend...  "in her mouth, she uses her tongue"
#64: (Dealer):  "Hmm...Let me see."  -> "Hmm...let me see."

#65: (Dealer):  "I...Ugg!  That's none of your business."   Ugg! ->  ugh!

#66: (Dealer):  "Ohh yes, I forgot about that."  Ohh -> Oh

#67:  Spike switches - Pushing a switch up doesn't make a sound.

#68: (Orc Bar, Diana)  "hahaha This orc drink is the best!"  -> "Hahaha, this orc drink is the best!"

#69: (Orc Bar, Diana)  "I don't know...More conservative."  More -> more

#70: (Orc Bar, William)  The name box for William is mispelled as "Wiliam".

#71: (Orc Bar, William)  What?!  I can't lose! Not for them!"   Contexually, English speakers use "Not to them!" for a competition.  I recommend "What?!  I can't lose, not to them!"

#72: (Battle Academy, Teacher):  "Good...Very good!"  -> very

#73: (Zoe, 5th floor):  "Thank you...You"  You -> you

#74: (Zoe, 5th floor):  Zoe talked about letting her die to end the competition.  I think there are issues with this:  The first is that contextually, the competition is inherently dangerous, so it shouldn't end if some participants die.  I think what was intended here is "you could have let me die to reduce the competition,".   That should be closer to the mark.  

#75: (Zoe, 5th floor):  Up to this point, there were no indications that participants were trying to sabotage each other.  Having some of the other characters do nasty things to Trixie would help set up this conversation.  Examples: spiking the drinks during the booze contest, throwing a switch to reactivate a trap, running away to leave Trixie to monsters, ect.

#76:  5th Floor:  When given the quest, it is called "Orc Mistery".  I assume that "Mystery" is the intended word.  Aside from that, it says to investigate the Black Bog - it probably should say "Golden Woods", instead.

#77:  The promotion screen automatically finishes after several seconds.  It is best to let the player manually end it, so that they can read the screen.

#78:  "Ohh, I am so useless."  Ohh -> Oh .

#79:  "Ohh, before you get going, I want to repay you."  Ohh -> Oh .  I think it would be more natural to excise "Oh".   This is because a great number of characters and dialogues keep starting their sentences like that - it would be better variety to not overuse the same structure.  If used often, having it be a tic for a particular person might work.

/GOLDEN TOWER

(1 edit)

I got a question, if you don't mind.  When I think about the game from a narrative and tonal standpoint, I am wondering what the author's intentions are.   When I am making world-building and character suggestions, I am not sure if they match the "goal" of the game's atmosphere. 


For example, is Trixie supposed to be NTR'red from her husband, or does their love transcend carnal urges?

 

Got the Silver Forest and Battle Academy wrapped up.


SILVER FOREST

#30:  An inconsistency - Trixie had skills during the intro, but she apparently forgot them.  Aside from that, giving the player a starter set of skills would be useful for initial gameplay.  The skill upgrade system can be used to expand upon the basic abilities.  The player should be thinking "I like X, but it could use a bit more Z.  Upgrade Y should be worth it!"

#31:  The flame wisp feels like an unnatural obstacle from a narrative and gameplay standpoint.  If a random flame does nothing aggressive, there is no reason for Trixie to not walk around it.  Starting the encounter with Maverick when Trixie enters the map would feel more natural.

#32:  When a saved game is loaded, enemies respawn.  This can be problematic if the player is in a weakened state when they made their save.  Further, whether enemies respawn during excursions in dangerous territory would impact how the game is balanced.  Issues with puzzles may also arise.

#33:  (Nymph scene):  "Hugg...Please, use me..."   Not certain about "Hugg".  Either she calling out for a spirit called Hugh, or she is simply groaning in pleasure.  In the latter case, the sentence should be "Ugh...please, use me...".

#34:  (Nymph scene):  "Ownn...I missed you so much..."   Ownn -> Oh

#35:  (Nymph scene):  "I love when you touch me like that."   It would flow more naturally as "I love it when you touch me like that."

#36:  (Nymph scene):  "...I look like some hypnotized creep man"   Changing it to "I look like some hypnotized creep.", would be more natural.

#37:  (Nymph scene):  "Ownn, please tell me how much you want me..."  Ownn -> Oh

#38:  (Galadriel):  If you agree to leave, she says "Guess you're as rude as I thought you were."  This seems odd, since Trixie is doing as Galadriel asked.  Unless Galadriel is intended to be a jerk, it should be "Guess you're not as rude as I thought you were."

#39:  Nymph:  Regarding the Nymph scene, I am not sure the timing of it is natural. Most h-games have the main character slowly develop into perversion, or are demonstrated early on to have a licentious character.  If Trixie is a pervert from the beginning, a scene with her husband and being lurid in town would help.  For example, her first night at the inn she could play with herself, loudly.

#40:  (Quest Log - Bitter Vengeance):  Just noticed a few mistakes.  "The blacksmith at the Adventurer's Guild wants10 Orc Pelts to find his own peace of mind andsstart working again."   The problems are "wants10", also "andsstart".

#41:  When enemies spawn, they can end up on terrain the player can't enter.  For example, bats on tree tops.  Mind, allowing specific enemies to navigate certain terrain might be useful for dungeon design.

/SILVER FOREST

BATTLE ACADEMY

#42:  (Trix): "Ohh...how could I forget?" Ohh - Oh

#43:  (Emily):  "Yayy  This will be so fun! S2"  The "S2" should be removed.   

#44:  (Emily):  "Ohh It's late already."  ->  "Oh, it's late already."

#45:  (Kayle):  "warriors, assassins, mages..."  I recommend changing "assassins" to "rogues".  The latter is more generalized, as an assassin exists to kill specific people.

#46:  (Kayle):  "Ohh, sorry."  ->  "Oh, sorry."
#47:  (Girl in love):  Not sure if an mistake, but she is blocking access to the girl beyond her.

#48:  (Lady):  "It is wonderful to see so many children happy!"   I am guessing the students are too old to be considered children anymore.   "...so many happy students!" may fit better.

#49:   The teacher rooms are blocked by people.  I am guessing the teachers aren't valuable enough to have dedicated guards.  Locked doors would be more realistic.

#50:  (Ursula):  "Hunh, you could have been so much more."  Hunf ->  Hmph

#51:  (Ursula):  There is no context for why Trixie left without talking to Ursula.  The player isn't making an informed decision on whether to apologize or defend.

#52:  (Ursula):  "like being a broken mercenary,"  I am guessing that the intent is "broke mercenary", as in being poor.  If the wording of "broken mercenary" is deliberate, then that means Trixie had something bad happen to her.

#53:  (Quest Log - Evil Tower) "...information aboutthe situation..."  aboutthe -> about the

#54:  (Quest Log - Crimson Flower)  "A teacher from the Battle Academy0] promised Trixie agood reward if she kills the Crimson Flower thathides in the Black Bog."   Academy0] -> Academy, Trixie agood reward -> Trixie a good reward, Flower thathides -> Flower that hides.

The sentence is bit of a run-on.  I recommend a shortened version.  "A teacher promised a reward if Trixie kills a Crimson Flower in the Black Bog."

/BATTLE ACADEMY

Heya.  Got around to completing the town.  Hopefully some of this is useful for you.


TOWN
#12:  (Zoe's shop)  "Ohh, ok."  -> "Oh, ok."

#13:  (Zoe's shop)  "I have some potions and alchemy creations."   For this one, the word "alchemy" is certainly spelled correctly.  However, the word "alchemic" flows more naturally for this sentence.

#14:  (Zoe's shop)  "Ohh, Trix."  -> "Oh, Trix."

#15:  (Zoe's shop) "...all kinds of alchemy creations."  You can remove "creations", which allows the word "alchemy" to flow more naturally.  I don't recommend "alchemic", since using the same word and structure repetively isn't intended for this character.

#16:  Item - Rosebud Tea:  "A sweet tea with high aphrodisiac effect."   Technically correct.  However, "a strong" or "a powerful" would be more natural wording.

#17:  Item - Lavender Tea:  "A tea with beautiful color and calming effects."   Works, but would be more natural without the "s" in "effects".   Usually "effects" is used for when there are multiple qualities involved.

#18: Item - Barrier Potion and Strength Potion:   Both of these use "tangy" in their description.  It seems like you are making each potion have different smells, so one of these potions should have a changed smell.  I recommend "acerbic" for the Strength Potion, since this item is for offensive purposes.

#19:  (Zoe's shop)  "Hey, Trix...have you found any Fragment inside Horny Tower?"  Slightly unnatural for two reasons:  The first, is that Trix hasn't gotten into the Golden Tower yet.  Placing this conversation later would make it work better narratively.  Secondly, "Fragment" should drop the capitalization, since it isn't a formal name.  The flow of the sentence feels a bit off, too.   Removing "any" for "a" and adding "strange" would be more natural.

"Hey, Trix...have you found a strange fragment inside Horny Tower?"

#20:  When saving, the slot position defaults to #20.  I think this is the auto-save slot, which the player probably doesn't want to overwrite.  Having the cursor default to the last player-written save would be better.

#21: (Soldier) "Only those with a royal permission are allowed to enter."  Definitely correct, it is just that most English speakers would omit "a", to make it "Only those with royal permission are allowed to enter."

#22:  (Adventurer's Guild)  Middle-aged Man:  "don't know the true value of a good armor"   Usually, "a good armor", wouldn't have the "a".   This is because armor is inherently plural - helmet, greaves, bracers, shield, ect.

#23:  (Adventurer's Guild)  A suggestion for the Blacksmith's quest:  Instead of "Orc Pelts", he asks for "Orc Foreskins", instead.  His revenge for being cuckolded would make this appropriate, and hilight the lurid nature of the game.  It is also a good chance for us to know how Trix relates to the setting's perversion.

#24:  (Adventurer's Guild)  Middle-aged woman:  "It's hard to prepare food for all adventurers!"  For this sentence, replacing "all adventurers!" with "every adventurer!" would be more suitable.

#25:  (Adventurer's Guild)  Adventurer:  "Ugh...Being sent here"  Should be "Ugh...being sent here"

#26:  (Bar)  Woman:  "I got from my father in exchange of it"  Should be "in exchange for it".   Also "...It's very important to me.", should have "...it's".   Also a slight inconsistency between the quest giver and quest log, in that she says "Ancient Necklace", while the log is "Lost Necklace".

#27:  (Bar) Old Man:  "Ahh...Get me another bottle," should decapitalize the "Get".

#28:  (Bar) Mysterious Man:   I recommend making his request for Magic Slimes into a formal quest.  Mentioning which biome the slimes can be found would also be handy.   Maybe require the slimes to be "milked" in a special fashion to push Trixie towards perversion?  I am thinking they could produce tiny slime cores for the next generation, but don't know what sort of depravity the game is willing to go into.

#29:  (Bar) Dancer:  it would be nice if Trixie had a response to the Dancer's offer.  Opportunities to flesh out Trixie and her world should often be taken.

#29:  Battle Academy door:  I think the message could be more specific to be realistic.  A business would mention if the staff is on break for a meal or prep, maybe say that it would be open on another day.  From a gameplay standpoint, it can also communicate how to progress the game.

/TOWN

Only just completed the intro for r.3.0.0.  As such, it is just nitpicks concerning dialogue.


#1:  Text can be slightly cut off.  My monitor is at 1920 x 1080 resolution.  An example of text cut-off is during the intro, during the sentence "Are you really so pathetic that you need to be harrasin..."  About 1/4th of the "g" is missing at the window edge.

#2:  The following text is technically correct, but feels a bit like a run-on sentence.   "Because I do whatever the hell I want and and right now I feel like kicking your asses."   I suggest shortening it to "Because I do whatever the hell I want, right now I feel like kicking your asses."

#3:  Concerning the description of Vengeful Strike, "Causes extra damage equals to damage taken.",  should have "equals" be "equal".  The plurality of "equal" is dependent on context.

#4:  "Ownn, how sweet..."  This one is a bit iffy for me.  My first guess is that it was meant to be "Oh, how sweet", but the situation implies that Emily is slurring her words from pain.   Something like "Ow...that is sweet, but I don't really need it.", might be more clear.

#5:  "Ohh, I know that!"   Technically, "Ohh" should be "Oh".  That said, drawing out some words by adding extra letters is fine for getting a character's energy across.  Alter or keep at your discretion - it is more about authorial intent, than anything else.

#6: "Cute? haha..."  Should have the "haha" as "Haha".  Question marks are generally treated like periods for ending sentences.  So it should look like "Cute? Haha..."  Should the laugh be a sound effect in text form, I recommend this format:   "Cute? *haha*, That's not a word I would use..."

By doing that, you can make it more clear that the sound effect is separate from speech.

#7:  "Anyway...Are you heading home, or something?"   When periods are used as ellipses, the rule for capitalizing the start of a sentence is disregarded.   It should be "Anyway...are you heading home, or something?"

#8:  "Yeah...But", should be "Yeah...but"

#9:  "Ohh...You know" should be "Ohh...you know"

#10:  "Not any place, but as the queen's personal guard."   Slightly off, usually it would be written as "Not just any place,".  Some places like the United Kingdom would also capitalize "Queen", since that is considered to be a formal title of respect for the ruler.  It depends on who is the doing the speaking, as an American usually won't give a capitalization to England's queen.

#11:  "C'mon, let's get going then before it gets dark,"  Technically works, but usually it would be spoken without "then", for a more natural feel.

Been wanting to, but I tend to get entangled in a number of games at any given time.  I will try to put it at the top of the bucket list.

I prefer waiting for a consistent style over quicker but incongruous artwork.  Carelessly throwing everything into the soup pot is a recipe for getting something that isn't appealing to anyone.  

I got a traceback, pretty it is related to the issue at hand.  Excising the first half, because the comment is too long.


MemoryError:
-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "F:\Foreign\Pleasure\Pleasurable Games\5 - Games\9 - Unsorted\Ravager-4.0.1-pc\renpy\bootstrap.py", line 316, in bootstrap
    renpy.main.main()
  File "F:\Foreign\Pleasure\Pleasurable Games\5 - Games\9 - Unsorted\Ravager-4.0.1-pc\renpy\main.py", line 578, in main
    run(restart)
  File "F:\Foreign\Pleasure\Pleasurable Games\5 - Games\9 - Unsorted\Ravager-4.0.1-pc\renpy\main.py", line 143, in run
    renpy.execution.run_context(True)
  File "F:\Foreign\Pleasure\Pleasurable Games\5 - Games\9 - Unsorted\Ravager-4.0.1-pc\renpy\execution.py", line 908, in run_context
    context.run()
  File "game/c2_world.rpy", line 1083, in script call
    call menu_return
  File "game/c3_lair.rpy", line 1787, in script call
    call menu_return
  File "game/c3_captures.rpy", line 3965, in script call
    call menu_return
  File "game/c3_captives.rpy", line 3528, in script call
    call menu_return
  File "game/c3_captives.rpy", line 14746, in script call
    call menu_return
  File "game/c3_hordes.rpy", line 1303, in script call
    call menu_return
  File "game/c3_captures.rpy", line 1322, in script call
    call menu_return
  File "game/c3_captures.rpy", line 811, in script call
    call menu_return
  File "game/c3_captives.rpy", line 5088, in script call
    call menu_return
  File "game/c3_captives.rpy", line 26106, in script call
    call menu_return
  File "game/c3_captives.rpy", line 25304, in script call
    call menu_return
  File "game/c3_captives.rpy", line 23424, in script call
    call menu_return
  File "game/c3_captures.rpy", line 126, in script call
    call menu_return
  File "game/c3_lair.rpy", line 8327, in script call
    call menu_return
  File "game/c3_lair.rpy", line 9002, in script call
    call menu_return
  File "game/c3_captives.rpy", line 2097, in script call
    call menu_return
  File "game/c3_captures.rpy", line 4551, in script call
    call menu_return
  File "game/c3_lair.rpy", line 874, in script call
    call menu_return
  File "game/c3_lair.rpy", line 1813, in script call
    call menu_return
  File "game/c3_lair.rpy", line 705, in script call
    call menu_return
  File "game/c3_lair.rpy", line 1857, in script call
    call menu_return
  File "game/c3_captives.rpy", line 23424, in script call
    call menu_return
  File "game/c3_captives.rpy", line 911, in script call
    call menu_return
  File "game/c3_captives.rpy", line 1253, in script call
    call menu_return
  File "game/c3_captives.rpy", line 1321, in script call
    call menu_return
  File "game/c3_captives.rpy", line 126, in script call
    call menu_return
  File "game/c3_captures.rpy", line 980, in script call
    call menu_return
  File "game/c3_captives.rpy", line 9904, in script call
    call menu_return
  File "game/c3_captives.rpy", line 10944, in script call
    call menu_return
  File "game/c3_captives.rpy", line 12109, in script call
    call menu_return
  File "game/c3_captives.rpy", line 5088, in script call
    call menu_return
  File "game/c3_lair.rpy", line 835, in script call
    call menu_return
  File "game/c3_lair.rpy", line 1835, in script call
    call menu_return
  File "game/c3_captives.rpy", line 21272, in script call
    call menu_return
  File "game/c3_captives.rpy", line 23424, in script call
    call menu_return
  File "game/c3_captives.rpy", line 21272, in script call
    call menu_return
  File "game/c3_hordes.rpy", line 2266, in script call
    call menu_return
  File "game/c3_captives.rpy", line 4156, in script call
    call menu_return
  File "game/c3_captives.rpy", line 3267, in script call
    call menu_return
  File "game/c3_hordes.rpy", line 3906, in script call
    call menu_return
  File "game/c3_captives.rpy", line 12896, in script call
    call menu_return
  File "game/c3_hordes.rpy", line 4292, in script call
    call menu_return
  File "game/c3_captives.rpy", line 22308, in script call
    call menu_return
  File "game/c3_captives.rpy", line 23035, in script
    farmer "As long as it stays that way, you can't expect to find kindness from anyone else."
  File "game/c2_world.rpy", line 1083, in script call
    call menu_return
  File "game/c3_lair.rpy", line 1787, in script call
    call menu_return
  File "game/c3_captures.rpy", line 3965, in script call
    call menu_return
  File "game/c3_captives.rpy", line 3528, in script call
    call menu_return
  File "game/c3_captives.rpy", line 14746, in script call
    call menu_return
  File "game/c3_hordes.rpy", line 1303, in script call
    call menu_return
  File "game/c3_captures.rpy", line 1322, in script call
    call menu_return
  File "game/c3_captures.rpy", line 811, in script call
    call menu_return
  File "game/c3_captives.rpy", line 5088, in script call
    call menu_return
  File "game/c3_captives.rpy", line 26106, in script call
    call menu_return
  File "game/c3_captives.rpy", line 25304, in script call
    call menu_return
  File "game/c3_captives.rpy", line 23424, in script call
    call menu_return
  File "game/c3_captures.rpy", line 126, in script call
    call menu_return
  File "game/c3_lair.rpy", line 8327, in script call
    call menu_return
  File "game/c3_lair.rpy", line 9002, in script call
    call menu_return
  File "game/c3_captives.rpy", line 2097, in script call
    call menu_return
  File "game/c3_captures.rpy", line 4551, in script call
    call menu_return
  File "game/c3_lair.rpy", line 874, in script call
    call menu_return
  File "game/c3_lair.rpy", line 1813, in script call
    call menu_return
  File "game/c3_lair.rpy", line 705, in script call
    call menu_return
  File "game/c3_lair.rpy", line 1857, in script call
    call menu_return
  File "game/c3_captives.rpy", line 23424, in script call
    call menu_return
  File "game/c3_captives.rpy", line 911, in script call
    call menu_return
  File "game/c3_captives.rpy", line 1253, in script call
    call menu_return
  File "game/c3_captives.rpy", line 1321, in script call
    call menu_return
  File "game/c3_captives.rpy", line 126, in script call
    call menu_return
  File "game/c3_captures.rpy", line 980, in script call
    call menu_return
  File "game/c3_captives.rpy", line 9904, in script call
    call menu_return
  File "game/c3_captives.rpy", line 10944, in script call
    call menu_return
  File "game/c3_captives.rpy", line 12109, in script call
    call menu_return
  File "game/c3_captives.rpy", line 5088, in script call
    call menu_return
  File "game/c3_lair.rpy", line 835, in script call
    call menu_return
  File "game/c3_lair.rpy", line 1835, in script call
    call menu_return
  File "game/c3_captives.rpy", line 21272, in script call
    call menu_return
  File "game/c3_captives.rpy", line 23424, in script call
    call menu_return
  File "game/c3_captives.rpy", line 21272, in script call
    call menu_return
  File "game/c3_hordes.rpy", line 2266, in script call
    call menu_return
  File "game/c3_captives.rpy", line 4156, in script call
    call menu_return
  File "game/c3_captives.rpy", line 3267, in script call
    call menu_return
  File "game/c3_hordes.rpy", line 3906, in script call
    call menu_return
  File "game/c3_captives.rpy", line 12896, in script call
    call menu_return
  File "game/c3_hordes.rpy", line 4292, in script call
    call menu_return
  File "game/c3_captives.rpy", line 22308, in script call
    call menu_return
  File "game/c3_captives.rpy", line 23035, in script
    farmer "As long as it stays that way, you can't expect to find kindness from anyone else."
  File "F:\Foreign\Pleasure\Pleasurable Games\5 - Games\9 - Unsorted\Ravager-4.0.1-pc\renpy\ast.py", line 708, in execute
    renpy.exports.say(who, what, *args, **kwargs)
  File "F:\Foreign\Pleasure\Pleasurable Games\5 - Games\9 - Unsorted\Ravager-4.0.1-pc\renpy\exports.py", line 1345, in say
    who(what, *args, **kwargs)
  File "F:\Foreign\Pleasure\Pleasurable Games\5 - Games\9 - Unsorted\Ravager-4.0.1-pc\renpy\character.py", line 1142, in __call__
    self.do_display(who, what, cb_args=self.cb_args, **display_args)
  File "F:\Foreign\Pleasure\Pleasurable Games\5 - Games\9 - Unsorted\Ravager-4.0.1-pc\renpy\character.py", line 842, in do_display
    **display_args)
  File "F:\Foreign\Pleasure\Pleasurable Games\5 - Games\9 - Unsorted\Ravager-4.0.1-pc\renpy\character.py", line 591, in display_say
    rv = renpy.ui.interact(mouse='say', type=type, roll_forward=roll_forward)
  File "F:\Foreign\Pleasure\Pleasurable Games\5 - Games\9 - Unsorted\Ravager-4.0.1-pc\renpy\ui.py", line 297, in interact
    rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
  File "F:\Foreign\Pleasure\Pleasurable Games\5 - Games\9 - Unsorted\Ravager-4.0.1-pc\renpy\display\core.py", line 2702, in interact
    repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, **kwargs)
  File "F:\Foreign\Pleasure\Pleasurable Games\5 - Games\9 - Unsorted\Ravager-4.0.1-pc\renpy\display\core.py", line 3262, in interact_core
    if renpy.display.video.frequent():
  File "F:\Foreign\Pleasure\Pleasurable Games\5 - Games\9 - Unsorted\Ravager-4.0.1-pc\renpy\display\video.py", line 544, in frequent
    renpy.display.render.redraw(j, 0.0)
  File "renpy/display/render.pyx", line 422, in renpy.display.render.redraw (gen\renpy.display.render.c:5956)
    redraw_queue.append((when + renpy.game.interface.frame_time, d))
MemoryError:
Windows-8-6.2.9200
Ren'Py 7.3.5.606
Ravager 4.0.1
Mon Sep 14 21:39:25 2020

An artistic nitpick:  Issa's right ear is strangely clipped off in one particular standing portrait.  The others have the ear in a natural shape.

One thing that I have noticed is that sometimes a flickering will happen. This flickering afflicts standing character portraits on the background.  The issue was present in v2.5.5.

(1 edit)

I have the impression that the game has a bug that hamstrings performance.  Sometimes simply not doing anything would have the game slow to a stop.  Using the Windows task manager is the only way to shut down the
game.

My computer should have sufficient power to run most games, and this bug happens within minutes, especially after going into chapter 3.  I don't think it happened with v2.5.5.


It should be noted that the game won't let me CTRL-skip dialogue that I have previously encountered, even if that text was several saves ago on the same file.

Ryzen 3600, 64-gigs of RAM.

There is a bug concerning Malagar and his discussion about the Naga child.

[code]
I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/c2_world.rpy", line 1083, in script call
    call menu_return
  File "game/c3_lair.rpy", line 1787, in script call
    call menu_return
  File "game/c3_captures.rpy", line 3965, in script call
    call menu_return
  File "game/c3_captives.rpy", line 3528, in script call
    call menu_return
  File "game/c3_captives.rpy", line 14746, in script call
    call menu_return
  File "game/c3_hordes.rpy", line 1303, in script call
    call menu_return
  File "game/c3_captures.rpy", line 1322, in script call
    call menu_return
  File "game/c3_captures.rpy", line 811, in script call
    call menu_return
  File "game/c3_captives.rpy", line 5088, in script call
    call menu_return
  File "game/c3_captives.rpy", line 26106, in script call
    call menu_return
  File "game/c3_captives.rpy", line 25304, in script call
    call menu_return
  File "game/c3_captives.rpy", line 23424, in script call
    call menu_return
  File "game/c3_captures.rpy", line 126, in script call
    call menu_return
  File "game/c3_lair.rpy", line 8327, in script call
    call menu_return
  File "game/c3_lair.rpy", line 9002, in script call
    call menu_return
  File "game/c3_captives.rpy", line 2097, in script call
    call menu_return
  File "game/c3_captures.rpy", line 4551, in script call
    call menu_return
  File "game/c3_lair.rpy", line 874, in script call
    call menu_return
  File "game/c3_lair.rpy", line 1813, in script call
    call menu_return
  File "game/c3_lair.rpy", line 705, in script call
    call menu_return
  File "game/c3_lair.rpy", line 1857, in script call
    call menu_return
  File "game/c3_captives.rpy", line 23424, in script call
    call menu_return
  File "game/c3_captives.rpy", line 911, in script call
    call menu_return
  File "game/c3_captives.rpy", line 1253, in script call
    call menu_return
  File "game/c3_captives.rpy", line 1321, in script call
    call menu_return
  File "game/c3_captives.rpy", line 126, in script call
    call menu_return
  File "game/c3_captures.rpy", line 980, in script call
    call menu_return
  File "game/c3_captives.rpy", line 9904, in script call
    call menu_return
  File "game/c3_captives.rpy", line 10944, in script call
    call menu_return
  File "game/c3_captives.rpy", line 12109, in script call
    call menu_return
  File "game/c3_captives.rpy", line 5088, in script call
    call menu_return
  File "game/c3_lair.rpy", line 15068, in script
    if fNagaBorn == False and Dream5 == True:
  File "game/c3_lair.rpy", line 15068, in <module>
    if fNagaBorn == False and Dream5 == True:
NameError: name 'Dream5' is not defined

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/c2_world.rpy", line 1083, in script call
    call menu_return
  File "game/c3_lair.rpy", line 1787, in script call
    call menu_return
  File "game/c3_captures.rpy", line 3965, in script call
    call menu_return
  File "game/c3_captives.rpy", line 3528, in script call
    call menu_return
  File "game/c3_captives.rpy", line 14746, in script call
    call menu_return
  File "game/c3_hordes.rpy", line 1303, in script call
    call menu_return
  File "game/c3_captures.rpy", line 1322, in script call
    call menu_return
  File "game/c3_captures.rpy", line 811, in script call
    call menu_return
  File "game/c3_captives.rpy", line 5088, in script call
    call menu_return
  File "game/c3_captives.rpy", line 26106, in script call
    call menu_return
  File "game/c3_captives.rpy", line 25304, in script call
    call menu_return
  File "game/c3_captives.rpy", line 23424, in script call
    call menu_return
  File "game/c3_captures.rpy", line 126, in script call
    call menu_return
  File "game/c3_lair.rpy", line 8327, in script call
    call menu_return
  File "game/c3_lair.rpy", line 9002, in script call
    call menu_return
  File "game/c3_captives.rpy", line 2097, in script call
    call menu_return
  File "game/c3_captures.rpy", line 4551, in script call
    call menu_return
  File "game/c3_lair.rpy", line 874, in script call
    call menu_return
  File "game/c3_lair.rpy", line 1813, in script call
    call menu_return
  File "game/c3_lair.rpy", line 705, in script call
    call menu_return
  File "game/c3_lair.rpy", line 1857, in script call
    call menu_return
  File "game/c3_captives.rpy", line 23424, in script call
    call menu_return
  File "game/c3_captives.rpy", line 911, in script call
    call menu_return
  File "game/c3_captives.rpy", line 1253, in script call
    call menu_return
  File "game/c3_captives.rpy", line 1321, in script call
    call menu_return
  File "game/c3_captives.rpy", line 126, in script call
    call menu_return
  File "game/c3_captures.rpy", line 980, in script call
    call menu_return
  File "game/c3_captives.rpy", line 9904, in script call
    call menu_return
  File "game/c3_captives.rpy", line 10944, in script call
    call menu_return
  File "game/c3_captives.rpy", line 12109, in script call
    call menu_return
  File "game/c3_captives.rpy", line 5088, in script call
    call menu_return
  File "game/c3_lair.rpy", line 15068, in script
    if fNagaBorn == False and Dream5 == True:
  File "F:\Foreign\Pleasure\Pleasurable Games\5 - Games\9 - Unsorted\Ravager-4.0.1-pc\renpy\ast.py", line 1832, in execute
    if renpy.python.py_eval(condition):
  File "F:\Foreign\Pleasure\Pleasurable Games\5 - Games\9 - Unsorted\Ravager-4.0.1-pc\renpy\python.py", line 2059, in py_eval
    return py_eval_bytecode(code, globals, locals)
  File "F:\Foreign\Pleasure\Pleasurable Games\5 - Games\9 - Unsorted\Ravager-4.0.1-pc\renpy\python.py", line 2052, in py_eval_bytecode
    return eval(bytecode, globals, locals)
  File "game/c3_lair.rpy", line 15068, in <module>
    if fNagaBorn == False and Dream5 == True:
NameError: name 'Dream5' is not defined

Windows-8-6.2.9200
Ren'Py 7.3.5.606
Ravager 4.0.1
Mon Sep 14 13:49:31 2020
[/code]

If there is a sequel or future project, it would be preferable if one style is used.  Consistency is important, I keep trying to decide which "world" is the genuine article.  (That might make for an interesting contrast if used deliberately, like in Roger Rabbit)

Personally I prefer the anime aesthetic, but it is understandable if a different style is utilized for artistic or fiscal reasons.

(2 edits)

When freed from Kotone, the game throws up some error text.  "GetEventandIfChoice", proceeding to 37, GuiltyBreakUp, ect.


Also:  It seems like that I lost the Spiritual Reservoirs perk at some point.  I probably took it, since I don't see it in the eligible perk list - and Spiritual Ocean needs that perk.  I am over LV60, and have the Spiritual Reserves (not Reservoir) perk.


The fine Toy perk takes up two disjointed lines in the perk list.

If you boot the game and then load a savefile from a warehouse puzzle, the start menu music will exclusively play.  Retrying the puzzle won't set the proper music.


Further, you can glitch past certain spots by moving NW, which might allow for completing puzzles in a unofficial manner.

(2 edits)

A minor inconsistency:  If you take your clothes off before having the X-Files dream, you will be clothed during the dream and wake up with clothes on.  Then when you go to the wardrobe, you are offered the option to put on clothes.


You also wear clothing when Amy and Sunny are in the living room.

Aside from that stuff, I have a UI complaint:  When using a gamepad, it is very easy to veer off onto the patreon button and to visit the website, mucking up the resolution and whatnot.  I think dedicating a shoulder button or trigger to activate the hyperlink would fix that.


Another UI suggestion:  Time icons for each entry in the quest log, so that the player doesn't have to look at the quest notes.  That would save them a bit of real-world time.

Ah, gotcha. :)

(2 edits)

A minor inconsistency:  When taking the quest to find Jimmy, he shows up during Lucy's event with the mysterious lady.   Denying the event until the quest is resolved should fix that issue.

It would be nice if the navigation arrows could have a different color, maybe an contrasting outline.  There is a fair number of arrows a first-time player would miss, because they blend into the background.


Another inconsistency:  Evie's first event has her reading a book after sitting on the MC's lap.  I don't think she could do that yet.  It would make more sense if she asked the MC to read the book to her.  Aside from being logical, it gives another way of Evie and the player to bond a bit.

Run into a couple of bugs.


#1:  When you go to meet with the mercenary captain, an exception comes up.


#2:  The abbess appears among the kobold horde after you had sacrificed her to the Old Ones.  She was gifted to the kobolds prior.


#3:  After having some fun with the Inquisitrix, the time indicator disappears.  Events make it reappear.


Feedback on gameplay:    I find myself constantly reloading.  This is because there are various locations in the world that still drain time, even when they don't offer any content or bonuses.  It would be preferable if they weren't available after being exhausted, or didn't require time.

Time loss is also inconsistent.  Some prisoners or locations take time, others don't.

Having a number by locations to indicate how much time is required would be helpful for making informed choices.   For variable time allotments, something like  "1-3", could be used to show that it is dependent on player choices how much time is consumed. 


Picking a lair is a bit difficult, because the benefits of one over another isn't clear.

Did a bit of initial play.  Issues with the early dungeon are as follows:


1:  Using the inventory to apply potions is unintuitive, since mouse control isn't permitted to directly pick items when the screen is first opened.  You first have to click on the inventory tab for a category before you can click on the consumables.

I have the impression that the menus are somewhat clunky in general.


2:  It would be nice if there was a dedicated way to turn without moving.  LOS is important for proper navigation in the dungeon.


3:  Using the Flash Powder results in retrying the battle.  Quite useful in the sense that I got fully healed, but probably not the intended effect.


4:  Cyleen is stilled called "Strange Priest" after meeting her.


5:  Collecting resources or bumping into a monster doesn't stop time.  This means that spikes and monster patrols can act while the player is paralyzed. 


6:  The save menu seems to automatically focus on the latest save that was made.  I tend to make my saves at the top, while the auto-saves are found at the bottom.  This means that I have to scroll upwards anytime the game decides to save automatically.  It might be best to reduce the number of slots to 12, and remove the bottom auto-saves.    (Assuming that resolution doesn't affect the number of visible slots.)

Thanks for the assist.  :)

Is Strive 2 available through Patreon right now?  Kinda want to go bug hunting, but want to be sure before dropping my $20.

Hoi.   


I went over the dialogue, so I will list whatever bothered me.

#1:   During the intro cutscene, the father says "Look what I brought to you."   While technically correct, contextually it is more common in English to say "Look what I brought for you."

#2:   Trix's response "I don't believe!!"  Is a bit off.   In the English language, multiple "!" marks for a sentence are rarely used.  When very strong responses are needed, full capitalization is sometimes used.  Three examples.

 
EG1:   "Oh god, the humanity!  They don't deserve this..."   This is a common application of exclaimation marks.

EG2:   "HOLD IT THERE, BUSTER."   You may use this if someone is speaking calmly but with some intimidating force.  Try not to overuse the capitalization method, as it would lose impact for the reader.

EG3:   "HANDS OFF MY DAUGHTER, PUNK!"  An intimidating yell.  

Anyhow: Trix's dialogue for that section can be improved with the following.  "I don't believe it!".   


#3:  Not sure if this one is a flaw.   From my search on Wiktionary (a useful resource), "Atalantas" isn't mentioned.  I am not sure if this is a fictional word for your setting, an foreign word that isn't recognized in English, or a straight up flaw.   Going by Trix's gear, my first guess is that she is themed after Greek, Roman, or some Persian motifs.  It would be nice if you can tell me what she is based on, so that I can make better assumptions.

Aside from that, I wondering if her shield is based on a real-world item.  It doesn't strike me as practical, but I wouldn't mind learning more about odd pieces of gear.


#4:  The mother's dialogue.  "Why don't you wait for me?!"   Contextually off.  This wording is best used if a person notices a recurring pattern where they are often left behind.   "Why didn't you wait for me?!"  Would make more sense for a one-off incident.


#5:  A inconsistency.  After Frank and Rosie mention their names, Rosie's dialogue boxes now use her name as the speaker.  However, Frank is still just "Father" throughout the conversation.


#6: Two things about Rosie's dialogue concerning Trix's education.   First, she refers to "Bombardier".  That is an engineer who specializes in artilarrly, thus being engaged in warfare.  While a relatively safe role for a combatant, it is still odd when considering how opposed she is to Trix being in danger.   Also, I have the impression that Rosie is intending Trix to learn how to use magic.  It might be a setting where warfare uses magic for artillary purposes, but I am not sure.

Secondly, the dialogue.   "...we have a guild for her to study."  The context doesn't work in English.  If it was "...we have a book for her to study.", that would make contextual sense, since it is an item that a person can possess.   My recommendation:   "She will be an excellent Bombardier, our village guild would let her study."


#7:  "You should be learning good spells!"  Technically correct and can fit into the right context, but I think that "You should be learning spells!" would work better.  Being overly verbose or long with a sentence can irritate a reader.  An over-abundance of that can drain away immersion.  What I do is to say the sentence myself, and see if it easily rolls off the tongue.  If it feels clunky, try to shorten or simplify the words.


#8:  "...turns the girl over."  Correct structure and such, but the context makes it sound like that Trix is lying on the ground.  I recommend "...turns around the girl."


#9:   I am not sure what a "Pally Wine" is.  My first guess is that it is Emily's staff?  This may hint at parts of the setting that might be your own original touch, or it might be a bad translation.  Need more information.


#10:  A slight edit to Emily's reply.   "...known for its curses that spread on its multiple floors."  -> "...known for the curses that spread on its multiple floors."   By swapping an "its" for an "the", you lower the repetition of words in the sentence.  That gives it a more natural flow.


#11:  "...to facilitate the recognition..." could be simplified as "to facilitate recognition."  Honestly, this one works either way.  You could use the longer and more verbose wording for Emily's dialogue, to help set her dialogue apart from other characters.  Basically, don't always use my advice if you think that it isn't right for someone.


#12:  This one just needs clarification for me.  "...Desire's Level is the first where people get excited quickly."   My understanding of the conversation is that Desire's Level is the first set of floors, so using "the first where people get excited quickly" doesn't make sense - it doesn't have a preceding level.  Depending on what you meant, elaboration or removing some dialogue would be needed.


#13:  The dialogue concerning the Giant Limbs Level is alright.  My concern is with Emily herself:  Is she a shy person regarding sexuality, or likes using fancier words?  It is important that dialogue reflects a person's mindset.  I haven't ventured much into the game yet, but the thought occurred to me that she might be interchangeable with other characters.  She might simply be a balanced person?   Anyhow, if she has a technical approach, she would use "breast" and "genitals" (which applies to both genders.  If she is shy, she would may be reluctant to talk about the subject matter.


#14:  "YOU SHOULD LEARN WITH HER!"  Technically correct, but it is more natural to say "YOU SHOULD LEARN FROM HER!"


#15 "Horny Tower entrance has weaker bees than those on the other side of the river."   ->  "The Horny Tower entrance has weaker bees than those on the other side of the river."  This makes it more natural.


#16:  Just a gameplay recommendation.  When a character levels up, their HP and MP should be fully recovered.  This allows for quicker grinding, especially when trying to get permission for the tower.


#17:  When speaking with Rosie, she says "TAKE THIS ARMOR!"   That implies she is either trying to give armor to Trix, or that she is attacking the armor.  In the latter case, I recommend "TAKE THIS, ARMOR!", with her hitting it.  Mind, I don't think she would use a kitchen knife.  If you change the counter to have a pot of boiling food, she could hit Trix's armor with a large spoon.  Alternatively, Rosie could say "TAKE OFF THAT ARMOR!", with predictable results.


#18:  The Toy Ring, Common Ring, and Angel Necklace all have the same stats.


#19: When entering the save/load menu, it defaults to the autosave.  I think it will be safer and more convenient to default with the last manual save.


#20: While trying to enter the school house at night, the dialogue reads "door closed".  It would be nicer as "This door is locked..."

Fair enough.  :)

When it comes to hentai games, I feel that the most important ingredient is personality.  That means natural dialogue, aesthetics that fits together nicely, and music that can set the scene nicely.

Unfortunately, RPGMaker games have it rough on the aesthetic and musical front - they typically rely on stock assets without much editing to make them feel more unique.  I recommend trying out the pitch setting on stock music and seeing how it changes the feel of any given piece.  While certainly not as good when compared to original music, that is a relatively easy way to make things less generic.


Now as to reference games, that is bit of an issue.   The first is that you seem to be going for a fairly standard RPGMaker game, some of my references have to be oriented around that.  Further, a number of my favorites require an unofficial English translation patch for me to understand them, and the odds of them being in your language are less likely.


I will detail some of them, in no particular order.


#1:  Monster Girl Dreams, on Itch.io.  Freeware at the moment, unfinished.

A game based on the Ren'py engine, if I remember rightly.  The strong point of this unfinished product is the dialogue and most of the art for the characters.  While I do enjoy exploring the game and making out with the ladies, the actual gameplay doesn't feel good to me.  There is a fair number of options for handling combat, but they don't really feel interesting to use. 


#2:   The Dungeon of Lulu Farea , official translation on DLSite.  Unofficial patch for original version available.

While this game certainly has personality for the character interactions, the most defining aspect is the gameplay.   You are tasked with conquering levels of a dungeon - but you have finite resources.  To advance, you must carefully calculate the benefits spending your limited resources.  I had to start a fresh campaign at least three times, but didn't mind much because I was learning how to optimize properly.   This game is heavily inspired by the Tower of the Sorceror, an old Japanese freeware game from the 90's.   There are some remakes of TOS on the Google Play store.  DROD RPG also has similar gameplay.    I really enjoy this gameplay, it is very different and thoughtful from the traditional JRPG grind.


#3:  Naedoko's Demon Ground, requires an unofficial translation.

In this game, the gimmick is using pregnancy to birth a variety of monsters.  Aside from being party members for combat, they sometimes are key to solving quests or problems.   Somewhat hardcore, but a good balance of combat and dialogue.  The dungeon design isn't good, but not awful either.   I get the feeling that this game is the closest of the bunch to what you are going for.


There is actually quite a few hentai games worth checking out, and there seems to be a new generation cropping up on Itch.io and Gamejolt.  These have potential, but are not yet finished and too numerous to go into detail.  Shortlist:    Haremon, Dandy Boy Adventures, A Town Uncovered, Monster Girl Island, and Third Crisis.


Not giving an opinion on your characters yet.  I barely started the game, they deserve more time to leave an impression.

I don't see why this is beyond JP's ability, considering that there are various changelogs that include the editing of levels for better compatibility or accuracy.  Further, I do not see how my request is political:  I requested the ability for users to decide whether or not there is censorship.  That is inherently apolitical, because people on either side can determine for themselves what is appropriate and tweak the game accordingly.




(1 edit)

To be honest, this game doesn't grab me.  I am not sure why, but some hentai games get my attention and keep it, while others just...feel hollow?   

I think part of the problem for this particular game is that the unnatural language can make a person go "Huh?..wait, people don't talk that way.", and snap a player out of the intended experience.   

Anyhow, I haven't entered the tower yet, so I can't really talk about the gameplay or dungeon design yet.  Until I get a grasp of what kind of gameplay there is, I can't be helpful in that regard.

The English spelling and wording is a bit off.   EG:  "meele" should be "melee", Anna's dialogue doesn't feel natural, ect.


I recommend changing Anna's like so:   "He became desperate, getting hornier and hornier."


Fred's initial dialogue isn't clear on what he needs, but the quest log details what is needed.  It would feel more natural if he said that he needed advice on business.


The blood manipulator could use a little refinement.   "Years ago they kicked me out of that junk Blarney City."  ->  "that uptight Blarney City."

Father's text.  "Always fearless fighting for her dreams"

"Fearlessly fighting for her dreams"


Blood and Whispers scene

"suffocating in this tight clothes" - "suffocating in these tight clothes."


There are other odd bits about that scene, may point them out if I do a replay of the game.

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I have a request, if that is alright.  I would like Wadsmoosh to detect the state of censorship, and to offer the choice to alter the appropriate wads to the user's preference. 


 Below are two ways to decensor (and censor)  the Classic DOOM wads, so that you can analyze them or ask permission for incorporation into Wadsmoosh.

https://forum.zdoom.org/viewtopic.php?t=53776

https://www.doomworld.com/forum/topic/64870-bfg-edition-uncensoring-guide/


Thanks for hearing me out - and even more so for Wadsmoosh.  It is lovely to play nearly all of Classic DOOM with a single file.  :)

You might want to also check out the Haremon, Strive4Power, and Third Crisis games.  It is good, seeing western hentai games starting to take off. 

Couldn't have believed it five years ago.   :)

When is Shantae joining the roster?  /joking

Anyhow, you might want to contact the folks behind Dandy Boy Adventures.  They have have a couple of mini-games in there, a beat'em up wouldn't be amiss.

It might be a good chance for some networking with fellow hentai developers, and maybe some coin too?


Pretty much mentioned them, since the art style is close enough to LCG's aesthetic.

https://dandyboyoni.itch.io/dandyboyadventures

Bug:

If I get caught during curfew after first meeting Amber, I can't leave the motel when it is time to go out.   I had the protagonist take care of Klaus during her stay at the prison.

Not getting curfewed allows me to exit the motel.

If you toss $1,000 bucks into the wishing well within the Pilgrim's Path, no money is subtracted.

Error.


############################################################################################
FATAL ERROR in
action number 1
of Create Event
for object obj_dungeoncontroller:

trying to index a variable which is not an array
at gml_Script_set_event
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_set_event (line -1)
gml_Script_dungeon_set_deck
gml_Object_obj_dungeoncontroller_Create_0

Suggestion:   Add the shoulder triggers from controllers.  They can be used to switch between gals when viewing their stats and such.   Even better, I think that they would be a more natural fit for the wheel mini-game.  To me, the shoulder buttons feel clunky and unresponsive.  The pressure aspect of the triggers may offer finer control, too.

One more:   "Easterm" sword, should be Eastern.

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Another?


#22:  I can't give a lady the Geisha specialty.  She is of noble rank, has base 100 in all four mental stats, has boffed enough to have five sexual traits, and 70 beauty.   My guess is that the beauty aspect is where a bug cropped up.  She started at a fairly low number, but received a beauty treatment from the laboratory and has three nature tattoos, giving a +15 bonus.

Using the mind reading ability, I found that she has 55 base beauty, and 15 temporal beauty.  I am guessing temporal beauty is not accounted for specialization.