Looks promising, but as of right now there seems to be very little to do other than run outside and beat up the goons. Also the control scheme is just ridiculous, so please allow for remapping keys in the future.
Scaraboo
Recent community posts
Bug: If you happen to at the same time suffer damage from a monstergirl that triggers the phoenix feather and the monstergirl cutscene at the same time, after you get out of the cutscene you're stuck in the zoomed in darkened camera view. This state makes it so you arent able to use weapons or interact with anything normally so you're essentially softlocked. Saving and loading the save causes the state to persist in the savefile.
Sometimes you die in the dungeon you just spawn back into the lobby sometimes you get full game over. Sometimes you cant even exit the dungeon lobby because of flawed collision.
The game is just hollow and badly executed and seems the dev posts more dev logs about other games on this page for some reason than the game the page is actually about.
Just horrible overall.
I bet this would be a fun game but it's just riddled with bugs and flawed design.
The daily changing scenes are just annoying to try an keep track of who is doing what on what day. Okay, I got enough money from grinding to buy that new sword, let me just go to the smi- oh, she's not in today and I cant buy the sword. Ok, let me just go buy a health potion inste- oh, she's not in either and is instead faffing around town until nighttime. This design is just really REALLY annoying and even if it breaks normal logic a little, I suggest having the vendor NPCs actually be vendors no matter where they are.
And speaking of the scenes, the scenes are repeating, no matter what. You could complete a quest that starts in a certain scene, and when that day rolls around again you can just start the quest again for whatever reason. Not that you would actually gain anything from it, but its just a waste of time.
Some of the quests are just also bugged and cant be completed. I'm supposed to collect a lot of stuff for a suntan lotion, but even if I have 20 of the required item (that I need 3 of, forgot the name) the game wont recognize I actually have them. Also there are no flowers anywhere that can be collected for the same quest.
Also for whatever reason the bee enemies just dont give EXP for whatever reason and only server their purpose for farming gold.
I would also wish the choice between kill/sex would have some actual meaning. Like if you pick sex, maybe you heal a little or conversely get a debuff on your TP due to exhaustion or something?
Also, when you buy the new weapon from the smith, it just disappears and you can never equip it, so I assume that's bugged too.
And finally, when I got to the quest where I need to find the teddy bear, for some reason the characters didnt change positions, so I tried to do the quest again and suddenly the game hardlocked with an error saying it couldnt load the time of the day sprite anymore.
The art is OK and the story is so far enjoyable, but the mechanical side is just so much behind on where it should be, even for a very early version, that the whole experience just ends up being negative because of it.
Fun lil game. Wish the goblins enhancements were also portrayed in her portrait, but it was a gamejam entry so w/e time constraints I understand.
I did find a bug on the crystal room chests though...they give infinite money. Just keep spamming opening the chest and farm enough money to buy the best weapon and best armor and you can beat any monster in one hit.
The tea colours are just bugged. They ask for strong(red) green tea, I give them strong green tea and somehow that's wrong. In every variation. Also the mechanics are just annoying to have to equip every item before using it on the stove or whatever. Also not a very good design to throw you into the tutorial like "Just do it" and only afterwards tell you the controls (like Q opens inventory??? kinda important dont you think???).
Sad really because I really wanted to play the game further but this has completely killed my mood to proceed further.
I think you have something cooking here, but there just seem to be a lot of design oversights everywhere.
Like the starting velocity from a standstill is just PAINFULLY too slow, especially when you're trying to collect the whatsamacallits and you're forced to do tight turns a lot, which just kills all of your momentum. Likewise, the natural stopping speed ramps down way too slow. This is not that good considering combat.
Also I dont know if I just missed it somehow, but I dont think the tutorial ever tells you HOW to glide, it just tells you to do everything else for aerial movement before gliding.
Also, I think it might be an engine optimization issue, but it really feels like the game is fighting against my mouse controls trying to look around. Like there's a very clear jerking back whenever you're trying to look in any direction other than where the character is facing.
Also a weird issue I came across after the first actual level. When you finish the level, it acts as if the game had restarted and throws you into the logo that you need to click to get to the main menu. No fanfare, no 'Level Clear!' no nothing, just welcome to the menu again.
I think considering all of the above, calling this a demo is a bit misleading. A WIP PoC maybe, but a demo is usually a part of a already completed work, a demonstration piece, and this really doesnt seem finished or polished in any direction.
Excellent citadel management game. One suggestion I would have is to have the gobbos lock on to a cell instead of the girl in it, and only decide on their mood when they get there. With the current system, I might only have a split second time to move the girl from breeding to birthing before another gobbo is already approaching her, and if I do that while that happens the gobbo will lose mood. This happens again and again and the mood always stays on the yellow because of it.
Otherwise, I had fun and looking forward to seeing more.
Is it possible to actually capture the cowlady? She pops up in the raid screen as a possibility, but I havent gotten her a single time.
Very nice. Especially loved the lizards talking animations, very well done.
I did discover a bug where if you work at picking the berries, and go to get help, after you end the sequence the 'Press Spacebar' will be stuck on screen and you cant return the berries. I also found that you can circumvent this by trying to walk out of the farm hill, that will give you a text prompt saying you cant leave. THEN you can again speak with and return the berries.
Also, not maybe a bug, but just a funny oversight. After you're done working at the shop and return you have a moment of free movement before the after-sequence begins. So you can move to the other side of the store and the sequence will show you facing a random wall while you're supposed to be talking with the shopkeeper.
Also in some places the cursor randomly enables itself and you have to hide it again to see where you're walking.
Otherwise, good job, keep it up!
The only things you can click on are the door at your house, the school on the map and in the classroom one student and one teacher who tells you to take a seat. You can also click the player character on his left or right arm to make him move the opposite direction, but thats all I could find. Is this intentional?
Looking great. Could you please add alternative themes for the game? The red and gold seems to cause discomfort for my eyes. Also I wish the card layout had some alternatives, because currently its hard to determine what cards you have on the table at a glance due to the suit and value being on opposite corners. Usually in playing cards the suit and value are in the same corner but on top of eachother.
Dont let the aiphobes get you down, keep up the good work!