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MasterFool

18
Posts
1
Following
A member registered Jul 15, 2023

Recent community posts

No, it's not.  I'm aware of how to mod the files, however, some mod authors don't like fixes that they can do themselves and everyone can enjoy the fix, I can only fix it for me.  Another point is that by modding it yourself, you lose update ability as you have to rename things, etc.

There's a problem with this mod.  The cutting header is rated for GRASS and the Z310/320 foraging Combine IS NOT, but the foraging header DOES pick up cut grass and the Combine processes it just fine.  Please fix this by adding GRASS to the Combine, not just foraged grass- they are different in the game as noted by the icon.  You'd think the grass would be foraged once 'cut' by the header, but that's not how the game sees it.

Also, let the covers on the cutting header have a color change option to match the choices on the combine please.

Other than those issues, this is a cool little combine.  I intended to use it as a mower/forager but found the cutting head/combine incompatibility.  It'll be useful as a small harvesting/foraging combine but the forager head needs to be a little wider and have a larger pickup area to be more useful, about 2.5/3m+ or so.  The average baler has a wider pickup swath.

Once these changes are made, I think this might be a VERY useful little machine for smaller jobs that need you to get into tighter places, reasonably priced as well for a small farm.

I'm with you somewhat on the '0' thing, I get it, but the choices to redeem yourself and gain aggressiveness back should only exist when called for by the situation.  The others need events when certain maximums or minimums are hit to warn the player they are going to hit difficult to 'change' times.

The flags you mention are only at the end, not when you are in the middle of a looping behavior.  I worked the game enough to figure out how to keep the characteristics FLAT, non-changing.  If you build your schedule properly, you can attain stats in any way you want.  This happens because there's no check on certain events which shouldn't be repeatable forever but are.  I'll take this over to discord if I can get in.

Right now, it's only important for players that figure out how to 'game' the game.  For everyone else, I guess it would be a good thing to discover as it lets them figure out how to raise or lower which stats they want, something I think you were going for.  At some point though, you should put an end to the shenanigans.

BTW, Dx12 doesn't work on older windows GPU cards.  Use vulkan, that build works fine.  It's sad that Godot seems to separate graphics functions like this.

Okay, I freely admit... I enjoyed this game far more than my initial issues with it would've led me to believe.  Once you figure the game out and get over the Godot loading strangeness, it's fairly fluid and easy to navigate/play.

The part that always had me smiling was the stupid bouncyness and audio to match during the H scenes.  I even laughed at a couple of them, this part of the game was very well done.

It does have significant room for improvement/expansion/QoL changes.  Won't go into detail here... needs a Discord server and free invites to collab with Dev if they choose to seek input.

Anyway, more fun than a super non-serious, semi-retro, adult, flashback dungeon crawler with more updated graphics can be expected to be.  Get this on Steam and I'll be happy to add to the money pile.

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Discord invite is expired...

I enjoyed much of the game but some of it feels like it goes on and on with no resolution to several aspects of the stats and paths.  To be honest, I have found the triggers to next story points (like disabling all the curses) but I have found I can put almost everything in a holding pattern (I would elaborate but discord won't let me on, see above).  This, of course, ends up in a boring loop.  This shouldn't be possible in a game of this nature.

Now, that may be that I'm in casual mode, there could be time limits I haven't played to.  But there should be hard stops I would run across, even in casual.  Work performance 100- should trigger something.  Sibling bond 135- should be something.  Aggressiveness 0 - again, nothing, not even a complete doormat statement, the choices should always be submissive in nature.

Granted, the game is still in development but I would've thought these kinds of 'stops' would be important enough to warrant attention before some other stuff that seems rather superfluous... like the nearly useless newspaper articles.

I like to try to find all paths and even 'break' the game if possible.  The former is somewhat tricky in this game, one off choice and it seems to shut it down completely (Like Annie's invitation, tell her no lunch once and you are locked out forever).  The latter is a little hard because it's hard to tell if it's broken or just missing content, thus intended.

So, overall, a good deal of promise, but too much repetition without any kind of 'counter' that should tell a character to change their response.  Not unusual in Twine games, but a bit too much of it in this one.

I'm hoping for more depth in future releases that might close down some of these long term loops.  Keep going and good luck!

Okay, I just launched it and loaded the save and it worked out of the gate correctly.  It was definitely doing that every Bird card.  I should've gotten screen caps.  I'll keep an eye on it.

I'm not sure why that would be happening only on the Bird cards, but I'll look at it.  If it keeps happening I'll just ditch the Bird cards, they aren't worth the damage loss.  It is exactly the damage of both cards added together BTW while the opponent only takes my Bird card damage. Maybe it was just that launch instance, I'll try to nail it down.

There seems to be a bug in the RPS coding.  Anytime I play a Bird card, I take the damage of BOTH cards while the other player only takes the Bird card damage.  When they play a Bird card, I take their cards damage and they only take my cards damage.  That seems a little lopsided.

Also, when I use gum, I take both cards damage but I can't find a pattern.  It always happens when I play a Bird card... as mentioned above, but I've also taken damage when I played other cards.  It's not always but it does happen.  I can't explain it.

I also get the map locations error but if I always go on the service date from the bedroom, it doesn't happen.

Eh, don't worry about it. Like I said, I don't mind re-doing saves and such. I'm an AVN player who likes to explore all the threads and that means restarting A LOT! So, it's awesome you'd do something like that for me, but I wouldn't want to take any time away from your development progress.

Keep plugging away. I'll let you know when I run across issues and report them.

I'll look to join the Discord Channel.

That's great to hear. I still can't finish the slime quest except for killing the two boss slime girls. I talked to Gem and he offered to release the prisoner slime if the two guilty slimes were turned in (I'm assuming they are the boss girl slimes) but I have no idea who to take his deal to. I've backtracked and tried everything in the slums and the bounty HQ, but no new clues. So, a bit lost.  I can't move forward either. So, maybe time to switch versions and start over.

Thanks for your help! Caly is quite fun.

Thank you for the reply.  I was assuming the public was behind in some way but I wasn't sure of how much, I appreciate the clarification. Something to look forward to when I purchase it on Steam.

I am assuming the saves aren't compatible between the public demo and the Steam version.  If they are, let me know and I can migrate them over when I purchase the Steam version, not that I don't want to replay them, I don't mind replays (I'll make fewer mistakes the second time around) but always want to finish what I started if I can, if not, not a big deal.  Thank you again.

Sorry for the long posts, I tend to be conversational.

The hex tile system (at least in the demo version) doesn't exist.  If this is upgraded in the non-demo, you should probably say something.

The mini-games are fairly easy once you figure out you can do things in them you normally can't do in other similar games.

I realize the demo is probably pretty old, but if you could shorted a 'current' version into a demo and let us see what's actually in there, it would be more of a lure to purchase.  As it is, I'm not sure what I would get if I bought it.

I am amazed at how much you actually changed the whole JRPG interface. Took me a bit to figure it out, especially the combat. Some timing icons like a crosshair, when to change the aim target would've helped.

A couple of things to a really well done game though:

Yes, your quest engine is basically useless and I know you're working on it but it's really hard to do quests without something telling me what I've learned and forget between playing sessions.  I'm on the slime quest and have talked to Felbig, Ishan and Gem but after Gem makes the deal with Caly, he doesn't say who to go make the deal with. Going back to Ishan just gets well wishes. So, ???

The weapons upgrade system doesn't seem to do what it's supposed to do.  I've upgraded the SP-42, supposedly with more range, but no selected 'shot' gives you any more range, just the standard distances. It's still short ranged.

Movement in combat is wonky.  Sometimes I can head any direction (taxi cab distances) others I am forced forward only, especially at the starting turn. Is there some reason for this?

I'll buy the game on Steam once it feels more developed (or just as a thank you for a good game with a ton of work into it) but I would like to see some of these significant issues fixed. It's kind of frustrating to play at the moment. Everything else is really good. I'm hoping this stays underdevelopment so we can keep seeing more missions and quests for Caly.

Is there currently a way for her to get with Haar? I haven't found one but I keep trying different ways.

I think that's the name for the old kingdom where the keep is.  If you're looking for the mobile shop, try the ancient ruins.

I've been unable to apply them to other characters so all that is left is to 'load' up Celica's lust to have her lose or climax at a point of your choosing.

Use suppression potions to keep lust down.  If Celica hits climax, she loses.  You also need to keep Celica's health up, Violet can help with this and good amount of health potions.

Glace is relatively easy to defeat if you use Violet and a good supply of health potions.  Glace only double hits about every other turn.  Heal after a double hit and hit her back hard after she delivers a single hit.  You lose all clothing, you lose the fight.