When can we start selling DLC with individual prices per content pack? That's the feature we're missing here.
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So it seems like I can't set a price for an individual pack on Itch. I was going to list the Non Nude packs at $5 apiece, but it turns out when people pay on Itch, they're paying for the Project, not a specific file. So someone could pay $5 and download everything I have listed for the $5 bracket.
Is there any way to sell them individually on Itch besides making a separate Project for each Pinup Pack?
My Ren'Py absolutely does have the capability of making an Android port, but the resolution of the images may be an issue. There's an unofficial Android port on the F95zone forums under the same name if you wanna try it and see how it goes!
Also thank you for the compliment!
Thank you so much! I have a very small content update containing the next 2 days of the story and a whole bunch of quality of life changes already out to patrons, and coming to the public on the 19th!
I am so sad to have to write this. I have never been so insanely angry at a game. This game started out so good, and then got lost in a mess of horrible Special Stages, "skill-based" gameplay (in a game that doesn't really have good controls to begin with), and AWFUL, AWFUL checkpoints.
That's the worst part of this game. The checkpoints, or lack thereof. There is no more infuriating feeling than to collect a crowbar, a key, a coin, then run a special stage, fail, and be sent back to before I got those items. The "damage obstacles" and the platforming challenges really don't belong. And the checkpoint issue is CONSTANT throughout the second half of the game. I got to where Esther needs to "go back to bed" (before meeting Dee in the library). Went through the whole sequence where the hands come up from the floor and all that. Decided to explore before meeting Dee, and... found a Special Stage. Now, I should have known better. But I tried it. Guess where I started after I died? Right in the beginning of that section. Before going to the bedroom. Have to repeat the hands coming up from the floor segment each time.
Oh, there's more, too. IMMEDIATELY after that, when the three dolls are roaming the halls. The VERY NEXT SEGMENT. Collect 9 candles, some salt, sage, and a trinket. I got everything but one candle. Collected the last candle. Died. Can you guess what happened? I kept the candles, but the game TOOK THE OTHER ITEMS AWAY.
And the very next section, where I ragequit. In the old house, with three stories. Get all three keys, check the calendar, chase the ghost around for an indeterminate amount of time, accidentally die... start over without the three keys. Are. You. Serious.
This game started out a faithful successor to the original. Halfway through, the dev must have left it alone for six months, which they spent playing old Mario games, then suddenly realized they wasted all their dev time playing Mario and hurriedly rushed out the second half which, coincidentally, plays like a bad Mario horror game. The two halves of the game could not be more different. The first half was made by the brilliant Dr. Frankenstein. The latter half was made by the very unqualified, very inexperienced Igor.
Please redo the entire second half of the game. Everything after Esther gets locked in the cage needs to go. Get rid of Special Stages, put checkpoints after every item and coin collection, checkpoints after every horror event, checkpoints after every room entry. Then I may try it again. The first half of this game is every bit the genius masterpiece the first one was. The second half is a travesty that should burn in a fire. I hate to be so scathing, as I'm a developer myself. But when your game loses its identity so drastically halfway through, taking away from everything that makes it a "horror experience," sabotaging itself so completely that it's unrecognizable from the original product... that's a tragedy.
Honestly? This is my first game, and I know nothing about publishing on Steam. For now, I'm just gonna keep it here on Itch. As I learn more about game development, I may consider Steam at a later date. For now, there are no plans to release on Steam.
Okay, so I've had Iragon on my list for quite some time, flooding my feed with its near-constant updates. So yesterday, I decided to download the most recent version and give it a play. It is a great concept of a mix between genres, and I was surprised to find STELLAR voice acting. However...
How does a game with near daily updates NOT have a settings and keybinds menu? Alt for dodging is an ATROCIOUS keybind. The default mouse sensitivity makes the slightest wrist twitch throw you 180 degrees to the side. In a game where the hardest enemies you face are the first ones (one-handed swordsmen with no shield), not being able to customize controls to be able to fight effectively is an unforgivable sin.
Also, it's worth mentioning that any enemy you can see on the horizon can be cheesed with the ice spell. There was a big battle at the end, but my level 2 ice spell one-shot all of the enemies. Enemies don't seem to know when their friends are being murdered from afar.
The models are fantastic, and the environments are stunning. I'm sure the story is still being developed and hasn't been revealed, so I won't comment on that. Again, the voice acting is top-notch and I can't speak enough about it. Indie games are notorious for bad voice acting, and as a voiceover artist myself, I appreciate extra time being put into this aspect of the game.
The other glaring flaw in the game, though, is the "sex" scenes. I put that in quotations because the entire "scene" is 15 seconds long, max, which consists of an autoplayed set of positions that are about 3 seconds long each. Our main hero is a two pump chump. I hope these are just preview scenes and that the actual scenes will either be longer with custom animation or more interactive for those who wish to get their hands dirty.
All in all, solid concept, but for a game that has updates and posts as frequent as this one, there is precious little to the game. I got to the ice chick in about 10 minutes of gameplay and it went straight to a voting screen. I ended up voting on stuff I hadn't even seen. Village girls? Where?
As a fellow game dev, I'd like to say that your content is solid and the idea is a good one, However, I feel you should focus on your user experience first, as suffering through the combat system with no way to adjust mouse sensitivity or keybinds makes it very hard to actually enjoy the content you seem to be working on so feverishly. User Experience > Content. Polish what you have, THEN add more.
I hope this feedback is helpful, and helps to highlight what I feel are the strong and weak points of the game to help you make it into the masterpiece I know you hope it'll be one day. I wish you luck.
Fantastic work. I'm very interested in how your Inventory and Quest systems work. I have a game in the works that could benefit from both of these things, and I'd love to chat with you about it if you have time.
Alrighty, I've finished the game, and I have to say, well done. I do feel like a lot of the plot points in the Final Battle were a tad rushed, but there were still some twists that caught me off guard. I won't mention which because I don't want to spoil things, but I did not see some of it coming, and it was delightful. Negative things happening makes a story better, because you appreciate the positive things more by comparison.
The only thing I found disappointing was that holding Fafnir changed nothing about the story. I have a magical glowing legendary fire blade, and no one commented on it. It wasn't described in the last battle at all. There were no extra actions that I could take with the legendary sword. After all that effort to get it, it felt kind of... meaningless.
Going to the Hidden Grove also doesn't seem to be tied to a variable. Every time you visit the sword to see if you can pull it, you have to go through the same wall of text to get there.
Though I did feel like the couple days leading up to the last battle were significantly impactful. The choices were written in such a way that I believed they had lasting consequences, which really deepened the immersion. Especially the entirety of the second weekend. I was genuinely worried, and that's hard to pull off. Whoever wrote that section, well done. Well done indeed. Really made the game feel dynamic and that choices matter.
Overall, the art is fantastic, the music gets stuck in my head, and the characters are all wonderfully unique. I haven't filled the Relationship bar on any of the characters yet, so I'll have to play again and see what results that yields.
Thank you for the amazing game and the huge amount of effort you all have put into it!l
Found two more issues. Upon hitting Continue from the Main Menu, it always loads me to where Hilde is telling me about Equipment, but that was several days ago. I have to manually load my save from a save spot. This happens upon death, as well. It's worth noting that my save file was created in v1.0.5 and was opened in 1.0.6 to continue the game.
As far as the exit button, sometimes it will also disappear after viewing Titles or Character Stats. Hopefully this helps.
Some of the minigames could use a short text box or graphic telling the player what to do and what not to do. For instance, during goblin attacks, a small graphic could pop up with a check mark beside the sword and shield and a skull beside the apple bombs. Same with the spider minigame. I thought I was supposed to kill the spiders. I didn't notice my HP going down, and I had to repeat everything I'd done that day because the game has no checkpoint system. Same thing with the Midnight minigame. I thought you had to click the words. Turns out you have to drag them onto the cat.
Or, if you prefer this kind of trial-and-error playstyle, I highly recommend a Quick Save button. There's nothing more frustrating than stumbling into a new minigame and dying, then having to repeat the entire day and click through all of the same text to try it again. It's gotten to the point where I find myself going back to the Room and manually saving after every conversation I have. It would be a good quality-of-life change and may result in the player being more immersed in the gameplay loop rather than having to break it after every conversation.
Thank you for paying attention to feedback! This game is a wonderful work of art, and I want it to be as successful as possible!
Really need to increase the hitboxes on the Princess's plate minigame. They only trigger when you click directly on the center, and the minigame gives you very little time, so it's pretty much impossible to complete right now unless you're, like, a veteran Osu player or something. To players, I suggest not taking the Princess's Urgent Job until this is fixed.
I hope this isn't a duplicate post; itch gave me a "we're having problems with our servers" message, so I'mma try to repost.
Alright, the main content is a bit out of my taste range, but I was absolutely blown away by the stance-based combat system. It's genius! The flow between stances, management of footwork and stamina, and the grapple system...
Lemme be honest with you. I'm a DM. I wanna homebrew this into Dungeons and Dragons 5e. This combined with the Witcher TTRPG armor rules could make for a fantastic PvP system for tabletop gaming.
Any way I could pay to have you send me the details of the combat system and all of the non-erotic skills? (That'd be everything in the Balanced, Defensive, Offensive, Blitz, Berserk, Haymaker, Focus, Stonewall, and Counter stances.) I have zero interest in creating video games and competing with you. I merely want to homebrew the combat system into my D&D games.
I figured worst I could get was a No, so why not ask? Thanks for reading!