Correct!
wegilddev
Creator of
Recent community posts
Hey there,
Thanks for taking your time to play and write this extensive comment.... so, let's get on with it ^^
- I completely understand the concerns with the save system and it will be addressed properly in the future, with the separate autosave. The reasons why I did not do it yet was because the Data persistence system is this really really core system that you do not want to mess with unless absolutely necessary or no other problematic systems are being changed in the build, it will happen but in due time.
- no, there will be scenes that are not dependent on loosing, better yet, there are already animations with a smith that are more... let's say certain attribute based ^^ There will be more of those in the future as well
- Basically lives, if you loose all of em, you get the "bad end" that you get when you submit after a lewd animation and you are moved back to the hub
- I will surely add some guidance ^^ Apologies for making you confused by some of the systems. There will be a proper guide in due time for that, either in a f0orm of a small instruction, or better yet, dialogue with one of the npc's.
Yours,
~WegildDev
Hey there friend!
I thank you for your kind words, when it comes to censorship issue it will still be there, but from the newest 0.2.3 version I'm taking a sort of different approach to it, and replacing the censorship box with something less aggressive ^^
When it comes to the input lag you mentioned, It has not been reported to me before, if you have the time could you please make a short clip and send it over via my Discord server? I would love to take a look at it and maybe double-check the code if necessary ^^
Hey there!
The offspring system is currently being overhauled, the newest version of the game (available for the time only to supporters) saves the offspring data in a different way and there, the counter works correctly. Apologies for the issues you encountered but, at least that issue, will soon be nonexistent ^^
Thanks for playing the game and take care!
Hello friend.
I profusely apologize for the issue you encountered, Have you had a save file from an earlier version of the game and tried to continue playing it while on the newest version? If you have the time, please do consider joining the discord and sending me the old save file, I can take a look at it and try fixing it.
Thank you friend, I am currently expanding the pregnancy system as a whole, along with the conception one. If you are a fan of pregnancy content and want to see what it will look like pretty much finished, do wait until 0.2.5 releases. I'm currently adding additional steps to the whole process and the current supporter build has a new conception system ^^
Thanks for the faith and returning with another comment. If you have any in-depth questions, I also invite you cordially to the discord. When I'm available I might answer some questions for ya right there ^^
Hey there
1. It is most likely due to 2 triggers being too close to each other, if you open one, then retreat a bit and return the second chest should be interactable, sorry for that ^^
2. If I understand correctly it happened with a lurker after a sex scene in that spot, he was moved to another spot in the next patch.
3. This one, I sadly do not understand :(
When it comes to more stages of development, they are coming. I develop the game in a modular way and add more modules to it, step per step. Also, if you want to talk more in-depth, I invite you to my Discord server ^^ do feel free to dm me and then we can work something out.
Humanoid births are censored due to Payment Processor TOS, egg laying scenes and future parasitic ones are/will not (be). I understand your frustration and sorry for not informing about it directly. Adding information in the description right now + I will ponder changing the censorship to mosaics in the future ^^
Hi there friend,
Thank you for giving your feedback, do let me address it
The jumping feels weird: This I believe is dependent on what platformers you played in the past. I'm sure it will feel moe snappy when I take another gander at redrawing the jumping animations but the overall effect I have now is what I intended.
The combat: Blocking is more like a blocking stance, once you engage it you get the first couple of frames of an ability to make a perfect parry/counter attack. If you keep it engaged it helps you protect yourself from frontal and behind attacks. Your Idea of practicing blocking would actually be quite good, a training doll in the base could work for that I think.
Button Tooltips: You are indeed correct, while the instantiated tooltips (like those that are shown when you are using a set input method, say you turn on the controller and enter dialogue) work quite well, the stationary tooltips only instantiate at the beginning on the level and I have, unfortunately, not set them to detect input method changes. I will take care of those, moreover from the current Supporter build I have implemented mouse input method for inventory and dialogues so it should be overall easier for mouse/kb users in the next public patch.
Button consistency: As per what I wrote above, the inventory and dialogue menus get the mouse input as a method. Multiple interact buttons (normal and alternate one) are mainly for the purpose of in-game choices (whether to get defeated after a h scene or stand up) must currently be this way. If you have the time then sure, do share the examples of button inputs that you found frustrating, will do my best to resolve those ^^
Thanks for taking the time to leave your feedback,
~WegildDev
And when it comes to loosing your equipment on death, it will be addressed differently in the future, I'm thinking of a dark-souls'y method of giving the player an opportunity to return to the place of death and grab everything. The book can be found again in one of the chests in the forest (the one next to a teleporting pylon in the spawnie cave in that level) + it is a random drop from other chests
Hey there!
I have not had many complaints concerning that, however, I plan to add a separate (autosave) save slot and manual save slots in the future. I understand and recognize it as a... well my fault for coding it that way but it was a design choice to simplify this core element (saving system), so it is more robust.
Hey friend,
To get them you need to take the quest, go to the Glitterwald forest and go right. You are most likely using a shortcut straight away but the quest unfortunately requires you to go through dialogue which is activateable by going to specific coordinates. Should you still have problems with it, let me know through Discord ^^
Hello, those are in the Early access version for paying subscribers. These quests are available after you rescue the merchant. After the initial quests for warmroots and rider silk are done, repeatable quests are activated in their stead. Those will be useful for farming money, which will be very crucial in the future :)
Hey there, 0.1.6 is available in a form of an early access release. I am currently kinda finishing up 0.1.7. It will be posted publicly when 0.1.7 enters the Early access phase. You can access it by becoming a subscriber/patron on either Subscribestar or Patreon.
I can confirm it includes some cool new features indeed, mostly on the backend side of things but also we got some new cool parrying mechanics along with some other goodies ^^
Apk version will be released when all the controls are set in stone and when the development process will be a little more advanced. At the moment I am still fiddling with the movement still, redoing block, attack mechanics will be next I think. After those are done, I will announce key rebinding function + apk release.
Hey there ^^
New update will most likely drop next week, I will release version 0.1.5 to meet the goals from my roadmap. It will be considerably bigger that the previous 0.1.3 patch.
Skills such as dash, heavy attack and double jump will be unlockable by doing quests/objectives, similarly to how the crafting system was introduced.
When it comes to multiple pregnancy, this will come with one of the future patches. I have the groundwork done for that but need a clever way to do a couple calculations in the backend ^^
Yours,
~WegildDev
Hi there,
Thank you for trying the game out in this early stage of development ^^
Character movement is being a little bit toned each patch, so it will soon be acceptable to most I think ;)
Controls are still WIP, as I am adding new systems and interactions each patch. Once that is all stable and settled, I will implement an option to remap the keys + easy access to the currently chosen scheme.