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yemsan011234

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A member registered Feb 08, 2023 · View creator page →

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Ending A is set by hitting four extra dialogues throughout the playthrough, which require happiness above 85% by the time you reach them. Day 9 is the earliest day, and a bit lower target than the rest so that it's still possible without the SULMF tool. If you can keep raising it up after day 9 you should be able to hit the later dialogues and get ending A. (the second extra dialogue day is 16 so plenty of time to get to 85%)

Ending B is if you have happiness above 70% for most of the playthrough and not trigger all of the four extra dialogues.

Ending C is if you make it to day 35 below 70% affection.

And ending D is the bad end which you really have to tank her happiness to get. 

Ending A requires you to keep the happiness high from early on. If you see dialogue on Day 9 you should be able to get it.

Oops! I had kept leaving that for future me, but future me has horrible memory so it never got done. lol

Thanks! I'll add that to my todo list since right now there is nothing to update min size for that to work on. Probably get that fleshed out while I'm updating the characters and values for hard mode since that'll touch some of the same areas.  

Thanks for letting me know! I'll start using the exe instead of the zip for updated versions. 

Thanks for the catch! Just updated the files. It looks like I forgot to call a flag when it resets at the start.

That's strange. It looks like it's flagging on my end now as well. I've uploaded just the exe to see if that gets passed somehow, but I'll be digging into this further to see if there is something in Godot I can do during the export process to stop this from happening. 

It looks like this is something that happens sometimes with either Godot builds with embedding the project all into the exe (which is how I export mine to keep it tidy), or an issue that sometimes occurs with using 7zip to make zip files (which I also use). I have updated the files to use Windows built-in zip tool and it seems to have cleared the windows defender error.

I also scanned the older copies of the game I used for testing and checked those too. Surprisingly they didn't get flagged, nor did the exes of the versions published to itch once they were unzipped; even though the zips showed as a threat.

It looks like this may just be a false positive from the antivirus, but I don't want to leave that to chance, so I've updated the files so they don't trigger. You should be good now.

Wow thanks for the heads up. I don't know how I missed that. I have uploaded an updated version where they work now.

  1. I agree with the others, either just a short animation that is playing while you're talking with Cowza when you get overloaded, or if it's long skippable after the first time.
  2. I think the length of the level is good, if you're worried about the length of the game I think making more zones would be better. 
  3. I think it looks good! I really liked the Dryad scene. I would like to see a bit more back and forth dialogue between the dryad and Miranda to add to the playing they're supposed to be doing.
  4. I think those were fun little additions, especially cowza showing her power at the end there. 

For the Dryad  zone: 

If you don't already have anything in mind. I think to better tie in the Dryads with the science portion you could have the chase event have a switch that sets after you save the girl/beat the zone. So that when you return to the dryad area, they could be sitting around, or offer to help you with your research leading to a similar ending scene as the losing animation. That could allow for it to be a nonloss event after the main goals are reached in the zone and easier on players to gather the Dryad seeds, or for replayability (different reason why you're chased through the scene after completion) 


All in all I think this is a fun game and I can't wait to see more!

(1 edit)

I've been loving the game so far!

I did find a bug incase you weren't aware of it yet on v1.11. If you trigger two dialogues without clicking the prompt, it soft locks you from being able to respond to either of them. The one that I triggered this was with the "are there any fish down here?" question and the "I found something of value" items.
Once I got the dialogue for the fish, I clicked over to the items without clicking Y or N, once it started typing again for the item dialogue the game made both Y and N inactive buttons. Moving to other items or trying to retrigger the fish dialogue does not resolve the inactive Y and N buttons.

edit: It looks like the dialogue to finish the level back at the pod from the starting room will reset the Y and N buttons without having to restart the level.

I found a bug for both modes. If you hit 'finish drink' with only the wrong ingredients, and the glass is not completely filled; then the order vanishes without refreshing the cup. This prevents you from passing the order without completely filling the glass or redoing the order. On more complex orders it can prevent you from knowing the order, and having the accept the ruined order. (don't ask me how bad I am at this game that I found this. lol)


If anyone runs into this right now, the easy solution is to make sure your glass is full and then hit finish order again. It only doesn't let you complete the order if the drink isn't filled to a certain point, even if the ingredients are incorrect.