Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Yorukin

13
Posts
A member registered Feb 16, 2025

Recent community posts

Seeing the discourse surrounding Arcade mode, I figured I would compile a good few ideas I've had that might make it less frustrating.

-Clean up the keyboard controls. Why do Shift and S both pull up the camera? Why do I need to reach all the way over to B just to turn around? Making S be the turnaround button and allowing us to simply turn left and right to face the reverse door would make this far more user-friendly. Heck, we can backport this new layout to the other modes too.

-In the prep screen for the non-custom nights, show a handful of ping tokens with a short description of each one. Night 1 could simply be a recap of the ones you used in the tutorial, but each night would explain a new list of them. A big reason why we never use the tokens is simply that we have no idea what they're good for--especially since most of them don't have an immediately noticeable effect. We should still be free to experiment, of course, but this would save the player a lot of headache in learning the mode. To go along with this, add a voice line at the end of the tutorial that justifies why you don't just have all the info right away, since your mental stowaway clearly knows all of them.

-Clean up Sammy 64's cue to be more speaker-friendly. The stereo aspect of her music currently only really works for headphone users, and even then it's nearly impossible to tell whether she's going to the left or reverse door, since her sprinting route to get to each one is nearly identical.

-Add warning sound cues and voice lines for a lot of timed events, before they become lethal. The Arcade girls in particular would benefit from this, since they each have a long winddown before they attack you.

-Move some of the ping tokens to not be behind the map at any camera angle. I can't tell you how many times I've accidentally wasted the bar's lure token while trying to reach another room.

-Add icons to the map rooms. A "YOU" icon in the office would help players get their bearings at the start of the mode, and icons marking temporary token effects in any given room would help to keep track of what's going on. Also, having a warning sign on any rooms that require immediate attention would do wonders for managing your time--things like pointing out the claw game for NC Nile, the moon orb's current location for NC Ari, a color-changing marker for Arcade Nile's current spot, and rough locations for corruption that needs clearing.

-Add a grace period for most threats while performing any time-consuming events. This can get shorter at higher difficulties, but it's definitely one of the sticking points for the main run's difficulty.

-Improve the more misleading descriptions for the girls. SO Nile in particular doesn't mention that you need to stare at her when you let her in, leading to a lot of confusing game overs.

-Add a way to reduce corruption before it maxes out. I feel like the simplest way to do this is if you're just "playing by the rules", fending off the girls' attacks the intended way. Corruption costs for various actions may need to be adjusted for this, but it would make it feel more like a resource to manage and less like a punishment for defending yourself.

The title bug seems to be fixedn't. The level 3 miniboss must be stealing the scroll or something.

I started a fresh run for this patch, and when I unlocked the shortstack potion, I noticed that the title display disappeared after the first mirror scry. This made it impossible to tell whether or not I needed to use the potion. Beyond that, I've noticed that milky visual effects seem to linger one multiple different adventurers after certain chest-affecting story events, like the portal bra. It seems to go away after I restart a day or sell a milk potion, so it's probably some kind of flag that's not properly resetting.

Other than that though, I've been loving this update. The titles for each day add a really nice touch to the game, and the custom artwork in place of what had been rough sketches and stock images really helps tie the visuals together! (note that I haven't played since the initial week 4 bugfixes)

Couple of minor oopsies: giving Saber a thighs potion seems to make her skin disappear, or at least what's visible under her legwear. Shia also has a minor typo in her day 24 dialogue, spelling "fascination" without the S.

Windows. Though it's worth noting that I was able to download 0.4.1 and 0.4.2 without issue--it was just the initial 0.4.0 launch that wasn't appearing on the download list.

Glad to support this, but I'm seeing two main problems right off the bat. First of all, the game doesn't seem to want to download through the Itch app. I'm still not really sure why some games do that, but it does make keeping track of updates a bit more of a hassle.

Secondly, lips potions don't seem to be working--at least in the early game. The expression change seems to be overriding the effect we're supposed to be seeing.

She also uses deliberately confusing language (made worse by the speech impediment), so you might be getting thrown off by a double negative or something. Definitely listen for the sounds though--those'll make it way more clear if you're getting it right.

I found a sneakier bug on day 12. Even though I got every mix right, my score at the end of the day listed 8 potions given, 5 correct, and 0 incorrect, leaving the tally on the pause menu at 5/8. It almost certainly has to do with the Bimbonomicon sequence overriding the potion effects, but it doesn't seem to still check for the correct formula like it does on day 19. This sticks out a bit more since your score on  the previous days only goes up to 6/6 or 5/5 to keep the vampire happy.

I was replaying the early days with the colorblind scroll on, and I noticed that it was telling me a lot of gem colors that clearly weren't present on their equipment. At one point on day 2, it even falsely penalized me for using a ditz potion instead of lips, even though her staff had a yellow gem--but the scroll said both blue and yellow. I suspect it's rolling random secondary weapons for the adventurers and simply not displaying them, and that's confusing both the colorblind scroll and the early potion rules.

...Oh, hey, that worked! In my defense, I had never needed to use the Formation button before this, so I suppose it's less of a bug and more of just a spot that could use a bit of idiot-proofing.

I found a pretty nasty bug due to some mild sequence breaking. I got to the Wind Seal with four party members, and my 4th (Gally, in this case) was absent for the boss fight to make room for the guests. After the fight, Gally was still missing from the party. She shows up in the menus and I can still interact with her in there, but she's absent from the overworld and combat.

Regarding accessibility, I think it would be good if more things could be identifiable by something besides color. Most importantly, anyone who multiclasses into Thief should get a bit more than just a muted outfit color. Maybe a hood or a bandana? I'd also like to see the formulas you mix get unique containers evocative of their effects, but at least that one can wait a bit since you can just inspect them if you forget which one does which.

I went an embarrassingly long time before learning how to get Cassie's quest chain rolling. Given how many features and quests are locked behind this, would you consider adding some kind of guard rails to point the player in the right direction? Because I was just paying the 5 credits every time to avoid a hassle.