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Demo Experience and Thoughts to Share

A topic by Doozy created 65 days ago Views: 117 Replies: 3
Viewing posts 1 to 3
(3 edits)

I really like the idea of this game, I hope it succeeds, and I look forward to seeing what y'all do with it. :3 I haven't taken the chance to really peruse all the devlogs or any newer content of the game on other sites, so my experience is limited solely to the demo shared here, on Itch.

I imagine that many bugs, etc., that I experienced in the demo have probably been fixed or worked-around to varying degrees, since the demo's release, and I hope that the performance has improved a lot over that time. That being said, I might recommend updating the demo, here, with at least some of those bugfixes and general user experience improvements (not new features or content, etc. - that would understandably be fine to withhold for paid release, and all), as the current state of the demo is quite iffy. There will probably be a lot of folks like me whose first - and possibly only - impression of the game will be the demo they run across, here. I'd like to share some of the more glaring issues I seemed to run into (and, quite likely, have already been addressed).
[Edit: After skimming through the April Update, I think it's mentioned that the "free version" may be getting updated, soon? If so, cool. c: ]

From the start, I was immediately thrown-off when the default keybindings that were given did not match the actual keys to which they were assigned. For example, "whistle" should have been 'T', but was instead 'F'. However, keys like 'E', 'W', 'A', 'S', and 'D' were fine. Perhaps this was a keyboard layout issue? I am using a standard US keyboard. It didn't seem like I could really adjust the keybindings in the settings, for some reason, either. Anyway, I was at least able to figure out which-key-does-what, for the most part, through trial-and-error.

I think it's already a known issue that something is buggy with LoD of textures on characters like the wolves, among others, but here's my mention of that, anyway. It was like they were suddenly wearing a trippy, mostly-black outfit when they were 20-30 feet away, or so.

More pertinent, something about the shadows or lighting in the dungeon areas - particularly around the bright, greenish-yellow lights - really bogged-down my PC. It was almost unplayable, depending on which direction you're looking, while traversing one. (My specs: Windows 11, Ryzen 5600X, Nvidia 1660ti, 32GB RAM.) 

Unreal engine is notorious for being a little difficult for devs to optimize well, so I expected as much as soon as I saw the Unreal logo. For some reason, changing most of the settings didn't really seem to change very much in the way things looked or performed - I couldn't really tell if those settings did anything at all. Outside of dungeons, for most of the rest of the game that I experienced, things chugged along well-enough, for the most part. Sometimes I'd get my target 60+ fps, but most times I was running in the 30s and 40s, I think. (I'm capable of coping with games running in the 40s or 50s on my 60Hz monitor - I only have a 1660ti, so I've no choice but to compromise with any title running a heavy/modern engine. That said, this still bogged down a little more than I'd hoped.)

From one of the devlog posts that I briefly glanced through, here on Itch, I think this is already addressed, but: I did run into quite a few instances of getting fucked either in the ground or up in the air, lol. :p It sounds like newer sex stuff happens in a completely different way, so this is just an honorable mention. [Edit: I think this has definitely been addressed in devlogs, so this is prolly irrelevant to fix, now.]

Speaking of the sex stuff, though...I ran into quite a lot of issues with that, practically becoming soft-locked and/or stuck in animations. (This was made worse by the keybinding mismatch issue, as I still wasn't really sure which key was supposed to be the "get up/recover" button.)
Examples:

Whenever a male wolf caught my female squirrel, he'd do his thing to me and all, and then we would just both stop and stand there - I wouldn't be able to move, and other wolves that would run up to us seemed to think we were still boinking. At first, this seemed to be a total soft-lock, but hitting my 'Z' key seemed to trigger something. Whatever it is supposed to do, I don't know.. But, suddenly, my character would start performing the blowjob animation that she would normally perform if caught by a wolf while crouching. Wolf-man would still just be standing there (not T-pose or A-pose, just idling), though. I still wouldn't be able to move. Sometimes, I'd get a "wiggle your mouse up and down" prompt, at this point; but, even when I maxed-out the meter, nothing would happen, and then the meter would eventually decrease back to zero and just be permanently stuck there.

At that point, if I do nothing, I'm usually still soft-locked. But, if I were to hit 'Z' or something else (I don't remember, now) again, I would be able to move freely, again...but, it was a 50/50 chance whether my character was "normal" again or if she would be stuck in a deep crouching pose, sliding around everywhere, while I moved, jumped, attacked, etc. A tad silly, but at least I could move and progress, again. Getting grabbed by a wolf at that point would seem to reset my character into the appropriate animation for that interaction, but then I'd just be rolling right into another soft-lock/stuck-animation opportunity. Xv

I didn't seem to have the same soft-locking issues while playing the male maned-wolf character.

Plant interactions seemed to work fine. I didn't have issues exiting the animation after being caught. Although... if the idea is that they're supposed to be traps that we accidentally spring, it feels like it defeats the purpose to mark them on the minimap, to be easily avoided. :/

I know y'all have been working on getting new animations and stuff done for the game. Definitely will be more fun getting caught when there's more variety in the "consequences!" :3 Separately, I do like the range of clothing and stuff, finding more gear throughout exploration, and etc.

There's a lot of minor complaints, here, but I wanna re-emphasize that I like what y'all are trying to do here, so far. :3 I like the premise of the game a bunch. Heck, as others have mentioned, if possible, this almost looks like something that could be done multiplayer, somehow. (Although that's quite difficult and requires a lot more time, money, and infrastructure investment to pull-off. So, I doubt it would happen - at least, not anything more than maybe a p2p thing with a small relay server involved.) Anyway, I hope the best for this project, appreciate the free demo, and really look forward to seeing the final product! :3

Edits: typos, corrections, small comments

Developer(+1)

Apologies for not responding, I've only just seen your post. For some reason I haven't been receiving notifications. I'll go through it now and respond properly.

Developer(+1)

For the first two issues you bring up: the state of the demo and keybindings mentioned in the menu.

1) The demo IS iffy. When it was released, we did a pile of bugtesting internally and thought we had a stable version, however when it went public both with the advanced paid release and the free version, we didn't get any feedback or complaints for a while so stupidly assumed everything was good. So we continued with a major update for the new enemy character models. When bugs started to get reported, we tried to rollback our version control to do fixes but found it broke lots of the game. Even resetting back to where we had progressed to caused files to break so we've been stuck only able to go forward and get the new update done.

We've implemented user testing on Discord and so far we're on about test version 4 with a hefty pile of bugs outstanding still, but the hope is that once we get stable we can fix the dodgy demo.

2) Keybindings in the menu have been fixed and updated. My only excuse there is that when things got changed I forgot about the options menu.

3) Character models are updated so the LOD issue is gone.

4) The dungeon lighting not so much. I'll add that to the buglist. However we're planning on updating and changing the dungeon in a near future update.

5) There's been some updates to FPS. It turns out that if you don't set an FPS cap, Unreal just tries to go as high as it can, so the different quality settings now enforce the FPS cap they say they should stopping GPUs from just spooling up and shooting out of the PC case.

6) The softlock sex stuff is mostly the major bugs I mentioned at the top. We've got a new sex system as a temporary solution, though I am planning on totally overhauling the system for a lot more interactivity/gameplay during sex.

7) The plants are supposed to be spottable. It means that players can lure enemies into them, and you don't just suddenly get caught by something you had no way f spotting in the long grass. However, I have found that when you start getting chased, plants are often missed when running until you run into it...

I can't say when we'll be getting the next version out as it depends on getting a stable version, but I do appreciate the feedback.

No worries for the delay. :D And thanks for taking the time to respond! 

It seems that most everything I ran into while trying out the game is known and/or already addressed (as I figured it would be) - that's great! I'm sorry to hear about the issues with the version control system. I can imagine how frustrating that whole situation must have been! TuT

I'm not sure what more I can add about the light sources in the dungeon, to help; but, yeah, getting close to those big glowing green/yellow/etc. spots and/or generally looking in their direction dropped many frames, for me. :c But again, I'm running on a 1660ti, so that may play a large part in it, even with the fixes y'all made elsewhere (which should definitely help anyway!). 

I believe I had my Nvidia App set to cap FPS (so, driver-limited) at like 70 (one can dream TuT the little 1660ti that could..), anyway, so I won't really notice the new settings for capping FPS - but those settings will definitely help folks with beefier cards! I guess what I meant was that, besides some obvious ones like view distance, I couldn't see much difference in performance and/or looks while adjusting them. That is all probably fixed in your newer versions though, too, from the sound of things. c:

Ahh, okay! The plants make more sense now. :D Thank you!

I very much look forward to it, will be keeping an eye out for the next update(s), and wish y'all the best of luck with squashing all the bugs and fleshing it all out! <3