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Hmm, just now finished the content up to .2, so I reckon I'll leave my feedback here, textwall incoming!!


Nice amount of new content! I appreciate that it is varied enough in the themes, even if they're not quite to my liking (which is ok, of course). I do need to make a comment that it feels odd to have a whole mission of prep-up with the fruits in the previous update, to have nothing to do with it in what came in this build. Not that side content is wrong, it just feels oddly timed.

I think a bit more communication regarding the status of old saves would've been a good thing to do on your part. It took me a while to find out that my old saves were not compatible, and that I needed to make a fresh new one. For future times, ideally avoid having to do them at all, since it's a lot of time "lost" if you grinded for exp or items/money. If it's imperative to need to refresh it, I absolutely advice to include a dev-made pre-save up to the start of the new content. I was bummed to find out nothing really changed on the start, at least that I could see.


Secondly, the sidequest in the forest with the otter was cool! But I really think you should try to change the focus on how to make these mazes because that maze was genuinely not fun. Very confusing and frustrating to walk through. Personally I think mazes work best with red herrings and false roads over visually obstructing the path (like the cheeky behind tree areas to can walk through). Not necesarily hard, but just very annoying to have to keep checking every tree to see if you can go behind it. Visual clarity on a walkable path would be a good choice, too. I noticed thoughtout the game, there's a striking lack of clarity of the path, and sometimes the enemies (slime cave is blue, enemies are similar blue, too, so they're hard to discern). Not expecting old content to change, but hopefuly these pointers help for future works!

An addendum to that, it can be very ambiguous to know what to do next or where to go. I would recommend having an item or something that tells the player what is the next step, maybe a guide or a journal that Tibo reads to himself. It's very frustrating not knowing where to go.


Another point I'd like to comment, is that it can feel a bit unfair to constantly lose STM to enemy grapples that you can't avoid. I feel these initial grapples should not really do as much STM as they do. A single one is no problem, but when the enemies keep spamming them, and you can't avoid them beyond RNG, the constant chip damage eats out your STM and items. I would suggest reducing the initial grapple damage to 1 or 2 max, and increasing the subsequent ones, specially if you wait vs trying to resist.


I encountered some bugs, which were not really gamebreaking, but yeah~ The slime pendant will do that message every time you close the menu. After doing the beer dream sequence, Tibo was locked into the lewd cage/harness "mode" after leaving it, even when I didn't get to that stage. Getting in other lewd encounters did not get rid of it. Unsure if this is a bug, but when I was in a team, losing STM on Tibo but not the second character would have the battle continue, but the enemies kept attacking Tibo, including grapples.

Nothing gamebreaking, but yeah, hopefuly that helps you guys out, bug fixing sounds like a lot of trouble to me hahaha!


I hope the feedback helps! I would gladly explain any pointer in more detail if needed, but hopefuly my pointers are sensible, and help you guys out! I appreciate a lot that you both are putting so much effort in a project like this! I don't have such temperance myself, so I appreciate when others commit to these projects. 

Thanks for your work! Looking forward to more in the future <3

(-1)

Hey there <3
Thank you for the in-depth feedback. Really loved reading through.

Really sorry, that you had to start all over. We will provide a save file for the next update.

Inititally we only planned to rework the combat and then release the new version. It became a bit more than we planned. But we are still not happy with how the combat works. So we are experimenting with something different at the moment that we might use with later updates.

We also weren't happy with how long it took, but due to some irl stuff we couldn't get it done faster. And we wanted to provide some content with the rework.

Also when it comes to map design, we will probably go back to maps like the werewolf den when it comes to the "dungeon"-part. And we probably should have done the same with the forest. So yeah, it's pretty lackluster and you will definitely see improvement in the future.

This also applies to the overall content. We know it can be a bit much to read and sometimes you lose focus of your objective when being busy with fights and dialogues, so we will try to add something later on to help the player don't lose track. 

And I totally didn't expect some of the bugs you guys reported. My testers really did an amazing job finding most of the bugs so it was quite a surprise to still see so many. It really sucks fixing them. And it sucks even more for you guys to experience them x3
So yeah... making a game truly is hard x3 But it's the feedback and support you guys give that makes us keep going.

Thank you again for your feedback <3

I'd never complain about you guys taking time to make the game, no one gets a right to rush anyone for something that's free. You guys doing good in my book <3

Hopefuly the pointers help you lads, after all, I imagine you both are learning a lot out of actually working on the game, it is expected for things not to come out perfect on the first try.

Funnily enough I think the werewolf den is the area with the least amount of issues IMO. I don't mind areas that are big and have lots of paths, as long as they're easy to read and you can remember where things are. Enemies, NPCs and objects are visually distinct, and easy to read, so that's good!!


From what I've heard from some of my dev friends, bugs come in a multitude of ways, most of them unexpected haha! 

Keep up the good work! I'll be cheering for both of you <3