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(+1)

played to a couple of the bad endings, good stuff.

i was playing on my absolute potato of a laptop, and i wanted to note that the big huge area with the back alleys and unfinished bunny suit path runs really poorly.

now again, potato laptop, so probably not an actually big issue, i have stronger computers elsewhere so its not like i can't play, so feel free to disregard. but i would be remiss if i did not mention this as it may be evidence of something else going wrong with that zone that may have a compounding effect going forward. i don't do enough rpg maker to nail it down, maybe the zone is just too large or has too many actors, and chopping it up into smaller chunks would fix, or maybe there's some kind of script going awry and just chewing up the cycles, or maybe my laptop is too shit for rpg maker lol.

anyway, had fun, was surprised to see the ear clips weren't making a return, though i guess it makes sense since he only holds onto them in one of the endings lol.

(+1)

That area definitely does chug a bit, largely because the lighting plugin I use, while great, is very poorly optimized, so I have to be careful with it. Combination of that and the size makes that area a bit chonky. It occurs to me that you only ever see one side or the other at one time (plus some stuff at the bottom), so I might be able to gain some by chopping it up, but that would be an enormous project. Ent. Dist II and II were originally one big map too, and when I had to chop those up it took...quite a while. And they have far less script events, and don't have an entire duplicate version of themselves for slut mode. So I'd be making, and testing, like three whole new maps.

For now though, I'll tell you what I've told others: the informal "Minimum Requirements" for GT are my own system: an ancient Ryzen 3. If your laptop's worse than that, I'm probably not going to put much dev time into optimizing for it, at least for now.