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The sliders are based on shape keys, the female model has them so we can reuse the same model on all our girls. We could add some sliders based on bone scale, but would look probably weird

The clothes also were tailored for each model and clip badly if you try to swap them, I will eventually make new clothes for males

We just added a small paralax in the background of the character creation UI, this should block the game UI showing up

All the skin uses the same material, so it does get shade, not sure what you mean. The gravity defying boobs are more aesthetic pleasant tho. Horns will be split off from the hair model later (forgot to do it)

We completely forgot about the high heel stuff, the NPCs have custom animation to deal with that, but I don't even remember how it worked, we need to check it out and apply to the player. The clothes clipping is an issue we cannot solve at least for now, as most of these were not designed to work with each other, they are recycled from the NPCs.

We fixed the demo blocking the button, sorry

The cloth/hair physics script seem to work very well when rotating, but not when moving normally, calibrating it is a nightmare.

It has been a while since we changed the animations, but we did skip DD50, so maybe?

Stamina is always regenerating as long as you have food in your belly, just does faster when sleeping

We could add options to skip parts of the daily report...

You can flip building pieces, I think it was R or shift+R

You can reap the 4 leaf Clovers (if you can find them) from the clover field outside the town (use the small sickle)

We really want to work on basically everything you suggested on the last paragraph, but this meager update took 3 months, we are so behind the schedule for everything we had planned...

Thanks for playing again!

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>Skin Shading

Just select the darkest Skin Option and look at the Insides of the Hands or Ears in Character Selection. It looks a lot lighter then the rest of the Skin.

>Flip building Pieces. 

R just rotates, I'll try out shift-R later, but if its just rotation 180°, you'll still run into the issue of the Supports on the wrong side.

>small sickle

So, Scythe is for clearing mass and small sickle for gathering the actual Ressource? Or is this Clover exclusive?

Also, after finishing the Quest, your UI doesn't Anchor to Screen, but is resolution dependant. At 2550x1400 or whatever, the Deliver Window is far enough off Screen to not be able to click the button. At 1200x700 or whatever, the same Window is in the top left, allowing easy access, but making everything nearly unreadable. Inventory jitters around weirdly at low Resolution to find its Place, and the Icons inside don't scale down, so they are massive and overlap each other, making using or reading them impossible. After scaling Resolution back up, once the Quest was delivered, the Icons scaled up again tho, so they are now extremely massive and unreadable on normal Resolution aswell. This is probably the same Issue with selections on Scrollbars etc. occassionally going offscreen.

(+1)

Ah I get what you mean, the inner part of the palm is supposed to be lighter on the dark skin tone, the shading still applies, but it is softer

You can invert pieces, might have to look again in the keybinds

The scythe is for clearing large areas yes, on your crops it harvests the same, but for wild grasses it generates less drops, while the sickle is less stamina efficient and has less area, but gives larger returns. Also you can physically see 4 leaf clovers in the middle of the 3 leaf ones, they are hard to spot, but if you find them use the sickle to get the drop.

We didn't test much in resolutions other than 1920x1080, thanks for pointing that out