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(1 edit)

Ok, so this is much, much more fun than it was :D The comment will be very minor, mostly bugreports.

I love the “least loot” and “weakest entities” settings. I might even slightly suggest “even less loot option” :D Though, as per notes below - I guess globally reducing the amount of loot might not be a good idea, just some kinds of. But I must admit that “barely having enough clothes” (especially thanks to yellow slime) is a game changer and I love it :D

Those below are rather minor, and as usually purely IMHO - just potential ideas, so up to you if you want to address those or have a better idea.

  1. Seems like green slimes often don’t react to player at all. Can walk through them, jump on them, stand in them. Seems like “in heat” state doesn’t change that much either, the “bell” bar starts growing slightly in this case.
  2. Thick fishnet glitches on character.
  3. Foods don’t seem to make sense. Hunger bar is usually always full thanks to fruits, it’s the thirst bar that lags behind, requiring to get some water. I guess consumables that restore both hunger and thirst are unbalanced for now relative to their spawn quantity. Especially as some need to be cooked first.
  4. Green slime jumps up the ceiling and it doesn’t look good.
  5. Purple slime is often transparent - it’s actually good, just slightly feels like it’s not supposed to be so.
  6. There is some loose pixel or several on chefknife. Check texture bleeding. Especially visible during search animation.
  7. Shopping street is very hard to navigate. I often end up going in loops, and there is no way to discern if some area was visited already - just go into a shop, check some container, if “searching…” pops up, this is a new place, if not - been here before.
  8. In cafeteria shop (the one with the fancy tables) in the kitchen area (first floor to the end right) the first container overlaps with the open door.
  9. It’s extremely hard to fight opponents (slimes in the first place) in the doorway. They aren’t visible, but can hit player character pretty well, while landing a hit is problematic.
  10. Obstacles (such as tables, “under construction”) seem to glitch player jumping behavior, especially if close enough to them. Maybe it’s better not to use them until they are fixed.
  11. “The switch seems to be broken” emits such a low-pitched sound that some utensils on my table ring :D I didn’t even know my 15-20 years old speakers can go that deep. I guess it’s not all that bad :D
  12. Being over-encumbered cuts down stamina regeneration and movement speed, and it’s ok. But it was unexpected for me as a player, I thought the game glitched out in some slow-mo event at first. I guess in some future “blinking status effect icon” or simply red encumbrance bar at right of the screen could be clearer as for the reasons.
  13. I’m still not sure that having a separate key to “stand up” (V) is a good idea. Especially as it’s very close to “build” key (B). Maybe just pressing “up” (or maybe even any directional key) or “jump” would be a better option?
  14. Also while we’re at the keys - why “F” to interact? It’s usually “E”. Not a big deal, just a notice.
  15. It happened a few times that goatman went “unsuspecting” during the fight. Twice so far: character started searching nearby, goatman woke up, kicked and immediately lied down to sleep. Second time: rammed player character (I love this!) and stopped, after hitting - received backstab (2x?) damage.
  16. Twice ram attack by goatman ended up with him stuck in the EXIT (where Player can leave the interior area), just standing there, not attacking and not attackable. Second time was playing “Walking” not “idle” animation under the same conditions.
  17. Cleaver and chefnkife have equal 14 damage - I strongly believe it’s not the only pair. It might be a fun idea to have items with a bit more random sats - just for the sake of diversity.
  18. Sometimes interactive objects don’t show “searching” delay, even though those have clearly never been searched before. I couldn’t find any reliable reproduction steps - maybe if this kind of shop was already looted before then some of the containers can occasionally not reset properly - but this is just a wild guess based that this happens after quite some time of exploring the shopping streets.
  19. I absolutely love how enemies footsteps, opening-closing of the door is heard. However it seems like the sound volume-panning doesn’t depend on physical sound position?
  20. I guess general problem of this kind of games - but sooner or later needs something to be done about it. When the character gets taken advantage of the first time it’s ok. But after 3-4 times it gets rather tedious to wait for 10-20 seconds until the controls reset back. I guess “skip to end” button might be a good start? At least not to wait until the bar fills up. Maybe even add ability to struggle in downed state too, making sure it remembers “history” so character can’t escape each and ever time and needs to stop resiting to get to the end (as in many other games).
  21. I have a suspicion that goatmen confuse night and just being dark inside of the buildings. Because they sleep too often.
  22. May be a good idea to block player input during fade-in-outs (and overall set game to pause (Time.timeScale = 0 and do the fade in Time.unscaledTime), I expect really weird behavior if a monster knocks-out heroine or something similar happens).
  23. Green slime spawned inside rubble in the tools store.
  24. Planks are still super rare to find. Ok, I’m playing on the “lowest loot quantity” setting, but compared to other loot they’re still too little. After a few hours of game finally a single tools store spawned, and it had only one plank inside :) I’m not building workbench at this rate :D
  25. Just noticed that eating berries reduces health? Oh, that was unexpected.
  26. It seems like just standing for 3 seconds also triggers stamina regen acceleration, no need to crouch (I don’t complain :D)

EDIT: version 0.0.8, Win 10x64

(+1)

Thanks for giving the compliment and some comment or suggestions on the current game!
I spent some time reading them and fixing some of the mentioned bugs.
Here's my thoughts on some of the comments.

The green will only enter aggressive state when its bar is filled over specific ratio.
The bar can be filled by being triggered to fall down from ceiling or being touch.
Also the bar filling speed will change based on the player exposure level.
So player is safer with full cloth and low desire, and more danger when naked (Make them faster in aggressive).

When first designing the food consumption effect, i let some food like fruits to be able to reduce thirsty as well
since i though it would feel more realistic.
The different between hungry speed and thirsty speed is also based on similar thoughts.
Maybe it still need some more adjustments to balance the setting.

To make the exploration journey in the shopping street less troublesome, I have come up an idea.
Once you have entered a building, the front door of it will change to the open state if looking from outside.

There are no particular reason using extra key to let player stand up.
It is some key assigned during testing in the very early version says v0.0.1.
After that the button setting has remain till now.
I agree that using existing button like jump button would be less confuse.

The reason I choose F as the main interact button is mostly affected by a meme "Press F to pay respect" : D

I would like to add a skipping option on some animations too.

Yeah, both standing and crouching can triggers stamina recover acceleration.
So player just need to idle to get buff without further input.

(2 edits)

Thank you! :D

So player is safer with full cloth and low desire, and more danger when naked

Hmmmm… I must admit the character was in heat and the alertness bar barely moved (but moved nonetheless :)) - maybe I confuse “heat” and “desire” bars? I must admit I didn’t figure out what was that needle near it showing, always was around the middle. I didn’t check depending on the clothes (most likely character was always at least partially dressed), will try asap :)

(3 edits)

Tested: Nope, standing nude right in the slime barely alerts it. Played for several in-game days walking around without clothes (socks+boots+glasses) and slimes still barely react unless fall from the ceiling.

.27. It takes quite some time between pressing “Continue” and showing the main menu. Feels like the game frozen. It’s ok to take time to load stuff :) But showing “Loading” screen might be more user-frienly :)

.28. Wolf in the park now became pretty weak opponent, doesn’t seem to attack unless character is in heat. Otherwise just need to stand back to it for some time until it decides to jump.

.29. When wolf is hiding in the bushes its eyes are shining through character model.

.30. It seems like you’ve got the same cursed bug of Unity’s AudioMixer - the first frame of the game the settings aren’t loaded, which results that if you have music off or on low volume - it’ll play 100% at first 1/50th of a second and then dim down. I remember I’ve had to do some trick to get it work right, but don’t remember which one - I’m almost sure it was a “standard solution” Unity forums know about. [EDIT: Remembered what I did: set initial volume to zero in Mixer’s settings, and then applied proper volume when settings are loaded]

.31. Somehow lost all collected silver coins. Copper ones and paper money stayed, no sliver ones, though I definitely remember picking some. Tried to reproduce (suspected they don’t get saved in a savegame) didn’t manage to. Could they somehow turn into copper coins when reached 20? Because I don’t remember collecting 40 copper coins, should be roughly 20+20 copper and silver.

.32. Sometimes (after searching some object?) can’t enter pause menu by pressing ESC - need to press it twice (most likely “once to cancel some state which ended but not graciously, second time to open pause).

.33. This run I often see “points” floating around the screen at random places, where they don’t make sense. E.g. hitting a goatman, but damage jumps on the other side of the screen (if goatman goes beyond the screen?), or a slime swallowed and ate some object and +10 healing popped up on the screen (together with sound) but no slime is visible.

Screenshot of bug with table behind the door (#8 from previous post)

Screenshot of bug with slime stuck under the rubble (#23 from previous post - this time purple slime)

(+1)

Thanks!
I have fixed some of the bugs you mentioned like the door at #8 and the wolf eye lighting at #29.
Also really thanks for the help on the Audio Mixer issue, it already confuse me for quite a long time and i finally fixed the bug.
I will also make some adjustment to the slime and wolf to make them more balanced in general circumstance.
For the last one, one of the slime spawn points is set under that obstacle on purpose, as a little joke :D

Ping about new feedback below :)