I can't help but tease a little bit, I have so much more of these things planned xD. It takes a lot of time to add them though, cause while I have the ideas, I'm bad at words (especially in English), so I have a wonderful writer who brings these ideas to life, and it takes a lot of iterations to achieve what I want.
I really want to see them! There's so much you can do when you have all the freedom of a dream world. I hope you don't slack off on the writing despite having a writer, it's important to learn especially the small things, like punctuations and properly spelling words, and avoiding bad writing habits. English is also not my first language, but it's through practice that I have a lot of confidence in my english nowadays! (I am also aware of my weaknesses, like vocab, but I am working on it. The clumsyness though is hard to avoid :P)
To really move diagonally in one turn, you can use 1-3-7-9 buttons on NumPad, if you got one, or clicks. Just thought it might be important to note, cause it clutch situations spending extra turn to move might matter.
I am probably going to be the first to get a speedrun record on this game. That's such a great advice! I wish I thought of that
I think about implementing a mechanic that if you're about to step on a tile with an item, and your inventory is full, you would push the item (Sokoban style). So you would see you can't pick it up immediately, and won't lose the chance to do it later.
I think the player can get stuck if you do this and you implement doors / narrow pathways. It's easy to imagine with zelda games and super mario odyssey since these puzzles are supposed to get you stuck if you don't think about it. Since the player can drop and pick up items, it might be easy to not get stuck but it might come at the cost of a valuable turn and it would force the player to drop the item.
I really wish you could walk through it instead, but if you can't, are you able to instead whenever the player interacts with the item, make it so the player doesn't move towards the item (action is blocked). Instead, it prompts the player if they want to discard the item, take it, push it, or ignore it. If they ignore it, nothing happens, they don't move forward they just stay where they were.
It would be great if that's possible. If you can't prompt the player before taking an action, and an action has to be taken, then I think pushing it is better since the alternative is a lot less frustrating.
I saw this issue before, and I thought it was fixed... Are you using the latest version of the game? I'll investigate this more.
Nope, I included the version I played at the top of my comment. I haven't played since December, but I tested the new version just now and it's fixed now
btw, if you want me to test the game any time let me know. I can't really play the whole game because I want to be able to see a lot of new things once the game is finished and also write freely about it, but if you tell me where to look I'll look there (example: new experimental level, testing if the game works on linux or android or browser, thoughts on new mechanic or difficullty, etc). I'll try to pay attention to your discord if you ever make announcements asking for help, but I am bad at keeping up with discord, I am trying to be better at it.
Definitely. I hope to solve this by adding more items (will be my next focus once I'm done with random encounters).
That's a good idea too, try to add traps too. You already have some, but I mean traps that work like puzzles. I think they work really well when combined with new items. Making a game replayable is a true mistery, I was thinking of Pixel Dungeon here and how they do it (not the best example since a big appeal of it is the difficulty, it would be tragic if people lost their fapping privileges because the game is too hard).
I think you already know this since you already do this: The player learning something new through their runs is something that can really help make the game replayable. I just hope you don't say too much when you male that encyclopedia. There's things that you can exclude, because for example "Sarah loves ice cream" is a detail that might be too personal to find in a bottle or a book. It's nice if the player can get rewarded with knowledge for making the right decisions in these dreams or for being very perceptive.
One note though: the description given to you is based on character's Intelligence
Oh! that explains it
The more I test the game, the clearer I see walking is tiresome. I keep shelving this
I hope you don't shelve this so much that you accidentally create a mechanic that relies on your current walking mechanics, might be better to work on that before trying to balance the difficulty
I'm not a fan of game over scenes, cause it gives me two contradicting goals:
(1) I want to progress the story / beat the game, so I should do my best.
(2) I don't want to miss out on content, so I should lose to see the scenes.
I can see that, and I agree! It's true that it really kills the pace and it lowers the quality of the gameplay, they are only good as a fetish. I just want to see more content and more scenes, even with text alone, give me a satisfying reason to not ignore the text after the first succesful encounter.
Are you reading my mind or what? xD
Cultured minds think alike~
Currently, browser version should be playable on mobile (although I'm sure there might be issues, please let me know if you find something specific). I can't promise more unfortunately, cause making a proper Android version is a huge commitment.
That's understandable, just running most android nsfw games on itch.io is already a challenge and I tend to find more bugs on mobile. Maybe someone can make it for you, maybe a volunteer or if the game makes enough profit you have some money to spare, that seems like the best outcome. I think if you tried to do it that would take a lot of time away from developing a lot of features in the game, and it will suck that the mobile version will often break when you update it
The game will highlight this with "You probably misread something" message.
Any time I read that, I always assumed that is what's just always meant to happen regardless.... I don't know if that's my fault. I think it would be more obvious if it said "uh oh, you misread something" because it's no longer a probability and no one can assume the game is just (trying to tease?) or even more if it says "ah! I misread something"
I have bad habits with english like dismissing things I shouldn't, because english doesn't make sense and is often not literal, it's a song. My teacher agrees with me. Also focusing too much on some words or sentences. What I said here should be taken with a grain of salt.
I might revamp the UI for inventory completely one day, so this limitation will go away.
Interesting.... so the hoarder will eventually be allowed to exist. I think this could change gameplay drastically, so it would be interesting to see the result
Here are my outdated abandoned music playlists, use what you can
Name is self-explanatory https://youtube.com/playlist?list=PLR5PeFLFNCySNYtI5_03brarTi2rqC-9m
I made this with the goal of finding music that you can use while reading, with mature text in mind (I guess sexy, but not mostly sexy). Some of them only to fit the personality of my blog. It was made for my blog that I privated because I wanted to revamp it https://youtube.com/playlist?list=PLR5PeFLFNCyRgimIo8Ai3_4YQ5glIlfAV
Also, look into hololive bgm mixes! I played those at work all the time
lofi & chill
Jazz
Bosa Nova & Chill
I think gacha games also have a lot of great music, Blue Archive has the best music. Arknights is also pretty good. Dova Syndrome is your friend.
If you can't use them, hopefully it helps as an idea!
I hope that the final product is so beautiful it makes me explode, I like that you are thinking big like me, I imagine this game being so much more, it's exciting.