Gonna have to take a break after Experiments, damn that felt horrible and forced x_x solid work so far, mind you. Outside of needing some bug fixing and proof readings, it's surprisingly solid. Not many spelling or grammar errors, and only the handful of weird glitches is kinda impressive for how much there currently is. Kinda curious what caused the menu in the room to jumble after I got back... from the flash bang into the church? Is that vague enough? After fading to black with wanting to go home, the menu options were all switched around. But when I came back after doing another Monroe thing it was back to normal :o it had explore town at the top which was nice.
Angel
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Gonna make a separate post for this, though it is still Nate related. Apparently if you do the Talk option right after he's interactable in the library, it does a line that not only feels out of place but leads to the dialogue locking up. It's the twink line where MC smacks his ass then runs off. It does not freeze the game, I could still pop out the side panel and load the game or go to title screen. I saved and redid it a few times, but it consistently lead to the dialogue locking up. After doing his next event, the dialog fully changed to fit better and doesn't lock up. I sadly forget if this was before or after the bathroom scene with the camera.
New sprites?! I am intrigued. But seriously. As a free player, and I know not everyone will agree but a lot will think the same. We can wait. It's free. If I had a good enough income to sub to patreons, I would. But I'm just thankful that folks like you put out good content for free. So I can wait however long after the people who *can* pay. My statement was just an example and not a call out, it's not hard to see the last time this page was updated or when a new upload drops ;P itchio shows both.
honestly it isn't that bad a thing that you split it like that, it's the updating all your places that gets ya. I've seen so many that flat out forget their itchio and only focus patreon which causes a good chunk of the players to think it's dead (easiest example is What A Legend). We can always wait, we play for free anyways. But keeping the free players updated keeps them around ;)
(Personally I only started it yesterday, and I've been enjoying it a lot lol glad to see the dec responding to replies too)
negative, though it seems to have a new implementation where it sees if there's an update now and the newer versions *should* update properly like they used to. SADLY I've had to restart like 5 different times and just wanna wait to see what's coming via the dev logs anymore. Since they technically made an ending already with 2 outcomes but keep adding more to the whole as they go... but, no, sadly you will most likely have to start over entirely but *should* be fine in current versions.
That's funny lol. So I'm pretty sure I've finished everything available, and gotta say it's a good foundation. Looking forward to seeing where it goes. It's really nice not having the dumb forced trope of "I can't tell anyone my secret" when it really would just help them understand. Well written, there. There are a few spots here and there that need some proof reading, I sadly didn't think about it to take a screen shot, but I noticed only a couple times that something was misspelled or worded improperly. Which is already a good sign tbh if it only happened so few times. The writing overall could use some cleaning up, like you don't need to reconfirm something 3 different ways before finally continuing the scene. The very loose paraphrased example would be Aveline leading MC somewhere and it's like "alright, time to set off" "OK, I will follow you" "good, let's go" which was directly after she said she would happily guide him etc. It's definitely not worded exactly like that, but it's basically that. And it is the earliest example I can pull off the top of my head.
All in all though, I honestly look forward to more.
Damn, came down here to see what others had to say and keep seeing down votes on the dev replies... What'd dude do? They gave a valid answer lmao. Anyways, I'm gonna add my name to the list of folks requesting an Android port. My PC is hooked up to my living room TV lmao, don't wanna subject others who don't like stuff in this household, yknow? :P
Alright, I gotta say I've only just installed it and launched it and that main menu is nice. The animation is ridiculously smooth for the girl jamming out. But uh... gotta point something out in case nobody else has.
Slide the "support us" button up. When you go into settings or load, the return button gets overlaid with it xD
Don't really need more info, just noticed the art looked similar to a lot of other AI stuff I've seen. And I already saw the part at the top saying translation was done via AI. Thanks for the answer though. Might still give it a try, but like... I'm hella conflicted in giving money to folks who use ai generation. For what I hope are obvious reasons.
pretty sure you should just keep the door closed once she's in the cam next to your room (think it's the kitchen?). Because once she laughs again she will move back to the other cam and you will be fine. If she is tied to using cams and lights it's kinda a dick move since you need the lights to see if bonny or chika are outside the door or if foxy is on their way xD otherwise I only use cams to try and see the Easter eggs lol
Finally got around to this one, gave the demo a try and was very entertained by how silly it is. So I got the full thing, restarted to see what all got changed, and was kinda sad to see the animated scene for the hung twink was just outright replaced by 3 images >_> it also cut the scene prior to it entirely. Otherwise seeing some backgrounds and other stuff added in was really nice, cut down on the black screens a fair bit with that. I will prolly also get around to the other one because this genuinely is a fun one. It's got some neat lewd stuff for kinks, sure, but the writing is also able to make me laugh and enjoy it without getting overly cringe or cause issues with itself. Nice work.
that makes sense, especially if you been working on it for some long lol. Since it's already there it definitely makes it equivalent to dealing with spaghetti code. You just dive in here and there to get what you get.
As for the organization, it's not impossible. It's definitely a bit hard to do, but again I will reference the easiest and earliest example that I used the walk-through for. When I was curious if something would happen if I let the dark mage girl finish her unlucky charm, I had to jump way down the list of quests. Yet her follow up quests are up above it as if you could possibly do them first. Which... you can't. Because you still have to get the key to unlock the door and meet her for the first time. There were other quests that were very obviously just out of place in the quest list, which is what makes me think it's either alphabetical or numerical. But if it's entirely random, that's even worse xD even if you made a wide open sandbox that players can do and go as they please, there is still going to be some order to progression of quests and where the player should be given their items and levels etc. You already said the explore and find out what areas are to strong or not was intended, and I'm fine with that because I plan to do similar things. But when even the walk-through is spaghetti... I will also bring up how I know the walk-through has lil quick jump links, but they don't seem to work on mobile. So I tend to do the "find in page" option to find specific words I hope are in the thing I was looking for lol. That's why I said it's tough for the creator (you) or whoever would put together the walk-through because you would have to know the ins and outs of the game and think which segment would come first. Even when it's a wide open sandbox, these games do still have hooks and flags that need triggering :P
also, this is a bit of an after thought, try to be a bit better with organizations when writing things down. I've had to jump around a lot while looking at the walk-through you made because it is not very well organized lol. For walk-throughs you want to do the info in the typical order of progression, not numeric or alphabetic. As this is predominantly a wide open world situation, that *can* be difficult to do, but that's even more reason why the creator or whoever writes the walk-through should put extra thought into how progression will work and use that as the basis for how to outline the walk-through. If that makes sense. So missions for the dark mage lady shouldn't be before the mission to meet her in the walk-through, as my easiest and earliest example lol. And I'd recommend this same logic when outlining the way you want to do your work process on the game. You can always come back to parts, but just as long as you get things organized, it makes it easier to go back and remember how things should be or things you might forget and miss.
so I have no issues posting the feedback here, but I'd rather do it in chunks so things don't get glossed over in the wall of text it will create. As for the skill tree part, I guess that makes sense if a part was forgotten when you are going back to change and fix all sorts of other things. And hearing about how you have been doing that... I have a question. Do you have your ideas and processes written down somewhere? Because I would recommend, if you intend to change/overhaul/fix things here and there, start with your earliest stuff and work your way up. If you do not, I would recommend writing up everything in a piece by piece format, almost like how you would for a walk-through, and would make the recommendation of possibly doing a remake or sequel. That way you can make sure it's got the proper foundation work to then build the mansion. I say this having recently gotten both RPG Maker MV and MZ on the recent sale and starting work on a project for the first time in years. My first time dabbling in it was RPG Maker Ace, and lemme tell ya.... there's so many new quality of life things that make your life much easier, especially if you already have the coding done for chunks of the project. It's why I mentioned possibly opening this one up to see how you did certain things, because I'm still learning. But I've set a base line where I'm making the base world first, setting up the starting town currently after having finished the world map, and then my next step will be population and dialog hooking. I have a friend helping me, but I've already outlined this stuff with them and they are adding it to a Google doc so we can work on it piece by piece. I will eventually get around to some combat balance tweaks, but I'd prefer to get a bit further in to see how things are with more characters and higher levels before I actually do that input. Good luck, and again I look forward to seeing how things progress for this :)
yep, read the most recent lil progress log you posted which is why I said I will wait for the next update to start over. I had already seen others bring up save issues and your reply about having to start a new save, and since I last played when this was 2 separate "games" I will most definitely have to restart lol. Which is still good, I get to see if anything has changed then I get to see what you have added :D
already doing the trial and error, which is the basis of my post lolz. You could do it similar to the map items you already have that note names of locations, but instead do them as hunting maps to denote what level things are in said areas. You would still have to find, buy, or make them mind you. But it would be an option, especially for someone who puts the game down and comes back but doesn't remember where to go but might remember a map showing where they *might* be going according to their level.
As for the quest log, it does give a very basic direction but like... it doesn't give the details of something like when you pick up the quest and the character says they should try x. Like I could not figure out the wild herb location till I *very* randomly find the side path to a forest where they were a replenishable pick up item. As for some of the other quests... let's go with the first side quest you get when starting the game. It's to open the skill tree. I'm playing on my android, so I'm unsure if the other versions have a different menu... but I kept thinking it would be in the skill menu. Not under the options menu below the sound and graphics settings etc. So I had saved up about 18 or so skill points but couldn't figure out where to use them because, well, I expected that menu to either be under the Skill option in the basic menu or a sub menu to the Skill menu. It's those basic quests that actually explain how to get started, or where to go, etc that give a proper sense of direction. But currently it's just "do this" or "go here" with no info on where or what. It's minor details like these that build a solid foundation lol. Again, I am still really early on, but from what I have played thus far it's easy to equate it to a fancy restaurant or mansion but the foundation is sinking into the sand on a beach because it wasn't properly built to stay up.
I will continue playing from time to time, especially since I'm trying to make my own thing in RPG Maker MZ. I don't really know how to do a lot of stuff, so cracking something open to try and figure out how it works and how to improve on an idea or concept is fun lol. Keep up the awesome work, and good luck with any future improvements :D
I will add this as an after thought, I could genuinely just be missing something. As I said, I feel like I've lost all direction with just how much you can randomly do so early, and like... I've found myself questioning what I'm missing when I go places like the farm where you can keep monster girls and yet have no clue how I'd even capture or get monster girls xD I could just genuinely be missing some key aspect of the game because I got so absorbed with improving the kingdom and whatnot that idk what I'm really meant to do next.
I will preface that I have not made it far into the game (that I know of at least). I've mainly been fixated on improving the kingdom and whatnot because it's genuinely such a neat concept and mechanic that I'm tempted to crack this open and see how it works to try and do similar stuff in my own project I'm working on. And it might be because I've focused to much on upgrading the kingdom, training soldiers, getting resources, etc that I've kinda just... lost direction with the game? It really just feels like you get rail roaded a bit at the start then dropped off in the sandbox known as a desert lol. There's so much to do with little early direction on what you try and focus on. And when you go to wander, you find so much stuff. Which is technically all a good thing.
Overly wordy intro aside, the fact that you can accidentally wander into stuff you probably shouldn't have encountered yet is genuinely strange at times. Like I went from working on the kingdom, killing the flowers between towns, trying to get to like... think I was level 12 at the time? Then run into some racist accusing some young looking elf girl of theft. Which leads to a boss fight I was most definitely not leveled or geared for lmao. I *barely* made it through that fight and it was entirely thanks to the magick lady dealing 90% of the damage. So I started to keep track of where I should try and farm by wandering. The flowers you get in the overworld give an alright early amount of xp and cash, but after like... level 13 or so they barely give enough of a bump to matter. So I tried going in the north dungeon cave near the capital. Alright, not much better, these bats and slimes are giving about the same amount... oh look, a sign saying danger, maybe this is where you are intended to start farming? Gods was I in for a horrible surprise... not only was the level difference noticeable and the harpies outright bodied me by spamming full party blizzards spells... they somehow gave LESS than the overworld flowers? Seriously, the ice flower gave 150 xp and 200g as a level 20 fight while the overworld flowers give 300xp/g. In a fight that takes a few rounds, you get less than a fight where you 1 tap 2 enemies. And so I wandered some more. Only to find that areas I went to had other enemies that were either stronger, had aoe mechanics, or just made me wonder why the power gap suddenly jumped up so drastically when the prior fight was so easy (the arena is my example with that last one). All while giving negligible rewards.
I apologize for this long winded post, but I feel the context needs to be there to really hammer home that combat rewards need a serious rebalance. Enemies that are level 20 should most definitely not be giving less of a reward than enemies that are level 7.
I make this reply having not actually played this game yet, just scrolling comments to see if I should give it a go.
Typically if it's in relation to updating a game and having weird bugs related to saves, you might have to start over as there might just be some kind of data sync issue with old versions. I know that can be tedious at times, but it *should* typically fix things as long as you are trying to play the most up to date version of a game. I will say again though, I say this having not actually played this just yet. Comments lookin good though.
Prime reasons why I make a new save when there's some type of choice in a lot of these games... save regularly, something happens, reload save and see what other choice affects thing. Doesn't work for some games that have a web of choices though, like if you make a decision early in game but find out it affects something like 5 hours of playing later... hope the lil walk-through the other person posted helps because I might just have to give it a look when I finally try this game.
Typically it's so it can put image files where it can access them, data files where they need to be, etc. It can be a bit odd but usually it's just so the game can load faster or more smoothly. Kind of a weird thing to complain about, but if it's your first time... I mean... it's just perfect for the meme.
Genuinely my first time ever playing a FNAF game... usually only watched others... and it's a porn game lmao. Surprised how good this is tbh. Made it all the way to night 6. Got stuck on night 3 because Freddy is just kinda unfair lmao. I don't remember Freddy skipping the door/window jumpscare to go straight into the game over. Like you usually still saw it coming. It's hard to get a feel for when you should have the door closed just to not waste the power xD meanwhile I've only had Foxy run at me twice now. First time I blocked it by reflex, 2nd I let it happen to see the scene lmao. As for Bonnie and Chika, they work so well that I usually had to intentionally let them get me till night 6, then they would go from door/window straight into the office within a couple seconds xD and I tested it because I had blocked Bonnie so easily so I went back to night 1 and like... I kid you not, Bonnie sat in the open door from 1 or 2 AM till 5 AM. I would just occasionally turn the light back on without closing the door to see if she had left lmao occasionally checked the cams to make sure someone else didn't come through instead. MEANWHILE on night 6 she would get me by 1 AM lmao it's such a huge difference xD
Seriously, great work. I look forward to any future projects from this group/creator.