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BSpiral

9
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2
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A member registered Sep 09, 2020

Recent community posts

beat nightclub 12 after some more grinding and i have to say: i was worried about if there was gonna be a story tying everything together and you guys sat me down and fixed me a whole plate in the very same update! i definitely wasn't expecting THAT kind of setup with that level of presentation! WHATEVER you guys are trying to do with this game seems a lot bigger than what i was expecting and you'd better believe i'll be checking back in to see what you're up to!

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I'm liking the nightclub, but the biggest problem for me has to do with the drone: for the amount of work the drone has to do, it's far too slow traveling around the map to keep pace with the game's needs at the higher difficulties and it often falls through the stairs, ending your run. Other than that, there's just sometimes REALLY bad RNG where ALL your rooms will suddenly need cleaning at once as well as malfunction immediately after you finish cleaning them, and then one will get hacked as well. But managing everything IS fun and challenging when the game decides to play fair. It would be nice if the voices were a little louder as well.


Extra: loving the Poppy love this update. She's everything I wanted. But the final boss is brutal and unforgiving. I mean "if a door breaks, just reset the game because you don't have time to fix it", if you make 1 mistake, reset because it cost you too much time type of unforgiving. The final battle cutscene is unskippable as well and has a high chance of freezing the game. (Windows version).

Yeah, that's the feeling I was getting. There just needs to be some more context to what's going on. But again I don't remember if that was covered in the other game. The story adding more context to what's going on wraps everything in a nice coherent bow. But as the game is a WIP I don't mind it. Having the game built and working and the content being there is more is the cornerstone of the game while you can work on the plot in the background and make things make sense near the end. In the meantime we can play the game.

Looking forward to it! The game feels much more like it has a direction now and its own flavor to distinguish it from just being a fnaf clone. The only thing I'd say is missing is more of the "story" to, y'know, bring the whole experience together and make it relevant and cohesive to the world you guys are trying to build along with the other games? Though it's been a minute since I've played the dating sim game, maybe that ties things together with Lustful Nights? The gameplay styles in Lustful Nights limit the ability to "let the characters talk" and contribute to the story via dialogue. But I hope you guys can use the other avenues of storytelling to really bring the whole thing together after you guys feel the gameplay is where it needs to be. I can see you guys really NAILING that final product!

Didn't know I needed bunny kisses till I got them.

First update I got a chance to look at since last month's. HOLY CRAP there've been a lotta changes! After being overwhelmed, I eventually learned all the new mechanics and can now appreciate the new cutscenes and voice acting. Game is feeling a lot more "alive" now.

If anyone can beat 20/20/20/20/20/20 mode (aka night 5) for this update, you are a different breed. And I agree with Ari- if 5 seconds of closing both doors causes you to hyperventilate, you probably shouldn't be here lol. As crazy as it is to attempt to deal with the other girls, the REAL battle is between keeping this dude sane and not randomly pissing off Misty! I used to be much more worried about Ari than Misty, but at least Ari is firm, but fair...unless she pries open a door you had closed while there's another girl still at your window about to jump in...but once you hear Misty scream, you know it's over. 

I didn't even know the bomb was Poppi! And I have never managed to disarm the bomb. I think I was winding the wrong way. I don't think Ari was in the game yet when Sammy COULD steal your stress toy. So whether  intentionally or not, we dodged the Sammy x Ari wombo combo. If I remember right, if Sammy got the stress toy 3 times, it just disappeared... or at least I couldn't find it... The only one I'm worried about is Maddie. If she only falls for the microwave a limited number of times, which I vaguely remember being the case, she dictates whether you have a chance to win the night at all by her RNG movements. Some of her locations are 100% harmless so she has no presence that night if you leave her there. Other locations are devastating and if you run out of chances to convince her to move on an important screen, she's planted and you just lose. Tough balancing act for her role.

Reading about the dev cycle kinda makes me want to work on a project again. Reminds me of CS projects I did in college and had to take an hour or 2 to mentally come to terms with the fact that the way I built a project wouldn't work and that I'd have to start over or at least change the core of the project (a step away from starting over, but you can keep some of the small individual functionalities). Never coded a game before, but it seems fun when things start coming together.

Created an account just to follow up on this. I think the game is at its best when either you and miss beautiful eyes don't know where each other are or when only she knows where you are. I think the best direction to focus on for the game is miss beautiful eyes in particular and how she interacts with/changes the environment, plays with your mind, and possibly drops hints about the story as the game plays out (unless you plan on telling the plot separately).

-hiding in lockers seems to be a placeholder idea for now, which is cool, but miss beautiful eyes either seems to ABSOLUTELY know you're in one and walk straight towards you or not even know where you were before you entered one.  Either because there aren't many places to hide in the first place and therefore less places to check, or hiding is just more of an experiment for now. I'd just be careful about adding too many hiding places so the player doesn't always feel comfortable hiding forever till she leaves like in Alien Isolation. And also not to give the player too many ways to ward miss beautiful eyes off like in Dead by Daylight, which takes away the feelings of fear, helplessness, and paranoia.

-as others mentioned about the AI, the game kind of loses it's grit when the AI doesn't quite know what to do around terrain. So either better pathing or very occasionally doing something crazy like jumping a desk is what she needs. The player learning her habits can harm the experience as well. Maybe have miss beautiful eyes get frustrated and change tactics or even weapons at random intervals to make sure the player doesn't get comfortable. I think someone mentioned traps, maybe having her crawl under desks or hide in lockers, or even create some terrain cues in the environment for the player to watch for. Like a wire or blood splatters on a doorknob to a non-progress-impeding room for a trap where she locks you in the room with her.

sorry for the paragraphs, but I'm excited to see what you plan to do with this!