Well, just to toss in one opinion - I'm already expecting to replay the game because you've mentioned game-wide balance changes in prior devlogs. (Amount of energy recovered, likelihood of events, etc.) I'd personally say you should feel free to change events if that would be easier to write.
CakeTaster
Recent community posts
Very nice game! You've got great art and animations, making the characters feel more alive than in some other games.
A few miscellaneous observations:
- I struggle with timing during the sex game, with a difficult time maintaining a higher pace and trying to match the beat. I'd often face a major loss of speed, and oftentimes I defaulted to focusing solely on pace.
- With a will of 70 or so, I couldn't get the player to cum during sex if I wanted to. Which is unintuitive?
- The first time I opened the game, it rendered as a tiny window of the game that I couldn't fully interact with. It opened in fullscreen the second time.
- The Charisma stat description mentions it helps with sweet or dirty talk. Does that apply to other actions during sex?
Man, you have an excellent game here. Lively and novel characters, unsettling imagery and situations, and intrigue boiling under the surface. I get the sense that there's a method to the madness, and I have my guesses which are probably wrong! And the people feel real and their failings feel real, too. And it all looks great. This game goes above and beyond what Illusion probably imagined when they built their game engines.
Some specific spoiler-free impressions:
- My only game criticism would be that, it looks like a sandbox but pursuing all character events is actually mandatory. But you're already making that easier in the UI with the next update.
- Anne: Man, that word choice makes so much sense in hindsight.
- Hanako: :(
Weird bug report before I forget. In version 0.10.0, I have now seen the Sam event "Pornographic Visual Representation" a second time. I first saw it a number of in-game days ago, and I think it was just on its own. This time on Monday morning, I saw the main event "Hide and Seek" for the first time and then PVR a second time.
What might be relevant is, I'm pretty sure the first time I saw PVR I had 20 Hanako affection but had not resolved either version of "I Trust You" at the time. "Hide and Seek" played out the branch with "I Trust You". I checked my older save files and can confirm that I saw "PVR" without seeing "Hide and Seek". The story made perfect sense that time, though, and I didn't notice anything out of the ordinary back then.
Hi! I'm running into an error when attempting to run the game on a Mac. Full error below. When I navigate to .../autorun/game/track, I do not see a folder named "covers". The "track" folder only contains a file named "Put Music Files Here". Maybe this folder is supposed to be generated and it isn't?
Thanks in advance!
[code]
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/manualtracks.rpy", line 5, in script
init python:
File "game/manualtracks.rpy", line 7, in <module>
import ost
FileNotFoundError: [Errno 2] No such file or directory: '/private/var/folders/4f/4mrcm_hj7056n7fpq02hr7xm0000gp/T/AppTranslocation/269F4791-9DCC-4D3A-88AE-84A31DAA0CC0/d/detached.app/Contents/Resources/autorun/game/track/covers'
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/manualtracks.rpy", line 5, in script
init python:
File "/private/var/folders/4f/4mrcm_hj7056n7fpq02hr7xm0000gp/T/AppTranslocation/269F4791-9DCC-4D3A-88AE-84A31DAA0CC0/d/detached.app/Contents/Resources/autorun/renpy/ast.py", line 823, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "/private/var/folders/4f/4mrcm_hj7056n7fpq02hr7xm0000gp/T/AppTranslocation/269F4791-9DCC-4D3A-88AE-84A31DAA0CC0/d/detached.app/Contents/Resources/autorun/renpy/python.py", line 1178, in py_exec_bytecode
exec(bytecode, globals, locals)
File "game/manualtracks.rpy", line 7, in <module>
import ost
File "<frozen importlib._bootstrap>", line 1007, in _find_and_load
File "<frozen importlib._bootstrap>", line 986, in _find_and_load_unlocked
File "<frozen importlib._bootstrap>", line 664, in _load_unlocked
File "<frozen importlib._bootstrap>", line 627, in _load_backward_compatible
File "/private/var/folders/4f/4mrcm_hj7056n7fpq02hr7xm0000gp/T/AppTranslocation/269F4791-9DCC-4D3A-88AE-84A31DAA0CC0/d/detached.app/Contents/Resources/autorun/renpy/loader.py", line 876, in load_module
exec(code, mod.__dict__) # type: ignore
File "python-packages/ost.py", line 660, in <module>
FileNotFoundError: [Errno 2] No such file or directory: '/private/var/folders/4f/4mrcm_hj7056n7fpq02hr7xm0000gp/T/AppTranslocation/269F4791-9DCC-4D3A-88AE-84A31DAA0CC0/d/detached.app/Contents/Resources/autorun/game/track/covers'
macOS-10.16-x86_64-i386-64bit x86_64
Ren'Py 8.2.0.24012702
detached 0.10.0
Tue Apr 9 07:38:38 2024
[/code]
Neat game! I was able to solve it all blind, although entering the server reboot threw me for a loop. I couldn't figure out what to do after reopening the game after completion, though... but I'm happy to leave it there.
There are some parts which feel like they were not translated very well, which interfere a little bit with understanding. It makes me wonder if there's additional details about what's happening in the narrative that I couldn't understand. But, I'm happy to break the equation and call the game done.
Man, this game has a wonderful aesthetic and vibes, but the bartending and conversations feel very slow and grindy. Being asked a person's height but both options being 0.1 feet apart isn't a very exciting conversation or set of choices. Hope to see some updates there one day, because again, the art is great!
Excellent work on the game! Natural characterization, superb visuals, and especially an excellent user interface! The social media and camera systems are very impressive, and it's clear that a ton of work and heart was put into this. I really like the UI transition when the player takes the Elevator, it's so good. And you've snuck in some good tutorials for various systems which no doubt will be used later in the game.
Some small points of feedback:
* Scanning a QR code is very difficult, primarily I think because the player needs to drag around two sliders rather than dragging a box on the image itself.
* I missed the entire social media section before visiting Sara at the coffee shop and felt bad that I didn't accept her friend request! I didn't even realize there was more to the social media system until she commented about it.
* I primarily didn't buy the girl cigarettes because I wasn't sure how much money I needed to save for the rest of my shopping. I also got confused when shopping, expecting that Ekaterina would send a shopping list and I was concerned I'd get the shopping wrong.
It's kind of difficult to tell what kind of game it is from just the itch.io page, though, and I could've easily missed it if I didn't choose to try it out. I'd recommend adding a screenshot for the social media system and the map, to demonstrate that you have more features than a visual novel. You might also consider describing how the game expects players to be a bit more observant, and won't always give everything to the player directly. (Such as when shopping for Mariya's birthday gift.) This could help draw more players in to your very impressive game.
I have to say, the game is far too grindy for my tastes. The player needs to repeat a lot of actions in order to have any chance of finding rare treasure or reaching the next event or so on, even with the fully upgraded treasure finding item and the bonus experience for consecutive fights. It's a little frustrating for the fun wardrobe options to be gated behind rare items, for example.
I see that Nel can do the grind for you, but whenever she's in control you're asking the player to stop playing the game, which doesn't really address the issue. (She also doesn't tend to find the good items or level up particularly quickly.) If the player needs to do a lot of fights themselves in order to get these things, some options to reduce the amount of time for combat animations or treasure-finding animations would be helpful.
Combats are generally always about the same within each area, which adds to the grinding feeling. For example, along the beach, the combat is always against exactly one jellyfish. Could it make sense to occasionally vary the number of enemies per area, or to add some enemies from earlier areas occasionally? Older enemies could be recolored and brought to a higher level to add variety without needing to create a whole new set of animations. It might feel cheap, but it would add variety in which elements to use and how to plan around a different set of opponents.
The art is extremely well done, and it's clear that there's a lot of effort put into the whole scope of the game, but it feels like it'll take an incredible amount of time to see the whole game. But, I must admit, I am approaching this as someone who wants to see the content more than enjoying individual fights. I might be in the minority.
Oh, interesting that there is a hint in the chapter already. I thought I had taught Cat every word, but I only saw 9 words (during this chapter). It looked like there was a slot for more words and one more sentence. Was I missing a word? If not, maybe there's a bug?
(Screenshot taken from a save in v0.6.2, so it's possible that bugs could have been fixed.)
Ah, thanks! That worked. I guess I didn’t originally notice that her posture and clothing changed. Could it help to get some additional feedback of some kind, like Lee’s response post-petting changing as you progress, or Cat’s response to the “Cat Like Lee?” question changing? That might be difficult, though XD
Or, in hindsight, the most helpful thing to me would’ve been some reminder from Lee upon going to sleep or waking up to pet the Cat.
Also, I am forced to conclude that petting Cats causes storms to get worse :P The cause and effect is clear!
(As I wrote in a review, but for anyone else to see...)
You guys made the right call. The writing was very engaging, with lots of character expression, and it would've been really difficult to get images for all of that. It was far better to stick to your writing than to compromise on it for the sake of images.
Well, that was a surreal experience! I don't know what to say besides that. Funky.
Possible bug - is the Obelisk supposed to do something? Its pop-up suggests that it is supposed to generate money, but while it glows to varying intensities, it doesn't seem to do anything with it. Also, they behave weird if there's two of them activating simultaneously - it's as if there is a global charge-up value, and with two of them, they both charge up half as much.