I still miss the butts ; w; Ples bring back the booty. The green void beneath the skirt smites my heart and wracks my soul.
Cinquint
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You can play as Bella. Though when the students aren't the main pred, most of them are a fair bit shorter than usual.
Currently you can only eat somebody when your belly is almost empty - with the hunger meter at about 16% left.
Strangely, Tulpy seems to require a slightly lower % (e.g. waiting longer without food) than the other students, which is amusing to me. I suppose she is just uh... calorically-dense.
I accidentally vomited a student directly into Satie as she was about to grab me, and she ate them.
That just felt wrong on so many levels lmao.
10/10. Though I do wish you could eat the other students sooner.
Er, uh, I mean, apples! I love 'em! Who doesn't love apples?! Can't get enough of those APPLES...
I accepted that the screen shake - rather jarring as it is - may have been a measure to disincentivize the player from sprinting constantly, since it can be quite hard to see things like keys while running around at breakneck pace all the time.
At the same time, my friend and I were both like "If <motion-sickness friend> played this, she'd fucking die", lol.
Bug: See an item you like just on the other side of the security window? Door's locked? Doesn't matter, it's free real-estate!
You can also drop items through the security window. Don't do that.
Unrelated: Huzzah, I completed my genocide run! Every classmate liquidated, book acquired, exit reached! I got unusually lucky with the keys, so I didn't even need to open several rooms - like the security room, which I checked via the window shortly before the end.
Ahh, now that I think about it, it might have been the hunger speed boost in the previous version. Usually the other two students would have been gone well before the end of the run.
Also, slight ... kind of bug? I noticed that things like keys have a chance to generate underneath the sinks in the bathrooms, and they require a surprisingly specific angle and distance to pick up. I haven't seen one which is completely inaccessible just yet, but it definitely feels very awkward.
The odds of escaping have seemed lower than before so far - for both the player, and our unfortunate fellow students - but it's obviously difficult to say for certain, with the RNG nature of things.
OH THE GLORIOUS BODYCOUNT!
Er, uh, nice update! Great improvement in many ways, I think.
I got used to the apple system prior, but I think this one is going to be a lot more intuitive. Still have yet to encounter the elusive Crazy Apple. Maybe the real Crazy Apple was the friends we threw under the bus along the way.
The pathing is excellent. A great deal of the prior jank has been extinguished. And Room 104 is no longer the run-assassin it once was.
I feel like Bella's new speed is quite reasonable, and I'm still terrified to be spotted if she's unoccupied.
And did you decrease the odds of escaping after being eaten, or has the RNG just been coincidentally lethal today?
I personally enjoy the totally luck-based struggling. Less of an active thing, but more of an agonizingly suspenseful wait. It raises my hopes, crushes my dreams, and makes me feel like THIS IS THE RUN every time I somehow make it out.
(Incidentally, it has only been "the run" once so far, and I didn't even get eaten in that one...)
EDIT: Speaking of crushed dreams, tfw the apple goes free, but not me ; ~;
Might I recommend appending something like a version number/identifier to the .zip download? I think it would do well to mitigate future "is the game updated" queries, among other things.
EDIT: Somewhere or something for reporting bugs might also be worth considering, so we don't end up flooding your comments with them ; w; On that note, I noticed that the player's stepping sounds are duplicated when walking diagonally (since we are walking in basically two directions at the same time, I guess it's playing the sound for both). It give Cinq the spooks every time.
Ah, I suppose that does explain why we're getting bullied to death and the others are just circumstantial/convenient/inconvenient snacks.
Oh, also. I think it would be ideal if Struggling were a toggle instead of holding. Helps with accessibility, and I can't really fathom a reason at this point why holding would be more optimal than just pressing F to switch between "Struggle" and "Stop Struggling".
Yeah! I also (after I posted) thought about if the pred's hunger rate could be increased after the player is digested - so there's more to actually watch at that point if there's any more prey left.
Seems awfully wasteful to leave so many prey running around... after I die within the first five minutes again ; w;