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cryptoexpander

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A member registered Feb 07, 2017 · View creator page →

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Me.

Thanks for the feedback! Do you know which version of the game you have? I added a pause menu and stats screen on the last update, and I've also been slowing the game pacing down a lot (60% thus far) - so I'm curious how much more it feels like I'd need to increase it by.

As for art and more visual feedback about blessings, I agree wholeheartedly! I had to cut character art from the game jam version, and it's something I'm planning on adding back in.  Ontop of that the blessing system ingame was a stopgap as I wasn't able to get more complex interactions finished before the jam deadline, I intend to make them more meaningful in a future patch.    I hope the changes I make will give you more of a reason to revisit the game :D

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Thanks for the feedback! On the jam version I broke the victory screen, and the last-minute hotfix did not fix it. 

I am about to release a patch that, among other changes, will fix this.
I do plan on reworking the tutorial after I finish adding mechanics I had to cut for the jam version though

EDIT: 0.73 Has been released! :)

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Was in a rush to put that fix out right towards the jam deadline, apparently it did not fix it. I'm in final stages of testing to release a new patch.  Among the changes is a - verified this time - fix to that glitch among other more substantial changes

EDIT: 0.73 Has been released! :)

Thanks for the feedback!

I'm currently working on a patch to fix some of the issues with sticky tooltips and other UX/UI glitches and adding a pause menu, ontop of that I am working on adding features that were cut from the game to make it to the jam, and rebalancing the game some

Thanks for the feedback! There's definitely some issues with sticky tooltips that I want to fix.  Now that the jam is done I can take some more time to look at it closely.  Pacing is also much faster than I want it to be.  I had cut some features to make the jam deadline, and sped the game up a bit to compensate, but it was evidently way too much

In the future I want each girl to be a bit more involved.  Blessings and Statuses will depend more on what blessings the girl has, and the UI will make it more obvious whether something is available to be purchased or not

We can thank Marrazan for the wonderful character art :D

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0.72b version introduced an error preventing the victory and credits screen from showing.

 0.72c fixes that and makes no  other changes, but am leaving 0.72b up for now incase the Jam judges would prefer to have a file from before the Jam deadline

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Oops, I broke the credit screen with 0.72 :(
Released a patch to fix (I had left an item inactive in editor view when building), but leaving older version up incase judges want a pre-submission deadline copy

Released a patch!
Fixed the Tooltip jitter/flicker when it spawns, a few other bug fixes, slowed game pace down a bit, and added a little token that flies up with the amount of face a pregnancy gave you when the mother gives birth

Thanks for the feedback! Definitely seems like progression is a bit too fast.  Working on a patch right now that slows it down a bit, and also found a bug that was causing each girl to in turn buff every girl after her, which definitely would speed progression up by a lot faster than intended.  Also threw in a QoL feature so you see exactly how much faith each girl gave you

I do have a lot more intended for the game, but had to cut to make the deadline.  Boosts that merge together to form stronger boosts, and unlock other benefits such as allowing the girls to be pregnant with more children, and so on.

A number of features didn't make it into the game before the jam deadline.  My priority is bugfixing ATM, but I will add more to the game after the jam is over and scores are in! 

Focus will be (after fixing any bugs left over after jam) adding
girl visuals and a better UI feedback to player

Hope you enjoy the game! :D

I feel the pain.  I'm glad you were able to persevere through such a limited engine to make such a wonderful game, I installed Twine myself and while it seems easy on the surface it for sure is complicated.  

If the two snips you mentioned do not work:

  • <<if>>
  • <<nobr>>
  • <</nobr>>
  • <</if>>
    and
  • <<nobr>>
  • <<if>>
  • <</nobr>>
  • <</if>>

Would  this one work? 

  • <<nobr>>
  • <<if>>
  • <</if>>
  • <</nobr>>

    I saw you had a reddit, gonna message you on there so we don't clog your games update threads up :)

Oh, so the <<nobr>> are a braced statement?  
Could it be missing the other half of it then?   The error sounds like it's got the back end of the statement but maybe missing the front end?

It seems like maybe a <<nobr>> is missing?  Considering you added the timer on the settings page, is the <<nobr>> missing from the statement for that?  I'm not super familiar with Twine's language, so guessing here

Getting an error on the settings screen, with both the web browser version and Downloaded version, made sure to run fresh save too.
"Error: child tag <</nobr>> was found outside of a call to its parent macro <<nobr>>"   It shows up right below where the timer is.

It isn't fatal, game seems to run normal otherwise (Ran through it with cheats to test), but just figured I'd throw bug report up.


Wonderful game again, can't state it enough.    Have seen it shared, and shared it myself, across several BE Discords and reaction is very positive.  Even seen some other people say they want to make a BE game because of it, glad I'm not the only one who got that bug after playing your game

Yeah, my old code for that game was pretty janky too.  I was doing it all on Unity as that's the engine I'm most familiar with, and... let's say there were some not performance-friendly ways I had coded things.


Possmonaut posted it on Twitter as well

Yeah, I ended up modifying his calculator to add other units of measurements in there as well for size descriptors.  It was pretty helpful with my game.

My game I ended up stopping working on because it got too bloated (in not a good BE way),  I needed to really refine it's focus, but working around the bloat was complicated.   In some ways there were a lot of similar things, such as milk as a currency, and eventual BE of others besides the MC, but the other's BE was part of the game mechanics - and where a lot of the bloat was coming into play because there was interactivity and such to it.  Your use of different research currencies, massage vs milk, and Earth's govt saying "no more BE allowed" added depth without all of that complexity overhead.

Your game really gave me a lot of ideas, I might pick it back up some day, but I have some other projects I'm wanting to work on as well.   I'd love to keep in touch and help on future BE-games of yours, or bounce ideas and such off one another.  Feel free to message me on DA/Discord/Twitter, I've got the same name as on here.

Perchance I was working on a hyper BE-clicker years ago that I never finished. This absolutely blew it out of the water, the game really reminds me of A Dark Room both in the ascii artstyle as well as the introduction of more and more mechanics over time.

Only thing I can think to add are a few more size-milestones in descriptors, especially for space.  Someone released a hyperBE calculator a long time ago on DeviantArt that could be helpful for that, it measures weight/dimensions/growth rate, etc