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dapper-kappa

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A member registered 64 days ago

Recent community posts

No idea if 30 constitution (or higher) is possible. I just hit Ctrl+U, then looked at the `Nurture your own health` passage and got the values from there. I found the companion stuff on `Reset maximum companion number`.
I did Ctrl+F and found 17 times where constitution is increased by 1 point (not counting character creation but including the starting trait and hunger buff). I don't know if any of those are repeatable.

(4 edits)

Keensense is just a straight 1 for 1 addition to damage.
Also, HP does not increase in a 10-20-20 cycle. Starting at 10, It's 20 points each in most cases; with three instances of 10; two instances of 0; and one instance of 60 points (30). Note that I may have cocked up a little bit when transcribing the HTML values to a table.

Maximum companions (gets altered when you refresh your companion number):

  • < 4 = 1
  • < 7 = 2
  • < 10 = 3
  • < 15 = 4
  • < 20 = 5
  • < 25 = 6
  • = 25 = no change (literally no change, not 6. Clearly unintentional)
  • > 25 = 7

Cool, I'll join in a couple days when I'm free. I have a bunch more things done with items etc. - I wrote a script to convert if-else into JSON instead of manual data entry.
My new plan is to rework everything I've done - with all these changes we might as well do it properly.

Just use the downvote and block buttons. Threats over a mildly offensive comment is a psychotic overreaction.

It's inside the zip file.

It was made with Twine and the SugarCube story format.

(2 edits)

Fun game!

I've made some QoL modifications if you're interested. I've changed the following:

Inventory:
* Converted the weapons if-else chain into JSON objects. Tried to keep it simple.
* Added a playeritems object to hold inventory items
* made the weapons menu now iterate through playeritems
* Generic popup window for weapons using the corresponding JSON object. Also shows amount of ammo you have for that weapon and amount of that weapon you own for QoL
* Johnny's shop in Nogas has a weapons inventory. Shop will show each item in inventory formatted exactly like the current weapons list.
* Buying weapon will use JSON to set/increment the corresponding $getweapon variable for backwards compatibility
* Equipping gun will set the $ammo variable based on JSON ammo type as above. Also, the equip link will change to unequip immediately by using a <<replace>> macro
* Adding weapons is now as simple as copy+pasting another weapon's JSON object and changing the values.
* All of the above can be done with other items, it's just a lot of donkey work.
Haven't done the selling stuff part yet.

QoL:
* Start screen now has the stats+inventory etc. hidden. Better first impression for future players!
* Character creation menu: compressed ability score values into one list with the +/- buttons next to their numerical value for usability
* Character creation menu: Default name and random name buttons. Default physical features too (hair colour, etc.), including fail safes on the measurements to give actual numerical values.
* Nogas hole is now a generic passage with each work type.
* Hole now has QoL options: repeat, back to middle stall, random. Something like that.
* Nogas bar has been reformatted/prettied up(imo) for readability
* Nogas Frank order something and Nogas town overview has likewise been given some love to make it easier to parse the options. Actually, just a lot of stuff with Frank and Nogas in general.
* Portraits of people you've already met are now half the size. Just the Nogas folk so far, still WIP. Just a personal pet peeve they were so large and in the way.
* Did a little work on the wolf fights, but nothing exciting. My plan is to make a generic fight passage and enemy objects just like items.
* Corrected a few grammar/spelling mistakes but tried not to because that's scope creep.

Probably a bunch of other stuff that I don't remember.

Drop me a line if you're interested in using any of this stuff or otherwise collaborating.

Cheers.