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IUseLiGNUxGuys

10
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1
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A member registered Dec 08, 2023

Recent community posts

there is a difference between the exclusive and the unlocked versio

This game really is a lazy cash grab (v0.2.0), the gameplay is very blend and boring (basically walking simulator, followed by autoclick simulator, followed by walking simulator, etc...) the days are very long and even the code is lame ! Without even seing it you can tell the spacebar make a sound every time you press it, while you would expect it only does when you have a dialogue box on screen... Talking about dialogues, they are mostly empty with little to know variation in the base line to give a new chore. The chores/interactions have quite a few problems :

-Half of the time, the first word is capitalized, the other half, it isn't. It's easy to fix, not doing it is just being lazy.

-Interactions should be on the E/Return/Spacebar key because manually clicking on the text while you move with the arrows/q & d just feels wrong gameplay-wise

-Progress bar doesn't load while the game doesn't have the focus while the game does take account of the task being completed.

-The action does not disappear after you finished the chore until you move away from the object.

The clients are just there... They do not feel alive, they could basically be a brick with a cock, the game would be the same.

Something funny about the unlocked version is the fact that it isn't any different from the patreon version, so even if you really wanted to buy the game, just subscribe 1 month to the patreon, it will be cheaper.

In conclusion (for players), do not even bother to buy the game (as of 0.2.0).

Anyway, now some way to improve things and make this game worth it :

-Make some minigames for the chores, even if it's just click of five button across the screen, it will be better than click and wait a while

-Add some more movements to the NPCs (well, allow the to go further than a 2m² environment)

-Shorten the days, you need 10 days to complete the first client, you will see the 3 basic animation about 40 times each by the end

-Consider making the game a lil' bit cheaper

And finally :

-Protect your game ? (Seriously, I can do whatever I want with it rn)

In conclusion (for the devs), your game looks good, feels promising until you start playing. Adding gameplay variety is your next concern for this game.

Thanks for your answer ! I'm glad you're so open minded (I already got answers such as "You can use the windows version with wine" when mentioning linux) and I'll be waiting for the next updates (game already in a collection).

This demo is pretty cool ! It's a bit too short to my liking (only one boss is not much) but the artstyle is very cool and the gameplay, although lacking of some variety, is promising. The game could benefit from quicker attacks (for enemies) to make them an actual menace and an obvious upgrade is adding other weapons (well, spells but shh) such as a "shotgun" which spreads low-damage bullet in a radius in front of the character or a slow-to-fire spell with heavy damages. One more thing, I believe you can export a Linux version on Unity and I would love if you ever do so (even if it's in 10 versions), it's easy to do on your side and it avoids compatibility problem on player's.

Ps: I think you forgor to remove the folder called "Witch's Dungeon_BurstDebugInformation_DoNotShip" which (as the name says) shouldn't be shipped

To make it work on linux you need to `chmod 777` both the main executable (labeled "Waifu Island 2") and the chrome_crashpad_handler, if you don't, you'll get a permission not granted error, since the game tries to execute the crash handler

Could you make a linux build pls ? This is only one option to check for you when compiling with unity and it helps a ton with compatibility.

Use the wait action

I'll be honest... Although your game seems promising at first, this is not very fun. The jumps feel pretty bad, but this can be an intended feature, depending of the game. Though, the level 3 is a brutal difficulty spike and you're forced to go back square one if you fail, which will almost always happen frame 1 (even IWBTG don't do it that quickly) the first time you pass level 2 and can happen in level 4 (the start of the level isn't great game design) with a gravity a bit more polished and a real vertical acceleration the game could be good. I also think you should not have to explain why your game fits in the theme of the jam or, at least, only if someone asks. The gravity control also feels pretty bad, why didn't you just make "when you press up, you change gravity" instead of "your gravity flips depending of if you press up or down arrow". TLDR, this game could've been great but have a lot of flaws, tho it means there is a lot of room for improvement and, at least, you already made a whole game even if it's very short.

I'm going to try the mac version with Darling but I'm not sure this will work

(1 edit)

Can you compile a Linux version to avoid WINE glitches and VM creation (since unity doesn't like WINE)?