One of these days her buttons won't miss anymore...
KuronoKira
Recent community posts
Managed to automate nuclear power and plutonium. Now I'll have the ressources for automating carbon
I really don't know how you all handle inputs while avoiding belts... But I don't have performance issues yet, so I'll continue using belts
Well, after looking into it, belts suck fps hard .-. Deconstructed only the belts from my current world (106 in total) and the fps went from ~30 back to 60 despite many machineries still working. I still don't know how not to use belts though, so I guess I'll have to live with low framerate now >~< But then again, I can't get the framerate down with *just* belts and items on them... idk
not sure if this direction has the same problem but if you build this setup going from left to right, so the other way around than is shown here, the single planting pot doesn't get a refill since the plants get transferred to the other storage too quickly. At least that's a problem I've been troubled with
Belt mergers would be nice, especially if they had a forced order setting like the splitters. It'd take away a lot of logic stuff with the gates and screens and whatnot, but having screens everywhere isn't that nice either
A mass select for destroying and maybe even copying buildings
A way to set a priority to funnels for when there are multiple accessing the same building's products
A shortcut to open the recipe to something in your inventory
An eyedropper keybind for selecting a building in the world to pull the building from your inventory
An indicator/selector for the screen when multiple numbers are shown, like in the "special" tab for the queen bee
Screen should be able to have a higher threshold than 1000, at least for targets that easily exceed that number
Range indicator for the hovering hand and forcefield crane
A setting for NPC to follow but keep some distance. I like having a 'companion' follow me, but with how they try to get as close as possible to me, it's a bit annoying
Next round of reports for the version 0.11b
- Saves from old versions cause the load screen to show no save slots and freeze the game so the screen cannot be exited
- Chateau gains a lot of HP upon digestin prey, exceeding her max HP in the process. The surplus HP shoots the hp bar out of the unit display.
- Surplus HP reverts to max HP upon taking damage once
- There's a text box briefly showing up at the start of the "hard stage" (second level). It's empty and automatically closes within a splitsecond
- The following events caused the game to freeze indefinitely:
- Goblin queen eats prey
- Dusk lamia eats goblin queen
- Goblin queen runs out of hp, but is freed before digestion
- Goblin queen is free, knocked out and has prey inside
- Detained Goblin queen with Avalon
- First eaten prey escapes from both the goblin queen and the Avalon
- The next turn doesn't start, Alt+T does not resolve the issue, just progresses the turnorder on top of the screen
- Freeing a ko'd unit from a Schrödinger had the same effect
- No dialogue happens when using "shelter" (probably not a bug, but incomplete content)
- Enemy units have friendly dialogue towards the commander after succeeding in some of their skills. Just a bit weird I think
- Stomach sounds do not get affected by any slider for sound volume
- Roundhouse kick (sometimes?) does not hit behind
- The prey list does not scoll down, only showing the first three occupants
- Game froze when avalon got a level up from pampering shaman for the second time, Alt+T worked
- Battle overlay got stuck when enemy sporty theano digested prey before attacking. Both sequences played at the same time, showing both digestion and battle. Alt+T gets rid of that one image at a time, but if something else comes up, it just stacks on top
- Even after all sequences played out, the following ones still get stuck on screen without finishing
- After Theano and Goblin stage gems and money got visually replenished, though after spending some it was back to the numbers from before the fight
- Avalon sprite is way too big in the gacha screen
Well, it's been a long time since I last played this and since then many other games made me forget this one mostly. So I can't really tell you which aspects of THIS game I liked the most, but can tell what I like in general. Hope that still helps with your feedback collection
Story / Gameplay
I like it when the main aspect of your creation is interesting and fun. If you write an interesting story with fun (or enjoyable) characters, I don't mind if the gameplay isn't that fun. Vice versa, if you manage to make the gameplay interesting, the story can be boring and I'd still like the game. What I'm trying to say here is, do what you're good at to the best of your capability, and try not to interrupt the good parts with too many or long parts that aren't. When the fun minigames are separated by arduous walls of text, then I probably won't like the game. Of course getting both good and also well intertwined is the best, but that's hard to do. If you still want to achieve that but feel like programming, gamedesign or storywriting isn't coming easy to you, maybe try to reach out to others to colaborate.
Art
Great art is always appreciated. Though what I find great and what not can be quite arbitrary. Art can help tell the story, sometimes even substitute for it entirely. I like when there's consistency between different depictions and dislike when there are things shown that are different in the story. But art can be a dealbraker for me too. If the depictions stray too far from what I like to see or are too different from how I imagine characters based on the story, then that alone can be a reason for me to drop a game, no matter the quality.
World
I'm a fan of pretty much every type of setting. Scify, fantasy, real world, dystopia, horror... Some more than others, but it really just depends on the story that's being told. Worldbuilding can be a mess, if the story makes jokes about it.
Characters
I like quirky characters the most. They can be stoic or grumpy, but a small obsession of theirs can make them fun and enjoyable. On the other hand I don't really like it when a character is defined solely by that obsession or quirk. This is okay for side characters that aren't explored too much, but for those who are more in the foreground, they should be multifaceted.
Engine
I suppose you're working with rpgm too, so I'll give some feedback on that too. rpgm is good for mixing gameplay and story telling, though both will be just good at best. Problems I've encountered with rpgm are for one the inability to save during a dialogue, so long conversations are rather annoying when you can't quit when you want to. The built in battle system is good for the intended purpose, but hard to do something else with. Turn based battles and ressource grind are easy to accomplish in rpgm, changing that up though kind of falls flat no matter what you do. On the other hand it's much easier to avoid and fix bugs or unintended behaviour, unlike anything physics based.
Conclusion
So all in all I like anything outstanding. Be it a novel concept or high quality execution of your ideas. Tell me a story and I will listen, give me a puzzle and I will solve it. But feedback on your project directly would probably help you much more since I'd be able to point out things I like or dislike that are related to your project and not just a vague spectrum
after pulling up the tutorial a couple of times during the first round, I eventually got how the card game was supposed to go. It's quite confusing since several things are explained that don't matter at all, while some things that mattered weren't explained.
Haven't tested around too much since I wanted to get the recipes right, but after finding out that you could combine small flavours of different categories to make one large flavour of the most supplied small ones (only tried supplying neutral flavours though), it was just a matter of figuring out the counts on the food supply. I barely used the action cards though as I could make the ingredients add up on their own, but the way they work was a nice addition to just merging flavours.
All in all I'd say the game was quite fun, albeit a bit short. The mismatching ingredients to the given recepies was only explained at the very end when it already didn't matter anymore, and was a bit weird, but those are things that can barely be avoided when working in such a tight time frame.
I hope you get back to this game eventually as it somewhat felt like just the prologue cut out from the whole story/game.
do the other crewmates teleport out of the cave yet? I've built a teleporter where they stand and also a hub, all powered up, but their dialogue isn't progressing
Edit: Found out you can use the hub to teleport. A bit confusing since the hub is described as the teleport destination. Either way, is there anything after that?
This looked like a (semi-) relaxing kitchen handler game at first, but it turned out to be a test of speed, dexterity and patience. Oh, and memory too. That combination isn't something I'd want in one game.
The concept is great, fattening up returning customers over time by completing their orders. Though the execution on the gameplay side of things isn't. At least not if the goal was to get the same vibe as games with similar gameplay loops. Having to fight the fidgety physics seems like an unintentional part of the game that increases the difficulty by a lot without really delivering a payoff.
And as if that wasn't enough, said physics get jumbled up every other day to make keeping the burgers together even more of a problem.
All in all I'd say that there might be an audience that enjoys the additional difficulties compared to other kitchen games, but I'm not part of that and I can't really see the target group being big enough to justify such decisions.
Nice game, you somehow made the (relatively) low poly style look quite nice. Played this on pc and got through to the (current) end nice and smooth. What wasn't smooth was how I get screen tearing whenever I turn the camera, so some more options would be nice. I also noticed that the game closes completely after I save, instead of returning to the main menu.
About the characters though - I find them all more or less unpleasant to talk to because of their attitudes. It seems like everyone is so hostile to each other, including the mc herself. But that's just preference I guess.
The demon seems to be out of reach after she gets bigger, so the coin game can't be played anymore. Not that I was missing that part of the game, but it doesn't really seem that intentional. [Edit: After restarting the game, she got back to normal size, so I guess some process got stuck at some point instead of resizing her.]
In the conclusive talk with the redhead you were talking about having a hard time making clothes behave with other body types, so how about instead of having a separate cloth mesh that has to conform to the player mesh, you just colour the player mesh at certain regions to make it look like they were wearing clothes? This'd circumvent any clipping issues, though I do realise that not all clothing items are suitable for this change, like the dress top. Just wanted to leave my idea here with you, so you can try out a new approach to the problem.
It's got to do with the Game Jam this game was part of. I am not quite sure how this system works, but I assume the dev can pick these wild cards and design their game to include the stated features. I don't know if there's a reward for fulfilling more wildcards, but this seems to guide the development into a certain genre, which probably changes each year/jam
Got the artefact after 10 days, I hope I didn't miss any journal entries... the last one seemed a bit like a last entry, but I don't know for sure... was a neat story that accompanied this game. I really like how you can manage your moves such that you can (almost) always get the first hit, just by putting in some effort in finding the right location to fight.
At first I was really confused as to why the upgrades didn't work, but that was just me reading the numbers wrong, interpreting an L as a 1. The font fits the game, but also makes this an easy mistake to make.
Just played through(?) the game, raiding the military base. Had a blast playing it, but when I came back to itch I saw some content that I didn't find in the game. Like the cow costume, or anything that seemed to resemble a second (or further) episode. So, is that still to come in a future update or did I just miss it?
It's an interesting situation, exploring the jungle and all but I feel like the AI doesn't really know what to do with the stats. Despite the displayed upper limit of the stats, the values carelessly cross that limit. The events seem almost random in which stats they change, like when I choose to run away from a monster, my stamina goes up, as does my weight. The bottommost stat seems to be increasing no matter what too, either bodyfat with it enabled or breasts when bodyfat is disabled.
The images too seem rather incoherent, neither adressing the situation or the stats. The choices I got were rather repetetive, sometimes even giving the same exact answer multiple times at a single prompt.
It's a nice Idea, but the execution is lacking. It doesn't seem like the AI is at a point where you can let it handle all of the game/story on its own. Maybe you should still manage stats and choices given more manually, so that things make more sense
I got stuck in a battle after playing "Feast of Souls" where I had to remove 3 cards from my deck. They were the last three, so after that move, my deck was at 0, but didn't reshuffle. With no cards in hand there was nothing i could do but to concede. At least there's a way out of this kind of softlock...
I've tried building a demons deck, with mediocre results (yet) and put a card in that made me submissive. I wasn't really surprised it was something bad for me, but that it took all my height away really surprised me. It would be nice to have effects like these explained beforehand. Even if it's just in the compendium (excel sheet) which could use an update too. It's also quite annoying that when putting a deck together, you can't really read the description of the cards. Not all of it anyway, as the text box doesn't adjust to the amount of text
I see why you'd think this. After playing both games, there are a lot of similarities, but then again other things don't add up. Like how this game struggles to save simple unit cards while the other easily handles more complex and unique cards. I'd assume that both creators used similar AI tools to create their ressources. Plus, there's not really a reason to "hide" and make multiple accounts to publish two games of similar making. There's just no benefit