how'd you get that green bar to be so big?
--nvm just found out. it increases with capacity
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
Despite the abrupt ending (I was really getting into it) it was quite nice. And if you can go by how the Prologue/Day 1 gameplay went, I expect a nice management game (and big bellies)
Though I found it a bit hard to figure out how much of either ressource you need, both when requesting them and when loading the sub. You get the opportunity to spend all your money before you know what half the things do, or how to get more money
A fullscreen option would be nice too
Just some things that have occured to me while playing (V0.04d):
nice game so far. Pretty much requires you to have played the other games though to know what's even going on.
I had an issue though with healing injured fighters though. The hospital doesn't seem to work in that regard, and even worse, once an injured fighter leaves, the next one in that slot will be still injured. Not sure if this is a general issue or something that just bugged out
That's hard to decide, I think I'll go with Sal though.
As for the bugs (and things that bug me), I've found the following:
-Somehow managed to have two transforms on Jeqblac at once (imp + wolf) It goes back to normal when I stop the immitation
-Fhey had a point where she ignored her fullness, being able to grow to size 100 without even increasing her cap. I couldn't treat overstuffed nor give her food. Solved it by offering her to big toad
-Mushrooms are missing a transform immunity on their second form, or don't go into third at all
-Kip stones can be blocked with following allies, which takes away lots of the challenge
-Sometimes allies don't follow visually when leaving the town
-Well fed doesn't give Jeqblac a bonus in closeness points
-after reviving waifs, their permanent "ailments" are gone (like scales for Sal)
-Lenwhales wide girth still works when she's being eaten, which doesn't make much sense
-There are no places to switch waifs in the tower when going back in ch.7