Happened on the page again looking for games like this again. would really love to see the other systems fleshed out that were originally planned, or at the very least some flex spots for different sizes (It's kinda awkward when you've got some big ones). It's good, but still feels more like a tech demo than a game.
Kyonic2
Recent community posts
Dev has been doing other projects. Maybe someday they'll get back to it, but I think they lost interest after getting their penetration system sorted and pivoted to ChurnVector. Game is a bit different from the original vision anyway, so that might've played into it a bit. Just from what I've read and seen, don't really know 100%.
Here are some ideas for these issues for you to consider or ignore, I don't know much about development, but I know what's worked for others.
You've established 3 stats, these can be used as guidance for a different kind of contract work. First, a storage area for inactive experiments might make this easier. Second, a new tab for subject contracts. From needing a breeder bull to a self defence chicken for a thief, maybe even a sociable horse for a hospital event. The other events aren't as interesting, but they could net a smaller amount of cash without losing the subject completely. Plus, traits could give a bonus or negative, but I think that's already factored into the stats. The fight pit can exist too with this kind of system, but you might have something more in-depth in mind for that.
If you decide to change these stats it's going to add a whole new level of complexity to the game. I think going more with a traits-based approach you have now you might keep it toned down. I understand the desire for more stats because I think it would be cool too to manage it, I worry about the complexity spiraling.
Simplifying the windows and outputs, keeping one tab up at a time, could maybe help, locking the window for it. Combining a lot of the apps is the simpler solution I see, but that removes the desktop feel. I don't know much on the dev side so this might just be stupid blabbing.
I don't know about the coding side too much, but it seems like you know what you want there which is good. Managing as much as there is sounds like a nightmare, redoing it seems daunting. If that's what it needs though it's probably worth doing.
Anyways, great work with this! I hope it becomes what you've envisioned! I think it's a very promising project you've built!
Can't believe how late I just got into this, but it's pretty much what I want from a tf game.
Unfortunately, it falls short in its current state, but I'll be following this closely because it shows a LOT of promise.Ran into a few bugs I'll list for note.
*Turning the volume down doesn't disable the music entirely.
*Serum didn't record a stop leading to debt, might just be a kink in the between genders setting (instance with female horse high, anthro, masculine).
*Pause button stuck preventing resuming.
Best fixes right now for playability though is a save system and a .txt insturction/guide in the file. Theres a bit of QOL that can be done, but this will allow players to work around most minor bugs. A .txt will allow the player to review things from outside the game for one who's dedicated. An in-game .txt is usually skipped, especially when there's time involved.
In the future, rebalancing the start may be good. Not necessary, but there's a lot thrown at the player very quickly, and not much room for mistakes before going under. A guided tutorial option could help, but that's not super important.
Otherwise very solid, I hope there's size stuff in the future as well, but idk where this is going to draw the line with it, it's pretty ambitious as is. Great work!