Lately, I have heard from a lot of different avenues of problems with anything related to 'adult content'. it seems they realized laws weren't going to work, so making it unprofitable is the next best thing. With regard to Steam, be sure to carefully examine Steam's policy - failure to do so can lead to situations where they will not deal with you as a creator/company.
Makkenhoff
Recent community posts
Really, all 3 are good for different reasons; v1 feels the most in line with personality and life that we've seen so far, v2 was great because the outfit change made her seem a little less fragile/tougher - v3 seems like a great mix between v1 and v2 - the hair color change is a little jarring, but I'm sure I'll get over it.
A few comments/suggestions, but enjoyed the atmosphere.
1. Volume levels need to be normalized, right now the game at volume 16, the music and ambient levels are great, but the sound effects from neighbor/rats/grands are quite loud still.
2. The furniture shouldn't necessarily be generating in front of the exit; a few times I felt like I needed to really ram into the furniture to escape.
3. Enjoyable on it's own right now, as a relatively short game, but might benefit from a larger pool of potential obstacles, for example things that you can cross that slow you down (possibly allowing for you to lure enemies into them to slow them down as well) or even additional mechanics (run, vs walk, vs sneak) allowing different tactics based on the danger type.
I'd say, further down the line re-add the skins as optional add-on content. The reality is, a lot of people view it as micro transactions, which isn't wrong necessarily but it does tend to attract a lot of negativity, much in the same way as day 1 DLC content. I didn't find them the least bit troublesome because it's extra funding for you; but I'm a little more understanding on the financials.
Despite the negativity you've received, many of us are quite happy (and quietly content as a result) try to keep that in mind when swamped in what appears to be endless negativity.
It's actually on the bottom of the announcement that you get it later, September 16th - but for those who already purchased here at 10.99 it does seem.... unfortunate that you are being penalized for buying it before the steam release. It's a handful of weeks to wait, but no additional cost seems fair.
In effect however, this might discourage people from buying future titles on itch.io at all, if they feel slighted by this.
Play a dozen times or so - finally got an 'ironically' working play-through. All petrol, all industrial farms, and zero emissions. Massive political support and the people suffered under horrific policies, but I survived my entire life, and averted total disaster for the planet and it was even healing as I died. It's kind of a win.
A bit of fun, and few gripes to speak of, though the card selection via keyboard wasn't great. The mouse worked well enough, though I'd still look towards better supporting the keyboard. Good job!
Admittedly, I'd have preferred notifications here as well, but I also understand how many different things you've got to juggle in the world of game development. Hoping it'll be a good learning moment - I love what you've made so far and at least for me, this move isn't a deal breaker. But, you had posted it on your patreon (public) what you were planning, I had only read it yesterday so I wasn't (knee jerk) surprised.
Version numbers don't mean anything to anyone other than the developer who wrote it. To make matters more confusing, some developers don't even use a public decimal based version control - some just release as 'build 118' It's super dependent on the project scope and how many people are working on it at a time.
Basically, what I'm saying is, compare two different developers with different version control systems and you will not have any idea of what the final product will be based on that system. It's arbitrary at best.
I personally find a developer's roadmap to be a more accurate portrayal of what the developer in question is wanting to add before the finished product. Even then they aren't always going to hit every bullet point - that's just how game development works. Hope this clears up the confusion.
The overhead map is useful as is, but simply highlighting the clickable areas to 'walk' to might be more simplified and standardized for most people who tend towards visual novels. One of the areas in particular that I currently find flustrating is the forest. It could be useful in the future for multiple event locations, but I can't be sure if I'm hitting the correct spot for any event without highlighting.
It's not that I'm suggesting to not experiment, you might hit on something interesting. I've found a number of elements that you've done differently than I've found elsewhere that has gave the game a unique charm to it.
Currently, your game isn't exported in a format that appears playable. You will need to export it as a binary for windows/linux/macOS from what I can tell from the json file you've got here. Using gdevelop 5, this means exporting it for windows/linux/macOS and then uploading those files. But, what you've got made here is a start!
As far as hosting it goes, dropbox or google drive are both fairly accessible.