Thanks, next update will likely be the end of the week!
MooncatcherStudios
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The Lucy screen bug has been reported and I'll have that fixed soon. It's a sequence break thing, sorry about that.
The Dryad is very much intended to be a midgame thing, I just made her easier for earlier builds. The game's main story will take about a year to go through, so having her get hired in late fall is fine. The current built fills up the early game with the other two companions. The exact balance will be tweaked over time, so nothing is set in stone yet.
Potions in combat are just... not great right now. I've got some ideas on making them better. I'm doing a potion pass soon tied in with Ellie and her skill tree, so it'll probably get fixed sooner rather than later.
Thanks for the feedback, I appreciate it!
No, you are actually completely right. The chances of her showing up have been reduced because she is intended to be a mid-game hire. Ironically she was the first NPC I added because I was getting her set up alongside events - but as I got Scout and Ellie added, the Dryad is now more or less where she is supposed to be. To give exact numbers, anytime after day 10, she has a guaranteed chance to show up every 4 events, but Scout and Ellie are given priority. Her exact frequency is not set in stone and I may adjust it further as I develop the mid game and get a better feel for where she falls inside that.
In the current version, her skill tree is basically empty while Scout's and Ellie's are in better shape, so I wanted to make sure people could get those two a little easier to test things out.
Yup, sounds like you're about at the end of what's there.
Showing your current inventory while browsing the shop seems so obvious, I'll add that in the next update. Thanks for the suggestion.
A toggle for the merchant amounts may show up in one way or another - but as the fall kind of gets fleshed out, you'll see that the economy changes a little to provide a new resource management game. The intention is that the day-to-day of running the inn will evolve to stay interesting as time passes.
Thanks for the spotting those bugs, I've written them down and I'll try to get them squased in the next update.
Thanks for playing and leaving feedback, I appreciate it a great deal.
Scout's affinity no longer progresses from chatting. You increase her affinity in events - this will be the norm going forward for all NPC companions. The system before was a placeholder while I was working on the new system. Right now it's just a little barebones, but more will come and it'll get easier.
Good catch on the kegs, I'll get that fixed asap.
There is some sequence breaking stuff with Lucy right now if you don't take the standard route for romance - this will absolutely be fixed soon. I got a lot of feedback asking to expand on the building relationship, so I've been reworking that stretch - but I'm doing it in stages so a few things are a bit broken right now. Fixes soon!
Thank you very much for the feedback! I'll see if I can get those kegs fixed and uploaded tonight.
Edit: should be fixed.
Thanks for the feedback. A lot of the things you bring up here will be resolved over development. The gameplay in there right now is representative of summer, which is the first 90 days, but will change with each season.
Buying food + alcohol, etc one at a time forever would be awful. But its fine at the start. With each season will be new merchants and new focus. I know you can only give feedback on what's in front of you, so it's all good - but there will be a lot of quality of life improvements added.
Things like a gallery or better scene control are good suggestions but probably some of the last things to get added. That'll show up when it comes to polishing what's in there, but I've got a lot of features + content to add first.
Looking at the code nothing seems obvious, but I don't think I've ever tested that deep into year 2, so there may be bugs that crop up from extended play. I'll look into it this week and see if I can figure out what broke.
Anything beyond the first 90 days may have bugs that I just won't see yet. As development continues and the rest of the year gets fleshed out, I'm sure this kind of stuff will happen less.
Also I try to build in save converters with each version to bring forward older save files, but I can't promise they will always work. This early in development I'm constantly adding new features and adjusting the flow of the game, and sometimes that means removing or adding parts that conflict with earlier versions.
The auto-save code has been updated and works much better now. That was the first step in getting the manual saves working - but they aren't quite ready yet. Working on staggered saves + save slots, no ETA at the moment though, sorry.
Edit: Actually, I'll be a little more specific. Staggered autosaves + save slots are probably out this month. Manual saves are quite a ways off because they break a lot of stuff in game right now. I'll need to set aside quite a bit of time to get them working, and it's one thing in the pile that needs to get done.
I would never get discouraged from such detailed feedback, quite the opposite, I really appreciate it.
A lot of these problems are going to be solved over time, this is an early alpha with a lot of missing polish. Many systems are there, but most of them need to be polished. There's still a lot of missing pieces, and so a lot of what you are talking about is already planned to be adjusted. But I can be a bit more specific if it helps:
1) Save System - manual saves are coming, right now the game saves at the start of each day, but this won't always be the case.
2)Balance stuff - the speed at which stats increase / decrease, the progression of events, etc - this is all subject to change. The game will take place over 4 seasns, I've got most of the available gameplay crammed into 90 days and I want people to be able to play within that space. When i release the next season you will immediately see how things will have more room to breathe.
3)UI Stuff - The UI has already changed a bunch of times in updates, the next update has different UI again. None of this is final, and I'm constantly iterating. People have given a lot of feedback (thank you everybody, you're awesome) and I'm very much listening. Just nothing happens over night - but I'm trying to address people's concerns while working through my own list of features.
4)Tutorials - of course I understand the need for these, but it'll be a bit before they show up in earnest. The game is very much incomplete when it comes to features, and making tutorials eats up my dev time. I'm not going to make tutorials until the features are in a more finalized state. I'll say here what I've said to many - there is no fail state in the game, don't worry about playing perfectly, just allow yourself to trial and error your way through for now. I promise some nice tutorials will find their way in eventually (especially for combat).
5)Knocking on door / Barging in. These are two different ways of progressing lucy's events. Barging in is not the primary way, knocking is. But both are a bit underbaked right now, so both will get some love in the coming updates.
6)A bunch of the bugs you listed are the result of incomplete features, or, just bugs. Thanks for posting them. The funniest one you listed is Lucy's missing arm in the handjob scene, I took a look and laughed out loud - yeah, the art didn't export correctly and absolutely there's a missing limb. I'll get that fixed for the next update haha.
7)We've got a discord server coming for feedback and whatnot. It's almost ready, and I'll post a link here and in game when it's up.
Thanks again for the kind words and feedback, it's very helpful! I hope you continue to enjoy the game, I've got a lot more coming.