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MoralHazard

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A member registered Oct 04, 2024 · View creator page →

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You only need an email address. You can get an email address without any personally identifying info at tutamail

I don't think there's anying I can do retroactively for existing characters that wouldn't be a mess. Going forward, I could add a password for revision access. For now, I'd just make a new version of the character.

I see that there was a downloadable file listed as an executable. Apologies--that was an upload error. There is no executable for this game. To play it from the download you'd need to run a local server from the game directory e.g. "python -m http.server 8000" or similar, then go to http://localhost:8000/index.html

Thanks for the info! I'll add scrolling for that popup to the next update. 

Huh. Without more debugging info I can't be sure. I can't replicate it and I don't see a way this could have happened but I could be missing something.

I've been doing eveything solo so far but I'm happy to discuss collaboration.

Hmm... I'm not sure how that would happen. When you say you won, did you receive a "You Won!" Message or did you see the enemy health bar go to zero? If it was the health bar (red) that doesn't actually end the fight, it only puts the opponent in a "Downed" state where they are at a disadvantage. You only win when  your opponent's stamina goes to 0 and they have no Huanjing left.

If you did receive a "You Won!" Message or fully depleted the opponent stamina but the match still isn't ending, can you check Application->BattleGameDB->data->victoryTimer and Application->BattleGameDB->data->combatState->opponentEndurance in the dev console? These variables manage the end of the fight.

Also, did you reload the game while there was a popup open?

I haven't made any recent changes, so I'm not sure where this would come from, but I'm getting ready to add some engine improvements to SMCA so I'll look out for this while playtesting. Also, one of these changes should also improve the AI performance independent of any recent bugs.

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You shouldn't be able to choose Full Release without hitting the trigger. There should be a popup telling you this and it should be impossible to submit text if you select Full Release without meeting the condition. 

With respect to the thresholds, it's a bit of a mess right now. I need to figure out a way to manage the different types of conditions without the explanation being extremely verbose, but also without it being ambiguous, as you point out. For turns, if you put in 5 you need to progress 5 turns. For differences it is currently the difference in raw values.

What the threshold does is influence the narrator's decision of whether to nerf your power or not. It is prompted to assess how OP your proposed ability is against some examples of fair powers, and part of the assessment is how restrictive the condition is--more restrictive gives you a higher ceiling for the release ability.


Thanks for all the great feedback, by the way!

The match should end after 3 turns. The idea was to give the player time to finish the scene, but it should be signposted more clearly.

This should be fixed now. 

This should now be fixed, but you'll need to end a new run (you only need to collect >0 orgone to get to limbo so you can end your run after the first turn you generate orgone).

Thank you for the feedback!

I've pushed an update that should fix this. 

I've pushed an update that should fix this. Are you selecting a Key Action (Attack, Pleasure, Full Release) before clicking submit? 

Can you tell me which character?

Should be fixed now

When you travel, npcs you've recently interacted with may follow you at the discretion of the narrator. This is much more likely to happen if you describe the NPC as travelling with you to the new location.

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My best guess would be an interaction with a browser extension. That has been the cause in previous cases when the game doesn't load for reasons I can't reproduce. This game does import from CDNs, which can run afoul of some setups.

You're correct. This is an oversight with the game reload functionality--it doesn't check if a valid save exists before trying to reload the game. It'll be fixed in the next update.

I opened the game in firefox on my linux VM and there were no problems. This could have been an issue with a previous, bugged upload.  Are you still having difficulty?

When you complete a scene with a priestess, you'll go through a series of popups where you can choose upgrades for both her and your avatar.

I'm not able to reproduce this error, unfortunately. If you're willing to try again and check the dev console I can probably fix it, but as of now I'm not sure what would cause this; perhaps something specific to your local environment.

There is a chance this was caused by errors that could previously occur when buttons were pressed while another function was executing. If so, the problem should be resolved now.

Did the text response load or did clicking "Submit" do nothing? If you check the dev console (ctrl+shift+I in chrome) do you see any errors?

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They were definitely not searchable before, and it happened to all of them within 30s-1minute of retagging except the one I didn't retag as a control. That said I can see that they are indexed again now. Thanks!

I appreciate that I'm supposed to wait a long period of time before posting about a deindexing, but reading this forum it seems like the squeaky wheel gets the grease, so here's me squeaking.

All my games were delisted a few days ago, as soon as I added generative AI tags. I've put in a support request--no response yet. I can't help but think this is a very punitive approach to managing AI generated content; by voluntarily and proactively complying with itch.io's tagging request, I've been automatically delisted for an indefinite period of time. My games are not mass produced "AI slop", the simply use LLM access to add dynamism to the games.

Right-click->inspect->console and looks for errors (red output)

Thanks! I've (probably) figured out the issue. Did you submit text without adjusting any values in the in-game app? I intended for users to adjust the app before their first text submission, and playtested that way. I now see that if the user does not interact with the app this data structure was not instantiated, causing the error. It should be fixed now. LMK if it's still not working.

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It looks like the data structure that stores the in-game app settings is missing or corrupted in your game. 

Is it possible you pressed "continue" in SMCA on your first time playing the game instead of "New Game" or loaded a save from OC? There was an issue with shared caching for the two games, and, while I pushed a quick-and-dirty fix, I still need to add a more comprehensive solution that covers all failure cases.

The upshot is that you could have loaded a save from OC which would not have the app settings data, as that mechanic doesn't exist in OC. If this is the issue starting a New Game should fix it.

When you say not responding to inputs, do you mean at the title screen? When clicking submit? Something else? The issue may be that you don't have a valid API key entered.

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In principle yes. However, Cohere does not automatically truncate input so I have to do that on the client-side--every API call is already truncated for length when it's sent out. I could potentially add a toggle for this, but as of now you'd see no difference.

I've just pushed an update to avoid database bleeding between this game and Orgone Collector. WIthout more info I'm not sure if this will fix your particular problem, but there's a good chance it will.

Thanks! There are definitely limits to the LLM's capacity to follow instructions, and therefore sometimes the game state is not adequately reflected. I made some tweaks yesterday to improve this, but it will still be <100%. Also, effects tend to persist a few turns after they're turned off due to the influence of the chat history, which I don't necessarily feel is a terrible thing. Easy to rationalize in-universe. 

Thanks for the feedback on the feedback on the two games bleeding over. This is something I hadn't considered but is not too surprising given they're built on the same engine and use the same credentials. I need to look into this.

Sorry about the difficulty. I'll look into bundling locally to avoid this.

I can't be sure what the issue is on your device without more debugging, unfortunately. It could be caching (try Ctrl F5), no access to https://cdnjs.cloudflare.com, an ad blocker or extension interacting in a way I haven't anticipated, or even an older browser version.

Are you sure your Cohere API key is correct? If you open the developer console (right click inspect in chrome) check for 

"POST https://api.cohere.com/v1/tokenize 401 (Unauthorized)" in red. This means your credential doesn't exist in their database.

I'm glad you enjoyed it, but the narrator really should be paying attention to the sliders. I've made some tweaks that will hopeful make the experience more consistent.

Si le backstop de rechargement d'image ne fonctionne pas, votre FAI peut bloquer Gelbooru

The narrative progresses but doesn't seem to reflect any changes or you're not getting a response at all? If the former, what sort of prompts are you using. Also, how far are you pushing the sliders? I've only playtested this game myself, and because I made it I'm not going to prompt it the way other players will and won't see failure cases they do, so any feedback would be much appreciated!

This has been an ongoing issue, not related to the last update. That said, I've been getting complaints about the stamina so I've pushed a tiny update with prompting that will hopefully make the narrator less trigger happy with stamina.