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NRFB

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A member registered Jun 10, 2021 · View creator page →

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There's probably a lot I could but don't necessarily NEED to comment on here. It's good stuff to see in any case. I will say that a lot of spells, especially the ones that were created earlier, had their cost set somewhat arbitrarily and within a context where getting specific spells/more maximum mana was considerably harder. Due to the mechanics around them changing over time, spells could probably use a look balance-wise.

Also for what it's worth, I DO still want to write more 303, I just keep struggling with time management and putting it off when this game is taking up my focus. I definitely have things that I set up and still want to get to in 303, even if I don't actually completely finish the story (which is kind of a tall order considering how much detail I've already put into only the first week).

If it helps make the "in development" thing feel better, I've been at this consistently for over a year. I don't expect development to get any slower than it has been unless mental health issues start popping up but I've actually been going in the opposite direction (feeling better) the past week or so compared to the previous couple of months. Obviously nothing can be guaranteed though, and I don't blame you for being wary about it. Honestly I'm not crazy about the whole early access public development thing but it is the current best structure for independent development in this scene.

I'm curious what certain story that might be though, especially if the answer turns out to not be 303.

It was bugged in 13. Allies could interrupt each other, but only on Explore behavior rather than set destination/follow behavior. It SHOULD be fixed in 13.1

I didn't realize it would still be listed on this page after I removed the file. The bugfix wouldn't actually do anything, as I uploaded it, then uploaded another version of the game with what it was fixing already integrated (but then this new version has other things wrong with it).

I'm working through some issues with this version and will upload a better version soon(ish).

I know that there is/was a bug with Anonymity that I have fixed in the next version, but I don't know anything about a Shared Senses bug. I'm currently putting together an update for (probably) tomorrow though, so even if you can possibly get back to me with any more details to look at, a fix for it probably won't get into the next version.

I can probably throw in a button on the options menu to popup a list of currently loaded mods though, I think that should be quick and easy enough.

Tough question. Having the ability to toggle off different areas of content isn't something that I really wanted to do myself, but enough people have asked that I also don't want to just be like "you'll get the girlpenis and you'll like it" when I know that adding those kinds of toggles is something that I totally could do.

If nothing else, it will be possible to mod out anything you don't like, even if there isn't an official in game toggle.

I'm going to have to ask if this is with the bugfix mod running or not, as it sounds like it COULD be an issue where the Idle Hands curse was causing a crash and is fixed in the bugfix mod.

Harboring has a bug that I've already figured out and fixed internally but was related to some touching of pathfinding that I did in this update. It'll be in the bugfix release that'll come out soonish probably.

I have iffy feelings on the masturbation status effect in general. Like you said it is quite brutal to get caught by it in the wrong situation. A part of me thinks it should be nerfed but:
A) I can't think of a good way to do so that matches the flavor (since if anything a character that has fallen into masturbation would only become more and more likely to continue doing so)
B) I think the game is currently too easy

I could see a change to Chastity being something like "Lust due to masturbation is capped at X" although maybe that's more denial than chastity at that point. Dunno.

KP (Knowledge Points) are gained whenever you encounter an event you haven't seen before. It's admittedly not surfaced very well, partially because the numbers for KP gain are pretty arbitrary, and you can only see your total when opening the new game+ menu. Generally the events for more difficult threats will give more KP. As long as you carry over your seen events between runs, your KP total will only ever go up or stay the same, letting you get more and more stuff in new game+.

Interesting take.

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Looks like a change in the way things were loaded messed up the tutorial scripting. I'm putting out a fixed version here shortly.

Edit: It's up now.

That's interesting because I've not heard of that happening with anyone else. That may make troubleshooting it difficult. Don't suppose there's anything else you think may be relevant? I would also ask if it happens if you started a new game, though I would understand if you don't want to abandon your run either.

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The crashes during dialogue should be fixed in the new uploaded version (Alpha-6b)

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Edit: See newer comment above. A new version is uploaded to address the dialogue crashes.

Yes, from all the reports I've gotten it seems to be something regarding loading resources during dialogues. I can't reproduce it myself, but I have a few ideas for possible solutions that I'll hopefully be able to send to somebody who can reproduce it to see if those solutions actually fix it.

In the meantime, I can't guarantee that going through dialogues slowly will fix it, but it couldn't hurt to do so I suppose.

Sure, could you be more specific? I've already had a problem reported where one of the tutorial events occasionally crashes for someone else, but I've been unable to replicate it myself.