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Open Fly Games

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A member registered Sep 18, 2021 · View creator page →

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This usually means the game hasn’t been properly extracted from the downloaded .zip file.

If you’re using Windows, right-click on the .zip file and choose a destination to extract the game files to, then run the unzipped Magical Viking Erika.exe from that location rather than from inside the zipped folder.

While this should allow new save files to be created and preserved between sessions, it won’t recover any save attempts from before the game was unzipped.

At the moment, no, sorry. I attempted to make up for that by giving a bit more freedom in the last month, but that’s about it. To be honest I don’t really feel like there’s enough content yet to justify it…

I guess there’s no harm in adding one for now, so I might push a change so you can do that after the epilogue bit and shouldn’t really require a new save if you just load the autosave leading into it, but it’ll take a day or two to push it as I’m a bit swamped with actual work this week.

I mean, I wouldn’t exactly call the current ending a “good” one…

I would like to implement unique game-overs with CGs for if a girl reaches, essentially, immobility. I also had an idea for a bad-end scene for losing what’s currently the final boss fight, but I couldn’t do art for it that I was satisfied with. Beyond that, there’s probably not much in the way of unique ending opportunities.

This seems to be a fairly common false-positive with Kaspersky, with Google searches showing even Microsoft products like MS Flight Simulator getting hit by it.

Ultimately Kaspersky isn’t the most reliable antivirus these days, and VirusTotal comes back with a completely clean result, including from their Kaspersky bot, so I don’t really know what to tell you. The game itself is just RPG Maker - a bunch of Javascript files and an embedded Chromium browser - but if you don’t trust it, don’t run it.

Perhaps in the future, but right now it’s not a priority. You can attempt to run the game in an RPG Maker interpreter for Android such as Joiplay or MaldiVes Player, but I can’t guarantee any sort of compatibility.

  • The game currently concludes at about the point where a third character would join the party, but she’d be the last one.

  • I would ideally like to add one more “functional” weight stage before immobility, and maybe single-image immobility game overs for characters that get too big. Both of those might be a bit ambitious with DAZ rendering - even for the current final weight stage I had to do some tinkering with poses and canvas size just to be able to fit the combat forms at their higher inflation stages, and DAZ really doesn’t do immobile/blob-like stuff well, so it comes down to suggestive posing more than anything.

  • I believe some dark/light magic is currently implemented for enemy-only spells, but I didn’t add them as slot-in magic as the chips generally follow a pattern of (single + multi-target attack spell) + (buff + related debuff) + (single + multi-target status effect); I can do the attack spells, obviously, and new status effects aren’t difficult either, but I kinda ran out of good ideas for buffs and debuffs that didn’t feel overpowered by the third stage. Maybe once I start overhauling combat they’ll be revisited, but I think it’d make more sense for each character to learn their own dark/light/nuclear (if I ever actually separate that out from light) offensive spells to go with the basic support spells they already learn without chips.

  • Right now Reed and Violet are the only two NPCs in the game, without any major plans for more that’d appear in any significant capacity. I don’t know that many people’d be here for that sort of content with Reed and I can safely say Violet’s outside the scope of this game. If I ever got deep enough into the weeds that I started adding actual characters to the girls’ friend groups I wouldn’t be surprised if some bad habits rubbed off on them, but that’d be way, way down the line.

  • I would like to expand the game as far as the end of Month 12, but whether that’s the same as having 12 chapters is a whole different ball park. Right now I have a good idea of the plot beats I want to hit, but it’s still at the outline stage - seeing how the pieces best fit together, which ones might be best bundled into a package deal, etc. All I can say for certain is that the longer it is, the more I’m going to have to slow down the pace of the weight gain and spread it over the course of the game, as I kind of like the idea of looming immobility being more of an endgame threat than something that needs to be balanced against for months on end.