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PowerOfSin

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A member registered Mar 20, 2020 · View creator page →

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Since it is a hentai game, I had planned for making a gallery of sorts, since it's expected xD

I figured you could replay events you completed, along with percentages on how many paths you explored in each one. You could look only at the images too, but I think story is important.

I also considered making a separate unlockable mode where you could set up your own string of events to explore all the options with the set ups you want. Would be more of a puzzle thing where you are working to find the triggers that would make sense for the given events, since the main game run would be randomly arranged.

Even now, in the sample prototype I posted, there is a single 100% path to avoid the conflict entirely, but you would probably need to understand how the events play out in advance.

Glad to hear you believe in me xD

We will see how things will grow once the basics are settled. I do prefer to have a clear guideline set early so later when I need to make a design decision it will be easier to pick.

I already have some support for contextual exceptions, which I had plans to make localized flavor too (like, having regular sex usually doesn't change the main flow based on location, but can sure be flavorful)

Bigger issue is that I want big changes to be more impactful to the story, outside of just flavor. I tried writing some generic events and they were just uninteresting. I realized most of the charm and flavor of these kinds of stories comes from recurring characters, but I cannot use them in these generic events if I want a coherent narrative.

If events were not the whole game, I would opt for these similar events with different flavor approach. However, since they are the main gameplay and reason to play the game, I decided it's a lot more important to keep events more personal, at the cost of keeping locations rigid.

I also attempted single choice events, instead of a few branching choices, and this also hurts the overall experience I am trying to get to.

I didn't mention it in the devlogs before, but I sort of have a few design pillars that I wanna keep intact:

  • Choices should have a strong risk/reward link
  • Risk and reward should be clear to the player when they make the decision
  • Events need to keep the story moving, no backtracking or looping decisions
  • Replaying the game should provide a different, yet coherent story practically every time

Generic events may break the rule #3 if they keep repeating, and they also cannot usually contain #1 or they risk becoming more specific.

The map can enhance #4 and provides another #1 and #2 to the table, but #3 has a risk of failure down the line, and I cannot predict how far it can go so when I scrapped it, it took generic events with it.

Replies to you can be devlog posts themselves xD

But if someone goes down to read comments, they will see it, which works too :p

Thanks for the suggestion :D

I found that having limitations gets my creative juices flowing and would make my designs more consistent. I definitely considered making modern stuff by just having some convenient source that provides the effect, like some animal juice that makes your clothes waterproof, for example.

This rabbit hole of this process led me to reconsider some of the social norms that would be present in the world. Scarcity and availability of certain materials can lead to different priorities for a lot of people. Clothes may be disposable and some tools we find to be basic can be very valuable. Some dangerous things may be made at home so may warrant a ban, and then use of them may become taboo and lead to different perception from people.

Also the fact our girl is a country girl and is oblivious to the workings of the wider world would help a lot to get her into fun situations, but she would also have knowledge that city folk may lack due to their ease of access to certain items and services.

Glad to hear it :D

There will be bigger projects in the future, but may not be Tank-o, unless it gets popular suddenly :p

Interestingly... issue only happens on windows.

The issue is that you maybe press the left thumbstick down while going diagonally, which should show the map... but opens menu instead. Works fine on linux.

Also, on windows, doesn't show the buttons to press when gamepad is inserted, while it works on linux, again...

So many people missed that part xD

Need to look into that.

Thanks xD

Sailing is easy. Packing for the trip is the hard part ,:p

Definitely has potential if I gave a it a lot more polish xD

Glad you liked it :D

I tried but never manages to get that fast to break the floor so haven't seen that :O

Should be an easy fix, thanks for the heads up.

Interesting bugs. Gonna need to check em out. And here I thought I tested things enough by now xD

I have a lot of projects on my plate so I am not interested at the moment xD

Fascinating... I will try ask around and see if there is anything I can do. Thanks.

Glad you enjoyed it and that the ending had a similar impact :D

Cave story was definitely among inspirations. Would probably get even more cave story like had I continued working on it, from the plans I had.

The slide that happens randomly is a glitch. I didn't look too hard into removing it since it can mostly helps the player instead of causing problems, so seems like a plus to me :p

Even if you try the steps outlined in the linked youtube video? If it doesn't work, then that's a big issue with Godot to not support all newer macs :<

Thank you :D
Hope to put more fun stuff together soon.

Yeah, just updated the game to prevent that practically after you played it, I think :D

Sorted. For some reason it was set that thinking about any raft components would get you a free raft xD

 That is quite a bug indeed xD

Gonna need to fix that, thanks for the report.