Given the *very* low numbers required for everything else (5 motivation to cook, 10 satiety to pleasure, 5 lust to fuck) I'm going to say that at 300 Cold, and NO CHANGES outside of "she's really getting cold". That's the end of the game, and you've experienced everything as of mid December 2024.
And with NO save and quit option available... either you marathon this or you don't play it at all.
sabata2
Recent community posts
Okay everyone, I set up an auto-clicker to get us to that Satisfaction 100 rating, AAAAND...
Nothing.
Real glad I set up an Auto-Clicker to do the FOUR HOUR AND TEN MINUTE grind for Satisfaction 100...
I am now waiting for the -6000 Cold to wear off to see if there is any progression once it gets cold. I'll respond back to this comment if it's an ending (presumed death), or unlocks more.
Dev, you *really* need to reduce the time delay on Cook. Half would be at the barest edge of tolerable. One Third would be reasonably tolerable. But One Quarter would be decently enjoyable.
All in all, a good update. Very well paced in terms of progression and difficulty. My only failures were soon after the "5 level checkpoints" and were due to not being entirely used to the new pace of the unlocks/being careless.
Starting at level 23, you can use "Rub" from 0 bar, and always gain enough points to get a new level before the bar maxes out. BUT it is *significantly slower* this way, while being a lot less "risky". Personally I abandoned the "Safe" method once I realized it would take ~3 minutes the safe way, but less than 1 with the newest unlock. So I'll have to say this is the best balanced Stage yet. I actually very much liked that point gain was "locked" with the first 2 options after a point, and had *NO* risk of failure.
I was quite disappointed that reaching Level 40 didn't unlock a Free Mode, or maintain my progress after "clearing" the game. I was actually expecting some kind of "finale" or "surprise unlock" upon reaching 40, not the "Good Job" that was there. XD
I think the audio was too frequent for my tastes. But I do recognize that female audio was *finally* added. So definite and big kudos there. And... that's about all I have to say in review of the newest Stage.
So I'll move on to things I'd like to see:
- Continual play in Stage 3 once you reach level 40.
- New unlock at level 40 in Stage 3, that starts with C, ends with M, and has "you" in the middle. So that the Blue Bar no longer acts as a game over, and instead "charges" said unlock.
- After reaching level 40 or unlocking Free Mode, the option to position the damsel as if she "decided to continue sleeping". (We know she wakes at the end of Stage 2, but her lying down, eyes closed, a smile and maybe a few bottom lip bites or pursed lips [like when making the "oooh" sound and maybe an "aaah" expressly for the *current* last unlock] would be fun and maintain the theme of the game, as well as provide implied consent if we have her keep her eyes open like exclusively for Level 1)
And that's really all I could ask for, as I'm fairly sure you're already working on "Free Mode", and probably figuring out exactly what was stopping you from fully integrating it into the prior binary. This is the best release so far Hayabusa! I know it also probably means that your work on this project expressly is coming to a close soon, but I look forward to what you create in the future.
This is... Barely a game.
Yes there's interactive parts but there is no reason to chase the horny besides "horny".
Hiring the girls doesn't do anything, and even though they fully offer themselves to the player, the PC seems to actively choose lighter actions.
Didn't play with sound on so I can't comment there, but Continue doesn't work, and the settings are inaccessible.
I might give this a pass of the sex we're atleast somewhat interactive or even animated, but as is this "game" is literally just "dismiss any dirty female you come across, and just do people's laundry."
Hi Hayabusa, just some test work on the new version:
New menu looks fantastic. Much more clean.
The new Checkpoints system is *exactly* what the difficulty needed. *Now* we can experiment with the new toys we unlock and not be severely penalized for them! This actually let me find out that the Meatstick actually has a point gain behind it (You can actually safely go from 30->33 with Meatstick and Mouth even at Z with no Red bar). *Much* more fun to experiment now. And I notice that the Checkpoints *don't* occur at level 35. Which I'm ultimately fine with, that's the "final stretch" after all, where you have fun for 10 levels.
That said, even with the Checkpoints in place, Stage 2 is still very difficult (I failed ~4 times before reaching level 30, but due to checkpoints it was FAR less frustrating) which I believe is because...
I didn't see any Z-ZZZZ multipliers to our point gain in Stage 2 like I did for Stage 1. This made it so even though I could experiment more in the later levels due to the Checkpoints, it became *very obvious very quickly* that the penalty to point gain for later unlocks was *way way too high*. Optimal strat was *still* PUS Rub because you could gain 30 points in the same time it'd take you to gain 8 from Finger PUS AND with less penalty. I believe that this is something that can be resolved through a quick equation change/modification. Again, I'm not opposed to later stages being more difficult, but in Stage 2... it's basically impossible to toy around with your latest unlocks at Level 30, UNLIKE Stage 1.
All in all, I liked the update a lot. I think the only thing you could really do now (aside from the Extras and Stage 3) is add in Female Moans/Noises. I can't think of anything else the game is really lacking.
Good Job Hayabusa! (-_^)b
Generally, differing OS builds (Windows/Linux/Mac) need to be *built/compiled* on those machines. Linux and Mac have fairly decent compatibility (especially Linux -> Mac) but Windows -> Linux/Mac hardly ever works, or requires you to emulate windows just to run the EXE.
I don't know if you're using a Game Maker tool (as they might be able to produce builds for specific OS versions) or are building it yourself, but in the latter case, you should look into Continuous Integration Builds and a Test Suite tied to it. If you have those two things you can *easily* add a new OS to your Build Suite with just Amazon Web Services.
Stage 1 was a *joy* to play through. I don't know exactly what you fixed but I *NEVER* ran into those awkward "double ticks" at the end of animations (which was the primary cause of my past run failures). So there was a *lot* of control over the situation felt during Stage 1. I'll come back to the addition of the Checkpoint. I actually got caught during my replay as I wasn't high enough a level (nor at a low enough sleep depth) to successfully accomplish a TitJob (I think I was level 31~32). But that failure aside, all actions felt like I was free to use them as I pleased once I was in the 30s, and I didn't have to worry *too much* about the awareness bar.
Stage 2 was SOOOO much better to play. It wasn't a grind anymore and it was actually relatively easy to reach level 15, and I was changing my actions as I went instead of just sticking to one to "get past it all" like in the prior balance state. BUT, CLIT RUB seemed to "reintroduce" that 'double tick' issue, exclusively because the animation was seemless and fluid (which I did enjoy). It likely was just an issue between 15~20 because past that it felt relatively balanced and the "double tick" was never a make or break (but it was my main loss juncture). I may have just been imagining it, but did PUS SPREAD provide a bonus to all PUS actions? It kinda seemed like it. And wrapping up my commentary on Stage 2, both "final unlocks" never reached the point where I could use them freely. Even at level 40, for the Second to Last Unlock, I could only perform *3* animation loops before the awareness bar (almost) maxed, and that was a Sleep Depth 4. So the final 2 unlocks were never really viable for fun use because they just affected the awareness too much. Granted, given their actions, realistically they *should* have that high of an awareness penalty, but now we run into the conundrum of "what's more important, avoiding suspension of disbelief, or ensuring fun game-feel?" As a Player I lean towards the latter, but as a designer/developer, the call is ultimately up to you. I also noticed that there was no point bonus (or an imperceptible one) between Sleep Depth 4 (ZZZZ) and Sleep Depth 2, meaning only Sleep Depth 1 gave any sort of bonus. While originally I was apprehensive to this kind of change, it was beneficial to the gameplay loop, as it meant that there was no "optimal" time to act versus wait. At all times you could, and should, be attempting to gain EXP, with only Sleep Depth 1 being a minor boost but also much more dangerous. I was *much* more engaged, and was using the "lower scoring" actions a lot more frequently, and actually watching the animations instead of the Awareness bar. And as an aside, as I believe this scoring change was tied to a difficulty change, it *was* more difficult to level up, but never *punishingly so* so all in all the scoring change was well implemented (atleast for the early levels).
So now to a bug I ran into that oddly changed the way I perceived the game... In Stage 2, I found that moving my mouse (hand) upwards for PUS RUB *didn't grant me any points*. So the only actual way to use that option was: Click, Drag down, Release, Reposition, Repeat. And while it broke from the formula previously established (Click and Hold, Move, Release if in Danger), it actually *felt more like the action I was performing*. That extended into, what was purely imagined but, the feeling that the *second half of the Double Tit animation granted more points than the first half*. So I felt incentivized to complete the animation instead of nearly max the awareness bar and then release my mouse click. And it got me thinking, "Maybe this could be tied into the scoring mechanism, and narrative?" Ie. The lower on her pussy you rub the more she likes it, and thus the more points you get. Or the more you use "just the tip" the more she likes that over "going in deep". I have no idea what such a change would cause to the existing code base, so I'm mostly bringing it up as the bug introduced something that "felt" right by breaking the established gameplay structure.
NOW, on to checkpoints. The existing checkpoint for Stage 1 is great. I believe that the 'double tick fix' really saved this section of the game, and being able to jump right back into "the fun bits" after a Stage 1 failure was well warranted. Once I reached Stage 2 though, the lack of checkpoints was sorely missed. XD Having failed Stage 2 at levels 15, 19, and 28, being sent back to 1 was *painful*. So here's a proposal for a Checkpoint system that shouldn't overburden the code structure, but also won't trivialize the game: "Spend the amount of EXP that *would* grant you a level, to create a Checkpoint at your current level." If the player never makes use of the functionality, the game plays as it currently does. If the player spends their next level up on a checkpoint the cost rises alongside their progress, and actually becomes a cost/benefit decision for the player. Once the checkpoint has been "consumed" the player must *once again* purchase another checkpoint, otherwise they will be sent back to the start. This gives a *little* leighway to the player for accidents (or trying that new action only to find out it has a huge awareness penalty and 'oops you've lost') while not holding their hand. If they don't make use of it, it's their fault. If they forget to re-up their checkpoint, it's their fault. If they CONSTANTLY spend their level up points on checkpoints (thus doubling their game time) that's their fault.
Lastly, can some sort of "debug" cheats be added in so that further tests of builds (like this) can go faster? The game is shaping up to be a gem of quality with everything you've done to it, and ironing out those smaller bumps (ie. identifying difficulty spikes such as Stage 2 L15~20) would be much quicker if I could skip the "grind" to get back to where the surprise difficulty spike occurred. If you want to tie this to having beaten a stage. or a secret action (ie CTRL+<something>), or something else is up to you. And something that I was surprised wasn't there... a Free Mode isn't implemented yet. Maybe just *that* can handle the Debug command request or maybe you have something else in mind, I just wanted to bring it up.
In closing, good work Hayabusa. I look forward to the next update. (-_^)b
The new balance changes are *really nice*. I'd go into more detail but as this is for Bug Reports I'll stick to that.
The Stage 2 PUS RUB *does not grant points when moving your hand upwards* but it still raises awareness. At some point moving your hand upwards starts gaining points again (I'm going to guess once you get PUS SPREAD but I was caught before I could confirm).
I'm unsure if this was intentional, but it does introduce an interesting game-feel difference that I'll go more into in a separate thread.
More feedback as I realized what is causing all my failures:
The point where the animation/point gain locks, and you *must* reverse direction on your mouse. For some reason it seems like *those points* get me the most. (Just lost Phase 1 at level 13 because of it) I don't know if it's a double counting issue, or just running into that scenario while at high Awareness, but I do believe that is where most of my losses are coming from.
*edit, and I'm not a particularly big fan of the Awareness gain when *letting go of the mouse* for Phase 1 Tits. Awareness gain is always tied to point gain outside of undressing. This little bit feels like it doesn't belong.
There were about 5 "XXXXXXX.tmp" processes running in the background that after I killed them the game was able to launch.
I tried an ESC close, and the game relaunched fine. I ALT+F4d close, and the game *still* relaunched fine. I don't know why the temporary processes stuck around. Possibly because I first launched the game from within the ZIP?
I would suggest it be actionable at all times once unlocked.
I thought it might be something to action after pulling out the meatstick, but once I did (for either meatstick option) everything else on the top bar became an X, leading me to think I no longer could.
Second bug report: I can't re-launch the game after ALT+F4ing it. I was going to try what you said to do, but it won't launch at all.
I think the "Level Scaling" (cost to level) needs to be toned down. I think the current Phase 1 scaling is right about perfect. Phase 2's scaling is *MUCH* harder.
Phase 1 should have a "checkpoint" after you've undressed her. Given you can't level up at all until she's undressed getting caught and having to undress her again is "busywork". I could see some enjoying it over and over, but me monke, me want number go up.
Phase 2's "Tit Touch" (and Double) are hard to notice animation-wise. I blame this on the speed of the awareness bar. My mouse only moves pixels before I have to "reverse course" and move my mouse the other way to avoid maxing out. So I see ~3 frames of animation and then those same 3 frames in reverse. I had to go against my instincts and move my mouse outside of "wrist range"* to even see the full animation.
(*) Wrist Range being, my arm is firmly "anchored" to the table so I can perform much finer movements and pose less risk towards the Awareness bar. If I have to move my hand beyond "wrist range" I have to lift my arm, and now my bicep is controlling the fine movements of the mouse. Which is not the bicep's strong suit.
I noticed that point gains dropped, AND level requirements rose (likely awareness penalties as well). This is a *much larger* difficulty spike than likely intended. I suggest you tune your difficulty with one OR the other, and not all at once. This explains why I was having such a hard time in Phase 2. Gaining points in ZZZZ (4Z) is pointless. You gain too much awareness for too little leveling. This basically puts Phase 2 3Z as the equivalent to Phase 1 4Z, except there's a lot more awareness gain. 1Z is simply *too dangerous* to level in. Leaving the only "point gaining awareness level" to be 2Z.
In Phase 1, I lost once, and that was because I got greedy. It took me about 15 minutes to complete it *and* experiment with both meatstick options.
In Phase 2, I lost at level 15, then again at 5, and again at 5, again at 3, again at 10, again at 2,( almost at 13,)... It took me *TWO HOURS* to figure out how best to play.
And *frustration* RAPIDLY set in. I wasn't having fun, I was *waiting* until the red bar dropped far enough for me to get 25% (IF that) of the way to a new level, only to wait again. At one point I *actually stopped actively playing* and started treating the game more as a "clicker game" where you ignore it for minutes at a time, interact for 10 seconds, and then do something else for more minutes at a time. Once I reached "Clit Rub" I decided to try *abandoning the new options* and sticking to "Pus Rub" and lo-and-behold I was able to win the game by *never using any option beyond Pus Rub*. Let 3Z and 4Z drain the awareness, and on 1Z and 2Z rub away until that Awareness bar was almost maxed. I highly doubt this is how you want your players to experience the game and progress through it.
There *needs* to be a "Settings" that can be accessed while playing. Even if only to mute the game. But also, allowing us to see the File/Edit/X bar would be nice as currently we cannot reposition the screen NOR close it without Alt+F4ing.
Closing thoughts: While I think Phase 1 has some good balancing on Cost to Level/Points Gained Per Action/Awareness Gained Per Action, I think it does a disservice to the game as it currently is. There's a *LOT* of "waiting and doing nothing". And the most fun parts are where you can actively interact at all times (basically CURRENT Phase 1 Level 40) because you can actually *look at the animations instead of the Awareness bar*. Also, the point/awareness scaling of later actions needs to be reviewed. Even though I wanted to, I couldn't reliably Finger her in Phase 2 even with Level 40.
Easy balance fix? Reduce Cost to Level in Phase 2 back to +60 (down from +80), and leave point gain as is. That will handle the "dying before 15" issue, but you'd still be stuck with the heavy Awareness costs of the later actions, and addressing those I think would require a retooling of the entire system (unless the awareness costs were ALSO raised in Phase 2, in which case reduce them back down to Phase 1 levels).
*Edit* Forgot to mention, you should add the Fanbox link to the main menu now that it's equivalent to patreon.
Just some feedback.
Glad to see you're still working on this game! While I do *much* prefer the similar ones that offer penetration this was quite enjoyable. The artwork was good, and the scaling of EXP gain to unlocks was fairly good, albeit it becomes exponential (ie. easier for the player).
So here's my commentary:
- The early game is WAY too hard. Given its variability of what sleep depth you start on if I saw just Z I'd basically instantly wake her up and move to an easier sleep depth. And to this point, there were times where the "distance between ticks" of the awareness bar were less than a Pixel, making it *incredibly* likely that what *should* have been good for 1 tick ends up triggering 2 or more.
- Scaling is still a bit favored towards "just pump your level" over "unlock things", especially in this iteration where the "Meatstick" and Paizuri unlocks don't provide any EXP.
- Capping the level at 40 worked well. At ZZZZ I could double-hand and *still lose meter* while at Z I could instead gain thousands of points (albeit pointless at that point but still).
- The "optimal" play style was use any ZZZ or ZZZZ to empty the red bar, and any ZZ or Z to carefully almost max it, which gave you the most gain fastest.
And my suggestions, of which many are "pie in the sky" but I think would help.
- A Saving system is desired. Especially given the early game difficulty. Either please implement this, or adjust the math behind the awareness/EXP ratio as you level up.
- We have a Male Arousal meter, but a female one would be nice as well. Maybe an EXP bonus for making her finish while still asleep (with a heavy awareness penalty)?
- Couple with the prior, would be female moans. I know we only have music and "squirt" sound effects, but again "pie in the sky".
- Penetration positions or "be more explicit on what's inside the Patreon edition" XD (For a dollar, there's only a few benchmarks you'd need to meet for my support [though I would rather subscribestar or something besides the Patreon platform])
- A reason to use EXP once you've maxed your level and unlocked everything (ie. consumables). Such as an injection to knock her out, or if you're not liking the rape-y feel of that, calming/arousal incense candles ala the year's old "Orgasm Girl" flash game.
- Lastly, reaching a point where waking her up would *not* immediately end the game. Ie. assuming intercourse, you reach select criteria such that upon awakening she's into it and wants to do more (my reference point is the Deep Sleep 2 game which I highly recommend).
At level 64 it is literally impossible for you to wake her up, unless you're actively moving her legs, which never seems to decrease in "intensity" regardless of your level.
I *did* die, while idling at 54 in order to get to that level, so 54 is reasonably safe, but not impossible to lose at. At 64, even Z awareness won't rise the bar. I could let the game run forever now and become whatever level I wanted.
*edit
lol I actually let it run so long it rolled over Negative and the count started over.
As a note. It seems impossible to progress if you "get caught" with less than 400 points. You can't activate any of the hands because there's no way to gain points.
And if I may make recommendations, an arousal bar, and their facial animations tied to such. The deeper the sleep the less arousal, but lower the risk, etc.