Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

stm8022

46
Posts
A member registered Jul 31, 2021

Recent community posts

(3 edits)

On a different note. When trying to arrange political marriage with Jarrod,  the condition seems to be reversed here:

            if jar_rival <= 15:

He'll reject the proposal at low rivalry, but given that he talks how the reason is because he hates the MC, this likely was supposed to be jar_rival >= 15

edit: another potential small error:

            if i2 >= 190:
                play sound "music/yay.wav"
                $ well_approve += 10
                "Thankfully you are extremely talented in reading people just right. So your ability to flatter is really quite masterful."
                "And you can tell that your words hit as member of the delegation after member light up, clearly thinking better of you for your words."
            elif i2 >= 170:
                play sound "music/yay.wav"
                $ well_approve += 10
                "But as it happens, you are rather good at both reading people and as a consequence flattering them."
                "You can tell that your words hit home and you have made some inroads in gaining the approval of the delegation."

pretty sure the first gain here should be +15, given that a) this is the highest gain in the "best" option for other delegations, and b) passing the second tier check elif i2 >= 170: also gains 10 points (which does match the other delegations)

(4 edits)

edit: okay,  after looking at the game script most of the stuff below can be disregarded. The game doesn't intend to set the time slots to 21. Instead, it's a repeated error in the script, where it tries to set variable to 0 and then increase, but it instead issues instructions

$ timeu == 0

which is a comparison, not assignment, and does nothing to the value of the variable. These pairs

    $ timeu == 0
    $ timeu += 14

should be replaced with a simple

$ timeu = 14

instead.

Not sure if this is error or oversight, but in Week 4 there's a distinct difference between what the game tells the player and how it plays out in terms of mechanics.

At the start of the week you're told that with Matchmaker business out of the way and with everyone spooked by murder and not doing any social stuff, you'll have much more time at your hands than before.  And the "Time" panel which in previous three weeks starts at 14 (2 activities per day) is set to 21, which implies you should be able to pick 3 activities per day.

Except... nothing actually changes compared to previous weeks -- you still only get the same 2 slots per day. Add to this that couple of slots are typically blocked by social visits (one from potential partner, and one on Friday with murder clues) So you're effectively left with 10 slots before the trial, and out of these 7 are needed for full investigation, and 1 for personal plot. Leaving you with mere two slots to do anything else. Which is hardly much more free time you're supposed to have. And incidentally means if you haven't had the skill levels needed to perform investigations at the start of the week, there's practically zero chance to address this matter.

If this sort of crunch was intentional, then the Time variable on the Info panel should be perhaps adjusted so it doesn't mislead the player that they have more time than they actually have. Though it'd be probably far more considerate to instead do what the game claims and allow an extra activity per day, for more leeway.

(on a side note, it's also a bit frustrating that when you choose to explore the staff quarters MC suddenly turns braindead and even if they know about certain "Lee" who died and whose identity is pretty much known at this point is likely connected to this murder, they are only capable of searching through his room if Kade deigns to tell them so. But that's technically not a bug so, ehh ._.)

(3 edits)

There's a minor bug in the demo:

<<if $water_magic == "sometimes" or $water_magic == "yes">><div class="choice">[[You won't be intimidated. Attempt it too, invoking the Goddess.|Chapt3GalConfrontShy3][$chapt3_shyness to 2, $Galahad to $Galahad+1]]</div><</if>>

The problem is, $water_magic is a numerical value of Mordred's skill. This check should be instead testing variable $water_study

edit: a bit more serious error -- there's a number of situations where the game adjusts variable $shy but the problem is, this variable is never defined in the first place. So all these adjustments do nothing, and any checks for value of this variable are bound to fail. Perhaps the game should be adjusting variable $confident in these cases?

(1 edit)

Small balancing suggestion for the current game build: there's only single generic activity which adds the "bulking" effect  (working with weights) but like half a dozen if not more instances of cardio effect (running, swimming, yoga, etc)  It'd make sense for some of the latter, like yoga or swimming, to also add tiny bulking bonus, on successful exercise.

It seems also far too easy to not only maintain but completely remove "plumpness" from character, between the hunger bar requiring just two meals a day to maintain, and the cardio activities (single combo of treadmill+yoga) effectively matching or exceeding daily gains.

(1 edit)

Oblivious options create/increase romantic attachment between MC and the target person, but one where MC doesn't realize the nature of their fondness, and isn't openly (or at least intentionally) flirting.

(1 edit)

A minor suggestion: currently you're using black heart icon to mark explicit romance options, while the oblivious romance icon comes red colored. If you wanted to make things look uniform (i.e. all these heart icons being red) you could replace the black heart icon with this one: ❤️ (U+2764 U+FE0F) A simple search&replace would handle it.

During the free roam parts of the game choose option labeled "Protected Save" and then the command to download the save file from there.

Entirely up to your imagination. In the past the choices would have impact on which attributes were easier to rise, but this was removed and the choice is now purely cosmetic.

It's now updated to v. 0.14. Note, old saves won't be compatible because some of the systems were changed quite a bit.

(1 edit)

"Blow him up" requires MC to accept request they can get from Mei Mei before the expedition, if they're on good terms with her. The second option is only possible if you've refrained from using Golden Seed abilities while fighting Long Chen's underlings.

The only way to obtain poison resistance (in the game script) is through the option "Do nothing" (and sending Mei Mei away when she shows up) once the poison triggers. You'll need regen trait and 180 vitality to pass the check. If you buy the medicine earlier (for 500 points) or use the other paths once the outbreak happens you won't enter that script branch.

So, what you describe, is pretty much impossible. Are you sure you didn't confuse two or more of your playthroughs?

(1 edit)
However, the problem is that he progresses way too slowly,

I reiterate: it takes the MC 6 months tops to reach the stage others take years and often decades to achieve. Starting effectively from mortal level scratch. If this is your idea of "too slowly" then we simply have to agree to disagree on this.

Regarding the stones, Tang Wei needed a few of those to replenish his qi reserves and teleport out of the game world. But he's already a fully developed god-like being, not a fresh vessel which needs incomparably more qi to develop to his level. Also keep on mind that what your MC gets their hands on aren't the same stones, but tiny remnants of stop-gap solution produced by Tang Wei out of "mere" few millions of the world inhabitants. They're far from the same thing in terms of carried power.

Btw, each of the stones you get in the story grants you the same amount of power: 10 qi and 100 exp. The rest of exp you have available after the time skip doesn't come from the stone, but it's what you've accumulated as your character attributes up to that point. Perhaps it's a narrative mistake to make the first instance of getting your hands on one of these pebbles seem far more beneficial than it actually is.

(2 edits)
I understand that cultivation can take a long time, but considering the main character is a martial sovereign and the reincarnation of a God, it's surprising that they haven't reached the top yet at least by his generation.

The MC has only just woke up after 2 years in a coma. After which they have jumped from effectively mortal they were reduced to back to mid-houtian in something like a month. They're now expected to advance by 2 stages in mere 6 months which is already quite unprecedented feat. (other prominent members of the cast, Tang Ruo included, took those 2 years to reach late-houtian)

They might be reincarnation of a god but they're in a world where they're handicapped, if anything. I think you're being unreasonably impatient when you expect them to just jump to the next major power stage in matter of weeks, as if it didn't take other people decades if not more. That'd be just silly level of player's ego stroking.

A small note: there's a few instances in the game's script where you've used variable named gawain_ro (as opposed to Gawain_ro) This causes some minor bugs, like conditionals which check for Gawain's romance always failing even if he does have feelings for MC, or the romance "score" not getting properly updated. hth.

(1 edit)

Is Mona's pregnancy not implemented, or bugged? She'll happily pump the PC full of eggs if asked (or on her own if you let her) but they all just dissipate after a while and the status screen insists your orifices are devoid of any content.

(2 edits)

This error will occur if you initiate interaction with Mell by clicking on the "nearly naked soothsayer" link in her opening screen, instead of "Talk with Mell" action provided underneath. Essentially it makes the "Back" button do nothing, and you're stuck in the loop where you can only "Listen" to Mell forever and ever.

"Though Sammy should expect to be woken up by Jaylee sitting on her face."

The best sort of alarm clock.

The appearance of hairstyles can vary depending on MC's hair length.

If you're continuing old game save with the current game version, that's probably the most likely reason for it. You'd need to check if your issues persist with a new playthrough, started with 0.2.4.

The game reality matching school rumors as well as the bus rides are parts of incoming 0.3 update.

https://itch.io/post/6499080

(1 edit)

How's the leveling up of the NPCs in your party supposed to work? Asking because with Evie at l.40 she's basically a deadweight in the latter game areas (Dred Valley etc) and there doesn't seem to be a good way to fix that. I took her to the Forsaken Keep, and fought l.47-48 mobs there. In time Evie gained a single level my own character (who was l.60 at that time) gained nearly 3, which makes zero sense -- if anything, it is my character who should be getting near-zero XP for curb-stomping what's effectively greys to her, while Evie should be getting XP bonus for defeating what from her PoV are "reds", thus giving her a chance to catch up level-wise.

"We have has sex before. Simon doesn't show any interest in me sexually. I had my first time with Simon."

Sammy needs to work on her observation skills, doesn't she. Either that or it's some serious case of hysterical denial :v

You're likely already aware, but these diary header icons are currently more confusing than helpful -- literally the same icons are used twice, basically relying on the player remembering what they're supposed to actually mean. For more intuitive version, there could be single person (or mirror) for Sammy and multiple persons for "people" tab, e.g. Though, guessing they're just placeholders for now.

The update sounds lovely overall, it's gonna be really hard to wait for it.

Yup, becoming Sammy eventually is completely understandable; i was just looking for some potential extra drama with that on the "originally a boy" path :v Looking forward to seeing more of Emilie and flatmate content.

Somewhat related question though, will there be any differences in writing in how both MC origins (whether they were originally boy or the girl) handle expectations of their current sexuality? I mean, they start to fantasize pretty quickly and never appear to be conflicted about the idea of other dudes putting their cocks in him/her or serving them sexually, i.e. ideas they likely weren't too keen on, or even considering, previously as a boy. Compared to being originally a girl.

(well, unless they're bisexual to begin with, i suppose)

A few more remarks after playing some more...

Shopping with Lisa introduces 3 extra outfits, but you can only buy 1, if can even afford that, and afterwards they're gone forever. Would be nice if they're added to the outfit list in the mall after that scene, for later purchase.

While i realize this is a lot to ask for, it'd be really great for the game CGs to have variant for blonde hair MC -- it's pretty jarring to see the default hair in the scenes if you're on the bakery route and the images don't match with what your character is supposed to look like. As long as the source pictures have the character on her own layer(s) it shouldn't even take all that much work -- even without it, it took literally 5 minutes to recolor one of existing images with Color and Linear Dodge in the photoshop: (sample) With layers it shouldn't take more than minute or two per picture. Heck, if your artist(s) are too busy, i'd be willing to do it for you, just to see it done :v

Potential issue: some of the track club scenes use "trackperf" variable to determine their outcome. The problem here is, the value of the variable is largely determined by choices during the very first team practice, which doesn't make much sense long-term, and dooms the player to sub-par performance no matter what they do unless they go back literally months in-game to correct that. It'd make much more sense if the trackperf variable was (instead) at least partially determined by club attendance, which currently has zero effect/benefit -- having the variable increase each time the player attends club meeting could lead to more logical outcomes, with systematic effort providing better results.

Event errors (probably fixed by now so putting this last): 

* Violet's 2nd bakery conflict events don't fire because they're scheduled to happen earlier than consultation event controlling the flag which triggers them. Removing daycount check and using "event.happened("bakery_consultation")" fixes it and makes things more flexible

* A number of Violet's dom/sub text messages don't trigger because they require "violetdateflag" which is only set when there's a date pending. The "violetdateflag" check is unnecessary, checking state of "violetrelate" is sufficient.

(10 edits)

Perhaps it's fixed in more recent build (playing 0.37.96) but there's pretty serious bug with the karaoke storyline -- after meeting Jun & crew ("confront them" option) the game advances through subsequent storyline steps each time the option to visit the karaoke place pops up, even if the player picks options which wouldn't allow for it, i.e. choosing "leave" on the initial "go in"/"leave", "leave" on the follow up "sing. $15"/"leave" or "go to room 7" on the "knock on door"/"go to room 7" set of choices.

This can lead to some absurd situations, like the MC suddenly acting as if she's already aware of Jun's profession when they never interacted further than initial meeting, references to scenes which the player never experienced (the bathroom incident) or suddenly getting notification they've reached the end of karaoke storyline when all they did was choose not to visit the place at all a few times to save money.

Perhaps after the "confront them" scene the game should make sure to only advance the karaoke plot counter when the player picks the "knock on door" option, and then on "go in" for subsequent semi-automated visits. Or simpler yet, do it only when the relevant scene was played, as part of that scene's code.

lol that makes sense. SugarCube v2 Documentation (motoslave.net) is pretty handy for the API docs, though i'd guess it's not something you'd need at this point. In any case good luck with your game, looking forward to the shapeshifter tribe story line completion, and then whatever is next in the pipeline.

(1 edit)

"There are more outcomes to that scene than those two, though you may not be able to access them if you don't have either the correct relationship stats with Padmiri, hypnosis, or aethereal chains."

I realize that, these are what i meant by "anything else" in my reply. My point was the harsh penalty applied with the option in question makes that particular option something no player is likely to pick willingly, when they have much better alternatives. Cancelling the debuffs after the scene is done would alleviate this issue, and bring it on par with other options available to the player in that scene.

"You can prevent this from happening by disabling the "Multiple full sex continued actions" option in the settings."

Ohh, thank you. I left the settings in default state to see what the game was like with them, and overlooked that's what the option would do. That solves the problem, then.

Unrelated, but wondering -- is there any particular reason your autosave is using Save.slots instead of Save.autosave for its location? Just feels a bit weird to see the autosave slot in the saves requester empty (and getting one manual save slot less)

The thing that confused me was, these vines are applied to your character and others by Padmiri and they apparently prevent you from making any actions during that scene, and this is fine and understandable. But then after the scene ends, you're told Padmiri is going to leave you like that... yet somehow you magically gain ability to move around and perform (some) actions again. How, it's never explained or addressed. So it creates impression descriptions and effects aren't on the same page, and something bugged out.

Also, having the ability to do any real talk disabled for that day (including the social phase) doesn't make you "play extremely carefully",  but it prevents you from playing the social part of the game on that day at all.

If it's all intentional, then these feel like extremely harsh penalties for just choosing scene option, and given you don't gain anything in return it effectively renders this option pointless -- the player might fall for it during their first playthrough, and even if they don't just reload right there and then, in subsequent games they're bound to pick instead "fuck it, am out of here" or anything else that doesn't just ruin entire day worth of training for zero gain. I mean, you give the player a choice between smashing themselves in the dick, and not smashing themselves in the dick. That ain't much of a choice at all /s

On separate note (a propos of dicks), i like the positioning/actions things this game uses; sparked a few observations, tho:

* kind of surprised me oral interactions are limited to one-sided dominant/submissive arrangements, and there's no 69 position for equal opportunity oral actions

* for herm characters mutual penetration tends to be very common  in the game (like, multiple times in nearly every encounter common) but in "reality" it's pretty hard to pull off as it'd require quite specific body arrangement, sort of a reverse cowgirl and 69 crossover. Simply so the body parts can line up instead of getting in each other's way. So it might make some sense to have such mutual penetration as specific (CA) that's only enabled in such separate pose (maybe the 69 one if it was added) and limit regular mounting positions to either penetration or getting penetrated, but not both at the same time? It'd feel less jarring this way.

Another small thing to maybe consider-- it'd be nice if, while browsing a store or your wardrobe, the allure indicator on the UI displayed the allure rating you'd obtain if you combined your currently worn outfit with the currently previewed item. Or just the allure value of previewed item. Currently it shows you what seems to be a calculation of "naked with only previewed item on" (in the store) or "only what's currently shown" (in the wardrobe, i.e. if you are selecting your underwear, it ignores any possible shirts/skirts etc you have set for that particular outfit) Which isn't very helpful and to some extent bugged -- after closing the store interface the indicator only updates on location change and such.

It'd give the player a better idea what sort of allure rating they can expect from their assembled outfit and/or when they're shopping for clothes, instead of only finding that out afterwards.

For HSL you only need conversion functions for HSL->RGB and back, which are really simple and ready-made pieces of code. E.g. here algorithm - HSL to RGB color conversion - Stack Overflow

Then you just show the HSL sliders to the player and translate to RGB for your purpose under the hood.

(4 edits)

Minor glitch -- opening and closing the Journal while the wardrobe screen is open results in the room action buttons showing up on top of wardrobe screen and becoming clickable. Following this with a click on the makeup button leads to a crash.

A small QoL suggestion -- on the wardrobe screen, please mark the primary/secondary colors set for currently selected/worn item type with border of different color. I.e. if for a white bra with pink accents highlight the white in first row and pink in the second row with different border, when bras are selected. (mainly because it can be hard to remember which color is actually used as 'primary' for some of the items)

For the v0.3 color picker, consider making it HSL sliders instead of RGB -- the former allows for much more intuitive/faster color selection and tweaking.

Also, if possible, consider giving the makeup screen a different selection of colors, specialized for this task instead of just copy of clothing colors? The ones currently available are maybe ok for the eyeshadow, but with 1-2 exceptions are nigh useless for lipstick and blush, and make the character look like a clueless clown. A few more subdued colors (pinks/nudes in particular) would do nicely here.

(6 edits)

A rather inconvenient error in v0.3.10 -- Padmiri's "punishment" scene applies a set of debuffs on her targets,  LVAr, LVAr, LVMo (on sidenote, the second LVAr should be probably something like LVLg since it affects legs)

The problem is these debuffs have duration of "-1 day" (until the next day actually) and persist  after the scene is finished. *And* the targets can potentially include player's character.

Not only this heavily penalizes affected characters' stats, and makes them use most of combat/sex actions, but also makes them unable to participate in conversations, as the only action available to them is "Apologize".

Ah, i see. Guess it'll mean a longer wait for me before i can resume; that's unfortunate, but fair enough if it's what people prefer. It's almost too bad both the setup and execution so far is so entertaining and neatly done, as it's going to make the wait all that harder :v

Out of curiosity, do you have any guesstimate/plans for implementing the early side-quests the game mentions? (helping local "police" with their internal issues) Their current lack is kinda making me hold back from getting farther in the game, since they're supposed to be tackled before the first mission and i'd rather experience things in story-compliant order...

Put the mouse pointer over the save you want to get rid of, and press Delete key on your keyboard. It's universal behavior for RenPy-powered games.

That's good to know :> While at it, a related observation, if you don't mind -- it currently takes ~5 beers for your character to get the "drunk face" and up to 10 for the "fully smashed" swirls. Aside from potential cost and time needed to reach this state (without cheats) this is quite at odds with your physical size and the character herself noting she's (now) a total lightweight when it comes to drinking; as such, it might make sense to increase the effect a beer has on the drunk state -- e.g. doubling it would result in getting drunk in 2-3 beers and smashed in ~5, which feels about right?

Not sure if a bug or intended, but "get a beer" at the pub costs you nothing, while "have a beer" at home costs you 20 coins. The cost should be probably comparable, otherwise there's very little point to the latter.

Adding to #1, it'd be nice if graduated idols were moved to some sort of "hall of fame" where you could view their profiles, or something along these lines. As a bonus, this could open up a possibility to (still) interact with them in some manner.

Also, maybe an option to set a concert as a "graduation ceremony" for an idol that's about to leave soon? It could make the fan base of that particular idol more likely to attend, or smth.