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Swogor

25
Posts
25
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A member registered Dec 13, 2019

Recent community posts

(1 edit)

For the thresholds you could have a set of options instead of any number, which could also help keep it from needing to verbosely explain everything.  E.g.

Turns - Turn 3, Turn 5, Turn 10, Turn 15

Health - <25%, <50%, <75%, <100%


And you're welcome

(2 edits)

Oh right, that was in the initial explanation.  My health reached zero in the middle of the match though, so I'm wondering if that should have a more obvious effect as well.  Maybe give emptying it a bigger effect and then restore it to full once the effect is over?


Also while in the post-match phase you still need to hit attack or pleasure to submit prompts, which seems wrong.

(2 edits)

I didn't test full release but would it make any sense for the button to be inactive if you haven't hit the trigger yet?  I also didn't understand how the percentage number works for turns taken, or for the health/endurance difference if it's saying you're at x% of opponent's stat, or x% less than (as in is the calculation PC / OP <= x or (OP - PC) / OP >= x).

Oh and is the power of your full release based on the percentage it triggers at?  That seemed like how it would work but I don't remember if the help text specifies it.

I have Mei Mei at zero health and endurance and the description from the AI seems to be that the match is over, but it's not moving to the next match.  Either side going to zero health also seems to not do anything, I was able to keep taking turns after if the idea is that you're stunned for a few turns.

Seems to have fixed it, thanks.

I also just tend to notice it, I have that complaint for practically every game with male characters.  POV shots and shots focusing on the woman's face FTW.

(1 edit)

Attempting to submit a prompt:

components.js:2579 Error executing action for button submit-button: ReferenceError: plot is not defined     at Object.updateText [as submit-button] (components.js:5677:26)     at async HTMLButtonElement.<anonymous> (components.js:2573:21) (anonymous)    @    components.js:2579</anonymous>
(1 edit)

I liked the animations, although some of them have camera angles showing a bit too much man-ass.  Is the plan for this to be a linear game or more of a sandbox/management game?  The future plans talk about mini games so it sounds like it will move into a sandbox?

(1 edit)

The text descriptions remind me of Kingdom of Loathing, in a good way.

You may want to consider adding a way to play with one hand.  A way to select the menu options with the arrows/wasd would work.

If you don't accept the offer and then hit reload from save the submit & end scene buttons won't work.

---------------------first error------------------------------------------------------

components.js:230 Data for key "config" not found in IndexedDB, and no fileUrl provided to fetch from.

loadJson @ components.js:230

await in loadJson

updateText @ components.js:6322

await in updateText

submit-button @ components.js:2670

(anonymous) @ components.js:2685

--------------------------second error-----------------------------------------------

components.js:2690 Error executing action for button submit-button: TypeError: Cannot read properties of null (reading 'content')

    at updateText (components.js:6337:16)

    at async submit-button (components.js:2670:50)

    at async HTMLButtonElement.<anonymous> (components.js:2685:21)

(anonymous) @ components.js:2690

(1 edit)

Oh and it would be nice if we could modify the tag blacklist sent to GelBooru, and if hitting enter while focused in the prompt textbox would submit the prompt.

Playing through my first playthrough, probably won't have enough Orgone on day 3 (because I keep buying spells lol).  I don't quite understand what any of the stats or spells actually mechanically do.  It seems like regardless of NPC stats I can just write in whatever I want them to do, with the exception of Iris Alpha who seemed to be a little harder to get to do what I wanted.  On the reverse I thought that maybe spells would change the generated dialogue, like the growth spell would make characters with size queen more amenable, but if that's happening it wasn't clear.  It also seems like the plot characters are supposed to have some kind of plot trigger (like Sara keeps saying she's going to give me a surprise but never actually does), now that I'm thinking about it I guess I might be supposed to prompt that they do something to forward their plot but maybe there's a way to signal generally what we're supposed to do to advance a character's plot.

At least so far the MC doesn't really.  The closest would be if you have sex with the woman that drinks the size stealing potion and choose to let her shrink you, but even then in the subsequent scenes so far you're still an active participant.

If you're looking for inspiration, Project Realism has a chapter system that is pretty intuitive for seeing the results of choices and letting you go back to major ones to try different routes.

FWIW I saw this issue in Vivaldi but not Edge or Firefox.  So if you can't reproduce try a different browser.

Also the fishing poles say "Real" instead of "Reel", though I wasn't sure if that was a pun.

After feeding Polly, when she goes to walk away she can get stuck on a party member and softlock the game.

The enchant potions interface currently requires a lot of clicks, it seems like you could add a button to add the runes and mixture required for any potions you've made before, and also allow moving the runes from one circle to another without having to remove it and drag it back over.

First person could be good too, just to cover the bases.

If possible it would be nice to have an option for the narrator to refer to the main character in the third person, i.e. "the woman explores her surroundings" instead of "you explore your surroundings."

I liked the demo.  There are still a couple of minor bugs with the second game.  When you fail a root quicktime, the characters can still move while the animation plays, which doesn't seem intended.  If you fail a root and then run into the town while the portraits are still on screen, they aren't removed from the screen until the fight.  Also the last input for the quicktime event moves your character, which is annoying when the input makes you move backwards.

I'm also hoping you have a second option for seeing the bigger enemy portraits besides having to lose or wait for them to get it passively.  I don't know where you plan for the story to go but maybe we can eventually gift them height in exchange for their help.

You could open up your save file in a JSON editor and find the slave, and try to set all their lactation/stress-related variables back to 0.

Since you mentioned you're doing a combat overhaul, a nice QoL feature would be if we could set a "standard inventory" the game would try to fill at the start of each day.  So, something like automatically put 2 ropes, 5 bandages and 3 supplies in our inventory and put everything else in the mansion at the start of the day.

(1 edit)

Came here to report the same issue.  While we're at it, there should probably be a point where slaves stop producing milk if they aren't pregnant or being milked regularly.  I have one slave that had a baby once, and now is constantly producing milk (luckily without this bug, so an enchanted sundress is enough to keep her at low stress, but still).  It's also just a lot of busywork to have to milk them through sex or rotating them through the farm, adding an option to allow them to milk themselves (which wastes it but keeps them lactating) would be nice.