The text descriptions remind me of Kingdom of Loathing, in a good way.
Swogor
Recent community posts
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
Yeah I saw them there, the issue is that you have to read that list and then cross compare with the list of characters, so when I've done 75% of them say and am thinking "OK, who is left," it's not a convenient way to figure that out. Actually another bit of information that would be good on this screen is what percentage cost reduction each character is at.
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.
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.
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.
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.