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Charlie

7
Posts
A member registered Jul 06, 2023

Recent community posts

(1 edit)

Cheers! Exciting stuff ahead.

I'll pay close attention, it's true I keep the roads under control now that it's easily manageable. I might try to purposely keep them at Dangerous for a couple of weeks. If the merchants are unnafected it sounds like it could be bug/unintended.
Edit : Alright, merchants do go back to missing and having higher prices when you start the weekend at Dangerous. 

(3 edits)

Fell in love with the art style and the inn management loop. The setting has neat and creative ideas. The progression of the character and the inn feel at a good pace. Overall very cozzy and charming. I'd play it even without the lewd scenes.

Definitely at the mercy of some bad weeks RNG, which early game can be a problem but starting over with a better picture of what to prioritize first and where to focus made things go much more smoothly. 

I'm looking forward to the characters' relationship to continue evolving and future seasonal events, and perhaps more recurring characters. It was all very good so far.
In the meantime, bits of feedback/thoughts :
- Like it's already been mentionned, settings could be nice, namely to adjust sound volumes. 
- It might be planned for the future but I expected something to happen or for scenes to look different at 100 Fracture. Something like how in the begining, we see Lucy's 'Other' self holding her up. Expected to see "her" more at 100 Fracture. I'm sure it's planned for future story developments, but I'll still mention it.
- If it's intended to work like that, that is fine, but I was a bit surprised that the availability of Merchants and their Safe prices were a one-and-done thing. What I mean is that I absolutely don't mind if once you bring the Monster Presence down to Safe, the game becomes lenient, but it would feel expected that the roads going all the way back to Dangerous would have an effect. It didn't seem to be the case other than reducing potential guests for the inn. I think once unlocked, it could be fine for things to stay unlocked for Safe and Low, perhaps go back to expensive prices at Medium and High but still have all Merchants, but hitting Dangerous again, it would feel appropriate Merchants aren't showing up with their cheapest prices. The gameplay loop is fun enough I wouldn't mind recurring problems like that. I think. 
- Couldn't find a way to see the state of the Kegs if there was one. So either include where to find that in the help/guide page or perhaps add it somewhere if possible. Just having an idea during the week of how many are still fermenting.
- No kissing during the interactive scene :<

I really enjoyed my time with this game so enjoy this little support as I eagerly wait for more :)

Also, potentially spoilers question : is there currently any scene triggered by keeping Lucy's desire maxed without doing anything about ita number of days in a row, or have I just been really mean to her for several days? 

Sweet, thanks for the reply!

The transparency and follow ups are always appreciated.
Without asking for too much details, what kind of issues did the testing rounds face with the Godot version? Was it performance and stuttering related, was it bugging out? Just curious.
Also it was well prepared of you guys to keep a Renpy version ready just in case, good call. Hopefully you can make the final switch next time!

Cheers! The hair color rarely if ever comes up so it's really not a problem. 
My lazy solution would be to just call it Red and let people project whichever kind of red onto it. Unless you sometimes have descriptives tied to the colors, in which case it would get annoying for you.

I was honestly more curious to know if there was going to be a region full of gingers somewhere down the line or something! Or it be a special family's trait.

Is there a lore reason why the Warden can't have red/ginger hair? Like if it is particular to a certain region or people that aren't in Lenia or something like that? 
I was making my second read-through character more like myself until I reached that point and went "Oh. It's not there."

It's not a huge deal but I'm curious. Burgundy Red just isn't the same.
Very enjoyable and engaging read, by the way.

I would also much prefer an in-game option similar to the first game. I was honestly expecting the Beauty Parlour to handle that but apparently no. Bit of an oversight in my opinion.

In the mean time, for others who may want to change this, we can get around it with some save editing.
https://strive-conquest.fandom.com/wiki/Save_Editing

Once you got the file in a readable manner, search for the character's name or nickname.
You should find a section that looks like this :

Just specifying because it can also find it in relationship listings which isn't the one you want.

From there, scroll up a bit until you find the lines
               "hair_style": "pigtails",             
               "hair_length": "hips",
Obviously it won't necessarily say those values. 
I've tinkered a bit but I believe the best approach is to just change the length in the save and then change the style in-game. Doing it in-game will also update the portrait. Doing it in directly in the save does not until you change the style in-game anyways.

The values I know are available are :
ear
neck
shoulder
waist
hips

However, with the game's default visual assets, it seems to only matter when the hair style is straight, and currently I don't think "waist" looks any different than shoulder length.

There's got to be a better way.