Ha it seems like you've hit the end of the content for this update, the fucking option is the last thing you unlock. I should've made it more obvious in the quest screen.
TheSkinFlayer
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Thanks a lot! I have to revamp the love route to be honest, and add quite a lot more for it to be on par with the other path. But people overall tend to be wayyyy more interested towards the corruption route so the other one has been left with its cobwebs for a while. I see your point about morality in the "love route", and I think it would be a good idea to at least give more choice in what you want to see and how you want to act. It's noted for a future modification.
Yeah I see what you mean. But then it would be more like you try to one-shot the animal or it would flee kind of battle, which would not be that enjoyable for gameplay I think. I chose at the beginning to make the fleeing mechanic rely on the player, you can choose to flee and avoid battle with them (rabbits, faws and deers) as they are "non-agressive" and won't chase you, the wolf for example is one of the enemies that will not let you leave easily. At least not without a check with your speed and his own, and when you're too low in speed you cannot win.
The rabbit deals 1 damage when you are low level, and as you gain level and the damage it inflicts is 0 you'll get this message instead "tries to hurt you but cannot".
I also implemented basic RPG mechanics like the animals in the second area are a little stronger than the ones in the first. The wolf in the first area that you encounter in the night is weaker than the buck from the second because of RPG logic, which is not really realistic yea :')
But if you compare its stats with stats from the wolf of the same area, the wolf still has higher stats! I try to find the right amount of gameplay and a semblance of reality if it makes sense. I hope you still have fun with the battle system aside from that!
It's so weird, I don't understand why this happens.
The specific variable, as I wrote for this update shouldn't even increment, so it technically shouldn't be even possible to get the message "I have no idea...." unless something gives let's say a +1 to my variable. And the "twelvemenushown" variable is supposed to be set at the beggining of the game, like every other. So hey I'll add it to the list of things to investigate. Try a new game maybe to see if it persists but as for now I don't see why the game is acting the way it goes. I'd be curious to see if the problem happened to other players.
Hey! That's very nice of you to ask! I'm doing fine, it's just hard to keep up with updates, as I'm really busy with life. However the next one will come either tomorrow or monday (I'll need to be sure that no bugs will be in the update sooo I'll test everything.). The game is still going great! I'm just taking time to make it as good as possible, I feel like I rushed some things before that could have been even better. Like the next animations are probably the best I've done so far. And you, are you doing good as well?
Well this is definitely a bug, usually this happens when the label is empty or there is a "return" in the code. But it shouldn't happen, the only possibilites should be she awakens or you finish the number of action for the night. I think I found where the mistake was, but it's odd that it did that, thanks for telling me, and thank you for enjoying it, I want to bring waaay more for the battles!
Oh and also in the Loading menu check the "A" next to the Q and the numbers, it's the Automatic Save system, maybe you got lucky with it and have something to work with for that save! (If the bug does not persist that is.)