Swimming Fanatic Girl and Swimming Zealot Man... for some reason, I feel like I need to attack them with elementally-aligned critters and steal their money. Is that why they have boxes over their heads? So our eyes don't meet? >_>
Thindor
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Alright, I lied, ONE more comment. Probably. >_>
Just a couple quick notes / questions about the inn and the future of the room building.
The inn looks amazing at night, with all the candles lit in occupied rooms. At least the rooms I can fit a candle into. My inn currently sports 26 short-term rooms, and 25 of them are occupied at the moment (with 22 of them having candles of some variety). Overall I'm really enjoying expanding my inn, and I LOVE the green spaces I've created with the outside decorations. Little gardens, sitting areas, fountain appreciation zones, and trees perfect for reading a book while leaning against.
I do wish I could provide more ready access to the outdoor areas. I know it's entirely cosmetic, but it bothers me that I can't put any doors to actually go out into my gardens. A decorative door to place on a wall for theoretical access would be appreciated. Doesn't need to provide Desirability or anything, I just want it to look pretty.
I wish we could place wall decorations on the outside of rooms, not just hallway walls. Bare hallway space is at a premium in my inn, and any hallway wall is constantly in danger of being knocked out in favor of another room. Makes it really difficult to mount animal heads or other decorations inside my inn. Pianos, benches, imitation knight armor, those things can (and do) all eagerly sit on the floor outside the rooms, but the wall decorations are hard to work in. Not sure if this is a limitation of the Unity engine or just a game design choice.
Room capacity seems incredibly tight. I can fit in the Wooden Set or Painted Set, and then... maybe a candle? I can freestyle furniture without going for the set bonus as well, sure, but capacity runs out SO fast. Thanks to the Basic, Wooden, and Painted sets, I have three distinct sections of rooms, catering to Stylish, Culture, and Cozy needs, but it's so hard to truly specialize. I've tried to create a luxury-focused room and a nature-focused room, but even though we've gotten some really nice Luxury furniture added in, without a set bonus for it the results are mediocre. And I still can't fit all that much in, being forced to leave out several really nice luxury items. We need new furniture sets focused on Luxury and Nature to help with that, but room capacity would still remain a significant issue.
Will the future bring larger rooms with higher furniture capacity? I don't mind waiting for the next inn level, whenever that gets released (2027? :P ). But with these rooms so limited, it's hard to be creative. A larger room option would be a welcome addition, even if the base cost is much higher.
Will we be seeing the addition of a second floor? I know there is a lot of ground to still unlock for more rooms and decorations, but having a second floor to the short-stay area would greatly expand our options. Could even limit things to specific floors, such as theoretical larger rooms only being available on the second floor, or specific Unique Rooms only able to be constructed on the second floor, or even underground. I know I'm asking for a lot, but I love building and customizing my inn. Not as much as I love the ladies, but... not... not that far off. <_<
Would decorations (outside of rooms) be able to boost more than just desirability? Could we have Cozy-boosting decorations or Luxury-boosting decorations or Nature-boosting decorations? Not every decoration out there, of course, but maybe some of them could boost a design style within their radius in addition to base Desirability? I really want to have areas of my inn be hyper focused on specific design styles, but that's very limited with our current furniture options and capacity.
Should Desirability provided to a room possibly be limited by the number of identical items? If I surround a room with 20 Goddess Statues that... really shouldn't be 20 times as desirable as a room with one Goddess Statue outside. I have not tested what limits there may already be in place, but I do know that I have rooms gaining desirability from multiple copies of the same tree, statue, shrub, and piano. I just feel like that should be limited. Maybe full bonus from the first one in range, half bonus from a second one in range, and after that there isn't any further increase? I don't know, that might be overkill, but I was thinking about this while expanding earlier.
Of course, since each short-term guest has a cap to how much they can pay, I suppose Desirability limitations like that aren't truly necessary. :/
Oh, and, uhh... just a side-effect of me expanding too much, probably, but... I'm going to need another housekeeper soon. >_< It's not every day, but there are times when Vera and Jay both spend the whole day cleaning rooms, and can still barely keep up.
Ah, one last thing, and I promise I'll stop bothering you. I think there might be a slight bug in Beth's dialogue, as she keeps referring to the character as "nil" when I ask to spend the night. Also during the sex scene that she initiates while spending the night.
Other dialogue seems to work fine, with "Jay" or "hon" being used as normal.
Moth girl. Good. ♥
Tiger demi-human definitely my favorite scene, but catkin and squirrelkin were excellent as well, and the dullahan was exactly the scene I was hoping for. XD Fox girl was very pleasing to look at, but her scene didn't quite have the impact of the others, for me. Still highly enjoyable.
But... yeah. Can I... can I keep the moth girl? I want to hug her forever. >_<
So, two things with the gifts. First of all, as mentioned by another, I can't access the last couple gifts because they don't fit in the UI when you have everything purchased.
Secondly, despite owning 5 of the chocolates, when I gave them as a gift once, they all vanished from my inventory. This helped me now be able to access my culture gifts, whish I suppose is an added benefit, but I definitely think it's also a bug. :P
Edit: Now that I check my inventory again, the History Books don't seem to have been consumed. I definitely gave away two of them, but I still have all five in my inventory. :/
So, yeah, maybe double check the chocolates and the history books?
So getting the clock to decide to show itself again is going nowhere and I can't find a common denominator to why or how it shows itself again. One time headpatting Kana brought it back, but not any other time. One time changing the time block brought it back, but not any other time. One time sleeping brought it back, but not on subsequent attempts. One time talking to Viola brought it back, but not other times.
...maybe it's just shy?
I made it happen again! But it's not the second row of locations like I thought, it's actually connected to another issue I reported in a separate comment - the side girls appearing on top of the dialogue box! I think their paper dolls (or whatever) aren't scaling correctly, and I the added height of some of them is what is causing the clock to disappear.
And now that I can replicate it, I should also note that advancing to a new time block does NOT always make the clock return. :/
The paper dolls of most of my kids and most of the side girls are appearing over the dialogue box, pretty much always hiding the name of the person talking and occasionally some of the dialogue.
...which I don't necessarily mind, because MY KIDS ARE ADORABLE and I like seeing them more than some dialogue box or a silly name that I definitely remember anyway (for my kids or the girls, yes... for less common characters... maybe not).
Edit: Now some of the main girls are doing it, too (like Lily and Pixie... when talking to Lily).
The second line of locations - when you visit the Living Room for example - both looks kind of strange warping in like that, but of more concern... it pushes the clock off the top of the screen.
And the clock won't come back. It's gone. I think it went to buy some milk and maybe a pack of cigarettes.
But even when navigating to other rooms (or any other areas on the map outside) that don't have this second row of locations, the clock is still gone. I hear time passing - the frantic beeps as the non-existent clock marches inexorably forward after I do anything - but I don't SEE time passing.
When the game decides that enough actions have transpired to move into the next "time block" (Morning --> Afternoon, for example) the clock will finally return. Mockingly.
New UI doesn't "remember" what page I'm on for the save files, so I have to keep scrolling every time I want to save or load. It would be nice if you were able to make it stick so I wouldn't have to search each time.
Also, I now have 83 pages of save files, but only six saves per page and 4 empty slots per page. That seems maybe less than ideal? Not sure if there's a simple way for you to condense everything down, but it's kind of weird.
...what? Do I need 83 pages of saves? Of course I do! What kind of question is that??? o_O
When he first finds the old lab and mentions calling Chloe and Gwen (I completely forgot he had a phone...) there's a minor typo. "with the possible expection of Aunt Jessica" That should be exception, not expection. Sneaky sneaky Typo Hero.
Also, we completely forgot to check the old lab to see if they still had any secure ice cream reserves.
Been about 4 months, you say you're about 60% done... right, so another 2.5 months. That means... HALLOWEEN UPDATE! IT'S CONFIRMED, MATH PROVES IT! :P
Straight from the horse's farmer's mouth. XD
Haha, I know, I know. Just because math says it's been 117 days since 0.1.3, 60% complete leads us to a 195-day development cycle, meaning 78 more days left = you should release on the 27th of October... doesn't mean that'll actually happen.
But I'm still looking forward to that Hallowe'en Update. ;) Gonna grow some pumpkins to celebrate.
I just started replaying the main game yesterday for the... I don't know, 50th time or so. I still love the amnesia storyline and think you did an amazing job writing it, but I'm also definitely looking forward to the continuation whenever the justice system gets their act together.
Best of luck with that.
How does one get Jessica to "react" when one leaves the bathroom?
I've left after talking to her, I've left after taking a bath by myself (like some kind of barbarian), I've left after being naughty with her, I've left after just popping my head in and doing nothing at all, I've even left, called her out to the living room, and talked to her there... she never reacts.
At least not in any way that I can tell? What am I doing wrong?
Pixie has been trying to hide from me in the mornings lately. I was wondering why, so I checked her stats.
Made Out: 281
...maybe I should give her lips a bit of a rest. >_> But they're so soft! :( And it's such a wonderfully cute scene.
So this silly aside is just an excuse for me to once again throw out there, "Hey, Arc! Let me kiss more of the girls again, please!" For Pixie ('s chapped lips) sake!
You know... when you have time. <_<
An hour of headpats is not nearly enough headpats... but it's a start!
Now... the clock. I don't want to disable it. I just wish it was faster. Significantly faster. :/ Would it be practical to make time advance in 5-minute intervals, or even ten-minute intervals, rather than 1-minute intervals?
Every time I do someone something I then just stare at the clock while it's ticking away thinking "MOOOOOOOOVE FAAAAAAASTERRRRRRR!"
If not, for whatever reason, that's fine. Again, I don't want to shut it off. Even the beep-boop speech noises I haven't shut off, just significantly lowered the volume of. I don't hate either change. The beep-boops were just too hard on my frayed nerves after work at full volume, and the clock needs to get a bit of a wriggle on. The speed limit is 55, grandpa! Why are you doing 38!?! D:<
Oh, great. Now you've slowed down to 34. FFFFFFFFFFFffffffffffffffffantastic.
Sorry, Arc, but I turned the voice volume well down. Left the clock volume all the way up, though, as a notice that the game was actually doing something. >_>
The characters blinking made me think of Fallout 1 talking heads, for whatever reason.
It was a bit surprising when I woke up at 11:30 in the morning, but I suppose the game just does a solid 8 hours of sleep. >_> I guess just because *I* live on 3 hours a day doesn't mean Robin does. <_< I'll try not to push the time to 3:30 in the morning before sleeping anymore.
...in game.
Kana's reunion with her mother was very satisfying. I'm glad I didn't shatter her. ^_^ Though I'm sure everyone is happy with their own choice.
I enjoyed clicking on the buttons and seeing what they did. The person who made them must be a genius. And very handsome. :P
The Test Time Change was a bit bugged, though. When I added 10 or 30 minutes, starting at 5:00 AM, it suddenly was Night, even though the time was still 5:10 AM or 5:30 AM. When I added one hour or three hours, it was properly still morning. Weird.