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Could really use some more polish and optimization

A topic by corey8084 created Jul 03, 2024 Views: 391 Replies: 17
Viewing posts 1 to 4

On insane mode there were many times where the timer would run out before the image even showed up. Then the "categories" when rejecting images are so small and at the later game the bottom one gets cut off due to needing to scroll. The tutorial is "meh" at best, it doesn't really explain the categories like when am I supposed to use "pornographic" instead of "nudity"? I like the concept of the game and each playthrough being short but hard to have an erotic game that you can't really enjoy the imagery. I haven't seen it yet but maybe a gallery of images that have been seen would be nice?

Developer (4 edits) (+1)

Thank you for the feedback! I am certain I can add/improve some of these features. 

  • The category formatting is something I struggled with but I'm testing out some improvements.
  • Now that you mention it, the categories themselves can seem vague and could use some further explaining in the tutorial. 
    • Under the hood, at least for the first two nights, there are many images (in particular, the ones that [SPOILER] will later go on to fall under the new "CDC" category [/SPOILER] where the game will accept either "Nudity" or "Pornographic" as the correct response. Aside from those particular images, the difference between Nudity and Pornographic is that Pornographic includes sex with another (directly or implied), masturbation, or suggestive fluids.
  • I love the idea of being able to freely view the images. While it would be virtually impossible to have the images seen persist through each playthrough (I say virtually because I'm not sure if someone may have already or eventually will find a way to hack that ability into the engine-- it's something I'm looking into but can make no guarantees about), I could definitely provide post-game passcode(s) to unlock galleries where the images can then be viewed freely.


Regarding the timer, though, I'm having some trouble recreating the issue where it runs out before the image loads and would like to know more. Are you playing the Windows version, or the HTML version? If it's the HTML, what browser are you using? 

(+1)

Thanks for the reply!

Good to know about the categories and as far as the limitations of the engine for the gallery, I have no idea but hopefully one day it will be possible to implement, I realize a lot of the art is AI generated but is still very nice.

For the issue with having to wait for an image, this was really only a problem on insane difficulty having only 3 seconds. I am playing on the Windows version and I've got some pretty solid hardware including an intell 9700k, Nvidia 3080 to (both liquid cooled), and 32 GB DDR4 RAM. 

The note about being completely out of time when the picture was finally presented was a slight exaggeration but there were definitely cases where I was left with ~1 second when the picture showed up and I had to make a determination.  I don't know if there is a way to only start the timer once you've confirmed that the image is displayed or not, but that would be a possible solution. 

On the topic of the categories for reporting, I'm not sure if "violence" is implemented fully or not, I did a normal and an insane playthrough (both with the same ending, I assume was the good ending?) and I only ever saw 2-3 images combined that could have possible been violence but there was no mention of that in the tutorial or any dialogue about it through my playing. 


A last bug that I encountered was when I chose to skip the tutorial. I was able to click the "clock in" option before the dialogue finished and then a few seconds later, the caption to click the tutorial repeatedly flashed on the screen.


For real though, keep up the good work. I've honestly been eyeing Artifact for a little while and may pull the trigger on it after seeing the work you've done here and your response to community feedback. 

Developer(+1)

Sorry, I missed your reply! 

I was coming back to tell you that I had figured out a way around those engine limitations and have implemented the gallery. I've also messed with the timer, so I'd love to hear back if you are still having the problem. The timer does seem to occasionally jump the gun just a little bit, but also has deliberately been slowed down ever so slightly to account. It may even be worth mentioning that even though the timer still counts after an image has been submitted, as long as the image gets submitted by the mouse before the max seconds is hit then it's good, i.e. no buzzer, no problem.

There is also a new link on the computer that contains some elaborations on the reasons, and it can be viewed any shift.

Violence has also deliberately been kept to a minimum. There are only 5 violence images to occasionally throw the player a curve ball. 

I believe I have fixed the clock-in issue as well, so please don't hesitate to let me know if it still occurs for you.

Thank you for the kind words and support! Artifact is bigger and, while not as polished as Phocal, is my baby. I've been putting a ton of work into it and am excited to hammer it out. I hope you enjoy the update!

(+1)

Hi! I agree with corey8084, or at least I did when I played on the previous version.

First of all, it's a nice to see that the players are being heard. I've understood that Phocal isn't your favourite game you made, but you still update it and fix bugs in a short amount of time. That's so cool and I thank you very much for that.

As I said, I played the 1.0.0 version, and I just tried the latest one (1.0.1), and I really saw a huge difference! It really becomes a better game! The tutorial is clear and the rules panel you added was really necessary. The clock problem is no longer an issue.  And the gallery is also a very good point, I think it really puts the game in the "for adults", or at least nsfw category. We can stay on the same pictures without any time limit and because of that, I have found some pictures really nice (even though I usually don't like the AI generated art... good job)!

I have still noticed some other bugs (there are always some, and they are minor, but I mention them anyway):

  •     I didn't see any difference between the "skip tutorial" and the "watch tutorial" options at the beginning. Is it just that the "clock in" button is available before the training?
  • In the gallery, all the pictures have the number 208/715, it's kinda weird!
  • Sometimes, when I'm moderating, I have to click the button 2 or more times (both yes and no) for it to work. I don't know if I'm the only one having this problem, but I have to click outside the in-game screen after my decision to avoid it...
  •   The main problem, I lost because of a bad job (I clicked on the green for all the pictures to see if there was another ending, I'm not that bad...), but then the game took me back to the Main menu, but the gallery was totally empty, as if I hadn't played a shift, but I had just finished a playthrough before. I tried quitting and reloading the game, but nothing happened, my gallery is totally empty

The last one I saw, after winning the game with the left choice (trying to avoid spoilers...), I think it was after the credits, you wrote "Fin" and not "End". I was curious to know if you were French (I am, so I'm sorry for my English...).

After that, I just have a few questions, that I understand if you don't want to answer, but I'll sleep better if I ask them...

  • How did you come up with the idea for this game? (I mean, apart from Lewd Mod, I haven't found any other games about moderating social networks).
  • Was it, as you said, just a personal challenge, or was it in the context of a game jam?
  • Is the voice a real one or also an AI-generated one?
  • Do you develop your games alone or is there a team?   

   

(I've just started a new Youtube channel (in French), talking about nsfw content, especially games, and I think I'll do a test on your game (and maybe your others in the future). Maybe I'll take your answers (again, feel free to answer) to talk a little more about the game)

In conclusion, I smiled to see all the work done between 1.0.0 and  1.0.1, I thank you for listening to the (small) community of this game, I congratulate you for your work, from the idea to its realisation (the "only 1 week" is incredible!!), and I wish you the best for all your games ! Have a nice day/evening/night!

Developer(+2)

I've fallen on some hard times lately, and your comment in its good grace has lifted my spirits, so before I answer any questions I just want to thank you immensely for your kind words. 

I wouldn't necessarily say Phocal isn't my favorite, or that I even have a favorite. I love Artifact but it has grown so much beyond its original scope that it's very difficult to develop. Phocal, comparatively, is so much simpler that it feels like a breath of fresh air.

Community feedback is extremely valuable, and I want to offer support on everything for as long as I can to the best of my ability, even if the community remains small. I remember in the beginning someone accused Artifact of being vaporware and so I'm just trying to be as active as I can to show people that I'm not here to just dump and run.

I'm glad you saw a lot of improvement in the update! I feel you on the AI art, believe it or not. I was worried about general sentiments toward my first game to use AI art as the actual assets and not just placeholders. This game would not even exist if I had to hire an artist to draw over 700 works, as part of the reason I wanted to do it was because my other games which do have hired artists are also limited in how quickly they can develop. I wanted the vast number of images to both reduce the possibility of  running into duplicate images in the same shift, and to give more value and replayability. On top of that, I hired a few models to take various pictures for me that I could then use to train the AI, so the images aren't created using just any old model out there that anyone can find and make their own.

Normally, on the first night, you have to listen to the ~1 minute phone call before you can clock in. I figured this may get tiresome on replays, so the Skip Tutorial option makes it so that entire first part of the call gets skipped.

The number in the gallery is not the image number, but actually how many of the total images have been unlocked! I should probably find a way to make that more apparent. 

Sometimes having to click twice is not just you. I don't think this engine was really made for complex timed events. In the initial testing, it sometimes took 3-4 tries to get a click to register. Using some CSS tricks and whatnot, I was able to mend this for the most part, getting it down to 1 click for the grand majority of time, though like you said sometimes an extra click is needed-- which is another reason why the timer counts at just a little slower than an actual second. At this moment I'm unsure how or if it can be improved any further, but I will continue looking into it.

In order to implement an image gallery that persists between playthroughs, I had to make some changes to how the game saves progress. It seems I may have missed accounting for a certain scenario, as it sounds like experiencing that type of game over may effectively restart the game and save over the progress. I'm sorry for the issue, it is a huge problem and I'm grateful that you have brought it to my attention. This is the type of bug I'd usually push out a fix for on the spot but unfortunately I am far away from my computer for the next few days.

I tried to make the game in such a way that the wrong answer doesn't impact the player as much as hesitation does, so I'm hoping that saves some other players from the same headache while I'm away. 

I am not French, but for some reason "Fin" just matches the vibe of the game better to me. 

As for how I came up with the idea, let me first say it was born out of necessity. The economy is crazy right now, and I wanted to make a small game that could help supplement some lost income and help with growing development costs of my other games.  This meant spending $0 money (which failed, because ultimately I still hired voice actors). My first goal was just trying to justify the use of so many AI images in the game without it feeling hollow. With the limitations of AI art (or at least the method by which I generate it, because I know there are a lot of different ways to generate ai art these days), it's difficult to get the exact image I want. But in the context of an image moderator, theoretically any image I could generate could be usable (though in reality I still trashed 10x more images than had made it into the game). On top of that, the setting of doing mindless repetitive work at an office in the wee hours of the morning as an overworked and underpaid drone was something I used to experience daily and I always wanted to make a horror setting out of it. 

It was indeed a personal challenge, although I guess technically it was inspired by the very concept of game jams. I would love to do a game jam some day but I'm not sure I could manage it just yet. Sure it was mostly coded in the one week, but to get it to the point where it is now it was closer to 4-6 weeks to actually finish it. 

The voices are real! The actresses are credited in the end credits. Katherine and Jean were incredible to work with and did a spectacular job. I would love to work with them again in the future.

Lastly, I am a solo developer. For my other games, I do have artists that make the assets and music. As far as coding, testing, Marketing, Support, Etc etc it's just me. I'd love to have a team, but my budgets are stretched paper thin as it is and I don't feel right asking for free help. On rare occasions some amazing people will volunteer to help out, though, so I'm grateful for that.

Thank you again for your comment! I'd absolutely love to see your YouTube video if you make one.

(+1)

As Yoda says, "May the Force be with you" in these difficult times!

I think the best part of the update is the gallery, as it really does add more replayability. Now I wanna unlock all the images, so continue playing over and over again! And I understood the meaning of the numbers in the gallery after I wrote the comment... I was just a bit slow on the uptake! As for the AI part, I think you've found a good way to use it (and a lot of the pictures are really nice).

I'm glad I can make the game work better, and help you fix some bugs. The loss of my previous gallery wasn't such a big deal, because it's going to be extremely difficult to moderate the images that badly (overall after achieving a playthrough), and it didn't put me off the game anyway. I do have one other tiny request to improve your game, maybe you could add an option to pass the calls. It's cool to have them for the first few playtroughs, but after that, I think most players will go on to unlock all the pictures, so the calls aren't that important (in the end game, otherwise I really liked the little story!).

Thank you very much for your answers, and I hope/wish you will reach your financial goal will be achieved, the others are (at least for me)!

In France "Jean" is a male name, and I didn't hear any male voices, but now it's clearer! Your two voice actresses also did a really great job too!

If I have the time, I'll be happy to continue testing your games and others, I like it and it's way better to see that our voices are heard, it's different from the big devs studios that sometimes let the players mod their games to avoid the most common bugs...

Thank you very much again for your answer, your game, your work, and I wish you all the best!

(+1)

I'll also add other things that I have encountered on my last playthrough.

The bug with the loss of the gallery is also there when I reload the game with a difficulty other than "normal" (maybe because it goes back to normal, but that way, we could never complete the gallery, because we won't have all the endings, as we have to reload the game to change the difficulty...).

At the end of the tutorial, the "Clock in" button appears at least 30 seconds after the last word of the boss.


Just something that I think could be better, maybe you could add something to let us know when we have made a bad choice, so that we can improve ourselves. For me it could just be a buzzer sound or something like that, it'll be enough ! (I don't know if it's possible or if you want it, but that's just my opinion!)


Have a nice week!

Developer(+2)

I hope this latest update fixes the issues you were experiencing!

I believe the issues with the loss of gallery should be fixed now, it's held up in my testing at least. The only quirk is that in order to save the buzzer ending image to the gallery, it will require restarting from night 1. After it's saved, the checkpoint can just be reloaded as normal and the image will stay unlocked.

The Clock In button should now appear at the last word instead of 30 seconds after.

At the end of every shift, you will also have the option to review the images you got wrong and see what the correct answer would be.

(+2)

Great updates mate! Keep up the fantastic work! ❤️

Hello !

Sorry, I've been away from my computer for a while, but now that I'm back, I've tested the new version!


It's fantastic! The review of the errors is something I've been thinking about, but now it's real, thanks!

I haven't noticed any other bugs, on one shift I clicked on the "Clock in" button before the end of the text, and the game was... a bit surprised? it took a while for it to work again without slowing down, but that was my fault!

By the way, now that we see our errors, it appears to me that a lot of the CDC images have another reason for being rejected before the 3rd shift, even if the people are clothed, is that normal?


Sorry if I'm still making things difficult, you don't have to pay attention to my comments, I'll still love the game as it is!

I don't regret my purchase for a second, and normally I'll upload the little video about it in a few days!

Have a nice week!

Developer (1 edit)

Hey! Yes, this is normal. 

There may be a few images that cause confusion, and for many of these images the game will accept multiple rejection reasons before the 3rd night where it's officially defined. When reviewing the answers, though, it will only show 1 of these reasons. A lot of the clothed CDC images should still look sexual in some form or fashion, although a few may not-- it's not exactly perfect, but those images are very limited for those first two nights and is just another part of the reason why the game is more lenient on the answers themselves as opposed to the time it takes to answer.

(1 edit)

I see! 

Thanks for the clarification!


Edit : I played again this morning to complete the gallery, but it seems that all the images that I have unlocked yesterday have gone....

Developer

Nooo! Are *all* images gone, or just ones from yesterday? Do you remember doing anything different that time? 

Ow... I'm so sorry... Yes I had 515, and this morning there was the message "You must complete a shift to unlock..."

But maybe it's because I lauched the game (since yesterday) with the Itch.io launcher, and not with the local files of the game ?

Developer

I just tested it and that shouldn't be the issue. Just want to confirm, are you heading straight to the Gallery after booting the game, or are you loading the save first and then heading to the gallery? 

Okay, I didn't load the save before going to the gallery! I found again all my images! I've another question, can we have several saves or are we limited to one?

Developer(+1)

Just the one save, at least for now. Multiple saves currently tank performance.