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Questionnaire Sticky

A topic by Primalemotion created 3 days ago Views: 233 Replies: 19
Viewing posts 1 to 8
Developer(+2)

Respond to this topic with the answers to these questions.

  1. Should I add an “essence extraction” animation?
  2. Should I make the Forest Event area longer?
  3. What do you think about the vines animation and the dryad scene?
  4. What do you think about the science scenes?
  5. (For anyone playing on mobile/tablet) Should I make an easier mode for mobile play?
  6. Did you find the debug room (you can probably guess the 5 digit password)?

It's a question adjacent to question 5, so I'll ask it here instead of sitting on it: Any plans of making a Mac version of the game? I know rpgmaker tends to be a bit difficult to port over, but I've heard there's sites and engines that'll change everything for you, and I'd be more than happy to bugtest and make sure it's working.

Developer(+1)

RPGMaker MV has a Mac export option. I have no way to test it though.

If you set up a download I'd be more than happy to find out for you!

Developer(+1)

I added an external download link for the Mac export files. I hope they work.

(1 edit)

I return with news! Not the good kind, but the interesting kind at least!
First and foremost, downloaded the experimental mac version, unzipped it, went to start it, INSTANTLY said "The application can't be opened", no way to xattr my way around that.
Secondly, started perusing the files to see if there was anything I could do, noticed that they are quadruple nested in the www folder, dunno if that's intended (click www the first time, a few things change, but the second and third time it's the same. Fourth time, has some of the same folders, but not another www file)
Finally, I also noticed that the Resources folder INSIDE the Game Application (the one that should run on Mac, "Show package contents -> Contents -> Resources -> app.nw") seems to include all of the same files as the Windows version, and is also quadruple nested in the www folder. Might explain why the windows version is about 900MB and the mac one is almost 3GB. 
I'll say it now, I'm not a game dev, but I AM a game player, and most of the ones I've got that run on mac have the game folder, and inside is "Game.app" and sometimes "credits.html". Everything from Contents to App.nw looks about right, but then it has those .dll and .pak files which I'm fairly certain Mac can't open, the games I'm looking at all have json, rpgmvp (images), and rpgmvo (pretty much anything else), the latter 2 work fine since they're handled by the app itself. You CAN use the classic png/jpg, or .ogg if you don't mind folk poking through and seeing all the content.

Having typed out all those words, it looks like a lot, but I'm confident it's all important and understandable. I implore you, look into this, and if you need someone to test a mac port again, upload it and I'll see, or you can reply to any of my messages. Tally ho!

EDIT: posted this, went to my feed, IMMEDIATELY saw you noticed the nesting files LMAO

Developer(+1)

Lol that is kind of funny timing. I already updated the Mac version so that zip is now 1.3GB.

It looks like the image files are available in the Win version as well. It doesn't matter that much since I was planning on letting other people have access to my sprites anyways.

Once I detangle the files fully I'll update the Mac version again. Hopefully that will make it easier to figure out.

Developer(+1)

I updated the file again and it now has only the Mac files in there.

If it still doesnt work then I found an option from a steam message board you can try:

https://steamcommunity.com/app/363890/discussions/1/3277925755444294890

It still doesn't work when downloaded! However, the Steam page suggestion worked like a charm and it opened up, no problem!

Developer

Excellent. I'll set that as the instructions to run it on Mac.

(+1)

1. Yes please.

2. Sure, I saw the dryads walking near the plants and I thought they were going to grow and get immobilized. It'd be cool to trick them into doing that as a possible puzzle. Or/and you could maybe do a block/plug puzzle with them when they've gotten too big. Like maybe you have to slide them next to some vines that will drink the milk and open a path for the player. I think it'd be neat to integrate some more puzzles like that to get some more playtime and depth.

3. I Liked em.

4. I also like those.

(2 edits)

1. If you do, make it skippable past the first time.
2. The forest area definitely felt like there would've been something more to it. Like another commenter said, consideering the dryads are known to grow from the corruption, turning the area from a simple chase sequence into a puzzle to make them grow might be a cool spin on it
3. Loved the vine and dryad animations. Protip though: before the event, load all the images in sequence off-screen on a dummy event to get rid of the sprite flicker. As long as they've been loaded at least once, the flicker won't happen. It's helpful for the character portrait, too.
4. The science scenes were cool, although I never actually found the laboratory. I just accessed them through the gallery. Where is it?
5. N/A
6. Did find it, quite enjoyed it. Was the first code I thought of.

General feedback:

- Artwork is great! Love me some cowgirls. Can't wait for the other expansion types!
- Please look around for new music. I think it's safe to say that the default RMMV music tracks have been done to death by this point. There's oodles of great royalty-free music out there if you go looking.
- You should aim to reward the player with fetish scenes for succeeding, rather than as a failure state. It's really counter-intuitive to lose to get what you want. I know why it's done and it fits with the gameplay, but it shouldn't be prioritized. Still, props for giving the player a consolation prize for losing, so there is still an incentive.
- I presume the money will be used for purchasing stuff other than tokens at some point? The shop feels quite anemic at this point in time.

Overall, I really enjoyed this and can't wait to see it develop further!

Developer

Firstly, thanks for the excellent feedback. I appreciate it.

Chuckl609 did have a good suggestion and I will probably use something in relation to it.

That's good to know about the images. I was thinking I would need to put them on a higher image layer and then lower them down,  but preloading them will be easier to do.

The lab is intended to be a scenes only location. I could technically make it accessible and let the player examine parts of it, but the gallery is the intended way to interact with it.

I can look for other music. I also noticed that this music is used by, basically every other RPGM game so far lol.

It is kind of funny making reward events for failing. I'm going to make an extra scene for each region once you beat them. They are going to take a bit to make though. Hmm, maybe i should also make a scene for when you rescue enough people too.

The money is kind of a weird left over from the original concept for the game which was that you had to earn 1 million coins to pay for your resurrection. As I scrapped that idea money has become much less important, especially since there will be no actual battles. Oh, I could make usable items that reduce essence or something along those lines.

(3 edits)

I played the game and really liked it. The shapes are good, but sometimes I wish they were a lot bigger and had different endings. They couldn't have added a crystal or a unit that gave you gold and hidden it, like, in plain sight or something.

along with belly expansion will the game get weight gain?

Developer

The belly expansion will be more like a thicc expansion if that makes any sense. Maybe not quite the weight gain appearance though.

1. I agree with another comment, adding one for flavor would be great, but it should be skippable if it results in the same thing again (the dryad scene and the special vines scene are notable, and should be forced to view at least once)

2. A cutscene, three chase sequences, then another cutscene does feel a bit short, but making it longer could feel repetitive, so it's probably fine.

3. Vines and Dryad scene were great, though the "Hey, if you do this something's gonna happen" in front of the vines could've been shorter. A simple "I don't trust those vines" followed by "Do I really want to chance this? [YES, NO]" would've worked wonders there. You could even do a "I know what these are gonna do to me" thing for repeats, whether that be to avoid them or to prompt the player again, who's to say.

4. The science scenes were fun, and made for some excellent world-building. The fact that you physically need a dryad seed to do the third science was a bit annoying, especially since the event that gives you them is from losing, AND it explicitly says "Just sell these"

5. N/A (I appreciate all the work of getting a Mac port up and running)

6. I did! It took me a second to see it since it's tucked away a bit, as all debug-y things should be.

what is the code?

Developer

The first hint I will give is that its numbers that look like a word.

  1. I agree with the others, either just a short animation that is playing while you're talking with Cowza when you get overloaded, or if it's long skippable after the first time.
  2. I think the length of the level is good, if you're worried about the length of the game I think making more zones would be better. 
  3. I think it looks good! I really liked the Dryad scene. I would like to see a bit more back and forth dialogue between the dryad and Miranda to add to the playing they're supposed to be doing.
  4. I think those were fun little additions, especially cowza showing her power at the end there. 

For the Dryad  zone: 

If you don't already have anything in mind. I think to better tie in the Dryads with the science portion you could have the chase event have a switch that sets after you save the girl/beat the zone. So that when you return to the dryad area, they could be sitting around, or offer to help you with your research leading to a similar ending scene as the losing animation. That could allow for it to be a nonloss event after the main goals are reached in the zone and easier on players to gather the Dryad seeds, or for replayability (different reason why you're chased through the scene after completion) 


All in all I think this is a fun game and I can't wait to see more!