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Lapsa

Member
Game Developer
May 30, 2020
141
80
You can use the codes in the changelog as a temporary fix, as long as you are in the appropriate room it shouldn't matter. I'm not sure what is causing that issue currently.
 
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May 18, 2020
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All buttons for the secrets should now be fixed.
Oh, fantastic, I just came in to mention they seemed to be bugged and unobtainable, seems I just missed the update when I started my run is all! cheers for the game, by the way, it's quite fun and you have a very wonderful way with describing events.
 

Akren

Newbie
Aug 25, 2019
99
46
8 random encounter kills with hyperlink clicks for first lvl up is certainly a design decision :unsure:

edit: "Salvage some supplies" in A floor armory not working, response says it didn't understsand the sentence, the hyperlink also returns that fail result.
edit edit: mixdrop still has 951 not 952 lol

edit 3: being able to export/import saves on the browser version would be nice, esp since this game doesn't shy away from light grinding early on (literally nothing to do but grind)
edit 4: nah this engine just hates multiple versions being played on the same browser in general???
 
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Lapsa

Member
Game Developer
May 30, 2020
141
80
8 random encounter kills with hyperlink clicks for first lvl up is certainly a design decision :unsure:
How many do you think is fair? Do keep in mind that it should be at least require some effort to level up.

I also have no plans on adding any 'passive' exp gains, sorry.


edit: "Salvage some supplies" in A floor armory not working, response says it didn't understsand the sentence, the hyperlink also returns that fail result.
This is 100% fixed on the newest version, you are likely using an old version.


edit edit: mixdrop still has 951 not 952 lol
Are you sure? It leads to NIP 08952.zip for me.


edit 3: being able to export/import saves on the browser version would be nice, esp since this game doesn't shy away from light grinding early on (literally nothing to do but grind)
Unfortunately, its a limitation of the engine. Save game through versions are not compatible. I made a code the first day I posted it up that allows you to skip to level 2.
 

Lapsa

Member
Game Developer
May 30, 2020
141
80
edit 4: nah this engine just hates multiple versions being played on the same browser in general???

That's correct. This engine wasn't really meant for 'patches'. Trying to get it to work between versions would require far more effort than it'd be worth. The game isn't that long and there are codes that already let you skip parts of it so I do not think it should be that large of an issue.


Also, can you please confirm that the mixdrop link was just from an old load of the page? Again, the link leads to the correct download for myself - as well as others I've asked to test it just to make sure. If something strange is happening it needs correcting!
 

Akren

Newbie
Aug 25, 2019
99
46
Don't want or need passive exp. Considering prior to first boss there is literally nothing to do except die to first boss, die to sekrit boss, or deliberately play poorly to get groped by first enemy which is risky cuz again lvl 1, 4 is more than enough imo. If you want to keep it higher, i can only recommend adding a/a few variant enemies so you're not basically always running into the same one, esp. functionally different (different patterns, different required response) enemies. Otherwise it's literally just mashing the strike button and mashing back and forth between rooms, it's effort but braindead effort that honestly just makes me want to go play something else. If that's the effort you want people to put in, you do you, I'm just telling you what I feel.

(Also not having loss = hard bad end + load from save, would help, tho in terms of flavor this is hard to justify so it doesn't seem viable as much as it would be nice design-wise. just a tangent.)

i could swear i opened mixdrop "today" on my end, but maybe i misremembered. Or maybe I never reloaded f95 so the link didn't update. Woops. False alarm, soz.

As for the engine, I haven't programmed with either myself but a commonly used thing i've seen is Twine for text-based games, dunno if there's a particular reason you shy away from it. Renpy and Gdscript are hilarious overkill, but those are the only two i've really touched.
 

Lapsa

Member
Game Developer
May 30, 2020
141
80
i can only recommend adding a/a few variant enemies so you're not basically always running into the same one
So the short version of this is that another enemy in the starting area would help, and that the main issue is monotony rather than having to actually level up.

I want to try to keep things sustainable with this, but I think that adding another enemy to the starting area would be doable.

I appreciate the feedback!



As for the engine, I haven't programmed with either myself but a commonly used thing i've seen is Twine for text-based games, dunno if there's a particular reason you shy away from it. Renpy and Gdscript are hilarious overkill, but those are the only two i've really touched.
Well, the reason is not much of a mystery - its because I can code in Inform and not Twine, Renpy, or Gdscript (or anything else, really). I don't really know any programming languages other than the one I mostly taught myself how to use, which is Inform. The game would certainly be easier to make in more modern engines and would allow a lot more stuff even without expanding its scope, but only for someone that knew how to use those more modern engines.
 

VJockey

New Member
Jul 31, 2019
5
3
I'm honestly kind of disappointed by the game despite so many appealing tags. The Tentacles don't grapple enough to make things interesting and spend more time attacking - making it more of a chore to get the protag have to struggle in a lewd situation, the clunkiness of reloading spoils the play after the immediate game over and it just feels like a grind more than anything.

Also the bloated sac enemy also feels like a bit of a wasted opportunity as well because all it does is cause the main character to be stuck in place and periodically take damage. I mean yeah its immobile, but you could also do something like have the paralytic gas also be a mild aphrodisiac? Being stuck while getting increasingly horny and unable to do anything would make for an interesting scene I imagine.

Additionally lust just feels like a second HP bar more than an actual mechanic. Having it linger between fights, needing to manage it and having small scenes for self relief, having to deal with temptation during combat if its too high...

Then again I might be asking for too much from a one man show. I should just be happy to have a tentacle smut text game.
 

Lapsa

Member
Game Developer
May 30, 2020
141
80
Hey I really appreciate the feedback!

I'm honestly kind of disappointed by the game despite so many appealing tags. The Tentacles don't grapple enough to make things interesting and spend more time attacking - making it more of a chore to get the protag have to struggle in a lewd situation, the clunkiness of reloading spoils the play after the immediate game over and it just feels like a grind more than anything.
The only thing I could really do about this is tweak the level of health required to make grapples happen. However, that could cause other issues, or feel like its too frequent to other people.


Also the bloated sac enemy also feels like a bit of a wasted opportunity as well because all it does is cause the main character to be stuck in place and periodically take damage. I mean yeah its immobile, but you could also do something like have the paralytic gas also be a mild aphrodisiac? Being stuck while getting increasingly horny and unable to do anything would make for an interesting scene I imagine.
You can get stuck while getting increasingly horny, if you get grappled and orgasm during it. Orgasming sets the 'Dazed' status effect that prevents actions.

As for the Bloated Sac itself, as an enemy, its main quirk is that it causes paralysis as its special status move. I think stacking too many effects on the same move for a regular enemy could get a bit confusing.

Additionally lust just feels like a second HP bar more than an actual mechanic.
Isn't it in most games? Though it should be noted, unlike in AE - the lust bar here doesn't game over you at max lust, and instead initiates an orgasm that causes an HP drop and then resets lust back to zero.


Having it linger between fights, needing to manage it and having small scenes for self relief, having to deal with temptation during combat if its too high...

Then again I might be asking for too much from a one man show. I should just be happy to have a tentacle smut text game.
I am in fact one person, and I also have to worry about making money - which takes time away from what would otherwise be making things in these games for people to enjoy. Persistent stats between fights is something I've tried to do in the past, and it hasn't worked out very well.

The way that I know how to code an 'inventory system' is extremely clunky, Inform itself is prone to oddities, and overall it feels like it would end up being something that was clunky and people complained about. I'm not sure if you really want to be having to go, between every fight, into an inventory screen in order to manually heal or lower lust. Stats resetting after every fight means that both the players and myself don't have to worry about an entire extra mechanic.
 
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Lapsa

Member
Game Developer
May 30, 2020
141
80
Just put out a new update that expands upon the content a small bit by adding a new enemy to the starting area. That should hopefully help with any feelings of grueling struggle to experience content in the starting stage.
 

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May 18, 2020
35
28
Honestly I had a great time with it myself, now that I've had time to clear it, but one thing I wanted to note is that there is a bit of tedium during fights if they last a while in that the text can make the action buttons move, making it hard to do grinding as easily since you can't just keep clicking and have to hunt the button down on occasion. Beyond that, I'm in agreement with the idea that more enemy variety would be perfect. I'd love more enemies that leave Nal with something to deal with after the fight like the seeders implanting eggs they have to get out. Not sure what else to do there, but more "consequences" so to speak for getting grappled in fights would be nice to break up some of the monotony. Overall though, it was very lovely and I'd like to thank you for the experience I had with it, you'd get an A from me if this was for a grade :p
 

Lapsa

Member
Game Developer
May 30, 2020
141
80
Honestly I had a great time with it myself, now that I've had time to clear it, but one thing I wanted to note is that there is a bit of tedium during fights if they last a while in that the text can make the action buttons move, making it hard to do grinding as easily since you can't just keep clicking and have to hunt the button down on occasion. Beyond that, I'm in agreement with the idea that more enemy variety would be perfect. I'd love more enemies that leave Nal with something to deal with after the fight like the seeders implanting eggs they have to get out. Not sure what else to do there, but more "consequences" so to speak for getting grappled in fights would be nice to break up some of the monotony. Overall though, it was very lovely and I'd like to thank you for the experience I had with it, you'd get an A from me if this was for a grade :p
I really appreciate the positive words! I'm glad that you like the little game, over all.

The zig-zagging text is something that annoys me too, however its how Inform is. Ideally there would be set 'boxes' for text, however the way that the engine is made I'm pretty sure trying to do something like that would require me to learn another language anyhow. I'll try to see if there is some manageable alternative.

I am quite limited in how much time I can put to this - as money is an additional factor with things. However, I do have an idea of something that could be added in that includes an after-victory scene - should I ever get the time.


I'm sorry if I came off as too demanding or anything. I liked what was there, it just felt like there was too much of a wall for the good bits.
Its all good, I've taken every bit of feedback so far that I could act on and acted upon it.

I think I myself have hit a bit of a wall however, as I've done a number of things and still am getting complaints about grinding (specifically in the start). Getting to level 2 in the start should only take about a minute - and should be enough to get you past the first boss. Bearing in mind the boss for the first area is the Tentacle Seeder, not the Tentacle Nest - which is an optional boss guarding a secret.
 

Lapsa

Member
Game Developer
May 30, 2020
141
80
Relatively big update planned for tomorrow. It'll include a new enemy and the much yearned for dark mode (thanks to the efforts of Dryad Quest Dev who has a game of their own you should check out too!).

This will likely be the last update for the game barring any bug fixes that need to be made, given the time and effort I've put into it and the attention its gathered - unless it somehow manages to pull in a sudden burst of positive attention. Its a fully finished game and I have addressed every major issue and taken all feedback I've gotten into consideration and addressed everything to the best of my abilities.

Further, I've gotten people mentioning the lack of art. Artwork would, at the estimates I've gathered, cost - at minimum - around 1300USD (though likely higher). If you want to see art for the game, that is the goal to meet as far as support for the game goes. I simply don't have the money to put down on the game given its state right now.
 

bobbot

Member
May 10, 2018
391
243
Relatively big update planned for tomorrow. It'll include a new enemy and the much yearned for dark mode (thanks to the efforts of Dryad Quest Dev who has a game of their own you should check out too!).

This will likely be the last update for the game barring any bug fixes that need to be made, given the time and effort I've put into it and the attention its gathered - unless it somehow manages to pull in a sudden burst of positive attention. Its a fully finished game and I have addressed every major issue and taken all feedback I've gotten into consideration and addressed everything to the best of my abilities.

Further, I've gotten people mentioning the lack of art. Artwork would, at the estimates I've gathered, cost - at minimum - around 1300USD (though likely higher). If you want to see art for the game, that is the goal to meet as far as support for the game goes. I simply don't have the money to put down on the game given its state right now.
thanks for making it. im just glad to see a text based game thats not a visual novel but a cyoa with combat mechanics. nothing against visual novels their just everywhere when it comes to furry content.
 

Lapsa

Member
Game Developer
May 30, 2020
141
80
V0.9.5 is out!

thanks for making it. im just glad to see a text based game thats not a visual novel but a cyoa with combat mechanics. nothing against visual novels their just everywhere when it comes to furry content.
I appreciate the positive words!
 

Lapsa

Member
Game Developer
May 30, 2020
141
80
Sssooo... turns out 0.9.5 has a pretty bad bug where taking any action against the new enemy just kind of gives zero options and it stops working, necessitating a reload from a save?
Should be fixed now.
 
3.00 star(s) 2 Votes