So, am I correct in thinking that it's Stepmom for a particular reason rather than
just being Mother? I mean, it's incest either way so I was just curious....Also NOT
trying do drag up a huge argument.... Just wondering. (btw...it's missing the incest tag)
Thank you
Very Best of Luck and Success!
Cheers
Thanks for the feedback! Since she’s a stepmother, I hesitated to use the label. Future chapters (involving the father) will expand on her role in the story. Appreciate you sharing your thoughts, cheers!
Really great game, look forward to the next update. It would be cool to see what endings you got and don't got at the end of the game so we know what is possible and what to go for in are next play through.
I would love if there was some way to track what scenes are available vs what scenes you've already seen. Like, if there was an achievement system or gallery or hints or whatnot. Just not sure if I've seen everything so far or not.
Hi! The game is interesting but I found several bugs:
Missing image when trying to watch your stepmom changing:
7DMS_0.2.0_Public/media/img/cambiandose.webp (but there is a file with a double extension: .webp.webp)
Missing image in the living room:
7DMS_0.2.0_Public/media/img/rooms/living_room.webp
When your stepmom is angry, her dialogues are shown with Laura's image instead of her image. There are several examples of that such as for example when she says "You're an idiot, get out of my damn room you and that pen you call a dick" or "What the hell are you doing, get out of here now!, YOU DISGUSTING PIECE OF SHIT!" or "Don't touch me, you freak" or "No way, you're not getting away with this" and many others.
If on day 6 you catch your angry stepmom masturbating but you hide in the bathroom before being seen, then after playing a game and sleeping, the day ends with: "Tomorrow is Friday, I think my stepfather will return Monday... I'm scared to think what would happen if he found out I slept with his wife". But no, you did not sleep with his wife. The next day also starts with an incorrect message: "The alarm clock rings and you open your eyes, you feel fulfilled, yesterday you did it, you lost your virginity with your stepmother." No, you did not loose your virginity.
There are no instructions for the mini-game. The only information is about using the keyboard or mouse, but the goal of the game is not explained (avoid all moving things).
There are some strange limitations in the movements or actions that are due to the way the game is designed (more on that below). For example:
Why isn't it possible to move to your stepmom's room until you have brushed your teeth?
Why isn't it possible to watch TV in the living room until you have smelled your step-mom's underwear?
Why are some of these limitations different from one day to the next, or depending on what you have done earlier?
I think that a bigger problem is the structure of the code. The game tries to look like a Sandbox game but the code is written as a CYOA game. That combination is seldom successful.
In Twine/Sugarcube, a sandbox game usually has a smaller number of passages (typically one for each location that can be visited, plus several for the events or interactions with NPCs at those locations) and a larger number of variables deciding what can happen at those locations. The state of the game (time, player stats, NPC stats) is stored in those variables.
A CYOA game is the opposite: it has a larger number of passages (typically one for each choice that the player can make, except for a few loops) and very few variables (variables are mainly used for breaking out of the loops). The state of the game (reflecting the previous choices made by the player) is encoded in the names of the passages.
Here we have a game with less than ten locations that can be visited, only two NPCs so far, yet there are already more than 500 passages. If this game was written like a sandbox game, then at this stage in its development it would have maybe around 20 or 30 passages, not 568. The names of the passages could also be much easier to read: "bedroom", "living room", "stepmom masturbation", "stepmom fuck", ... instead of the current names that are very difficult to follow because they encode the state of the game: "c,c", "c,c1", "c,c2", "c,c3", "c,c4", "c,c4," (note the comma in the second one), "a-2-13,6", "a-2-13,11", "w-2", "w-2-5", "w-2.1", "ww-2", "ww-2.1", "ww-2-2", "www-1". It is difficult to follow what is happening when there is such a large number of passages with weird names containing dashes, dots and commas.
There is a lot of copy-pasted code between passages: as each room in the game has a different passage for each day (instead of having a single passage per room, with <<if>>/<<else>> macros depending on some variables), this implies that there are 6 or 7 copies of each room. Each copy has the same image and almost the same description, with almost the same list of choices, etc.
This duplication of code between several versions of the same location makes it more difficult to maintain the game and increases the risk of inconsistencies (which may be a reason why some actions or locations seem to randomly appear or disappear, as reported above) . If you want to improve the description of a room, change its image, add a new room, a new action or a new NPC, then it will be necessary to make changes in multiple passages.
If you want to be able to keep on adding features to the game (new characters, new locations) without creating thousands of passages with a lot of redundant/duplicated code that is difficult to maintain, then I would highly recommend rewriting the game in a sandbox style, with at most 20 or 30 passages instead of more than 500.
Really great game, look forward to the next update. It would be cool to see what endings you got and don't got at the end of the game so we know what is possible and what to go for in are next play through.
I would love if there was some way to track what scenes are available vs what scenes you've already seen. Like, if there was an achievement system or gallery or hints or whatnot. Just not sure if I've seen everything so far or not.
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Sorry about that! The idea was for the mini-game to be fun. Honestly, we tested it ourselves and were able to get through it every day. The plan was more of a 'pay if you don't feel like playing,' but still make it possible — and even enjoyable — to beat it without paying. That said, we take feedback seriously and use it to improve! We've already got four more mini-games ready, so you'll be able to choose the one you like best. We're also going to brainstorm another way to skip the day, to give more options to players who aren’t into the mini-games. Truth is, we’d love to create something cool and not just focus on money, since we genuinely enjoy making this. Thanks a lot for your comment!
the mini games are not that difficult, if you use WASD you can basically just move off screen, & wait for the timer to run out. But I still do not get point of the minigames, it is not like you gain anything from it. beside maybe extending the play time.
Hi! The game is interesting but I found several bugs:
Missing image when trying to watch your stepmom changing:
7DMS_0.2.0_Public/media/img/cambiandose.webp (but there is a file with a double extension: .webp.webp)
Missing image in the living room:
7DMS_0.2.0_Public/media/img/rooms/living_room.webp
When your stepmom is angry, her dialogues are shown with Laura's image instead of her image. There are several examples of that such as for example when she says "You're an idiot, get out of my damn room you and that pen you call a dick" or "What the hell are you doing, get out of here now!, YOU DISGUSTING PIECE OF SHIT!" or "Don't touch me, you freak" or "No way, you're not getting away with this" and many others.
If on day 6 you catch your angry stepmom masturbating but you hide in the bathroom before being seen, then after playing a game and sleeping, the day ends with: "Tomorrow is Friday, I think my stepfather will return Monday... I'm scared to think what would happen if he found out I slept with his wife". But no, you did not sleep with his wife. The next day also starts with an incorrect message: "The alarm clock rings and you open your eyes, you feel fulfilled, yesterday you did it, you lost your virginity with your stepmother." No, you did not loose your virginity.
There are no instructions for the mini-game. The only information is about using the keyboard or mouse, but the goal of the game is not explained (avoid all moving things).
There are some strange limitations in the movements or actions that are due to the way the game is designed (more on that below). For example:
Why isn't it possible to move to your stepmom's room until you have brushed your teeth?
Why isn't it possible to watch TV in the living room until you have smelled your step-mom's underwear?
Why are some of these limitations different from one day to the next, or depending on what you have done earlier?
I think that a bigger problem is the structure of the code. The game tries to look like a Sandbox game but the code is written as a CYOA game. That combination is seldom successful.
In Twine/Sugarcube, a sandbox game usually has a smaller number of passages (typically one for each location that can be visited, plus several for the events or interactions with NPCs at those locations) and a larger number of variables deciding what can happen at those locations. The state of the game (time, player stats, NPC stats) is stored in those variables.
A CYOA game is the opposite: it has a larger number of passages (typically one for each choice that the player can make, except for a few loops) and very few variables (variables are mainly used for breaking out of the loops). The state of the game (reflecting the previous choices made by the player) is encoded in the names of the passages.
Here we have a game with less than ten locations that can be visited, only two NPCs so far, yet there are already more than 500 passages. If this game was written like a sandbox game, then at this stage in its development it would have maybe around 20 or 30 passages, not 568. The names of the passages could also be much easier to read: "bedroom", "living room", "stepmom masturbation", "stepmom fuck", ... instead of the current names that are very difficult to follow because they encode the state of the game: "c,c", "c,c1", "c,c2", "c,c3", "c,c4", "c,c4," (note the comma in the second one), "a-2-13,6", "a-2-13,11", "w-2", "w-2-5", "w-2.1", "ww-2", "ww-2.1", "ww-2-2", "www-1". It is difficult to follow what is happening when there is such a large number of passages with weird names containing dashes, dots and commas.
There is a lot of copy-pasted code between passages: as each room in the game has a different passage for each day (instead of having a single passage per room, with <<if>>/<<else>> macros depending on some variables), this implies that there are 6 or 7 copies of each room. Each copy has the same image and almost the same description, with almost the same list of choices, etc.
This duplication of code between several versions of the same location makes it more difficult to maintain the game and increases the risk of inconsistencies (which may be a reason why some actions or locations seem to randomly appear or disappear, as reported above) . If you want to improve the description of a room, change its image, add a new room, a new action or a new NPC, then it will be necessary to make changes in multiple passages.
If you want to be able to keep on adding features to the game (new characters, new locations) without creating thousands of passages with a lot of redundant/duplicated code that is difficult to maintain, then I would highly recommend rewriting the game in a sandbox style, with at most 20 or 30 passages instead of more than 500.
Thank you so much for your detailed feedback! We really appreciate the time you took to test the game and document all these issues. Your bug report was extremely helpful for our 0.2.1 update.
Regarding the structural suggestions about refactoring to a sandbox style, we completely understand your points about maintainability and agree this would be the better approach. We'll keep it as is for this project for now. We'll definitely take this valuable advice into account for future games though!
game is good, but mini game is junky if the mouse leaves the space it stops the movement, the movements are slow and hitboxes are too big for the images