Content_Consumer

Well-Known Member
Dec 24, 2019
1,068
3,627
451
There is quite a number of errors with variables being named incorrectly.
fitnes and fitness as an example.
Once over 25 you become unable to wake up because it's trying to check $fitnes against $fitness.

There are at least 4 different spellings for $librarianskill

librarianskill
librariansskill
libraryansskill
libraryanskill

Are what I quickly found.

There is probably more.
 
Feb 11, 2020
26
37
157
Definitely has potential and I do like the concept behind this. At current it's a bit bare bones and buggy. Not to mention I have no idea how/if the ending scenes I see in the folder can be viewed in game.

But this is version 0.1 of the game. I expect it to be bare bones, buggy, and unfinished. Good proof of concept though!
 

Mercedes

Active Member
Nov 19, 2017
935
1,370
338
Definitely has potential and I do like the concept behind this. At current it's a bit bare bones and buggy. Not to mention I have no idea how/if the ending scenes I see in the folder can be viewed in game.

But this is version 0.1 of the game. I expect it to be bare bones, buggy, and unfinished. Good proof of concept though!
Go to sleep in the park more often and wait for a random event.
 
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Blockout

Member
Mar 26, 2017
452
935
318
So was this ever play tested, like even once?
Also DeepL exists, you don't have to rely on a tombola for your translations.
 

YellowArachnid

Newbie
Game Developer
Aug 20, 2025
25
40
13
So was this ever play tested, like even once?
Also DeepL exists, you don't have to rely on a tombola for your translations.
Thank you VERY MUCH for the tip on the translator. As for the test - yes, I tested it. I'm ashamed to admit, but for about... a week. The thing is, I have zero experience in programming, I'm learning all this on the go, and I'm also looking for fixes on the go. I had no one to turn to, there is no adequate compiler built into Twin, or I didn't find one. I simply couldn't find all the bugs. Believe me, there were MUCH more. This is partly one of the two main reasons why I posted this:
1) I need at least some feedback, which I get and am extremely grateful for.
2) I needed at least some kind of test from the outside, because my own eyes are already jaded - I simply don't stumble upon errors, because I'm sure that I've already checked this or that section.
 
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netuttki

Member
May 10, 2018
133
93
212
Most frustrating thing I've ever tried, 3 different jobs that collectively pay less than half the daily cost of housing, you don't have the energy to to work them either. The Waitress job pays nothing, does a coinflip if you're allowed to work after you've already wasted energy to go to the location. The bar job is even weirder, it just doesn't show up half the time at the start and then just stops showing up altogether.
And after a while trying to sleep at the hostel just dead-ends you.
There is a bug in the bartender code.
it uses `$bargirl` to check if the job is available and `$bargirlskill` to track the skill level. You can work if `$bargirl == 1`, however, studying at the library or the community center adds the skill increase to `$bargirl` and not `$bargirlskill`. So as soon as you study you lose the ability to work.

Open the file and replace `$bargirl +=` with `$bargirlskill +=`, that will fix that issue.
 

Mercedes

Active Member
Nov 19, 2017
935
1,370
338
Thank you VERY MUCH for the tip on the translator. As for the test - yes, I tested it. I'm ashamed to admit, but for about... a week. The thing is, I have zero experience in programming, I'm learning all this on the go, and I'm also looking for fixes on the go. I had no one to turn to, there is no adequate compiler built into Twin, or I didn't find one. I simply couldn't find all the bugs. Believe me, there were MUCH more. This is partly one of the two main reasons why I posted this:
1) I need at least some feedback, which I get and am extremely grateful for.
2) I needed at least some kind of test from the outside, because my own eyes are already jaded - I simply don't stumble upon errors, because I'm sure that I've already checked this or that section.
So, technically speaking, I can't offer any help. It's good that other players can point out programming errors.

Regarding gameplay, here are some tips:
  • Avoid dead ends, whether due to programming errors or missing content. At least indicate that the path can't be continued, or include an interface to the last important decision.
  • Develop better time management. Losing an entire action because of an unavoidable 3-minute BJ is disproportionate.
  • Revise your pricing policy. Initially, the pay for several hours of work is barely the equivalent of a coffee. Or is the Kowi Lupak being served here?
  • Revise the working hours, perhaps allowing for hourly work. MC can now plan better for themselves, and this allows for more triggers for possible additional events.
  • Build more continuity into the storylines. Why shouldn't MC just storm out of the cafe after the blackmail attempt? Why does every man have to be an asshole? Develop three corruption paths.
    • The MC realizes she's not getting anywhere with just standard performances.
    • Creeping corruption. A touch here and there, a bit of money, and praise for a good action. Gaining trust and then exploiting the dependency.
    • Threats, blackmail, coercion
  • Try to imagine locations outside the usual genre. Everyone knows bars, clubs, and parks well enough. Look for the unique selling point.
  • Consistency in the choice of images. Avoid excessive fluctuations in MC and NPC. Even Jenny, a well-known porn star, doesn't have a consistent model.
  • The writing style is a key factor. Don't choose a picture and describe it. Fill in the spaces between the pictures. For example, explain the changing of positions. You want to create a game and tell a story here. Do that, otherwise you could just click through a video site.
 

YellowArachnid

Newbie
Game Developer
Aug 20, 2025
25
40
13
So, technically speaking, I can't offer any help. It's good that other players can point out programming errors.

Regarding gameplay, here are some tips:
  • Avoid dead ends, whether due to programming errors or missing content. At least indicate that the path can't be continued, or include an interface to the last important decision.
  • Develop better time management. Losing an entire action because of an unavoidable 3-minute BJ is disproportionate.
  • Revise your pricing policy. Initially, the pay for several hours of work is barely the equivalent of a coffee. Or is the Kowi Lupak being served here?
  • Revise the working hours, perhaps allowing for hourly work. MC can now plan better for themselves, and this allows for more triggers for possible additional events.
  • Build more continuity into the storylines. Why shouldn't MC just storm out of the cafe after the blackmail attempt? Why does every man have to be an asshole? Develop three corruption paths.
    • The MC realizes she's not getting anywhere with just standard performances.
    • Creeping corruption. A touch here and there, a bit of money, and praise for a good action. Gaining trust and then exploiting the dependency.
    • Threats, blackmail, coercion
  • Try to imagine locations outside the usual genre. Everyone knows bars, clubs, and parks well enough. Look for the unique selling point.
  • Consistency in the choice of images. Avoid excessive fluctuations in MC and NPC. Even Jenny, a well-known porn star, doesn't have a consistent model.
  • The writing style is a key factor. Don't choose a picture and describe it. Fill in the spaces between the pictures. For example, explain the changing of positions. You want to create a game and tell a story here. Do that, otherwise you could just click through a video site.
Well, what can I say about this? (0_-)
Only a little:
  • Regarding dead ends - I tried to avoid them as much as possible, and if they exist somewhere, it's only because of errors in the code.

  • Regarding time management, salaries and the cost of some actions - yes, this requires debugging and more precise tuning, I selected price tags for, as it turned out, a little broken code, I will fix this soon. I am also trying to remove or rework the additional spending of action points after entering a location, and accordingly going into negative values.
  • Regarding adding time... I thought about it, really - but it doesn't fit into the idea of the game. Although it's too early to talk about it, because nothing fits into the idea of the game at all yet, except for one negative ending.
  • Regarding corruption, character development and so on - I'm not a min-maxer, I respect halftones and gray areas. And no, the game world will not be completely filled with assholes and nymphomaniacs, although, undoubtedly, many want more interaction with the characters.

  • Archetypes are great. Template behavior is great. But it's even better when you have the opportunity, skill and desire to work with it, developing it. Partly for this reason, in the first version, it's not so easy to get to the NSFW content with Jenny, and once you get to it, a dialogue branch opens. In general, yes, there will be archetypes and simplifications - after all, this is not a plot-romantic story, but rather a game about resource and time management, but I will try to make the characters more non-standard, and apply situations and locations not so trivially. Unique locations... Definitely not in the near future. If there are any, there won't be many of them, and they will not open right away, requiring the performance of certain actions or progression through the characters' plot. I don't see the point in inflating the available places beyond measure - I prefer to fill the existing ones with content and variability. Besides, it fits into the logic of the game world - the character gets to an unfamiliar place with a clear initial goal, as a person who has changed his place of residence more than once, I can confidently say - when you have moved and are broke, you do not waste time searching for interesting places.

  • The appearance of the characters, their design and the general design and style of the game... yeahhhhh... for now this is my Achilles heel... There are several options that I am considering, including the introduction of dialogue boxes, but I do not have the minimum taste and knowledge in CSS and design, so this is postponed for now. I am already proud that I thought of making the dialogue highlighting in color, trying to select a "shade" for each character. Not the best solution, but for 0.1-0.5 it will do as for me.

  • The writing style is a sore subject. Different options are tried, but everything rests on experience. Unfortunately, without being a genius from the first scene you cannot start writing something gorgeous. You need to learn, select, find a balance, and so on. In general, I'm in the process. And also translation... translation from language to language loses a lot, and translation in a topic like this... I'm working on that too.
  • As for the picture description, that's not quite true. Pictures are selected to match the description or idea. If there are a couple of minor deviations in the image or text, the text will take precedence. I'll try to demonstrate this later.

In fact, I'm just trying to eat this pie gradually, without choking or getting indigestion. I have a relatively clear plan, I can see the end result and the approximate final structure. Will I succeed? Shit, I hope so. I don't want to bloat or oversaturate the game - because this is my training ground for mastering skills, and because it's not a full-fledged sandbox with an open world. If you look into the code, you can see that the approach to creating events in each location is different, and this is due to the fact that I learn and try different methods. I admit, when creating it, I was mostly guided by such a relatively old game as Debt, ideally - Simply Mindy. I want to do something similar, at least - try. The timer is one and a half months, endings, ways to achieve them and a relative lack of resources as an incentive. But this is VERY far away.

And I am really grateful for the feedback. It's awesome. I especially appreciate it when people write their opinions to me in letters like this. Thank you!
 
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firefall132

Member
Jan 28, 2018
232
175
184
Well, I'm always down for more FMC html games lol. I'll be back to look at this when it gets a bit more content and the bugs worked out.
 

Mercedes

Active Member
Nov 19, 2017
935
1,370
338
Well, what can I say about this? (0_-)
Only a little:
  • Regarding dead ends - I tried to avoid them as much as possible, and if they exist somewhere, it's only because of errors in the code.

  • Regarding time management, salaries and the cost of some actions - yes, this requires debugging and more precise tuning, I selected price tags for, as it turned out, a little broken code, I will fix this soon. I am also trying to remove or rework the additional spending of action points after entering a location, and accordingly going into negative values.
  • Regarding adding time... I thought about it, really - but it doesn't fit into the idea of the game. Although it's too early to talk about it, because nothing fits into the idea of the game at all yet, except for one negative ending.
  • Regarding corruption, character development and so on - I'm not a min-maxer, I respect halftones and gray areas. And no, the game world will not be completely filled with assholes and nymphomaniacs, although, undoubtedly, many want more interaction with the characters.

  • Archetypes are great. Template behavior is great. But it's even better when you have the opportunity, skill and desire to work with it, developing it. Partly for this reason, in the first version, it's not so easy to get to the NSFW content with Jenny, and once you get to it, a dialogue branch opens. In general, yes, there will be archetypes and simplifications - after all, this is not a plot-romantic story, but rather a game about resource and time management, but I will try to make the characters more non-standard, and apply situations and locations not so trivially. Unique locations... Definitely not in the near future. If there are any, there won't be many of them, and they will not open right away, requiring the performance of certain actions or progression through the characters' plot. I don't see the point in inflating the available places beyond measure - I prefer to fill the existing ones with content and variability. Besides, it fits into the logic of the game world - the character gets to an unfamiliar place with a clear initial goal, as a person who has changed his place of residence more than once, I can confidently say - when you have moved and are broke, you do not waste time searching for interesting places.

  • The appearance of the characters, their design and the general design and style of the game... yeahhhhh... for now this is my Achilles heel... There are several options that I am considering, including the introduction of dialogue boxes, but I do not have the minimum taste and knowledge in CSS and design, so this is postponed for now. I am already proud that I thought of making the dialogue highlighting in color, trying to select a "shade" for each character. Not the best solution, but for 0.1-0.5 it will do as for me.

  • The writing style is a sore subject. Different options are tried, but everything rests on experience. Unfortunately, without being a genius from the first scene you cannot start writing something gorgeous. You need to learn, select, find a balance, and so on. In general, I'm in the process. And also translation... translation from language to language loses a lot, and translation in a topic like this... I'm working on that too.
  • As for the picture description, that's not quite true. Pictures are selected to match the description or idea. If there are a couple of minor deviations in the image or text, the text will take precedence. I'll try to demonstrate this later.

In fact, I'm just trying to eat this pie gradually, without choking or getting indigestion. I have a relatively clear plan, I can see the end result and the approximate final structure. Will I succeed? Shit, I hope so. I don't want to bloat or oversaturate the game - because this is my training ground for mastering skills, and because it's not a full-fledged sandbox with an open world. If you look into the code, you can see that the approach to creating events in each location is different, and this is due to the fact that I learn and try different methods. I admit, when creating it, I was mostly guided by such a relatively old game as Debt, ideally - Simply Mindy. I want to do something similar, at least - try. The timer is one and a half months, endings, ways to achieve them and a relative lack of resources as an incentive. But this is VERY far away.

And I am really grateful for the feedback. It's awesome. I especially appreciate it when people write their opinions to me in letters like this. Thank you!
I'm moving to a new city in two months, about 130 km from where I currently live. One of my priorities will be finding interesting places, since I'll already have a permanent job. But life isn't just about work and sleep.
I'll be looking for a cozy bookstore, since I avoid large chain stores.
I'll find one or two nice bakeries on my way to work where I can buy breakfast and coffee.
I'll be frequenting furniture stores to get new interior design ideas.
I'll be looking for two or three cafes or restaurants where I can stop after work or on the weekend to read a book with a coffee or cocktail, enjoy the view, and enjoy music. All of this isn't because I'm actively looking for a new life partner, but I won't be averse to some flirting from the other side either. And after all, I have to get out and about, because I definitely won't be meeting new people within my four walls.

I'll arrange to meet up with colleagues whenever possible to explore interesting places. I'll wander through small shops when looking for gifts for friends. Since I really enjoy good rum and rum-based mixed drinks myself, I'll find a special liquor store.

I'll have to find one or two new sports clubs. I'm currently a member of a chess club and an archery club.

And I'll attend city festivities: street festivals, music festivals, shooting festivals, Christmas markets, the maypole.

I ride my motorcycle a lot as a hobby. So I need two new workshops: one for the car, one for the motorcycle.

There's a large lake near the city, so I'll probably start canoeing again after a 20-year break.
 

jessiLESBIAN

Newbie
Oct 8, 2018
71
25
28
View attachment 5165733

Overview:
You arrive in the country of your dreams to achieve the main goal of your life - to succeed! And as you have always been taught, the surest path is long, painstaking and requires intelligence and patience... In general, the right road leads to College, but upon arrival you discover that everything is not so simple, and that you need to prepare better for passing the upcoming exams if you want to enter. So, you have to get used to a new city, among strangers, maneuvering between studying, earning money and... entertainment. I hope you will succeed or... change your goal to an easier one!​

Thread Updated: 2025-08-20
Release Date: 2025-08-20
Developer: YellowArachnid
Censored: No
Version: 0.1e
OS: Windows, Linux, Mac
Language: English
Genre:
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Installation:
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Changelog:
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Developer Notes:
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DOWNLOAD
All: - MEGA - - PIXELDRAIN -

View attachment 5165734 View attachment 5165735 View attachment 5165736 View attachment 5165738 View attachment 5165739 View attachment 5165741
nice game please don't abandon it
 

YellowArachnid

Newbie
Game Developer
Aug 20, 2025
25
40
13
nice game please don't abandon it
Tomorrow there will be an update to version 0.15, what I managed to do in less than a week. The update is quite minor - a couple of locations, activity on them. I was mainly busy fixing errors and other things invisible to the player. I can't promise that everything turned out well, but I tried. The next update will be in a week or so - I'll try to make it big. Well, how. Relatively big.
 
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Hardor

Member
May 29, 2020
447
272
187
Quite repetitive, not much to do or sex scenes for that matter and the events seem to give quite often black screens, mostly in the park walk and shower.
 

gergo0113

New Member
Dec 8, 2017
3
1
144
Hi! I found 1 error. When you masturbate in the bathroom. It throws up 1 error window. Although it allows you to continue afterwards.
 

YellowArachnid

Newbie
Game Developer
Aug 20, 2025
25
40
13
Haven't I seen this game before? Like years ago. Or am I tripping because of pic of the MC.
It's probably due to the screenshots used in the design. It's based on the ancient game Debt, but I've strayed a bit far from what it was... The design style remains, though—alas, I'm really bad at design. Otherwise, this is a completely independent, young project that I'm actively developing from scratch, with zero knowledge. :)
 
1.80 star(s) 4 Votes