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SomeoneX22

Member
Dec 1, 2017
450
932
Cant play it, my eyes are bleeding.
Mine too, because of UI. Hope dev will will put things in order, eventually.
Also it's probably too late for this, but sandbox game shouldn't be time-limited or allow you to miss content by one wrong choice. Sandbox games works great when you can grind all LIs and get all scenes eventually, even better if they are repeateble.
But when you have regular VN with sandbox elements it's just makes tiresome to replay.
Also fast skip mode should be toggle in settings like in RenPy, and both left and right Ctrls on keyboard should be binded for skip.

I like unique models, setting, writing is not too bad, but having to use walkthrough and horrable UI just makes the game unenjoyable for me.
 
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user115637

Member
Jan 4, 2019
249
582
sandbox game shouldn't be time-limited or allow you to miss content by one wrong choice
It's your view of sandbox games, but I think it's here by design. You have to face the consequences of your choices and live with it - some doors will get opened for you and other doors will get closed. It's like the life itself is, more immersive that way. After all it's more about a particular story here and not about grinding some stuff and getting rewards out of it. So I think it's better to call it a multiple-branch visual novel with sandbox elements , rather than a pure sandbox game. And also there is other stuff from multiple genres, it's pretty much hybrid of many things.

But when you have regular VN with sandbox elements it's just makes tiresome to replay.
You have saves for that. You're getting at "it's hard to watch every piece of scene from a game w\o having a gallery in a menu for that". So pretty much all of what you said could've been summarized as "plz make a gallery for scenes", am I right?

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SomeoneX22

Member
Dec 1, 2017
450
932
You have saves for that. You're getting at "it's hard to watch every piece of scene from a game w\o having a gallery in a menu for that". So pretty much all of what you said could've been summarized as "plz make a gallery for scenes", am I right?
No it's about unlocking different scenes I don't want to bother with half-assed sandbox segments in vn, when trying different path.

You have to face the consequences of your choices and live with it - some doors will get opened for you and other doors will get closed.
The game is not that great in terms of variability to justify such aproach. It dosn't "reward" you for choices, just locks you out of some scenes, and forces you to replay with horrible skip ui to get them.
 
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Denis25

Member
Dec 4, 2017
293
198
Launching the game - getting to screen w 4 chicks that disappear and reappear from time to time. And nothing else happening.

Release 0.21.c
Screen reacts to pressing CTRL (shows "Hands Free") and SHIFT (shows "Fast Mode ON"). Second press turn them off.

Any advice?
 

J_M

Member
Oct 8, 2017
144
180
It's your view of sandbox games, but I think it's here by design. You have to face the consequences of your choices and live with it - some doors will get opened for you and other doors will get closed. It's like the life itself is, more immersive that way. After all it's more about a particular story here and not about grinding some stuff and getting rewards out of it. So I think it's better to call it a multiple-branch visual novel with sandbox elements , rather than a pure sandbox game. And also there is other stuff from multiple genres, it's pretty much hybrid of many things.
To me this is the capital mistake a game developer can make: locking content out, without giving the player a chance to correct his choice. No matter the reason/intention/... feeling/ -put your own reason- a well designed game should always allow the player to reach the conclusion, no matter how many "traps" the developer lays out... (Frankly, I believe the more twists and turns a game has, the the better the work is; BUT there should always be a some sort of a redemption path for the player on his/hers way to complete the game).
Giving the player the chance to lock himself out by allowing and tempting him to use the wood logs for other trade than the one intended is a very bad move and I literally stopped playing the game after I discovered (after several long hours) there are no other ways to obtain said bloody wood. There is no redeeming quality in the game to excuse such thing.
 

Joey the mangaka

Engaged Member
Sep 18, 2018
2,075
2,038
Launching the game - getting to screen w 4 chicks that disappear and reappear from time to time. And nothing else happening.

Release 0.21.c
Screen reacts to pressing CTRL (shows "Hands Free") and SHIFT (shows "Fast Mode ON"). Second press turn them off.

Any advice?
Has fix in changelog
 

Joey the mangaka

Engaged Member
Sep 18, 2018
2,075
2,038
The game does not open, I have been on this screen for more than 10 minutes View attachment 4128182
Launching the game - getting to screen w 4 chicks that disappear and reappear from time to time. And nothing else happening.

Release 0.21.c
Screen reacts to pressing CTRL (shows "Hands Free") and SHIFT (shows "Fast Mode ON"). Second press turn them off.

Any advice?
1000000019.png
 

giraffe69

Member
Feb 13, 2018
473
902
what do i do here like i can only do the usual one but i want to do the 2 best choice did i do something wrong or we can only choose the worst one
 

Joey the mangaka

Engaged Member
Sep 18, 2018
2,075
2,038
1000000825.png

Seventh Vixen

0.24 Release Thread & Changelog




Reminder:

0.24 is just half 0.25 planned release. 0.25 will be released next month.

0.24.d Specific Changelog:

-Fixed some visuals on Romance Trackers
-Fixed some bug when rewatching meanwhile scenes.
-Fixed some Hartlepool remembers.
-Now All meanwhiles and Alternate Scenes have unlocking requirements.

Around 40 additional typo fixes

Temporal bug:
Custom labels for saves not working (Not much a problem with the Load Preview Info, I guess it will be fixed for 0.25 (third party problem)

0.24.c Specfic Changelog:

-All third party menu bugs should be gone now. (Finally)
-Added 2 new Romance Trackers: The Gypsies and Akros Maids
-Fixed some Tobias conversation and a wrong sprite on Chapter 1
-Fixed a conversation with the Port Chief
-Fixed Helen scenes not giving a Lust Path Choice
-Fixed some Menus visualizations
-More Travel Map Fixing.
-Fixed some 0.24.b sprites OnLoad
-Fixing the missing sprite on Gypsy Camp after second Lia scene.
-Now “Always Show Interactable Elements” will only work with menus closed as it should.

Fixed around 60 typos

0.24.b specific Changelog

+2 new scenes + 260 dialogue lines, (sitting now on 17.300)

-Fixed two minor movement bugs on Grassmere.
-Fixed a circunstantial bug on Minerva Day scenes.
-Fixed some minor menu visual bugs.
-Added the missing resource conversions.(Curing meat)
-Changed some code on Hartlepool so Belinda progress isn't tied to other unrelated progress.
-Fixed some bushels bug on Hartlepool diplopath
-Added more Hartlepool scenes to VRAM saving.
-Recoded playing tips so they're not tied to third party possible bugs.
-Recoded Map to avoid some bugs.

More than 120 typos corrected.

+1 Steam Achievement added

Changelog 0.24.a Specific
Fixes and Improvements:

-Added option for 2k ratio resolution
-Fixed the obnoxious analytics bug.
-More than 120 typos/grammar fixed

Changelog (024 general)

Contents:

+1.000 dialogue lines (sitting now on 17.000)

Grassmere Introduction

(inside Chapter 1, compatible with previous saves, while some conversations will make less sense in that case)

-Grassmere Arrival Scenes

-First Freeroam conversation and events (Rest will be on 0.30 Release (next major release after 0.25). Grassmere conclusion will come with 0.30.

-All Grassmere Resource trading and inversion (can be resource hungry!).

-Content on Grassmere is sparse as is only the intro (around more than half hour for everything), But all freeroam Code is ready for 0.30 so that's a headstart. Also, many variant scenes on already existent renders will be added.

Important Changes

Since the start of Chapter 1, you can visit Penketh and Grassmere. Kaelkirk and Hartlepool still won't be available until you finish Chapter 1, getting the loyalty of Penketh (that is as before, but now getting max affinity is possible in each path, with different rewards on each path).

New Features:

-Fully fledge Playing Tips. Playing tips (if the option is on) will open a pop up menu with the relevant information about general gameplay (and some strategies) during Chapter 1. You can still check all the playing tips at your leisure accessing from Menus.
The playing tips are meant to explain All mechanics to players that had not followed all BFL development.

-Fully fledged Loyalty System. You will be able to see your current loyalty from two out of the four possible game wide loyalties.(Menu is a bit WIP, but functional)

Resources:

-Beyond 0.24 new resources exchanges and conversions, these tips are important for last versions:

-Second unit of wood can be turned into paper if Leffrin wood wasn't used (only one unit of paper can be produced on Leffrin, one unit of wood will be always used for Akros Manor progress).

-More Resources conversion have been added (Like Pelts in to Leather or Unused Meat Shipments after Hartlepool conclusion into extra Food Provisions)

-An additional cost for adquiring Red Silk is having finished Seiki Quest or have “gained some trust” with the Silk traders “in other way”.

-There are now two wilcard items (one new) for humor boosts with specific people. For example, Gold Tunstead Wine can be gifted either to Baralis, Belinda or Tsveta, for different quantity of humor boosts. (you'll know the possible gain before taking the decision of making the gift).

General Known Bugs:

-Temporarly, you can't name the saves. (but all the Load Preview Data should help with that)
-Hartlepool Frontal Attack Sprites still need fixing
 
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