I can't believe this is still going. The story won't change. That ship has sailed.
20211201 was released in December 2021 here. Maybe it isn't clear but all my version use yyyymmdd format to keep track of the date.
That version contained the intro sequence and area, which remains for the most part, including the dialog, unchanged in the current version.
A prototype of the current story was released by the end of December 2021 on sub and patreon.
Fuck, a chunk of my scenes on pixiv are TSF tagged. Stop gaslighting.
Any demo that had a choice or had a female only PC had no story to begin with. The original gender and any context behind it was irrelevant.
When the next dream area is done, the demo again will only have a female PC. Again, the context on who the PC is will be irrelevant.
As for the tags here, I don't know.
Maybe I changed them and forgot, or a mod did it. I also didn't add them back in if they were indeed missing at any point.
Plenty of comments pop up how there isn't any real m2f or it is too fast in this very thread every time a new gameplay version is added, including the original demo. So either of those scenarios are possible.
As for things I find my self wanting changed or added:
1. Please, please add some form of objective reminder or something of the sort. I get lost pretty easily, and something simple like an objective reminder somewhere in the UI, or even pause menu would be very helpful.
2. I agree with a lot of the others here in that the food and showering system right now do feel repetitive and very chore-like. Not super fun. I know you have plans to change this, so I will wait to see what you do with that. Just wanted to +1 all those comments here.
3. A traditional save system feels necessary. I crashed twice (once from the cat, once when taking the elevator to the mansion) and having saves would've alleviated the pain of having to replay everything up till that point. Luckily these both happened pretty quickly, and I just sped ran through the dialogue up till that point.
1. There is no objective at the moment. Explore and find things. Experiment. I guess the ultimate goal is to find a way to turn back but that's way into the story. Sorry, but you might have to elaborate on what kind of prompts would be beneficial.
Or do you mean the dialog segments themselves weren't obvious? I'm pretty sure I've railroaded them much as possible there.
2. The idea was to implement the necessity to balance out health and mind. You can maintain both if you do everything, just barely, but you shouldn't. Perhaps as more content is added it will start to make more sense. Trust the plan.
Either way I'm not happy with the values the current system has and will be rebalancing it.
As it stands though, I don't think -10 health per dream and 1 required meal a day to avoid health drain is too bad and will likely stay.
3. You've mentioned you're a developer so hopefully you can emphasize here.
At the start of every room an object sets up scripts, dialogs, collisions, lighting etc for that room based on flags in a persistent instance.
As you progress through the room these get changed, deactivated or removed. New ones appear.
A save-anywhere system would require tracking every temporary instance for every room and their variables. It's absolutely not feasible.
A "save state" that's built into GM is also difficult to account for as there's a lot of reliance on surfaces, ds_lists, particle effects and other volatile elements that would simply disappear.
I do plan on adding a conventional saving system, but I still find myself creating new flag variable and persistent instances. It will be too much trouble to maintain it at the moment.
The way it works now is upon waking up, the game transfers the player into an empty room first, saves everything and then transfers to the house.
Upon loading the game it loads the state and transfers the player to the house. It's crude, but it functions.
I don't know why people are having trouble with it. I guess trying load when no save file exists crashes the game. Maybe I could look into adding an error message instead.
I believe this is already in. This is the default nightmare if PC is female.
The others are simply not there because I have no time to bug test them.
2022 version was too difficult, i spent like 35 hours tryharding to learn the location of each item and calculating eye of a needle timing, and still didn't find a way to get out of the lab without a rabbit, or with an anti-rabbit chemical, without waking up. So please can you reduce difficulty in next versions, or give more time before waking up.
You say that, but there were people who wrote a mostly accurate walkthrough within a day. How can I possibly satisfy both?
And I think it's better to let players control where they spawn in a dream in some way, spawning randomly in a mansion or lab just forces you to press the "load" button until you spawn in the desired place
When 4 major areas are done I will add a hub where you are able to select the starting point.
In old MtF-only demo i saw girl-desintegrated, and then second girl drowned in slime, Please, dont add death-content or guroshit or amputation, just dont, pretty please
Took me a second to realize what you're talking about. Neither got disintegrated or drowned. You see them later on in fact.