vee88

Newbie
Feb 21, 2023
34
37
game was pretty fun, till i saw there was more dick in this that i cant turn off then anything else, no ty, either make that futa disable thing work or dont even put that option in there
 
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youraccount69

I'm like a karate chop
Donor
Dec 30, 2020
8,294
3,789
CollarsRebirth-0.3.652
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DoodlesTheBob

Member
Aug 23, 2018
387
550
I honestly feel like the map exploration is adding unnecessary complexity to the game. Just a thought I was having.

Something like this is better suited for ren'py at the moment. I get that the developers behind it want to have ranching/farming, cooking, needs management, but all that could be streamlined. The core aspects of the gameplay don't exactly need player movement or map exploration to work and could be better presented with writing and images, unlock flags for more options to travel in a given location and whatnot. Rewind is a good example that ren'py can still over complexity. And python has more world wide support than java-ruby, the backbones of the respective systems.

The writing and the artwork seem to get done well in advance, it's implementation into the map system that is gobbling up time and slowing the pace down.
 
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YouShallNotLol

Engaged Member
May 6, 2022
3,211
8,954
I stumbled upon a snowy mountain area blocked by arguing lagomorphs (past Mu Nuan's house). Will they ever move away? Do I have to complete a particular quest?

Also, does anyone know how to effectively raise MC's stats?
 

BeholdTheWizzard

Well-Known Member
Oct 25, 2017
1,363
1,145
I don't understand why thedev dind't simply split the fight and sex portions of the roaming fighting NPC's.
you could by day have the NPC fight you and by night ask for seggs. No rape, no patreon problems.

The current solution sucks donkey balls.
Alos relationship grind is boring as F***.


Also, does anyone know how to effectively raise MC's stats?
Books you can buy and read in the town shopping mall and XXX shop.
Also doing stuff (for things like mining, hunting, etc... but those don't really matter).
Depends on what stat
 

DoodlesTheBob

Member
Aug 23, 2018
387
550
I stumbled upon a snowy mountain area blocked by arguing lagomorphs (past Mu Nuan's house). Will they ever move away? Do I have to complete a particular quest?

Also, does anyone know how to effectively raise MC's stats?
You can also just use the online save editor a few times to tiptoe up to the edge of any thresholds. Or use the cheat system already built into the game.
 

Pink Chaos

Member
Dec 4, 2019
376
379
I honestly feel like the map exploration is adding unnecessary complexity to the game. Just a thought I was having.

Something like this is better suited for ren'py at the moment. I get that the developers behind it want to have ranching/farming, cooking, needs management, but all that could be streamlined. The core aspects of the gameplay don't exactly need player movement or map exploration to work and could be better presented with writing and images, unlock flags for more options to travel in a given location and whatnot. Rewind is a good example that ren'py can still over complexity. And python has more world wide support than java-ruby, the backbones of the respective systems.

The writing and the artwork seem to get done well in advance, it's implementation into the map system that is gobbling up time and slowing the pace down.
The dev wanted to make something like lewd Harvest Moon and that's basically her vision. I think the maps add texture to the game that I enjoy and I've enjoyed some complex Ren'py games but they have none of that aspect of poking around finding stuff that I like. Of course, different people will enjoy different things in games.
 

BeholdTheWizzard

Well-Known Member
Oct 25, 2017
1,363
1,145
The problem is that those maps had something to do.

What's the point of weapons, spells and a combat system when you have a grand total of 1 fight?
Whats the point of open areas with nothing in them.

As I said, you could have the player fight the horses/bunnies/wolves/lamias during the day, and sex them during the night. You could even have only those that you beaten sexable. No rape involved.
 

DoodlesTheBob

Member
Aug 23, 2018
387
550
The dev wanted to make something like lewd Harvest Moon and that's basically her vision. I think the maps add texture to the game that I enjoy and I've enjoyed some complex Ren'py games but they have none of that aspect of poking around finding stuff that I like. Of course, different people will enjoy different things in games.
The issue is, if you have a game that is nearing a ten year project... and you don't even have complete sex scenes for the core love interests... how exactly are you going to get to the part where you cook for your family, care for your babies, have a reason to raise money and engage with those systems? Neko is obviously putting in the effort. She needs more help for implementing or an easier to implement in engine so that she can do it herself.

At this point in time, people are just going to save-edit to cheat their gold amount or use the built in cheatcodes, etc, to skip through house upgrades. People aren't going for that gameplay look because it's lacking a tool progression system. You don't have neat things like being able to hoe a 3 line, then a full 9 or water everything in a circle around you, or carry more water, etc. Harvest moon had a drip of tool improvements to make the grinding accelerate and feel satisfying as you got to accomplish more each day. What she's after in terms of gameplay just isn't there unless her coding partner cooks it up or the pair of them find a OSS system that they can slot in which will allow that.

Love and sex is a good series for comparison for the romance side. Harem building already seems like a thing she likes to do with her twitter art, so maybe she should consider harems as a way to increase content with existing characters to add depth instead of introducing new love interests who are completely independent from the others. A constructive criticism I'd have for both games is that I'd say most people would probably like it if adding new characters was put on hold and all existing characters will be worked on to get them to a point where they can breed to player, be bred by the player, or reach marriage stage.
 
Last edited:

QQP_Purple

Well-Known Member
Dec 11, 2020
1,460
1,689
The issue is, if you have a game that is nearing a ten year project... and you don't even have complete sex scenes for the core love interests... how exactly are you going to get to the part where you cook for your family, care for your babies, have a reason to raise money and engage with those systems? Neko is obviously putting in the effort. She needs more help for implementing or an easier to implement in engine so that she can do it herself.
Honestly the choice of game engine is far less important from a development standpoint than people make it out to be. And I say this as someone who has been developing software for over 20 years now.

Sure you wouldn't want to develop a 3D MMORPG shooter in RPGMaker or something equally silly like that. But assuming you pick one that is remotely within your general set of requirements game engines are ultimately just software frameworks like any other. Which is to say they are all more or less interchangeable.

And unless you are starting from absolute scratch as a developer you will get a lot more work done using an engine that you are familiar and proficient in and that you can work with comfortably than one that is maybe 5% more optimized for what ever it is you are doing on paper but which you are unfamiliar with.

This by the way is also why games switching engine mid development is a huge red flag for the project. As a software engineer when I see that I know that the whole thing is rotten to the core because they are either throwing out all the accumulated skills and experience of the dev team or they didn't have any to begin with.
 

DoodlesTheBob

Member
Aug 23, 2018
387
550
Honestly the choice of game engine is far less important from a development standpoint than people make it out to be. And I say this as someone who has been developing software for over 20 years now.

Sure you wouldn't want to develop a 3D MMORPG shooter in RPGMaker or something equally silly like that. But assuming you pick one that is remotely within your general set of requirements game engines are ultimately just software frameworks like any other. Which is to say they are all more or less interchangeable.

And unless you are starting from absolute scratch as a developer you will get a lot more work done using an engine that you are familiar and proficient in and that you can work with comfortably than one that is maybe 5% more optimized for what ever it is you are doing on paper but which you are unfamiliar with.

This by the way is also why games switching engine mid development is a huge red flag for the project. As a software engineer when I see that I know that the whole thing is rotten to the core because they are either throwing out all the accumulated skills and experience of the dev team or they didn't have any to begin with.

Developing software isn't the same thing as developing games, and I say this as someone who's worked on games and has been working on games since 2014. There are considerable limitations that can crop up with Ruby. It's also more complex to do certain tasks that should be "simple", when you look at how it is implemented in C++. Then there is the whole issue of the fact that Ruby uses retired code that can cause issues with a lot of modern CPUs in the low to moderate end because those instruction sets were abandoned. That is why you see the thread littered with a handful of people saying the game is unplayable. That is why they made MZ. MZ dropped ruby in favor of straight java. The majority of new projects would never choose Ruby and the job market for that specific language exists largely to keep supporting and maintaining programs already written in it. Sort of like how there are still pentagon computers that take floppy disks. I think nearly all people learn lua and C++, C#, Java, in their game design college degree paths. The most I ever saw Ruby pop up was in game jams, and that was specifically because of people who did most of their hobby games on RPGmaker. Very niche.

Bringing it back to the game itself though to make it clear how all that is related. The art is Nekomatic, the writing is Nekomatic and Paws, and to the best of my recollection, Paws is the primary coder. I think if Paws abandoned the project, Nekomatic would have an easier time finding help that knows straight java, or learning java herself, vs learning Ruby.
 
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