testoviron

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Apr 22, 2017
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Is the java scrip required to be run for the media? For some reason I get an error when I start it. Talking about the not online version. Also it would be nice if we'd know item stats. Is the suitcase better or is the backpack better? Suitcase is costier, but for what reason?
Node is only needed if you want to add your own scenes to the game. You run the game with an HTML file.
Maybe give something for companions to do at home like building a greenhouse to produce food or something similar?
I agree we need a better way to provide food and water.

It doesn't make a lot of sense that we have a working shower that we can upgrade, but we still need to search for water to drink. I'd suggest a new upgrade of water filtration and purification system to provide drinkable water as well. It should require a high intelligence and maybe a new resource, like filters or charcoal, to be found and crafted.
I get the impression that you're misunderstanding the genre of this game a little. I don't want to turn it into a sandbox. It's supposed to be a typical survival game, which has to have some level of difficulty. Of course, different difficulty levels may appear over time, but it will still be a survival game. I wanted to make an NSFW version of a mix of the games 60 Seconds! and This War of Mine. Introducing the mechanic of adding space for companions would completely kill the point of replayability. I was thinking more about introducing additional spaces as rewards for subsequent playthroughs. As for the narrative gap with the shower, I solved it in version 0.04. In version 0.04, I added looting enemies after combat and options for repairing a new class of “broken” weapons, so players have more opportunities to somehow get along with the trader. I'm not saying your ideas are bad, but I can't imagine how I could implement them without turning the game into a sandbox.

I believe the problem with weapon selection only happens when weapon was received on game start. If it bought from trader or looted during the raid, then everything works.
That's possible, I'll look into it. Thank you for letting me know.
Just depends on where the dev wants to go with it. There's already a basically near complete game in there, but if they want to expand it then there's a lot of scope for where they could go.
The game has a playable core, but it's not even 10% finished. However, there's a big question mark over which direction to take it in. I definitely dream of a hazmat suit, going to the surface during the day, managing radiation, fighting mutants, etc.
Don't know if this has been mentioned, but the background music should not be 3x louder than sex scene sfx. I have to turn the volume up to even know there's sounds in the sex scenes then get my ears blasted as soon as they end.

The game is alright though. Could use a couple extra ways to incorporate sexy companions into the gameplay loop.
I'll try to normalize it.

Responding to the rest of the comments.

When it comes to companions, don't forget that they are still women, not walking killing machines. If you send her to a location where there are four bandits, there's a slim chance she'll come back safe and sound. In general, I had an idea for a night raid on the bunker when the player leaves it, and then on the way back, you might encounter another fight or simply realize that something is missing. The remaining companions could narratively resolve this by staying and defending the base. Tomorrow I'm starting work on version 0.05, and I'll take all your comments to heart and try to improve the gameplay a bit. Maybe it would be worth introducing more items, better weapons, some armor, and thus the companions and the player would have a better chance against difficult opponents. I will think about all these issues. Thank you all for your feedback.
 
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TFFBZ

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Oct 10, 2020
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I get the impression that you're misunderstanding the genre of this game a little. I don't want to turn it into a sandbox. It's supposed to be a typical survival game, which has to have some level of difficulty. Of course, different difficulty levels may appear over time, but it will still be a survival game. I wanted to make an NSFW version of a mix of the games 60 Seconds! and This War of Mine. Introducing the mechanic of adding space for companions would completely kill the point of replayability. I was thinking more about introducing additional spaces as rewards for subsequent playthroughs. As for the narrative gap with the shower, I solved it in version 0.04. In version 0.04, I added looting enemies after combat and options for repairing a new class of “broken” weapons, so players have more opportunities to somehow get along with the trader. I'm not saying your ideas are bad, but I can't imagine how I could implement them without turning the game into a sandbox.
I mean, then it sounds like a game I would stay away from personally, because why wouldn't you want to keep playing it. I avoid the radio because it ended the game. This type of game I don't want to lose all my progress and start fresh in order to get new content.
 
Nov 15, 2021
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The game has a playable core, but it's not even 10% finished. However, there's a big question mark over which direction to take it in. I definitely dream of a hazmat suit, going to the surface during the day, managing radiation, fighting mutants, etc.
That's fair. I think it's always a good thing when a game has a solid "complete" base that the dev can expand as much or as little as they want. I'm a huge fan of This War of Mine so the more of that style you add the happier I'll be.

I'll also say, and take it as the compliment it is, I played Destroyer quite early on and back then it was pretty awful, and now it's a game I really enjoyed. It's been interesting and a lot of fun to see how much you've progressed since the start of that project and I'm looking forward to what you can do with this. I think it's one of the biggest compliments I can say on this site that you've taken on and learned from all the constructive criticism while still making the games you want to make. I won't name any here, but a lot of devs either don't improve because they don't take on feedback or their games end up looking like they were written by a committee because they've tried to please everyone.
 

Goronthil

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Jul 14, 2017
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testoviron Is there a credit menu to know the names of the pornstars used in the game ?
I'm really curious about Lily but I'm sure many others would like to know the names of the other girls/boys.
 

AkiranGaming

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Jan 4, 2024
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testoviron Is there a credit menu to know the names of the pornstars used in the game ?
I'm really curious about Lily but I'm sure many others would like to know the names of the other girls/boys.
It is under Credits section when you start the game.

Featured Actresses
The following are the stage names (pseudonyms) of the actresses featured as companions in this game:
Dee - Hayley Davies
Maria - Autumn Falls
Isabel - Kira Noir
Mia - Vina Sky
Rose - Savannah Bond
Rae - Rae lil black
Lily - Comatozze
 

testoviron

Member
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Apr 22, 2017
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I mean, then it sounds like a game I would stay away from personally, because why wouldn't you want to keep playing it. I avoid the radio because it ended the game. This type of game I don't want to lose all my progress and start fresh in order to get new content.
I understand that, but I have an idea for the game, namely, in version 0.05, I introduced an additional slot for a companion for each playthrough. In the future, there will be meta leveling of your profile, so completing the game will give you exp, the player will level up and unlock perks for it, so the game will become easier over time at the beginning and there will be motivation to finish the game. Then I can scale locations and enemies, so the feeling of progression will last much longer. Add to that a pool of several hundred random events, and the game should be very enjoyable, but it will all take some time.
 

AkiranGaming

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Jan 4, 2024
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I understand that, but I have an idea for the game, namely, in version 0.05, I introduced an additional slot for a companion for each playthrough. In the future, there will be meta leveling of your profile, so completing the game will give you exp, the player will level up and unlock perks for it, so the game will become easier over time at the beginning and there will be motivation to finish the game. Then I can scale locations and enemies, so the feeling of progression will last much longer. Add to that a pool of several hundred random events, and the game should be very enjoyable, but it will all take some time.
Personally, I'd agree with TFFBZ about wanting to keep progress and not have to replay to get additional slots for companions, but rather be able to craft and upgrade to add beds and better food/water alternative. I've completely crafted everything, so the only thing to do is farm the supermarket or maybe gas station for food and water, which gets old pretty fast, lol. That being said, I'm looking forward to future updates for both your games.
 

Trapquest

Member
Feb 26, 2018
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Seems like water and food don't go down when you feed yourself in the online version, haven't played offline yet.

Edit: Yeah appears to be a problem in offline as well
 
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Verethragna

Newbie
Jan 16, 2018
90
127
194
The inventory is bugged as hell. you get stuff through events and than just don´t have it. I lost a gold ring and 2 guns just over like 5 days. Also when you lose equipment it´s for some reason still equiped when you go on your next mission. you also can´t repair stuff it says that it is repaired but it isn´t. I could continue with the messed up pronouns when a women asks for something and I should give it to him it just messes with my mind.

And maybe thats just me but making building a radio to win may be just way to easy I did it thinking I would advance some story and boom congrats you survived the apocalypse. Made me more depressed than happy though:p
 
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AkiranGaming

Well-Known Member
Jan 4, 2024
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Now we are taking a shower with radioactive water, which causes health damage, as an explanation for not being able to drink the shower water source. It would make more sense for it to have some bacteria that makes it unsafe to drink, but ok to wash, and eventually give us the ability to craft a filter to make it drinkable.
1763254156113.png
 
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Jdzavrat

Newbie
Aug 28, 2020
86
116
132
Is this bugged? I don't see any exploration options. The only way I've been able to leave is after using the End Day option then doing a night mission.
 

AkiranGaming

Well-Known Member
Jan 4, 2024
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Is this bugged? I don't see any exploration options. The only way I've been able to leave is after using the End Day option then doing a night mission.
I believe that is it, it confused me at first as well. I think the reasoning is that it is too dangerous to explore during the day, but personally it would be clearer to have a mission button.
 

Forever Dreaming

Newbie
Game Developer
Jul 29, 2025
26
63
13
I think a cool feature would be if you could decorate the outside of your bunker to influence the chance of daily events.
Like a skull collection that lowers the chance of hostile encounters, but also friendly ones
Religious symbols that increase the chance of people leaving offerings, but also more people coming asking for aid
Satanic symbols that encourage more sinful encounters, but also more natural disasters
Or Safe Haven signs that increase the chance of companions knocking, but also the chance of hostiles knocking too

Also +1 to the trans companion idea above
 

i_zaat

Newbie
May 22, 2024
33
24
94
The inventory doesn't seem to account for when you use an item. To be clear, this is just a visual bug, if i run out of food/drink i still can't use them, but the inventory will say i have loads of it since it only seems to increase the number.
 
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