Ren'Py Escape from Ivy and Piper [v0.402] [AceX Game Studio]

4.30 star(s) 21 Votes

Curelt

Member
Jul 8, 2017
279
222
why cant i download anything from the thread? Like any saves, walkthrough, cheat, doesnt open even with vpn, i am confused
 

realsmasher

Newbie
Mar 8, 2018
18
7
“this mini game could be better if you do this…”
The time constraint with Mias cleaning is so unnecessary. Its already clonky to navigate around the house and each room, often you click on the right side for a accidental rollback etc.

The "click on buttons" event is also very tricky because its not just clicking in the right order there also seems to be a timer which means you cant click too fast or too slow.

But the positive is the navigation and fluidity of the game got much better (i didnt play for a year or so).

In general i think you are making things way too complicated. We are at the stage right now that there is a SEVENTY PAGE long walkthrough and you even provide cheat options for Valeries potions yourself... so it seems you know its too trayhard overcomplicated.
I have a red/green vision impairment so the colored potions are impossible for me, they look like 3 hues of orange to me and 2 are purple.
---------

Also it seems im stuck at Day 12 night, i got the garage key from Willow but i dont even know where the garage is and on some doors it says "you need to get the key from Willow". And i cant go to sleep either.
Nevermind, the key was in the bottle... because... why whouldnt we have it just in inventory?
 
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MiltonPowers

Twins Basil! Twins!
Donor
Jul 26, 2023
12,299
26,650
why cant i download anything from the thread? Like any saves, walkthrough, cheat, doesnt open even with vpn, i am confused
I don't know if somethings changed, but I just checked and walkthrough & cheat mod downloaded fine for me.

I right clicked the attachment and selected 'save as' and down they came.
 

Ace_X

Creator of Ace X Game Studios
Game Developer
Apr 23, 2018
851
2,040
The time constraint with Mias cleaning is so unnecessary. Its already clonky to navigate around the house and each room, often you click on the right side for a accidental rollback etc.

The "click on buttons" event is also very tricky because its not just clicking in the right order there also seems to be a timer which means you cant click too fast or too slow.

But the positive is the navigation and fluidity of the game got much better (i didnt play for a year or so).

In general i think you are making things way too complicated. We are at the stage right now that there is a SEVENTY PAGE long walkthrough and you even provide cheat options for Valeries potions yourself... so it seems you know its too trayhard overcomplicated.
I have a red/green vision impairment so the colored potions are impossible for me, they look like 3 hues of orange to me and 2 are purple.
---------

Also it seems im stuck at Day 12 night, i got the garage key from Willow but i dont even know where the garage is and on some doors it says "you need to get the key from Willow". And i cant go to sleep either.
Nevermind, the key was in the bottle... because... why whouldnt we have it just in inventory?
I appreciate your feedback! Making a well rounded game everyone enjoys is hard. It's like creating a riddle you already know the answer to. Of course from MY point of view it really simple, so I REALLY appreciate feedback like yours! it helps me make improvements to the game!

Thanks for your support!

-Ace
 

Ace_X

Creator of Ace X Game Studios
Game Developer
Apr 23, 2018
851
2,040
It's been a while since I checked in on this game, but I just subscribed to your Patreon, based on the previews and the awesome job you did on the last update. Glad to see a developer who doesn't wait around forever to add actual sex scenes to his game. Usually, I never consider subscribing to games when they're in the early stages of development, because most games take forrreeeeevvvverrrrr to build character relationships and get to actual sex scenes. But with Escape, I feel confident that with each update, it's gonna be a good time, where anything can happen.

I know you went through tough times last year, and development sort of stalled. But I can see that you remain passionate about making the game. Most devs would have abandoned their projects. For your continued dedication, you have my support and respect. Best of luck going forward.

Also, the only real criticism I might have of the last update is a rather minor one. I'd say that if you could, try to add some third-person perspectives to the sex scenes. All of your animations have been remarkable thus far, but I think that at the end of the day, some positions are just hotter in third person.

If anyone can, I highly encourage you to support Ace. If you've been playing adult games for a while, you know his work is a cut above the rest and has potential. Just imagine what this talented guy could accomplish if he had the resources to work full time on it.
I do have a plan for a way to make 3rd person cameras work. But it's hard because my games have always been first person... but I agree that some positions are better in 3rd person.

Thanks for your support!

-Ace
 

realsmasher

Newbie
Mar 8, 2018
18
7
Ace_X
So maybe you could reduce a couple viewpoints in some rooms which are never used and move stuff from the borders of the window a bit more to the center. Like puzzle pieces, navigation arrows etc.
Or centralize the movement selection and place direction arrows always on the bottom. Left Forward Right (and 180 if no other option)

Regarding the hidden images, are they really limited to single days or always? I just flew over the walktthrough and dont know exactly.
I think i would make them available all the time. Also some other games make them stand out a bit more, e.g. Lunars Chosen uses small yellow stars.

Gameplay wise its annoying for me to be able to click on all the cupboards etc. and not be able to open them.
So maybe just make them clickable if you have the item for it, and then give them a small glowing highlight if you are able to open.
Because you dont remember days or weeks later "ah now i can open this" and you dont start each day going through 20 rooms clicking on 5 possible cupboards, atleast i dont do it because its sysiphus work.
 
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Ace_X

Creator of Ace X Game Studios
Game Developer
Apr 23, 2018
851
2,040
Ace_X
So maybe you could reduce a couple viewpoints in some rooms which are never used and move stuff from the borders of the window a bit more to the center. Like puzzle pieces, navigation arrows etc.
Or centralize the movement selection and place direction arrows always on the bottom. Left Forward Right (and 180 if no other option)

Regarding the hidden images, are they really limited to single days or always? I just flew over the walktthrough and dont know exactly.
I think i would make them available all the time. Also some other games make them stand out a bit more, e.g. Lunars Chosen uses small yellow stars.

Gameplay wise its annoying for me to be able to click on all the cupboards etc. and not be able to open them.
So maybe just make them clickable if you have the item for it, and then give them a small glowing highlight if you are able to open.
Because you dont remember days or weeks later "ah now i can open this" and you dont start each day going through 20 rooms clicking on 5 possible cupboards, atleast i dont do it because its sysiphus work.
Thank you for your feedback!
 

Dude137

Newbie
Jan 20, 2019
91
313
In general i think you are making things way too complicated. We are at the stage right now that there is a SEVENTY PAGE long walkthrough and you even provide cheat options for Valeries potions yourself... so it seems you know its too trayhard overcomplicated.
I have a red/green vision impairment so the colored potions are impossible for me, they look like 3 hues of orange to me and 2 are purple.
---------
I'd agree with this, especially with Val's potion brewing quest. And your general point does bring up an important question that I'd think any developer should address in the early stages of developing these puzzles. That question is, How hard should I make the puzzles in my adult game?

On the one hand, I'd see why a dev would not want players simply blowing through puzzles or minigames. They are there to add a little bit of grind, because having the right amount of grind is a huge boon to these games. I'd say a bit of grind--done right--can do wonders in adding to the sense of reward for the adult scenes, once the player finally obtains those scenes.

On the other hand, if the puzzles or minigames are too difficult, then the player is likely to be torn away from any sexual tension. If a puzzle forces all of our blood flow to our brains to solve a puzzle that is the equivalent of bridging Einstein's theory of relativity with quantum mechanics . . . then buildup of sexual tension will be neutered, and the player is likely to get frustrated.

Balance is key. For balancing out a grind, I'd put my basic philosophy in the following manner: "We all want what we can't have . . . but in these adult games, we expect to get rewarded soon, without having to break our brains."

Also, I do think Ace has done a good creative job coming with the idea of Val's brewing puzzles. Where a lot of other games' minigames will be random clicking challenges or whatever, Val's brewing puzzles actually reflect the story world. And because of that, Ace can use that same puzzle to expand actual story plots or themes of the game, if he ever wanted to. It's these kind of puzzles/minigames that add a greater sense of depth or character to a game. But I'd agree the final stage was too hard.

So, in summary, balance is crucial to puzzle games. And the more relevant to the game's story world and plot, the better. If I were a developer, I would try to think of the puzzles not so much as just a means to slow down players (which is important, don't get me wrong), but as a means to add depth to the story world. Moreover, I would try to think of them as plot devices that further the narrative or even permit certain types of adult scenes. Again, Val's brewing game has potential for all this. In a story where a single dude is outnumbered by dangerous succubi, does the MC eventually use all the brewing knowledge to gain the upper hand in some way? Of course, Ace doesn't have to take this plot route, but if a dev makes a puzzle that allows him to ask these kinds of questions, then the puzzle game is likely a relevant one and not wasting the player's time.

All this being said, I don't expect a guy who works part time on an adult game to perfectly master each and every minigame, nor would I expect each and every minigame to be perfectly tied into the world. (If anything, I'd say settle for ONE type of minigame, like Val's brewing challenge, and get rid of the rest to clean things up.) But yeah, I'd agree with realsmasher and say err on the side of simplicity.
 
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Ace_X

Creator of Ace X Game Studios
Game Developer
Apr 23, 2018
851
2,040
How close are we to getting an update?
Fairly close, MAYBE end of April, but don't hold me to that.

The last scene for the next update is HUGE!

For context, most my scenes are about 30 renders. I am currently at 125 for this last scene and about Half done with it...

but I have all the renders and animations done for Val and Ivy's scenes (Val has 64 renders and 7 animations) (Ivy has 40 renders and 10 animations)

All the renders for navigations and minigames are done, I have coded and written days 13 and 14, and the first half of day 15.

Left to do:

-Finish the final scene of day 15 (about 50 more renders, another 5-7 animations, write all the dialogue).
-Add sound effects and music to all the scenes
-Make a small scene for the morning of Day 16.
-Test

I am about 85% done with the update as a whole.
 

Sony676

Well-Known Member
Mar 14, 2021
1,218
1,836
Fairly close, MAYBE end of April, but don't hold me to that.

The last scene for the next update is HUGE!

For context, most my scenes are about 30 renders. I am currently at 125 for this last scene and about Half done with it...

but I have all the renders and animations done for Val and Ivy's scenes (Val has 64 renders and 7 animations) (Ivy has 40 renders and 10 animations)

All the renders for navigations and minigames are done, I have coded and written days 13 and 14, and the first half of day 15.

Left to do:

-Finish the final scene of day 15 (about 50 more renders, another 5-7 animations, write all the dialogue).
-Add sound effects and music to all the scenes
-Make a small scene for the morning of Day 16.
-Test

I am about 85% done with the update as a whole.
You can't do wrong imo. You actually listened to advice from players and implemented a lot of stuff in the last update already plus the animations/scenes have been absolutely top notch.
 

Dude137

Newbie
Jan 20, 2019
91
313
Fairly close, MAYBE end of April, but don't hold me to that.

The last scene for the next update is HUGE!

For context, most my scenes are about 30 renders. I am currently at 125 for this last scene and about Half done with it...

but I have all the renders and animations done for Val and Ivy's scenes (Val has 64 renders and 7 animations) (Ivy has 40 renders and 10 animations)

All the renders for navigations and minigames are done, I have coded and written days 13 and 14, and the first half of day 15.

Left to do:

-Finish the final scene of day 15 (about 50 more renders, another 5-7 animations, write all the dialogue).
-Add sound effects and music to all the scenes
-Make a small scene for the morning of Day 16.
-Test

I am about 85% done with the update as a whole.
I'm just curious, because I know nothing about rendering: how much time does it take to make a single static render? And how long for a single animation? I've always wondered how much work goes into it all.
 

Ace_X

Creator of Ace X Game Studios
Game Developer
Apr 23, 2018
851
2,040
I'm just curious, because I know nothing about rendering: how much time does it take to make a single static render? And how long for a single animation? I've always wondered how much work goes into it all.
IT really just depends. Setting up the scene initially, getting the lighting right, and the environment/props clothing. All takes a long time. But once that is set up, the shift from one pose to another doesn't take more than a few minutes (again depending on what's going on) Or the same scene but a different camera angle.

for instance, a simple shot like this can take as little as 5 minutes to set up and render.

QuinnP1b.png

But this, took me a few hours to set up:

MariaPS01a.png

And this took me about 10 hours to set up the club, then replace the screens with my custom renders:

31.png

But after the initial set up, the next 2 only took a few minutes to alter between each render:

32.png

33.png


I hope that makes sense.

The more complex the scene, the longer it takes.
 

Dude137

Newbie
Jan 20, 2019
91
313
IT really just depends. Setting up the scene initially, getting the lighting right, and the environment/props clothing. All takes a long time. But once that is set up, the shift from one pose to another doesn't take more than a few minutes (again depending on what's going on) Or the same scene but a different camera angle.

for instance, a simple shot like this can take as little as 5 minutes to set up and render.

View attachment 4711719

But this, took me a few hours to set up:

View attachment 4711727

And this took me about 10 hours to set up the club, then replace the screens with my custom renders:

View attachment 4711731

But after the initial set up, the next 2 only took a few minutes to alter between each render:

View attachment 4711732

View attachment 4711733


I hope that makes sense.

The more complex the scene, the longer it takes.
Thanks for the response, although I didn't make it past the second render, because the girl in the red dress crippled my understanding of the English language. She lobotomized my brain with her hotness: "Oh, whaaa!, woa . . . oh yea, I'm supposed to be reading . . . words. Damn, that render, though . . . Hey, keep reading, Ace took time out of his day to give you a detailed answer. Okay, here we go--I'm reading . . ." *Scrolls back up to girl in red dress*

You know a guy is a talented artist when nearly every random side girl he creates is worthy of her own game. Every time I see samples of your renders, I'm like "This guy gets it."

But thanks for the response anyway :)
 
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Ace_X

Creator of Ace X Game Studios
Game Developer
Apr 23, 2018
851
2,040
Thanks for the response, although I didn't make it past the second render, because the girl in the red dress crippled my understanding of the English language. She lobotomized my brain with her hotness: "Oh, whaaa!, woa . . . oh yea, I'm supposed to be reading . . . words. Damn, that render, though . . . Hey, keep reading, Ace took time out of his day to give you a detailed answer. Okay, here we go--I'm reading . . ." *Scrolls back up to girl in red dress*

You know a guy is a talented artist when nearly every random side girl he creates is worthy of her own game. Every time I see samples of your renders, I'm like "This guy gets it."

But thanks for the response anyway :)
thanks! My favorite part about this hobby is creating new models. I sometimes fear they are all a little too similar, so I try to make them unique but still “my type” if that makes sense? Lucking my type is just hot… but it is hard to do. I’m glad you think I do a good job of it.
The hardest part lately has been my lack of time available to work on things, so I focus solely now on Escape. I have not created a new model in a while, but I do have at least 50 models that I haven’t even shared with anyone… plus hundreds more that just get deleted because they didn’t have any redeeming qualities.
But I share the ones that work out best.
 

Dude137

Newbie
Jan 20, 2019
91
313
thanks! My favorite part about this hobby is creating new models. I sometimes fear they are all a little too similar, so I try to make them unique but still “my type” if that makes sense? Lucking my type is just hot… but it is hard to do. I’m glad you think I do a good job of it.
The hardest part lately has been my lack of time available to work on things, so I focus solely now on Escape. I have not created a new model in a while, but I do have at least 50 models that I haven’t even shared with anyone… plus hundreds more that just get deleted because they didn’t have any redeeming qualities.
But I share the ones that work out best.
You're hands down one of the most underappreciated graphic artists in this industry. When I look at your work, I can tell you are passionate about making the renders. I get what you mean about worrying that the models look too similar, and I have noticed some of your models from other games, but I don't think that's a problem in the slightest, because I see you add your own sort of flair to each model--or, as you put it, make them "your type." And by doing so, I'd say you improve upon those models and breathe fresh life into them.

It's unfortunate you can't work on developing renders and the game full time, cause I know you'd come up with something awesome (Escape is great already), but yeah, if I were in your shoes and had limited time, I'd focusing solely on the game development, rather than spend an excessive amount of time making new models. Hot/sexy pictures are great, but it's when we get into a good game that the models become more than just pretty faces, because with a game comes story and character and all the psychology. And I'd wager that a decent model with attractive character/psychology will always trump insanely hot single portraits, especially for building an audience.

So, in other words, even though I've seen some of your sample renders, these other random models, and thought them pretty hot and maybe even objectively hotter in some ways than Ivy, Val, and Piper, I still find your main three girls much more attractive, because your game's story has made them more than just how they look.

I'm sure I'm probably telling you stuff you already know, but yeah, it'll always be in adult games where the real magic happens, so it'll never be a waste to devote all of your spare time to developing yours.
 

Ace_X

Creator of Ace X Game Studios
Game Developer
Apr 23, 2018
851
2,040
You're hands down one of the most underappreciated graphic artists in this industry. When I look at your work, I can tell you are passionate about making the renders. I get what you mean about worrying that the models look too similar, and I have noticed some of your models from other games, but I don't think that's a problem in the slightest, because I see you add your own sort of flair to each model--or, as you put it, make them "your type." And by doing so, I'd say you improve upon those models and breathe fresh life into them.

It's unfortunate you can't work on developing renders and the game full time, cause I know you'd come up with something awesome (Escape is great already), but yeah, if I were in your shoes and had limited time, I'd focusing solely on the game development, rather than spend an excessive amount of time making new models. Hot/sexy pictures are great, but it's when we get into a good game that the models become more than just pretty faces, because with a game comes story and character and all the psychology. And I'd wager that a decent model with attractive character/psychology will always trump insanely hot single portraits, especially for building an audience.

So, in other words, even though I've seen some of your sample renders, these other random models, and thought them pretty hot and maybe even objectively hotter in some ways than Ivy, Val, and Piper, I still find your main three girls much more attractive, because your game's story has made them more than just how they look.

I'm sure I'm probably telling you stuff you already know, but yeah, it'll always be in adult games where the real magic happens, so it'll never be a waste to devote all of your spare time to developing yours.
But.... Spoiler... Some of my other models are making it into the next update!!!

You don't have permission to view the spoiler content. Log in or register now.
 
4.30 star(s) 21 Votes