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.“this mini game could be better if you do this…”
I don't know if somethings changed, but I just checked and walkthrough & cheat mod downloaded fine for me.why cant i download anything from the thread? Like any saves, walkthrough, cheat, doesnt open even with vpn, i am confused
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!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.
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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 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.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.
Thank you for your feedback!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.
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?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.
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Fairly close, MAYBE end of April, but don't hold me to that.How close are we to getting an update?
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.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.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.
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.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.
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*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! 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.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![]()
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.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.
But.... Spoiler... Some of my other models are making it into the next update!!!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.