Aug 23, 2017
88
420
197
This has some really original gameplay ideas, although it's kinda frustrating go all the way through a few floors and then realize you've run out of energy and have to do them again with basically zero value to that replay.

I couldn't figure out what the familiars are used for once you've unlocked them. I'm not sure if I played the entire game without a significant chunk of functionality, or if they just aren't implemented yet.

I also couldn't organically discover how to play as other characters, which looks possible from the gallery.

I do like the NTR aspect, although I wish the characters took it more seriously - their reaction is basically 'ok'. Also it's nigh impossible to organically discover how to get your ally to be kidnapped without reading instructions out of game somewhere. While it was a great call by the dev to have levels of progression to the scenes with each boss, what I really wanted was some sort of progression of the NTR characters' relationship tbh.
 

bucefala

Member
Sep 1, 2020
323
230
157
Completed v5c save (entire gallery and Lost Tapes unlocked)

Just download and extract world.save and awards.save into C:\Users\*USERNAME*\AppData\Roaming\Godot\app_userdata\Familiar Finders and overwrite if it asks.
Can you please give a short guide to the final level from Yuna's challenge? Im stuck.
 

bucefala

Member
Sep 1, 2020
323
230
157
the puzzles are killing me, game is not too hard but the lost tapes are something else
Completed temple of cock level in 3 hours or more and I dont think I can replicate it. They have leeway, but you only realize it after you find the right strategy. Some levels also have 2 ways to go about them and you can mess yourself up if you mix steps from one way with steps from the other.
 

bucefala

Member
Sep 1, 2020
323
230
157
Anyone got a full gallery save for v6 version? I completed the story scenes but getting all scenes is too grindy.
 

Umbra.Nox

Active Member
Mar 12, 2020
600
1,420
278
Beaten the whole game without understanding how to find coins, decided to play tutorial, and... animals do WHAT?? Animals give you coins for food??? Impy, wtf do you mean animals pay you? I suspected i should've interacted with items, but to sell food to a bunny or a gorilla never came to my mind, i will be honest.
 

Doomfish

New Member
Oct 20, 2018
1
0
19
Do i get the scenes for piper's companions(Gwynn and zuzu) if i just keep doing the level?
Or do i need to do something else?
 

WetOniichan

Newbie
Aug 8, 2021
24
65
127
Didn't notice this was so far behind. Here's

v6
New Additions
  • 21 new animations.
  • 13 maps split among 2 new areas and 2 side-paths.
  • 2 gods.
  • 6 divine powers.
  • 4 familiars. (2 return from from an earlier version with new powers.)
  • 4 trader encounters.
  • A sky tileset.
  • A story event and 6 books of lore.
  • 4 quests. (To unlock and explore new areas.)
Balance Changes
  • Haunting Tune spell changed to Binding Waltz. Now pulls two horizontal encounters together. (Old effect was oddly specialized and more useful for scouting than moment.)
  • Equal Exchange and Ghost Tricks spells can now target any type of encounter.
  • Land Twister spell can now target walls.
  • Slep, leftover darkness now gives 1 piety instead of 2.
  • Orni, piety for fongo fruit now gives 25 instead of 30.
  • Wayvy, Downpour now counts the new puddles as part of the total amount.
  • Nosy familiar and Starfish familiar now have more commonly available favorite items.
  • Familiars that give starting piety now give 6 per trait level instead of 4.
  • Fluffy Dog familiar now gives 4 max hp per trait level instead of 2.
  • Changed "Goddess Garden", "Thirsty Animals", and "Archipelago Dance" puzzle maps to add new trade spots and make them a bit easier.
  • Shovels are now effective against slimes.
  • Adjusted some other item scouting effects.
Quality of Life Changes
  • Allies now consider diagonals as being closer than two straight tiles when moving closer to scout something. (This will make precise actions such as pushing boulders a lot more predictable.)
  • When swapping with an ally, other allies will not move. (This makes it easier to choose scouting participants.)
  • Trade encounters now show the amount of uses remaining.
Bug Fixes
  • Fixed bug where anomaly info could be visible even in full shadow.
  • Fixed bug where Piper being taken to a lair would skip the story segment.
  • Fixed bug where slimes from anomalies could be placed on top of allies.
  • Fixed possible bugs where lairs could potentially be moved.
Other Changes
  • Various changes to map layouts and available encounters. New start locations.
  • Art changes for some traders. (They still do the same actions.)
  • Art changes for signs, replaced them with books.
  • Broxi and Baeri unlock got moved to a side-path in Howling Grove.
  • Improved lair placement code.
  • Improved map initialization code.
  • Various other code improvements.
  • Cliff renamed to Mossy Cliff, and is now counted as both rock and plant for piety rewards.
  • Wayvy, "Cascade" description now specifies that it creates impassible water.
v6a
Changes
  • Fixed bug where all map areas were open from the start.
  • Fixed bug where restarting the game after loading didn't clear the selected familiar.
  • Broxi and Baeri, coins now give 3 piety instead of 4.
  • Couple of minor map adjustments.
v6b
Changes
  • Improved a few map layouts to increase fun and reduce chances of bad generation.
v6c
Changes
  • 5 new events, one with each of the new familiars, and one for finishing the Overgrown Tower with Zuzu.
  • Fixed major map generation bug where it gave up one step early in trying to make paths, leading to occasional creation of awful maps.
  • Added fongo tree to 3rd Fluff Haven map for Zuzu and Gwynn solo search scene unlocks.


v7
New Additions
  • 58 animations.
  • 8 new maps inside 4 puzzles.
  • More ground terrain variety.
Balance Changes
  • Fast map completion quests no longer count dark tiles blocked by walls or water, but have lower requirements.
  • Awaken Vampire spell no longer gives extra actions for adjacent creatures, vampires now scout creatures for free with a growing 60% (was 90%) bonus.
  • Increased loyal golem bonus to 80% (was 70%) scouting.
  • Slep: now gains 2 (was 1) piety from skipping dark tiles, but no longer counts impassible tiles.
  • Slep: "Nightfall" no longer counts impassible tiles.
  • Slep: piety gain for exploring tiles while at max energy replaced by piety per each energy point gained beyond limit.
  • Orni: reduced piety gain for using fongo fruit to 20 (was 25).
  • Orni: "Dance of Spores" scouting bonus is now 70% (was 80%), amanitas collect extra leaves.
  • Cock: "Confession" no longer checks for dark impassible tiles.
  • Cock: "Conditioning" increases max energy by half of the overflow (was 4 per bead).
  • Rocky: "Instant Erection" no longer requires for the walls to be visible.
  • Fluf: "Scarecrow Servant" now scout crows for free, and has a 90% (was 60%) bonus.
  • Marybane: reduced piety gain for revealing anomalies to 7 (was 8).
  • Marybane: "Curse Party" can now spend a full prism to create a bonus anomaly. (This is meant to be both a piety boost and a punishment for overextending your stay. It was too easy to stock up on movement spells to have a reliable escape plan if the map got overfilled.)
  • Pillar of Eyes anomaly no longer reveals other anomalies. (While possibilities of a cascade were an interesting danger, this effect was too beneficial for Marybane followers.)
  • Spatial Rift anomaly now pulls everything (was half of everything).
  • Shovels now work on meadows.
  • Reworked "Haunted Pyramid" puzzle map.
  • Adjusted "Goddess Garden" puzzle map.
  • Various other small puzzle map adjustments.
Quality of Life Changes
  • Added hint lines for walls on shadow map.
  • Shadows now show magic orbs types.
  • Allies will no longer approach encounters they cannot scout.
  • Pull effects from "Ghost Tricks" and Spatial Rifts will not move the target if the new position is farther than the old one.
Bug Fixes
  • Fixed map generation bug that biased some obstacle types.
  • Eerie Lights and Wriggling Thing anomalies no longer affect dark tiles as intended.
  • Any selected items or spells now deselect when encounter interaction buttons are pressed to prevent potential issues.
Other Changes
  • Spell animations can now play for solo companions.
  • Various small adjustments for art, text, and other assets.
v7a
Bug Fixes
  • Fixed vampire summoning event requirements.
  • Added mushrooms to Howling Grove maps for familiar event.
  • Talking to Yuna and other events you see in the tutorial will now save when you exit out of it.
Balance Changes
I made a fairly impactful set of changes to encourage more thoughtful leveling and faster early progression. I have tested various maps and all puzzles, and I feel like this is a good final piece of game balance.

  • Increased xp gain for scouting anything by 1.
  • Scouting higher-level encounters costs 1 more energy and scouting lower level ones costs 1 less.
  • Reduced levels of all familiars by 3, increased scouting needed by 10 for Silly Elephant and 2 for all others.
  • Reduced level of all rivals by 1.
  • ALL items now reduce scouting cost by 1.
  • Ghost Tricks spell now halves next scouting cost of main target.
  • Heavenly Sight now recovers 5 times the energy and spell charges (was 6).
  • Level drain now recovers 3 energy (was 4).
  • Reworked "Floodwater Swamp" puzzle map.
  • Few other small map adjustments.
Other Changes
  • Added generic scouting events for rivals.
  • Energy cost modification info is now shown in the results text.
  • Tightened map obstacle distribution values, some of previously common sites were now too rare.
 
2.50 star(s) 4 Votes