Others Finding Color in the Ashes [Alpha v2.41] [MooncatcherStudios]

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Soulcatch

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Sep 28, 2023
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Soulcatch Is there a way to view past events or scenes that we have unlocked so far like in a option in other games like Gallery?
As mentioned above nothing yet but its on the way. I think there's going to be a sort of stop-gap option where I'll remove some of the RNG from the scenes and just let you pick what you wanna see added soon though.

Wait they're sending sappers to the ashlands? The fractures got fortifications?
This made me laugh. I included sappers because I just want to give the impression that the whole ass army is on the way. I think if anything they would be helpful dealing with the strange landscape + any dungeons. There are other reasons why I have such a variety of soldiers heading over, but it's a little spoilery, so have to wait and see.
 

NotaBullRobo

Newbie
Nov 24, 2017
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106
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Some thoughts after playing the update:
  • Really happy with the direction its continuing in
  • Would be nice if the quickie/popup screens didn't disappear the moment it was done, and instead waited for us to close it. Bonus point if instead of pausing on the last frame it's actually a loop of the last few frames
  • Storage does not scale well. Even before the military i began to regularly run out of food by mid week and have to hunt. With military options I can see it mostly gone by Tuesday
  • A month/day calendar would be nice. Not because I dislike the current system, but because a natural addition is events tied to specific days, which is kinda hard to manage in the current system
  • It doesn't seem like talking to companions actually does anything. Only their events seem to progress anything. I'd gladly trade some stamina for those buttons to be useful

In short, its still a great game, just some minor suggestions as I wait for more things to be added lol
 

Soulcatch

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Sep 28, 2023
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Some thoughts after playing the update:
  • Really happy with the direction its continuing in
  • Would be nice if the quickie/popup screens didn't disappear the moment it was done, and instead waited for us to close it. Bonus point if instead of pausing on the last frame it's actually a loop of the last few frames
  • Storage does not scale well. Even before the military i began to regularly run out of food by mid week and have to hunt. With military options I can see it mostly gone by Tuesday
  • A month/day calendar would be nice. Not because I dislike the current system, but because a natural addition is events tied to specific days, which is kinda hard to manage in the current system
  • It doesn't seem like talking to companions actually does anything. Only their events seem to progress anything. I'd gladly trade some stamina for those buttons to be useful

In short, its still a great game, just some minor suggestions as I wait for more things to be added lol
Thanks!

I can make those scenes linger, that's not a problem. They already loop for things like blinking / breathing, so not really a big deal to just have them stick around.

Food / Alcohol can be farmed + bought from soldiers in the fall. The exact balance is in progress, I'll keep tuning it. It's definitely far from perfect.

Calendar is on the way. I also want one.

The check in with companions is not intended to do anything on the inn projects screen, but it probably should do something on the companions screen. WIP, but yes, I hear you and I'll likely attach a stamina cost / daily limit to it. Right now if you close the inn early you have options for interacting with them in ways that increase their affinity pretty quickly.

Appreciate the feedback!
 

Soulcatch

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Sep 28, 2023
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The newest version is up on itchio. Also, for those who've asked, there is a Patreon up now:

I love the outpouring of support the game has gotten, but please only subscribe to the Patreon if its not going to put you in a hard spot. The game is going to get finished either way haha.
 

Grim October

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Oct 11, 2019
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I'm kind of stuck. I'm not sure how to progress with the scout or the undead research. The army has moved in, and I have no rooms to rent out, so my income has plummeted. I can't even sell potions to the weekend merchants anymore.
 

Soulcatch

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Sep 28, 2023
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As long as you have the tower unlocked, you can do research at night. If you need money for the tower, sell monster parts to the bounty officer on the weekend.
 

Grim October

Member
Oct 11, 2019
174
371
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As long as you have the tower unlocked, you can do research at night. If you need money for the tower, sell monster parts to the bounty officer on the weekend.
My dumbass only discovered that I had to conduct late-night studies specifically. As for monster parts, the drop rate seems pretty low.

Other than that, it's a pretty comfy game. (y)

edb3397c7b7b4f4929da8bd9bd777901.gif
 

vilewe7570

Active Member
Oct 5, 2021
810
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Hello again!

Alpha 1.40 is here, and I've opened a Patreon for those who wish to subscribe:

The patreon also has a roadmap listed for those who want to check it out- the post is visible to everyone, no need to subscribe.

Going forward, updates to the game will come out a little earlier on Patreon, but will still find their way here as well. The game will remain free throughout it's Alpha period. Just the same, This update is being released simultaneously, I hope everyone enjoys the new content.

We also opened up the Discord:

Feel free to join us over there and leave feedback or ask questions. Of course you can continue to post here as well, we love reading all the comments!

Thank you again to everyone who keeps checking out our game, it means the world to us.

Alpha 1.40 Patch Notes:

Added

-New SFX

-Mute Button for music

-New Character Art

-New Events.

-Expanded Ellie night visit event

-New Sex Scene

Adjustments

-Audio balancing changes & other adjustments

-When loading a save file, the day of the week is listed

-Removed Chromatic Aberration effect from prologue

-Removed the chat button from companion screen, it was misleading players into expecting affinity increases when there were none.

Fixes

-Fix related to research stamina costs

-Army soldiers weren't offering the full spectrum of monster parts

-UI glitch on companion screen, completed event descriptions weren't word-wrapping correctly
 

Soulcatch

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Sep 28, 2023
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Then you better fix them. I am pretty sure I am not the only one confused.
I don't control the thread. Screenshots on the itchio page are more accurate.
That being said, you're 100% right. I think there are still a couple with the effect on itchio, I'll swap those out tonight.
 
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freezingsama

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Feb 8, 2024
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so there's 2 patches worth I haven't seen yet huh, I think I might give it a go

oh it does detect my older saves so that's neat, where is the save folder located though?
 
May 8, 2018
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Soulcatch just wanted to say you have a very neat game, gl with further development.
a few thoughts, though now i wish i'd taken notes to be more specific and potentially useful instead of just spewing from memory:

i like the army idea but if they move in when you have only 8 rooms or fewer, it's really easy to get stuck for a while unable to take guests or make decent money, maybe the army needs to pay a little more daily to compensate for 8 rooms? not a huge deal either way i guess, the time scale in the game is quite generous.

when upgrading the inn on the weekends, i found myself encouraged to save up and buy as many upgrades as possible in one go, as it takes 2 timeslots for the day no matter how many upgrades you do in that one session. maybe it should just take 1 time slot and allow a maximum of one upgrade? once you upgrade the inn fully and max stats, there's also nothing to do with the weekend timeslots.

it seems like armor just gets better as we go up the equipment tiers, but maybe it'd make more sense to have both light armor and heavy armor that favor dodging/blocking respectively, just feels a little odd that the heaviest plate armor allows you to dodge the best. i do really appreciate there being actual art for each piece of equipment though, this was really neat and something too few games of this type do. some gamers just wanna be topless for maximum dodge is all i'm saying.

on the note of combat, it feels a little odd that while you fight as a pair, only one of you gets to take an action per turn, making it really hard to justify using the partner during attack turns, i'm not sure that having both members take a turn is the right move either though, just noting the resulting playstyle i ended up with.

might just be me not paying enough attention, but it seemed hard to tell if magic or physical attacks were better against some enemies, maybe magic/phys defense could be a little clearer, or could be a thing if it isn't already. i feel i'd also have enjoyed having slashing/blunt damage separately, but maybe getting into physical types and elemental types would be needless complexity. it just feels like there could be a little more complexity to help make each monster type a little more distinct from one another. at some point i feel like i'm just doing the same motions for every combat, they could use some special moves like charges or counters or the like, but even just having different resistances to different damage would help separate them from each other a bit. slight stat variations on monsters would also be a cool thing, just so not every wolf is exactly the same wolf.

might just be me reading poorly again, but items could maybe be classed a little bit better in tooltips? i really appreciate that the item screen categorizes everything and very neatly at that, but i also found myself constantly pulling up that screen to tell what type of item i was considering. in a similar vein, when spending items it would be good tell how many of the item the player has remaining (like if the option had the item count included).

i assume you'll iron this out with further updates but i didn't see an option to deconstruct a garden plot, so once i picked what type of plot i wanted (garden, apiary, etc.) i was locked in. i think there was a 3rd option but with only 2 plots i just never explored it. the notification for the inn projects only works when a keg is ready, but maybe it should also work for when a garden plot is ready to be harvested. on the flip side i feel like the quest notification exclamation point was on a lot for no perceivable reason as none of the incomplete quests had progressed.

this might be specific to this version or something but when i overfilled on alcohol the game just let me have it, not sure if that's a bug or if you intended the game just to be generous with a temporary overflow, though it kinda just seems like i can go over the alcohol inventory cap at will and function all the same. if it's intended maybe there should just be some number of slots for "free storage" that let players overcap X number of items in total.

it took me a really long time to encounter the dryad repeatedly, i'm actually still unsure if something triggers this or which options can lead to the encounter, maybe there should be some clarity on this or it should just be a sublocation/option.

the H scenes are placed pretty well, i think you could gain a lot with a little (well, maybe not really that little) by adding breath/heart effects, tension or trembling lines. i'm not trying to diminish or compare but as an example of what i mean, "drowsy girl" by firefenixfox is something similar in format but very erotic. as a side note, i found that i wish the "fool around" sequences had some interactivity to them, though this might also just be too involved. i've found that in some games the sex scenes are too core to the gameplay loop and can become tiring to get through, i didn't have this issue with your game at all, the option to skip them and not have any game stats or progression tied to them was rather refreshing. that said, it would also be cool if intimacy had some level of progression with lucy's fracturing or stats somehow. i'm on the fence with these kinds of mechanics as interactability or progression in H scenes are fun but can also become tedious.

during H scenes, the fracture meter is on the left, lucy's pleasure meter is on the right, but the player character's pleasure meter extends both ways for symmetry? i guess it doesn't really matter one way or the other, but if there needs to be a 4th bar maybe it could be noise level or something. this isn't really a complaint it just seemed odd.

the fractured girl in lucy appearing in H scenes tickles something i didn't know i wanted, novelty points for sure. would be cool if there was more to it though.

when you flirt with scout at night, lucy will comment on last night as though you had visited her.

might just be a development cycle thing but some more sound effects and menu animations would do a lot for my experience at least, a few more tracks for various moods/days too.

sorry this got a bit long if you actually tread through it all, if i come back in a few versions i'll remember to take some notes and actually organize my thoughts lol, i don't usually plan to say anything but when i saw your replies here i figured why not. i hope i didn't come across too critically, it was pretty much bug-free (for me at least, though i wasn't trying to break the game) and i never crashed, which is much more than a lot of games can say. truly gl hf with the project, i like the ideas and vibe overall.

if you magically find too much time on your hands please let me peek on the beastkin military runner showering, thanks lol.
 
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Soulcatch

Member
Game Developer
Sep 28, 2023
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Soulcatch just wanted to say you have a very neat game, gl with further development.
a few thoughts, though now i wish i'd taken notes to be more specific and potentially useful instead of just spewing from memory:

i like the army idea but if they move in when you have only 8 rooms or fewer, it's really easy to get stuck for a while unable to take guests or make decent money, maybe the army needs to pay a little more daily to compensate for 8 rooms? not a huge deal either way i guess, the time scale in the game is quite generous.

when upgrading the inn on the weekends, i found myself encouraged to save up and buy as many upgrades as possible in one go, as it takes 2 timeslots for the day no matter how many upgrades you do in that one session. maybe it should just take 1 time slot and allow a maximum of one upgrade? once you upgrade the inn fully and max stats, there's also nothing to do with the weekend timeslots.

it seems like armor just gets better as we go up the equipment tiers, but maybe it'd make more sense to have both light armor and heavy armor that favor dodging/blocking respectively, just feels a little odd that the heaviest plate armor allows you to dodge the best. i do really appreciate there being actual art for each piece of equipment though, this was really neat and something too few games of this type do. some gamers just wanna be topless for maximum dodge is all i'm saying.

on the note of combat, it feels a little odd that while you fight as a pair, only one of you gets to take an action per turn, making it really hard to justify using the partner during attack turns, i'm not sure that having both members take a turn is the right move either though, just noting the resulting playstyle i ended up with.

might just be me not paying enough attention, but it seemed hard to tell if magic or physical attacks were better against some enemies, maybe magic/phys defense could be a little clearer, or could be a thing if it isn't already. i feel i'd also have enjoyed having slashing/blunt damage separately, but maybe getting into physical types and elemental types would be needless complexity. it just feels like there could be a little more complexity to help make each monster type a little more distinct from one another. at some point i feel like i'm just doing the same motions for every combat, they could use some special moves like charges or counters or the like, but even just having different resistances to different damage would help separate them from each other a bit. slight stat variations on monsters would also be a cool thing, just so not every wolf is exactly the same wolf.

might just be me reading poorly again, but items could maybe be classed a little bit better in tooltips? i really appreciate that the item screen categorizes everything and very neatly at that, but i also found myself constantly pulling up that screen to tell what type of item i was considering. in a similar vein, when spending items it would be good tell how many of the item the player has remaining (like if the option had the item count included).

i assume you'll iron this out with further updates but i didn't see an option to deconstruct a garden plot, so once i picked what type of plot i wanted (garden, apiary, etc.) i was locked in. i think there was a 3rd option but with only 2 plots i just never explored it. the notification for the inn projects only works when a keg is ready, but maybe it should also work for when a garden plot is ready to be harvested. on the flip side i feel like the quest notification exclamation point was on a lot for no perceivable reason as none of the incomplete quests had progressed.

this might be specific to this version or something but when i overfilled on alcohol the game just let me have it, not sure if that's a bug or if you intended the game just to be generous with a temporary overflow, though it kinda just seems like i can go over the alcohol inventory cap at will and function all the same. if it's intended maybe there should just be some number of slots for "free storage" that let players overcap X number of items in total.

it took me a really long time to encounter the dryad repeatedly, i'm actually still unsure if something triggers this or which options can lead to the encounter, maybe there should be some clarity on this or it should just be a sublocation/option.

the H scenes are placed pretty well, i think you could gain a lot with a little (well, maybe not really that little) by adding breath/heart effects, tension or trembling lines. i'm not trying to diminish or compare but as an example of what i mean, "drowsy girl" by firefenixfox is something similar in format but very erotic. as a side note, i found that i wish the "fool around" sequences had some interactivity to them, though this might also just be too involved. i've found that in some games the sex scenes are too core to the gameplay loop and can become tiring to get through, i didn't have this issue with your game at all, the option to skip them and not have any game stats or progression tied to them was rather refreshing. that said, it would also be cool if intimacy had some level of progression with lucy's fracturing or stats somehow. i'm on the fence with these kinds of mechanics as interactability or progression in H scenes are fun but can also become tedious.

during H scenes, the fracture meter is on the left, lucy's pleasure meter is on the right, but the player character's pleasure meter extends both ways for symmetry? i guess it doesn't really matter one way or the other, but if there needs to be a 4th bar maybe it could be noise level or something. this isn't really a complaint it just seemed odd.

the fractured girl in lucy appearing in H scenes tickles something i didn't know i wanted, novelty points for sure. would be cool if there was more to it though.

when you flirt with scout at night, lucy will comment on last night as though you had visited her.

might just be a development cycle thing but some more sound effects and menu animations would do a lot for my experience at least, a few more tracks for various moods/days too.

sorry this got a bit long if you actually tread through it all, if i come back in a few versions i'll remember to take some notes and actually organize my thoughts lol, i don't usually plan to say anything but when i saw your replies here i figured why not. i hope i didn't come across too critically, it was pretty much bug-free (for me at least, though i wasn't trying to break the game) and i never crashed, which is much more than a lot of games can say. truly gl hf with the project, i like the ideas and vibe overall.

if you magically find too much time on your hands please let me peek on the beastkin military runner showering, thanks lol.
Haha what a comment. I'll got through each point a little:

Army pacing / balance is WIP FOR SURE. It's a bit rough right now, but they go away after a couple of months and then don't come back. They are absolutely meant to be a slow down on your economy and an inconvenience, but it can be a bit rough if you didn't get set up in time. I'll adjust it for sure.

Weekend time slots are useful for progressing stats and casting rituals. Even when your stats are maxed spending time with lucy can influence mood + fracture for people trying to push those. But the weekend options you have now won't always be the only weekend options. More to come on this front!

Agree on armor + weapons front. I've started adding tags to them to differentiate, but having block / dodge focused armor is a good idea and will likely show up in some form. There's still plenty to go on itemization in the game.

Partner is support in all cases. It's okay if you don't think that's the ideal implementation - but not all of Lucy or Scouts abilities are implemented yet, and boss fights are coming. I'll be working on the balance for a while yet. But I don't think I'll ever change it to each getting their own turn.

Monsters have their defenses listed at the bottom of their card and are dice pools + modifiers. You can influence these resistences with status effects. I agree more can be done with it, and there's a third damage type in the game that's just not implemented yet so that will also shake things up.

Better tutorials + tooltips are on the roadmap.

You can deconstruct garden plots by clicking the x in the top right corner.

You can overstack all resources, but they decay if you go over the limit. It can be useful to overstack when preparing for large number of guests though. It's an intended mechanic.

Dryad is a very half-implemented companion, they are intentionally slow to get right now to put the focus on Scout + Ellie. Dryad will get love in the near future.

Haha no one's commented on the 4th player bar yet and it will do something else eventually but it's spoilery.

Lucy keeps commenting the morning after even if you didn't interact and its bug. My apologies I need to get around to fixing that but I'm just distractible.

Our sound / music guy is hard at work. More on the way. The UI will get lots more love as well.

NONE of this was too critical, I love the feedback. Sorry if so many answers are "It's WIP" but that's just the nature of playing a game in alpha. I still really love hearing where people are experiencing friction and what's not working. It can help me decided the priority in which I add things / fix bugs! So for real, thank you for taking the time to write that out.

Bestkin-girl runa will get some love, stay tuned!
 

prinnydood

Newbie
Oct 1, 2017
88
621
308
Hey I'm really loving the game! One thing thing that would be nice would be like a speed up function for the H-Scenes, I'm using cheat engine to double the speed when I get too it, but it's really nice, if it's tied to like a timer or something maybe you can just change the Engine.time_scale when you clicked a speed up button or something and change it back to normal when the H scenes are done.

Something that I think could be nice is if you over over like condition it'll let give you like a mutiplier of how much money you'll make, of you don't want the feel of the game to be to munchinky, maybe just a the state of the in is [X], customers will [X] about it, to give you a bit of a vibe about it, being told by lucy is nice by I would like a little bit more interaction with the UI to get a double confirmation on it. And I guess I'm also confused if condition is tied to just the price you can charge or also the frequency of inn-comers.

but yeah some little flavor stuff like hovering over lucy's states, trust, interest, desire, the inn reputation and getting a little pop up blurb for how the MC feels those things are going will add a lot of game feel polish for not that much extra effort I think. seem like you have a dedicated panel or something node that holds the text for when you hover over items that gives it the cue to show what text there is, so maybe for the main screen could have an invisible control panel become visible when ever you hover over any of the elements and goes away so it doesn't cover up the inn and lucy when not in use.

Also I some player feedback or something when a ritual ends would be nice, I went 3 weeks after using a ritual wondering why I wasn't getting the benefits lol only to realize that rituals end after the week, year I know that you can tell which ritual is active looking at your inn----reputation bar, but I just honestly didn't notice it so maybe a "Your ritual ended!" thing from the system or lucy might be nice.

But yeah amazing game! I'm really happy to see stuff made in godot, coming to the H game scene, unity always ran like ass. Out of curiosity this project has been around for a while did you stick to godot 3 or did you have to migrate the project to 4?
 
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4.70 star(s) 50 Votes