Ask in en_public of their Discord or their Help channel with a screenshot of your Journal.So I'm stuck. I know that their issue is with the swimsuits and know i have to ask them about it. But every step in the Walkthrough doesn't work. I tried to talk to Hermione or Daphne on wed, nothing. The thing with the phonix also doesn't work. What do i have to do?
Branching on all text and evaluations on all text takes a while to implement and get to. It's already done in certain places, IE you can tell Snape to shut up. There are also clever mechanics like clicking on Minerva in the classroom to skip text.Huh, a developer here, that is nice.
The final point which is a weak spot in many games and found here to an unnecessary extend: Why do we always have to click through the same text even if there are no new options!?
Please come up with a mechanic which minimizes these points of frustration - even if it is only something like: "I feel calling her again will achieve nothing..." > "Do it regardless", "Nah" - very important, leave the player with the choice!
but how do I do this?Help channel
or that's the end of the version?but how do I do this?
Look on their patreon page, on page one of the forum. It also has the discord link as well.or that's the end of the version?
It's still in development, there's achievements which allow you to unlock clothes. But there are 2 problems to this... first you can't simply enable the console as with most Ren'py games. Second, the variable names are hidden in the code.any hack / codes for this game?
Thank you for reviewHuh, a developer here, that is nice.
You got already quite some feedback, so I do not know what mine will be worth. But I will give it anyway, because I still wish this to be a great game. Unlike many people here I am not so concerned about the production pace as I see the great care for details and the aspiration to create something new. I appreciate that a lot.
Unfortunately, there are many minor to bigger issues which leave this game to be a frustrating experience.
First of all, there is no consistent interface design. It was annoying like hell to get used to it, why put the close buttons at a random position and always have a different design for them? Please at least bind a button like "(c)lose" or "x" to them.
The mechanic of game play is the same for each girl. Talk to them - get item from Snape - use item - ask hat - talk again - ask hat again - continue in loop. It was interesting to figure this out once, the rest is outright boring, the content of the conversations does not matter at all, so why bother reading it. All three girls have exactly the same options in the same order.
You obviously put a lot of writing in your game. If you want to do so, that is fine, but you need to consider the player too. It needs to make sense for them to start reading. No offense, but you are not good enough for the story to be worth reading on its own. A way out would be to really include hints which actually matter for the game play too.
The training system is also a cheap and annoying mechanic. Train finesse ... yeah as if this works. There is so much potential to advance these traits through the story. This might even give an order and a sense of progression to the events.
Maybe it is not a good idea to have all the girls in parallel. You could make friends with one, which helps you solve the problems of the other. Immediately, the players would be invested in the story as the game mechanic requires them to.
The final point which is a weak spot in many games and found here to an unnecessary extend: Why do we always have to click through the same text even if there are no new options!?
Please come up with a mechanic which minimizes these points of frustration - even if it is only something like: "I feel calling her again will achieve nothing..." > "Do it regardless", "Nah" - very important, leave the player with the choice!
To summarize: you have a visual novel, but try to implement game elements - this does not go well together.
If you want a visual novel, eliminate the unnecessary repetitions. Having to click twice through the same text should never ever happen.
If you want a game than you need real choices, progression, different routes. Reading something a second time needs to provide the possibility to recognize something of importance, something one missed before.
I would ask you to refrain from publishing closed news.You must be registered to see the links
Summer is ever so close to its end, yet our work continues. It is time for our so-so regular new update.
We continue our work on Sonya, for now we are adjusting the information available in the help system depending on the stage of the game you are in, as so you don’t have to suffer through the whole information in one lump. Also we continue to improve her wardrobe, making it more flexible and comfortable.
At the same time we work on Sonya’s levels, these levels will serve a gating role for her wardrobe. You will get to spend the memory shards you earn through achievements to increase Sonya’s level, which will unlock more outrageous clothes for her, it is done for the sake of progression, and will gate more extreme options, as such you won’t be able to get BDSM gear for her straight from the get go, and you will need to follow a more gentle corruption curve.
We also continue our development of player’s characteristics. The overall system already received a bit of a boost and will be expanded upon in the future. There will be more situations where these characteristics will be useful. For the most part, however, they will be a way to personalise and simplify your playthrough. Maintaining them won’t be an easy task, but the benefits will be worth it. More on this later.
0.1 continues its advance through development stages, with 0.1S release not so far away, it will be available for all of our 5$ and above patrons. Next time we plan to have a poll on Sonya, but for now this is it, don’t forget to check the news update next time.
Poll:
A very common way to signify levels within the game for anything is too colour-code them.In our game, we used it in the context of IMVOIS with blue, purple and red signifying the weight of the offense.
The ones most familiar to players are the colour coded rarity systems, you meet in all MMOs with the following progression: white - green - blue - purple - yellow - red with slight variations across the spectrum. In our case, there will be multiple instances where we can use colour coding - alcohol rarity, IMVOIS and Sonya levels for now.
So because, certain members of the team are completely incapable of accepting the global standard, and wish to show their unique perspective on every little detail, we would like to ask you what do you think on the topic? Should we just follow the accepted standard? Or would it be better to come up with something our own and unique, especially since we are as far from an MMO, though not so much from an RPG, than you can get?
Polite Khan, how amazing!I would ask you to refrain from publishing closed news.
It's a pdf file : download it and read it with acrobat (or many other programs).This might seems like the most stupid question on the thread but how do I read the redacted text in the walkthrough? I lost all my data recently and I want to just skip ahead to the part where I stopped.
Yeah that's the first thing I did but even after highlighting it I still can't read it.It's a pdf file : download it and read it with acrobat (or many other programs).