MingCR

Member
Oct 18, 2019
138
112
There isn't much to do yet, but the theme is interesting.
I will be looking forward to how this develops.
 

1Manta3Meo

New Member
Sep 27, 2023
2
0
I'm hoping that Meimeei will fix the saves because I used a save editor ( ) and it keeps aborting and when I export a save and try to reload the save it would abort it without me editing it in the save editor
 

Xion Max

Newbie
Jul 19, 2020
31
13
I'm hoping that Meimeei will fix the saves because I used a save editor ( ) and it keeps aborting and when I export a save and try to reload the save it would abort it without me editing it in the save editor
save only works from home

Save
1. Click save - 2. select slot to save (if your are going to use save edit use only one slot) - 3. export - 4. save

use save edit

load
5. Click save - 6. import - 7. select file : open - 8. load slot
 
Last edited:

1Manta3Meo

New Member
Sep 27, 2023
2
0
save only works from home

Save
1. Click save - 2. select slot to save (if your are going to use save edit use only one slot) - 3. export - 4. save

use save edit

load
5. Click save - 6. import - 7. select file : open - 8. load slot
Thank you a lot I was just confuse why it was doing that
 

anonarchiver

Newbie
Sep 20, 2019
78
42
Aaaaaah this is so exciting!!! A new open-ended player victim sim!!! Reminds me a lot of DoL in a good way. Excited to see where this goes!!!
 

NobleLeader65

Member
Dec 28, 2018
133
127
this was updated last year with no new updates since then
I mean, you're technically right, but saying that the last update was last year isn't as descriptive as you might think. The last update was in November, so there's still a good few months before this game gets hit with the abandoned tag. That's what, 6-8 months without updates?

According to the dev on their blog, they've been coding the game entirely from their phone. Which, if that is true, is probably why the game has been taking so long despite being relatively barebones. Coding sucks when you only have a small window in which to view what you've written. Allegedly they are saving up for a PC or laptop which they want to use to develop the game, so I'd imagine once that happens things will pick up. But for now, the best we can do is hope they are still working on it and wait, either for an update or for the abandoned tag to get slapped on it and move on.
 

M#Cntz

Newbie
Sep 7, 2024
57
77
Shame the dev disabled the back button and saving during passages, when a single decision can brick it because of passage errors.
 
  • Like
Reactions: _Moth

Darijan

New Member
Oct 23, 2024
5
14
the game is fun but it's crazy hard and RNG based. it need some balances specially in terms of food
 

Ztoxicman

New Member
Jul 7, 2018
3
0
For anyone looking to change their dick/breast size in game it's just not possible however you can change them easily outside of the game without installing any third party software.


Simply go to . This is a save editor (you can search for it manually if you prefer not to click links). First, export your save by locating the button on the bottom left of the pop-up screen where your saves are stored. Grab the exported save from your downloads folder (or wherever your downloads go) and drag it onto the upload box. You can also drag the file from the download bar (usually at the top right of your browser) or manually click the 'Upload File' button and search for it.

Next, a lot of text will appear—don't be intimidated. The code may seem overwhelming, but it's more bark than bite. Press 'CTRL+G' to open the search function, then search for "Psize" or "Bsize." If you have multiple saves, you'll get several hits, and you may need to determine which is the correct save based on context (like hair color).

Once you find the relevant code, you'll see the word 'small' next to Psize/Bsize. Simply delete 'small,' save the file, and then import the modified save by using the import button, located where you found the export button. (DO NOT DELETE THE "" THAT SURROUND SMALL)

Finally, check a mirror (or get into an encounter) to verify the changes were saved.

this is a temporary fix until more customization features are added in the future this currently works with v0.0.4 so this may stop working in the future

P.S. Technically since the size modifier for your cock/breasts isn't a number variable you can replace small with anything else like "large" or "massive" you could also technically put in "Knotted" or "Ribbed" if that's what floats your boat though it was meant for sizes so anything else may sound weird when directly referred to in game.

P.P.S the sizes are also beside the number variables of whether or not you have a cock or pussy if you set one of them to 0 it should remove the undesired part though this part is abit of a hit or miss on whether or not it works.
 
Last edited:

Vitaz145

New Member
Mar 9, 2021
1
2
So i was struggling with difficulty of the game and got bored, so i made a working cheat menu! Edited already made panels and made them visible, plus added bunch of new functions. Feel free to explore game.
 
  • Like
Reactions: Softys and MePoRa
Jun 28, 2017
137
98
I can feel the inspirations here for what you're trying to achieve with the systems you've got, and I like the idea, so here's some feedback.

1. The In-Combat UI for actions needs some work.
It's a bit hard to know is actually happening after you've selected an action, seeing as selecting an action progresses a turn. I am making the assumption that you would prefer to keep the "taking an action is one turn" gameplay format, so I'm not going to suggest swapping to Dropdown menus where you could change multiple actions of different body parts then submit, but I would suggest cleaning the action section up a bit, including what the current action is (without having to read through the flavour text at the top each time to remember). To that end, I've quickly mocked up an example of how you could clean it up and include a bit more information to make it a little more accessible without being too much information.

Before:
View attachment 4327114
After:
View attachment 4327113

You can see that, with the inclusion of some line-breaks and extra text, it's a bit clearer to see what you're currently doing so that you know what a replacement action would stop.

2. The outcomes of your turn are a bit unclear.
You can see your own stats change from NPC interactions, but don't really have an idea as to how effective your actions are to the NPC, other than the vague little energy and arousal indicators next to their names. This is particularly difficult to use in conjunction with the actions you can take when you're up against multiple NPCs (which I will cover further down), and can be extremely obtuse to try and resolve the encounters the way you might like because it's a jumbled mess of information to process. I have mocked up an "Actions taken this turn" idea that could be shown after each time you take an action to make it easier to know what you're doing and to whom, as well as which NPC is doing what to you after each turn.

View attachment 4327186

An example of where information can be hard to ascertain in a multi-NPC encounter (the image below). I encountered two batgirls using the same name (Frantic Batgirl), and performed an action on each (took 2 turns instead of being able to perform one action per NPC per turn, but if that's the design, that's fine). You can see in the description text it doesn't actually tell me which target I'm performing the actions on. This makes it very difficult to work with, especially with how punishing multi-NPC encounters already are.

View attachment 4327193

3.0 Stats and Information pertaining to those stats needs to be looked at, and all documented where possible.
The HELP section is useful, except that, in the above screenshot, you can see I have a different kind of heart status that isn't described in the HELP section at all, so I have no idea what it actually means, nor what affects it. I believe the game would benefit if, in this currently early stage of the development, you made sure that any and all stats that are relevant are available to the player in the HELP section with descriptions.

Another suggestion would be to also include hover-text on each of the icons so that the player can simply hover the icon and be reminded what the name of the stat that icon represents is, such as the blue heart being energy, red being arousal etc. This means they don't have to constantly refer to the HELP section.

3.1 Number Bloat on statuses (Energy, Hunger, Relaxation, Mental)
Currently the status numbers are obtuse. They're represented as a percentage, but events take a flat number or increase a flat number that means effectively nothing to the player. In the image below, I quickly ran through the forest to find an example of what I mean.

View attachment 4327212

This equated to about 5% of my relaxation, which means that the number is MASSIVE behind that percentage. Personally I believe these stats should be reworked, and maybe not shown as a percentage, but rather two sets of numbers, current and maximum. As you can see below, I worked out roughly what the max number would be if the above event was roughly 5%, and it works out to be some REALLY large numbers. I would suggest cutting these numbers down to workable amounts, especially if the encounters with NPCs work in very small numbers (as you can see above, the bunnygirl was taking less than 10 per turn from me).

View attachment 4327219

3.3 Player Attributes (Exp, Strength/Endurance etc etc)
This information needs to be visible on the side-bar without going into the characteristics menu. There is very little feedback when you train a stat, and the only way to know when you can level up is to check the mirror (assuming you find it) when you're back at camp, or to check your characteristics menu (except that you don't know you're getting exp from encounters, especially skill exp which only notifies you when you hit a new level). Maybe also allow the player to level up when they relax under the tree or wash in the river, that way if they manage to level up before finding the mirror, they can apply those stats before going back out there again.

4. Encounter difficulty needs some scaling.
Encounters are punishing, and extremely hard to resolve with the actions the player has available, and that's only in a 1 on 1 scenario. I have attempted to use the Struggle option to see if there's an escape or flee resolution to an encounter, but from what I can tell it just makes the NPC angry to the point I succumb to pain multiple times until they run out of energy and the encounter is over, which also drains your relax stat extremely fast, depending on how many times you succumb to pain. From what I can tell, Struggle doesn't actually do anything useful for you compared to Punching/Screaming (Why is there no bite option? We have a mouth for actions and not all NPCs are weak to screams) or attempting to satisfy them sexually. If struggle was meant to be you trying to take control of the situation, it should provide different actions at breakpoints (it goes to a green number at some point but nothing changes?), such as the ability to attempt to change position, regain some of your status (drop arousal, get some relax or mental back), etc. This would open the avenue for the player to be able to try and wrest control of the situation back and perform more dominantly, or to attempt to flee the encounter etc.

With this in mind, I think that encounters should be a lot less punishing early than they are, making NPCs scale with level or experience, or making it so that your knowledge of the races affects how strong your actions are against that particular race (if it does, it needs to be buffed because it's barely noticeable).

Alongside individual encounter scaling, I believe that multi-NPC encounters need to be scaled better as well. Make each NPC easier inside the encounter depending on how many there are. At level 1, a 2 NPC encounter is difficult, and a 3 NPC encounter is downright impossible. It would basically be scaling down their individual stats, rather than scaling the players up for the encounter, so it would make them easier to satisfy, hurt, etc. Seeing as you can only take 1 action per turn to their 3, you are on the back-foot for almost the entire encounter, at least until you run a couple of them out of energy.

---------------------------

BUGS:

- Clicking Luck during character creation provides an error for a missing closing tag.
View attachment 4327276
- Sometimes you will have an option to Relax against a tree in the forest, but doing so gives you an error with no way of returning from the screen, soft-locking your game and causing you to lose progress if you didn't save, or any auto-wave was too far back. I have attempted to find this event for an hour or so for a screenshot but haven't been able to find it on purpose.

---------------------------
The Long and Short of it.

I have plenty of other feedback regarding the game, but I do like where you're headed so far, and wanted to throw my opinions at it before you get too deep to be able to make some changes. Super early stages like this are a good time to create solid foundations for your systems and UI that you can build from and use to implement further ideas, and I believe that if you clean up the information that's available at the moment and make it a bit more accessible, more people will be willing to give it a try and provide feedback of their own for you to know how you're doing.

If you read this, I hope you continue working on this game and wish you good luck, I will be keeping an eye out for any updates on this going forward.
I really hope the dev takes these suggestions and feedback to heart and incorporates atleast the combat ui, this game has sooooo much potential, but it's so hard to really understand everything that's going on, especially when combat starts to have 2+ npcs involved and things get even more confusing
 
5.00 star(s) 1 Vote