hreserves

The Mithril Hourglass
Game Developer
Sep 15, 2018
610
569
You're welcome!

where is the walkthrough for tihs game?
There isn't one, yet. I personally don't intend on making one (at least for the main game - if you're lost on what to do next I'd rather add more guidance to the game itself), but if the community one gets going, I'll consider contributing to it for the more hidden bits of older content as new versions come out. Some things are very arbitrarily hidden and might not be found by many (or any) players, but I like to assume my players are smart when I'm designing things and I have no problems with anyone sharing what they find.
 

Myname133

Member
Jun 13, 2021
231
43
well, i just hope that i can know what the quest about without read the dialouge...
cuz i don't read the dialouge, it boring sometime...
 

hreserves

The Mithril Hourglass
Game Developer
Sep 15, 2018
610
569
well, i just hope that i can know what the quest about without read the dialouge...
cuz i don't read the dialouge, it boring sometime...
Oh, actual criticism! Sorry I haven't replied sooner. Do you typically not read dialogue in RPGs, or is there something specific that makes the dialogue boring (do you think the characters talk too much, do you not like them, does the dialogue come across as not relevant to you, etc.)? Or are you just skipping through to try to get to the sexy bits as fast as possible? Is there a part where you're actually stuck, or just wanted to see if there's a walkthrough before you put in any work?

I'm not so proud to be unable to admit I'm not perfect. I obviously can't make everyone happy, but if there's a way for me to improve the game through feedback, I will.

Nah, he's just lazy to open his pants. Hands are tired, palms are sweaty.
Knees weak, arms are heavy. He's nervous, but on the surface he looks calm and ready.
Which is... oddly relevant to his character.
 

meluna

Member
Feb 9, 2020
140
84
I played the first release version and these are my thoughts :
Since this is a porn game the majority of rewards for doing stuff should be H-scenes but so far there is so little and very apart ,
Some scenes are poor in quality and because they are few and not even animated , i don`t think your game will get popular if these things continue to exist even in later versions , i liked the quests because i had to search for them , jungle mazes were fun to explore , girls have their own personality and not a copy paste of other maids , in combat each girl had a unique thing to do like one is for moral support or another to do damage , MC is not a dumb kid ( he wrecked the blonde rich dude at the end of version ) .

I don`t remember so sorry if these things exist in your game : A key to hide the text box for seeing the scenes better (normally is it H for Hide) , A key to speed skip texts ( normally CTRL ) .

My final opinion : if you add more H-scenes and even with animations with a good balance between quests and rewards then i can see myself and others playing this game much more . I will watch your game to see what direction it ends up .
Keep up the good work (y)
 

hreserves

The Mithril Hourglass
Game Developer
Sep 15, 2018
610
569
why the window is so small? how can I make it fullscreen?
I should probably include a ReadMe about that. RPG Maker uses that screen size as a default and normally doesn't let you change it, but I did include a plugin that lets you change the screen size using the F5 and F6 keys. The resolution of the game itself doesn't actually change, but the window size does so you can see things properly. There are I think four different size settings using F6.

F5 toggles fullscreen.
F6 toggles screen size.

I played the first release version and these are my thoughts :
Since this is a porn game the majority of rewards for doing stuff should be H-scenes but so far there is so little and very apart ,
Some scenes are poor in quality and because they are few and not even animated , i don`t think your game will get popular if these things continue to exist even in later versions , i liked the quests because i had to search for them , jungle mazes were fun to explore , girls have their own personality and not a copy paste of other maids , in combat each girl had a unique thing to do like one is for moral support or another to do damage , MC is not a dumb kid ( he wrecked the blonde rich dude at the end of version ) .

I don`t remember so sorry if these things exist in your game : A key to hide the text box for seeing the scenes better (normally is it H for Hide) , A key to speed skip texts ( normally CTRL ) .

My final opinion : if you add more H-scenes and even with animations with a good balance between quests and rewards then i can see myself and others playing this game much more . I will watch your game to see what direction it ends up .
Keep up the good work (y)

I'll try to address this point-by-point, but the answers might get a little long winded, so feel free to call me out if I miss something.

I made a longer post about my design philosophy elsewhere (I can go find a link if people want to read it), but TL;DR, I want my games to be games first, not porn first. That's why there aren't many. Though there are a total of three in the game, I fully recognize that two of them are rather hidden. There will be more in future versions, and every scene will be repeatable, so hopefully that offsets the infrequency for people who want more of that content. A major influence and current high bar I'm aiming for is The Last Sovereign. If you've given that a try, that should give you an idea of what to expect.

The other point on that front is that I am not an artist. I was originally going to stick to text-only scenes, and only decided not to at the last minute. I have no idea how to get as far as animations. I'm sure it can be done, but it would take that much extra work that I don't think I alone could reasonably manage. Maybe after the game is completed I'll go back and "remaster" the scenes with animations, but the stills are the way it's going to be until then. If that's not your jam, I get it.

I'm glad the organic quest structure worked. It's too easy to get lost in the dev work and memorize everything, so I wasn't sure if they were too hard to find or somehow arbitrary. And if you liked how the explorable maps worked, there'll be a lot more of that coming in the optional content in the next version. It's also a huge relief to hear that the characterization works. I have a lot more characters coming, and I'm hoping I'll be able to continue keeping everyone feeling like a unique person (both in and out of combat) as the cast grows, because that's something I've seen writers that I consider to be much better than myself struggle with.

A text box hide key and a text skip key don't exist, which is unfortunately a restriction of the system. Someone has probably made a plugin for it, but I'm trying to limit the number of plugins I use, because each one has the chance of causing bugs or other issues. While I can read code, I can't write code, so if a plugin causes an issue, I'm going to lose entire days to diagnosing and solving the problem and the problem might not end up actually solved. If it's any consolation, I have to hammer on the enter key to get through text quickly while I'm playtesting, so I feel that pain, too. But on that same note, if a section is too wordy, I'm happy to take feedback and criticism and cut back where necessary. I have a tendency to be verbose, and I don't want character interactions to be lengthy just for the sake of being lengthy.

So, I'm glad you liked what you did, and there will definitely be more of everything coming, but it might take a few versions.
 
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meluna

Member
Feb 9, 2020
140
84
I should probably include a ReadMe about that. RPG Maker uses that screen size as a default and normally doesn't let you change it, but I did include a plugin that lets you change the screen size using the F5 and F6 keys. The resolution of the game itself doesn't actually change, but the window size does so you can see things properly. There are I think four different size settings using F6.

F5 toggles fullscreen.
F6 toggles screen size.




I'll try to address this point-by-point, but the answers might get a little long winded, so feel free to call me out if I miss something.

I made a longer post about my design philosophy elsewhere (I can go find a link if people want to read it), but TL;DR, I want my games to be games first, not porn first. That's why there aren't many. Though there are a total of three in the game, I fully recognize that two of them are rather hidden. There will be more in future versions, and every scene will be repeatable, so hopefully that offsets the infrequency for people who want more of that content. A major influence and current high bar I'm aiming for is The Last Sovereign. If you've given that a try, that should give you an idea of what to expect.

The other point on that front is that I am not an artist. I was originally going to stick to text-only scenes, and only decided not to at the last minute. I have no idea how to get as far as animations. I'm sure it can be done, but it would take that much extra work that I don't think I alone could reasonably manage. Maybe after the game is completed I'll go back and "remaster" the scenes with animations, but the stills are the way it's going to be until then. If that's not your jam, I get it.

I'm glad the organic quest structure worked. It's too easy to get lost in the dev work and memorize everything, so I wasn't sure if they were too hard to find or somehow arbitrary. And if you liked how the explorable maps worked, there'll be a lot more of that coming in the optional content in the next version. It's also a huge relief to hear that the characterization works. I have a lot more characters coming, and I'm hoping I'll be able to continue keeping everyone feeling like a unique person (both in and out of combat) as the cast grows, because that's something I've seen writers that I consider to be much better than myself struggle with.

A text box hide key and a text skip key don't exist, which is unfortunately a restriction of the system. Someone has probably made a plugin for it, but I'm trying to limit the number of plugins I use, because each one has the chance of causing bugs or other issues. While I can read code, I can't write code, so if a plugin causes an issue, I'm going to lose entire days to diagnosing and solving the problem and the problem might not end up actually solved. If it's any consolation, I have to hammer on the enter key to get through text quickly while I'm playtesting, so I feel that pain, too. But on that same note, if a section is too wordy, I'm happy to take feedback and criticism and cut back where necessary. I have a tendency to be verbose, and I don't want character interactions to be lengthy just for the sake of being lengthy.

So, I'm glad you liked what you did, and there will definitely be more of everything coming, but it might take a few versions.
It was until you said 3 scenes and i checked the main post that i realized i didn`t find the third screenshot`s scene .
Can it still get unlock or it is gone and i should start a new game ? (i am at the end of the first release )
Also are you planning to make some scenes limited and if missed they can never be seen until a new game ?
 

hreserves

The Mithril Hourglass
Game Developer
Sep 15, 2018
610
569
It was until you said 3 scenes and i checked the main post that i realized i didn`t find the third screenshot`s scene .
Can it still get unlock or it is gone and i should start a new game ? (i am at the end of the first release )
Also are you planning to make some scenes limited and if missed they can never be seen until a new game ?
You can still go back and unlock it - you do so by finding a hidden item on the ground. I do intend to include a few scenes that can be missed eventually, but I don't want to design the game so tightly that anyone feels punished for playing the game a certain way. I'll mostly be leaning towards the hidden scenes already included, where you'll need to find an item or complete other objectives in order to get the scene and those items and objectives can be completed at various different points, so you'll only miss the scene entirely if you never go looking for it.

*.ехе
change to normal - *.rar or *.zip
This is a limitation of RPG Maker. The .exe is what it produces naturally and the only way I can get it to be a .rar or .zip file is if I further compress that .exe, which would just mean you'd need to extract it twice. I know .exe files can be a bit of a red flag, but I'm not trying to give anyone anything except the game I made, so as long as you get the blue cube icon and you downloaded it from either here or my blog, it's harmless.
 

meluna

Member
Feb 9, 2020
140
84
You can still go back and unlock it - you do so by finding a hidden item on the ground. I do intend to include a few scenes that can be missed eventually, but I don't want to design the game so tightly that anyone feels punished for playing the game a certain way. I'll mostly be leaning towards the hidden scenes already included, where you'll need to find an item or complete other objectives in order to get the scene and those items and objectives can be completed at various different points, so you'll only miss the scene entirely if you never go looking for it.



This is a limitation of RPG Maker. The .exe is what it produces naturally and the only way I can get it to be a .rar or .zip file is if I further compress that .exe, which would just mean you'd need to extract it twice. I know .exe files can be a bit of a red flag, but I'm not trying to give anyone anything except the game I made, so as long as you get the blue cube icon and you downloaded it from either here or my blog, it's harmless.
I found out why i didn`t see the scene , i used the dildo (went to the inventory and pressed the use button (z) and the item just vanished and i thought it just applyed the item to the game but no it just deleted it ) , also i did this to another item that i cant remember so please make similar items un useable .
 

hreserves

The Mithril Hourglass
Game Developer
Sep 15, 2018
610
569
I found out why i didn`t see the scene , i used the dildo (went to the inventory and pressed the use button (z) and the item just vanished and i thought it just applyed the item to the game but no it just deleted it ) , also i did this to another item that i cant remember so please make similar items un useable .
That... should not have happened. Sorry about that. I'll run through the other items as well to make sure none of the others do that unless they're supposed to, and it'll be fixed for the next release.
 

Darthjake

Active Member
Jun 2, 2017
834
434
Enjoy! I like feedback, so if you have any, don't be shy about letting me know.
The game looks good, you've provided a means to rest and recover health and mana, since neither of the maids at the start can do that, might also be nice to make the person that accepts the pelts and fangs to sell potions too maybe? I got through just fine since the only time I got poisoned was after all the combat was done. Although since she is asking you to fight snakes, might be a good thing if she gives you an antidote as a freebie. The 2 antidotes in the chest (if you don't know about them before you engage the snake), are too far away and the poison went away after reducing a maid to 1hp.

The only major thing I see needed is a quest log for those of us that have to step away after taking a quest, and don't quite recall what it is we are to be doing.

Also a way to control the BGM would be nice as well.

Other then that I enjoyed the demo, although I'm fairly certain I missed the grove and only hit minimal content before really reviewing the thread here.

That is: Found the village with the 2nd maid, collected wolf pelts, scrap wood, 1 snake fang, 1 girl's body and the associated quest following that.

Edit: And kicked the bucket into the well then brought it the farmer. I also got the sex scene with the shy villager.
 

hreserves

The Mithril Hourglass
Game Developer
Sep 15, 2018
610
569
I'm glad you like it! Splitting this up a bit so I can reply to different parts easier.

The game looks good, you've provided a means to rest and recover health and mana, since neither of the maids at the start can do that, might also be nice to make the person that accepts the pelts and fangs to sell potions too maybe? I got through just fine since the only time I got poisoned was after all the combat was done. Although since she is asking you to fight snakes, might be a good thing if she gives you an antidote as a freebie. The 2 antidotes in the chest (if you don't know about them before you engage the snake), are too far away and the poison went away after reducing a maid to 1hp.
After you get done with the first wave of quests, you actually can trade wolf pelts for potions when you return to the village. I know that information doesn't help for the first stretch of the game, but it's in there. Poison has also been rebalanced a bit. I need to playtest it more to make sure it's dropping off correctly instead of dropping characters to 1hp and staying there, but that will be changed for the next release.

The other piece of that puzzle is me trying to get better at environmental storytelling. This first section of the game is supposed to take the characters 2-3 days, and without a healer character or a ton of potions you need to rest 2-3 times if you want to kill everything. In my playtesting, you shouldn't need to rest more often than that unless you get really unlucky with poison and crits and other random chance things (though you obviously can rest as often as you like).

The only major thing I see needed is a quest log for those of us that have to step away after taking a quest, and don't quite recall what it is we are to be doing.
A proper quest log is something I had originally thought about doing, discovered that it would require extra scripts, and decided I would try to embrace the old school method of talking to NPCs to find out what needs doing. I mentioned it previously, but I can't write script and I don't want to lose a ton of dev time trying to troubleshoot something I don't fully understand when I can take the opportunity to challenge myself to be a better game designer. Especially since I've played a number of games that do have a quest log, and it doesn't really help. If there are any places where you get truly lost or frustrated trying to find what you need to do next, please call out those parts of the game and I can add more NPC dialogue or make other changes to try to make things more clear.

Also a way to control the BGM would be nice as well.

Other then that I enjoyed the demo, although I'm fairly certain I missed the grove and only hit minimal content before really reviewing the thread here.

That is: Found the village with the 2nd maid, collected wolf pelts, scrap wood, 1 snake fang, 1 girl's body and the associated quest following that.

Edit: And kicked the bucket into the well then brought it the farmer. I also got the sex scene with the shy villager.
Control the BGM how? If you mean the volume, the option to do so is already available in the system menu (and if that escaped notice, the next version of the game will include a README to point out those options). If you mean changing it to a completely different track, that's a bit harder to do. I can include collectible records and let you change the BGM at record players (or something similar), but giving the player direct control over which BGM track is playing is harder to do.

Since this is still (technically) the first release of the game, the amount of content is in a bit of a weird place. Combat is basically optional (there's a way to get to the current end game without triggering any fights while still gathering absolutely everything, though you obviously miss some events and bonuses), and the amount of time it takes to get to the current end game varies by a lot depending on how much you decide to do.

I'm trying to find a good balance between hiding a bunch of stuff to find for people who like to explore game worlds (like me) and making completionism (also me) feel rewarding without punishing those people who enjoy the game but find completionism tedious. That means the only real solution to not having a ton of content is to make more of the game, which I promise I'm putting lots of hours into.
 

Darthjake

Active Member
Jun 2, 2017
834
434
I'm glad you like it! Splitting this up a bit so I can reply to different parts easier.

After you get done with the first wave of quests, you actually can trade wolf pelts for potions when you return to the village. I know that information doesn't help for the first stretch of the game, but it's in there. Poison has also been rebalanced a bit. I need to playtest it more to make sure it's dropping off correctly instead of dropping characters to 1hp and staying there, but that will be changed for the next release.

The other piece of that puzzle is me trying to get better at environmental storytelling. This first section of the game is supposed to take the characters 2-3 days, and without a healer character or a ton of potions you need to rest 2-3 times if you want to kill everything. In my playtesting, you shouldn't need to rest more often than that unless you get really unlucky with poison and crits and other random chance things (though you obviously can rest as often as you like).
As far as the poison goes, it did give me the message that X was no longer poisoned, so that is working correctly, fyi.

I think that I did indeed rest 3 times, due to a couple of fights that the original maid was missing several times in a row.


A proper quest log is something I had originally thought about doing, discovered that it would require extra scripts, and decided I would try to embrace the old school method of talking to NPCs to find out what needs doing. I mentioned it previously, but I can't write script and I don't want to lose a ton of dev time trying to troubleshoot something I don't fully understand when I can take the opportunity to challenge myself to be a better game designer. Especially since I've played a number of games that do have a quest log, and it doesn't really help. If there are any places where you get truly lost or frustrated trying to find what you need to do next, please call out those parts of the game and I can add more NPC dialogue or make other changes to try to make things more clear.
Pity that, if you ever do figure the scripts out, I would recommend that it be the maid reminding you what to do. Fortunately these quests were easy to do and remember, but some later may be more complex.

Control the BGM how? If you mean the volume, the option to do so is already available in the system menu (and if that escaped notice, the next version of the game will include a README to point out those options). If you mean changing it to a completely different track, that's a bit harder to do. I can include collectible records and let you change the BGM at record players (or something similar), but giving the player direct control over which BGM track is playing is harder to do.
Quite literally the volume of the music, if it's in the system menu, then I probably just missed it, and will correct that on the next release. I'm just too used to an option button on the main screen to control the volume.


Since this is still (technically) the first release of the game, the amount of content is in a bit of a weird place. Combat is basically optional (there's a way to get to the current end game without triggering any fights while still gathering absolutely everything, though you obviously miss some events and bonuses), and the amount of time it takes to get to the current end game varies by a lot depending on how much you decide to do.
Heh, I've had too many games bite me in the ass when I was able to skip combat, and then wasn't strong enough for the boss fights, with the exception of games where the mobs respawn after you leave a map, I usually try to clear maps before moving on.


I'm trying to find a good balance between hiding a bunch of stuff to find for people who like to explore game worlds (like me) and making completionism (also me) feel rewarding without punishing those people who enjoy the game but find completionism tedious. That means the only real solution to not having a ton of content is to make more of the game, which I promise I'm putting lots of hours into.
And exploration is a good thing, don't think I'm saying it's not, but maybe add some villager lines about hidden areas so the player is rewarded for actually talking to everybody, not just walking into their house and trying to loot the box that has leather scraps and needles. :D
 
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