Sewyoba

Member
Jul 22, 2018
342
259
Phoebe had a wrong Kadokawa's maid portrait in the flower glade. I think it was due to taking all the quests beforehand or/and triggering "lost girl's not there" prompt, because after repeated go through this part of the game her portrait was normal at that scene.

Sorry if I sound too criticizing.

Scrap wood quest is weird in that it allows to dump the wood only once. And it doesn't say anything about if you need to dump the scrap wood from the northern road as well. Also, expected for the empty crates to fill up with logs, them being completely full meaning the quest was aced or something.

After the second trophy, I immediately assumed that lost girl quest can have a better ending if you somehow play super fast. Neither was there a trophy for killing all the wolves before the time for killing them. I mean, it's better for completionists' nerves that second trophy stuff was a one off occurence, but also a little below expectations.

Text skip is a must IMO, if only for replay value. Don't fear scripts, just test them out on empty map or in a different project.

If you want to keep it cheap instead of using scripts, maybe add quest items with short quest descriptions for them? Maybe a journal item with entries with dialogue options.

Character sprites look worse than generic style. MC in particular looks too thin with a head too small. I think you are trying to cram too much detail into spritework. I think rendered scenes have camera too far away from the action, background and stuff takes too much empty space. As you won't be filling it with anything anyway, maybe try zooming in on the models, if program allows it? Portraits are also too far away looking, although it's because generic Kadokawa portrait style is both drawn and has faces only.

Maid info tab has a lot of empty space to the right. Will you use it to show maids' sprites? Although then you might want to use those same sprites in dialogues like in VNs.

Nice game, it really does have quality vibes coming from it like from Last Sovereign or Harem Collector. Worldbuilding feels weird, though, because MC is dorky looking, but worldbuilding pieces are serious - in a porn game.
 
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hreserves

The Mithril Hourglass
Game Developer
Sep 15, 2018
629
583
Splitting this up so I can respond to the different bits easier. And thank you (and everyone else who leaves posts like this) for taking the time to write all this out. Constructive criticism is basically junk food to me.

Phoebe had a wrong Kadokawa's maid portrait in the flower glade. I think it was due to taking all the quests beforehand or/and triggering "lost girl's not there" prompt, because after repeated go through this part of the game her portrait was normal at that scene.
Found it, thanks! Fixed for the next release.

Sorry if I sound too criticizing.
Not at all. I'm putting hundreds of hours into a project that I'm making available for free on the internet. If anything, I'm surprised I haven't gotten more negative feedback or harsher criticism. Though I'm probably harder on myself than anyone else can be without trying to be deliberately hurtful.

Scrap wood quest is weird in that it allows to dump the wood only once. And it doesn't say anything about if you need to dump the scrap wood from the northern road as well. Also, expected for the empty crates to fill up with logs, them being completely full meaning the quest was aced or something.
The wood gathering quest in Cumhaill? Noted. After the next major release, I think I'm going to take the time to focus on quality of life updates. Improving that quest can certainly be one of those changes. I'll need to make some new assets to make the crates represent how full they are, but that shouldn't be too difficult.

After the second trophy, I immediately assumed that lost girl quest can have a better ending if you somehow play super fast. Neither was there a trophy for killing all the wolves before the time for killing them. I mean, it's better for completionists' nerves that second trophy stuff was a one off occurence, but also a little below expectations.
I had the same thought when I was putting that quest together. I initially wanted a way to make it more apparent that there wasn't a way to save her (because there isn't, and there isn't supposed to be), but I couldn't think of a good way to do that at the time. Also added to my notes, I'll mull it over a bit and see if I can't make a change here or there that makes it feel more like a story point than a gameplay fail-state.

If you have any thoughts about how that could play out differently, I'd be happy to hear them.

Text skip is a must IMO, if only for replay value. Don't fear scripts, just test them out on empty map or in a different project.

If you want to keep it cheap instead of using scripts, maybe add quest items with short quest descriptions for them? Maybe a journal item with entries with dialogue options.
I'm not afraid of scripts, I'm just not capable of making them and my ability to troubleshoot them is severely limited. The only text skip script I've found for VX Ace has a note from the developer that says it doesn't work as intended. If there's one you (or anyone, for that matter) are aware of, let me know what it's called and/or where to find it and I'll give it a shot.

I'm working on something like a journal that should better track things like which quests are active and what to do next for them. I had actually intended to include it in the most recent release, but it isn't working how I want it to, so my focus has shifted. If it isn't in the next major release, it'll for sure be in one of the following QoL releases.

Same with a fast travel system, though that probably won't be ready until after the first "act" is complete.

Character sprites look worse than generic style. MC in particular looks too thin with a head too small. I think you are trying to cram too much detail into spritework. I think rendered scenes have camera too far away from the action, background and stuff takes too much empty space. As you won't be filling it with anything anyway, maybe try zooming in on the models, if program allows it? Portraits are also too far away looking, although it's because generic Kadokawa portrait style is both drawn and has faces only.
The character sprites that are on the maps, or the busts that appear in text boxes? The sprites use the same outline as the default ones, so they should be pretty exact size-wise. Though if you do mean the character sprites, you're probably right in that I'm trying to make them more detailed than necessary. If you have more specific feedback, I can look into potentially making some changes.

Also noted on the renders. I have a decent understanding of camera-work, but having an understanding of it and being good at it are two very different things. The biggest hurdle I've run into there is that the backgrounds are all custom made, not pre-built (which means I'm limited on angles unless I put more work into the backgrounds than into the bits people actually care about), and the camera has a bad habit of clipping into things that can still otherwise be seen (so I can't just remove the offending object) when I try to get to a good angle.

tbh I'd hire an artist if I could afford to. This part of game development is easily my weakest skillset.

Maid info tab has a lot of empty space to the right. Will you use it to show maids' sprites? Although then you might want to use those same sprites in dialogues like in VNs.
If I could, I would, but it's a limitation of the software. I might look into scripts again to see how much more work it'd be to set up (my original vision for it was something similar to the Harem menu in The Last Sovereign you can view when you talk to Yarra), but I couldn't find one that would both work and not break something else on the first go around.

Nice game, it really does have quality vibes coming from it like from Last Sovereign or Harem Collector. Worldbuilding feels weird, though, because MC is dorky looking, but worldbuilding pieces are serious - in a porn game.
The highest praise I could ever possibly hope for.

In all honesty, I didn't intend for the MC to look as dorky as he does. I mostly intended for him to just look young, but as mentioned earlier, visual art is not my forte.

And hey, who says porn can't be serious? Sex is as much a part of life as anything else.
 
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Sewyoba

Member
Jul 22, 2018
342
259
If you have any thoughts about how that could play out differently, I'd be happy to hear them.
The most obvious solution without changing anything much is having the corpse present from the get go, and if MC finds it before quest starts, he just shrugs it off and does nothing with it.

If I could, I would, but it's a limitation of the software.
I haven't really touched rpgmaker itself, but have seen games on VX ACE like this one https://f95zone.to/threads/meritocracy-of-the-oni-blade-append-complete-edition-oneone1.18664/ which uses a lot of custom screens. If there is unren but for rpgmaker, I'd try taking a look into the insides of a game implementing such things.
 

sora402

New Member
Dec 28, 2020
2
0
I could, but it depends on what you need the save for. Did your save break from an earlier version and you don't want to have to play through everything again? Or are you just trying to skip to the end? Did you encounter a bug that broke something else? If so, what broke?

I got stuck at the moment with the extraction of a tree, I do not have enough wood, although it is no longer on the map, I searched everything.
 

hreserves

The Mithril Hourglass
Game Developer
Sep 15, 2018
629
583
The most obvious solution without changing anything much is having the corpse present from the get go, and if MC finds it before quest starts, he just shrugs it off and does nothing with it.

I haven't really touched rpgmaker itself, but have seen games on VX ACE like this one https://f95zone.to/threads/meritocracy-of-the-oni-blade-append-complete-edition-oneone1.18664/ which uses a lot of custom screens. If there is unren but for rpgmaker, I'd try taking a look into the insides of a game implementing such things.
Maybe. That certainly gives me something to think about, but it runs into the problem of having the MC be both a player avatar and an actual character. I added a few things to my notes, I'll definitely give it more attention when I loop back to it.

That all looks like custom screens, which would take knowledge I don't have to make. A tool like that does exist (I've used it to recover lost files from my own work), but I have too much respect for game devs to steal their work wholesale to use for myself.

I got stuck at the moment with the extraction of a tree, I do not have enough wood, although it is no longer on the map, I searched everything.
At which part of the game? If it's the first wood gathering quest in Cumhaill, that shouldn't be possible. There's a bunch midway through the northwest maze path, and more on the north road. If it's when you're fixing the floor of your mansion, after you're done with the bit inside the mansion, talk to Phoebe in the study. After you talk to her, you need to go into the deep wilds and look for trees to chop down. Those trees should be obvious when you see them, they're all in the northern third of the deep wilds and not far off the main path. Make sure you interact with them after they're chopped down to pick up the wood.

If you're on an old version of the game (specifically v0.2), it was also possible to get to the deep wilds earlier that you were supposed to. The trees don't respawn, so if you're in that version and you chopped them down early, your save is locked out of progression and you'll need to start over or get a non-locked save file. If that's the case, I can put one together for you, just let me know the last few things you did so I can get it to the right spot.
 

Sewyoba

Member
Jul 22, 2018
342
259
More bugs.

You can walk on mansion's roof when coming from behind the building. Works for servants' building, too.

After repairs, all doors (and larder's staircase) on the lower floor offset MC a couple of tiles upwards, and down right room has a black-haired maid stuck in a wall.

After repowering Vault's entrance, can just like phase through the columns anyway. After clearing the Vault's boss and teleporting out of it, it spawns MC right inside the stone
 

hreserves

The Mithril Hourglass
Game Developer
Sep 15, 2018
629
583
More bugs.

You can walk on mansion's roof when coming from behind the building. Works for servants' building, too.

After repairs, all doors (and larder's staircase) on the lower floor offset MC a couple of tiles upwards, and down right room has a black-haired maid stuck in a wall.

After repowering Vault's entrance, can just like phase through the columns anyway. After clearing the Vault's boss and teleporting out of it, it spawns MC right inside the stone
I actually just found that roof thing myself. There are a lot of buildings that you can do that with that you shouldn't be able to. I've got all the ones I found fixed in the v0.3.2 release that's up on my website, along with a bunch of other stuff that really shouldn't have been as broken as it was.

Thanks for calling out everything, though! All the other stuff has now been fixed. Looks like I'll have a v0.3.3 release to put up here after more playtesting.
 

Canto Forte

Post Pro
Jul 10, 2017
21,062
25,767
There are things called self extracting archives and there are things called installers.
Which of these do you want?
 

hreserves

The Mithril Hourglass
Game Developer
Sep 15, 2018
629
583
Its just a exe wtf
What Canto Forte said. The .exe is the archive file that RPG Maker creates. Running it will let you extract the files. Clicking the 3 dots will open a window to change the destination, and clicking OK create a sub-folder and put all the files in it at that destination. Once that's done, double click game.exe in the game folder, and the game will launch.
 

TBNRmojoz

Member
Jan 27, 2019
131
47
What Canto Forte said. The .exe is the archive file that RPG Maker creates. Running it will let you extract the files. Clicking the 3 dots will open a window to change the destination, and clicking OK create a sub-folder and put all the files in it at that destination. Once that's done, double click game.exe in the game folder, and the game will launch.
m using joiplay
 

lp456

Newbie
May 24, 2018
83
13
Open in PC then trasfer to your phone any file like this game file
Also no bellies yet?
 

hreserves

The Mithril Hourglass
Game Developer
Sep 15, 2018
629
583
Will there be walkthrough or guide because someone might need it?
My primary focus right now is on development, so I won't be building an official walkthrough any time soon. I think I mentioned this earlier in the thread, but if a community guide pops up I might have time to contribute to it, but that's about it. For now, I've got a dozen other things that are higher on my list of priorities.

If you (or anyone) is stuck at a certain part of the game, I'm happy to give hints or answers as to what to do next.

m using joiplay
Sorry, I can't be much help with that. I don't know anything about mobile emulation for RPG Maker. The RTP is included with the game files, so it should run if you can get it extracted, at least.

Also no bellies yet?
Assuming you're referencing the girl you can get pregnant, no. It takes time for babies to grow, and that amount of time hasn't passed in-game yet. Though that is something I have on a more immediate "to-do" list. I'll likely talk about it on the website or mention it in the changelog (or both) once it's fully implemented.
 

LostGeographer

New Member
Mar 14, 2021
4
4
Am I missing something? So I just updated to this version from the original demo. I loaded my save, the maid at my estate kept talking about leaving. So I did and went to Cumhail, then I couldn't leave. Whenever I tried to leave I got "Maybe we should stick to the funeral." But no other directions or anything.

So thinking maybe the save didn't translate over. I restarted did all the stuff again, finish the funeral, leave. Get back to my estate and same crap. No quest, can pick up wood and stuff, but no guidance. Head back to Cumhail because I can't sleep at my estate to heal my maids after the funeral. Again I get the same prompt upon trying to leave. Went and had the girl outside the house service me and I could leave the map. But still no guidance on what to do next. I have three maids, I am not allowed south or north. I've got the writ from the south east corner, but literally no guidance or ability to do anything.
 

hreserves

The Mithril Hourglass
Game Developer
Sep 15, 2018
629
583
Am I missing something? So I just updated to this version from the original demo. I loaded my save, the maid at my estate kept talking about leaving. So I did and went to Cumhail, then I couldn't leave. Whenever I tried to leave I got "Maybe we should stick to the funeral." But no other directions or anything.

So thinking maybe the save didn't translate over. I restarted did all the stuff again, finish the funeral, leave. Get back to my estate and same crap. No quest, can pick up wood and stuff, but no guidance. Head back to Cumhail because I can't sleep at my estate to heal my maids after the funeral. Again I get the same prompt upon trying to leave. Went and had the girl outside the house service me and I could leave the map. But still no guidance on what to do next. I have three maids, I am not allowed south or north. I've got the writ from the south east corner, but literally no guidance or ability to do anything.
That's an unintended consequence of using the same framework from the demo. While saves from the demo will transfer over, the demo is considerably buggier than the main game, and transferring a save will cause all sorts of issues and bugs. If you found things in the demo, you just need to take the same steps to find those things again, and the intended rewards will be in the same places. I'll include something about that in the readme and a few other places, that's on me for not taking that into consideration.

I'm assuming that saying you restarted means you created a new save instead of using one from Arrival, but if you are still using a save from the demo, you'll want to start one that's native to the main game. If you don't want to start over again, just let me know what the last few things you did were, and I'll get a save created for you.

If you did create a native save and you have Ella, depending on exactly where you stopped, you either need to walk inside your mansion, or go into the northwest room of the west wing on the second floor to talk to Ella, or talk to Phoebe about repairing your floors. After you go inside, Melissa tells you that you need to talk to Ella and should continue to tell you what to do next if you talk to her at your Estate (I haven't found any bugs that indicate she wouldn't, at least).

From what I can tell, most of what you're encountering is from carrying over the demo save, but I still appreciate you calling everything out. I'm currently in the process of improving the general quality of the game as a whole, especially the earlier parts of the game, and feedback like this helps me pinpoint exactly what needs improving.

As a general note, if you aren't sure what to do, talking with NPCs (especially your Maids at your Estate) will tell you what to do next. After the war table unlocks, that also has a "Task Rundown" that functions as an in-game guide. If that isn't happening (or is happening but isn't helpful) at any point, please let me know so I can revisit those parts of the game.
 

somebodynobody

Engaged Member
May 11, 2017
3,243
4,194
0.4

Lothario Ranch, if you go into the door it gets you stuck.

Shop keep shows up at the Uncle's mansion to talk but she isn't in the party, I thought she was always at the MC's mansion.

Had a one off crash after playing the game for a while, heading to the Uncle's special room to rest and heal up, game crashed during a transition phase, fully closing.

The maps are too large, mansions are the size of multiple villages combined and with things hidden and no map or way to cross out a visited room, it is just tedious moving around. Something that would be beneficial would be if all the stuff that was in the zone is done, like all mobs dead, all secrets found/visited/looted, then you can just skip past the zone.

5 minor game things, the antidote giving says they may be able to move after a large amount, but without knowing the amount how can the player do it? Also after the hold where phoebe says she wants to check on the special rock, the player may have cleared 3 holds by then, might want to tell the players that the previous holds didn't have it, rather than being new story/mechanic you might have missed out on. Exiting the tree changing hold, sometimes the large tree is half there and is missing 1/4 of the top of it. One of the grand throne like chairs had 2 small blue pixels below it, larder still has a rat hole yet the rest of the house is fixed.

As mentioned old software just is more problems for the players. Also windows hates and doesn't trust the extraction. I really suggest you acquiring MV or MZ, especially if you are trying to learn to code on these since the language changes over time. Don't get me wrong excellent games can be made on this software. This is in Japanese This dude made a side scroller beat em up and shmup on VX, and they play really good.

There is so much the game being a walking simulator and a maze everywhere, also puzzles you can't actually see to solve. Take Lothario's attic chest, it is purely trial and error to solve it, there are no paths you can see, items you can use to mark paths, differences in the look of the crates, you have 3 or 4 holes and sometimes the camera scrolls. Similarly with the Tree vanish hold, being you can't see what changes and that some of the trees are now able to be walked through it makes the thing frustrating. With the Uncle's key, there are clues but the player doesn't have a way to sort them via time frame and the one that says "nearby" it is nowhere nearby her, also one person mentions to check behind things so that makes the player think they now have to click on every desk in every room which includes door opening animations you have to wait for. There are a lot of hidden things which is cool, I have yet to find the talking plant, but when maps are gargantuan then no one is going to search every nook and corner.

The enemies might be slightly over tuned, I fight everything and thus have whatever the max the characters can be as of now and can still easily lose maids to the new creatures. I can only imagine people who only fight what they have to being destroyed and getting frustrated.

Wasn't sure on the Emily thing when it popped up asking in/out/first time, so I guess I missed a scene because I chose first time? I didn't get to see the text because of a glitch when it looked like it was staying black so I kept pressing the forward text button. Unsure what any of it was about.

Ella feels like she got thrown to the wayside, Alice is the new healer who does the job better. Sure they are different with Ella having special spells, but both of them hit like paper and you only really need to keep your HP up in most fights, Alice healing costs something that you don't need rest or special items to refill.

I would suggest looking at some YouTube for good game making practices.


Now with all of that said, I like the story you are trying to create, even if the name of the MC is not great and he seems dumb for having been purposely raised and tutored at his Uncle's.
 

hreserves

The Mithril Hourglass
Game Developer
Sep 15, 2018
629
583
Splitting this up to respond to the individual bits.

0.4

Lothario Ranch, if you go into the door it gets you stuck.
Lothario doesn't have a ranch, so I just checked all the doors on all his maps, and couldn't find any that don't transfer the player correctly. If you mean Viridius' ranch, I literally just finished reworking that section today (and double checked a few other things as I'm writing this just to be safe), so that should be fixed for the next release. If you didn't mean Viridius' ranch and something in Lothario's Estate is still broken, do you mind being more specific so I can find and fix that?

Shop keep shows up at the Uncle's mansion to talk but she isn't in the party, I thought she was always at the MC's mansion.
I couldn't find Emily anywhere in the uncle's mansion. Could you be more specific on where you saw her? It's possibly she got copy/pasted somewhere and I'm missing her.

Had a one off crash after playing the game for a while, heading to the Uncle's special room to rest and heal up, game crashed during a transition phase, fully closing.
That's not good. I haven't had that particular issue happen to me and I can't see any bugs or errors in the events, so I can't say what might've caused it, but I'll look further into it and see if I'm able to replicate the issue and figure out how to address it.

The maps are too large, mansions are the size of multiple villages combined and with things hidden and no map or way to cross out a visited room, it is just tedious moving around. Something that would be beneficial would be if all the stuff that was in the zone is done, like all mobs dead, all secrets found/visited/looted, then you can just skip past the zone.
This is also something I'm starting to implement, and some bits of it already exist. As the story progresses, different areas will present fast travel options so you don't have to move through the transition zones every time you want to go somewhere. I'm still working on another solution that'll allow for some direct teleportation.

5 minor game things, the antidote giving says they may be able to move after a large amount, but without knowing the amount how can the player do it? Also after the hold where phoebe says she wants to check on the special rock, the player may have cleared 3 holds by then, might want to tell the players that the previous holds didn't have it, rather than being new story/mechanic you might have missed out on. Exiting the tree changing hold, sometimes the large tree is half there and is missing 1/4 of the top of it. One of the grand throne like chairs had 2 small blue pixels below it, larder still has a rat hole yet the rest of the house is fixed.
For the bit about giving antidotes to the Ventire trader: Part of the issue with that is that I haven't decided exactly how many antidotes that is yet. That part of the game was a bit rushed to try to meet a Halloween weekend release, and I'm going back through and giving that section of the game more attention in the coming weeks. The other part is that it's an attempt to have gameplay support narrative. You have magic that can make poison go away, these people don't. You also have a way to get more when they don't. Who cares how many it takes if you're saving lives? Not to dismiss your feedback, it's a valid point, but to me it's equally arbitrary to not specify a number as it is to say "exactly 16 more <likes and prayers> before we <do the thing>!"

For the bit about the special rock: I recognize that I have a tendency to be verbose, and I've already gotten a lot of feedback about wanting a text skip. I didn't want to dump a load of exposition for something that's not immediately relevant. You're right that it could probably be revisited though. An explanation for that exists, but isn't presented well.

For the tree: I checked them all and couldn't find any bugs. That's something else I'll have to try to replicate to figure out what I can do about it.

For the throne: I checked all my tilesets and couldn't find any loose blue dots. Did you encounter this in only one place, or everywhere you saw that particular sprite? If only in one place, where specifically?

For the rat hole: That's on purpose. It was left open to funnel the rats there for the Extermination event, and at that point in the story there's no more scrap stone left to fill it. It'll get fixed when the rest of the walls get fixed.

As mentioned old software just is more problems for the players. Also windows hates and doesn't trust the extraction. I really suggest you acquiring MV or MZ, especially if you are trying to learn to code on these since the language changes over time. Don't get me wrong excellent games can be made on this software. This is in Japanese This dude made a side scroller beat em up and shmup on VX, and they play really good.
I fully understand and recognize the benefits and advantages that come with newer software. I think "use newer software" is the most common feedback I've gotten (hotly contested by "needs text skip"), and it's all valid feedback. If I could afford to, I would, but as I have no current income, it's not an expense I can justify. I'll likely make the purchase as soon as I can justify the expense, but unless this project suddenly starts making a lot of money, I can't say when or if that will happen. In the mean time, I'm working with the tools I have (I got VX Ace as part of a humble bundle years ago, so it was basically free), and I don't mind the extra challenge the older software presents. Thinking on it, I should probably include that in the README, since I'm adding a bit of Q&A to it anyway.

As far as Windows goes, I've gotten those alerts since long before F95Zone was around. I know what it is and I trust it. If anyone else doesn't know what it is or doesn't trust it (in reference to any .exe, not just mine), I encourage them to either learn what the .exe is and if it's trustworthy, or ask a trustworthy source for more information. I am more than happy to answer those questions. I realize that isn't helpful to anyone at the moment they're clicking on it, but there's nothing I can do about how RPG Maker packages games outside of making the offered product less secure.

I'm also at least a little familiar with excellent games being made in VX Ace. My hope is that this game will eventually be counted among them.

There is so much the game being a walking simulator and a maze everywhere, also puzzles you can't actually see to solve. Take Lothario's attic chest, it is purely trial and error to solve it, there are no paths you can see, items you can use to mark paths, differences in the look of the crates, you have 3 or 4 holes and sometimes the camera scrolls. Similarly with the Tree vanish hold, being you can't see what changes and that some of the trees are now able to be walked through it makes the thing frustrating. With the Uncle's key, there are clues but the player doesn't have a way to sort them via time frame and the one that says "nearby" it is nowhere nearby her, also one person mentions to check behind things so that makes the player think they now have to click on every desk in every room which includes door opening animations you have to wait for. There are a lot of hidden things which is cool, I have yet to find the talking plant, but when maps are gargantuan then no one is going to search every nook and corner.
I've gotten that feedback before as well. As far as maps being too large, some of that is deliberate, some of it is losing track of the sense of scale. Hopefully the newer maps are better about that, but if they're not, feel free to call out specific examples so I can make improvements.

As far as the wilds being constantly maze-like, that's mostly deliberate, though after re-playing some earlier sections as I revisit older content to rework, I noticed that some of the "magic" I accidentally captured is missing from newer maps. It's very high on my to-do list to revisit some map structure and either change or add things to make maps more interesting and meaningful to explore, instead of having all these no-reason labyrinth maps that just sort of exist. I've already got one map that I want to be smaller and didn't get to it for v0.4 due to time constraints, and more that I want to revisit for various reasons.

Some of the puzzles I'm not particularly happy with, others are deliberately obtuse. It's difficult to find a balance when you know the solution for the puzzle you're trying to test. The example you gave for the one in Lothario's attic is supposed to be a blind maze, with the few gaps that are present being there because the map stops moving and it's impossible to tell if you're moving at all, otherwise the whole thing would be completely blind. The one with the vanishing trees is an example of one I'm not especially happy with. There should be trees that you can always see so that you can see that something is happening, but there aren't really enough of them to make that super obvious. I have plans to rework that in the coming weeks as well, so hopefully it'll be better. Same with the uncle's key, I've been meaning to add more/better hints to that for a while, and it's near the top of my to-do list.

The enemies might be slightly over tuned, I fight everything and thus have whatever the max the characters can be as of now and can still easily lose maids to the new creatures. I can only imagine people who only fight what they have to being destroyed and getting frustrated.
That's something else that I have a little trouble testing. I've tested against every encounter with both gear and levels being as low as possible, and while it was certainly rough, I was able to clear all of the mandatory encounters, typically without needing to backtrack to rest. Trouble being, I've playtested everything so much that I've likely fallen into an "optimum playstyle" that makes things easier on me than someone who doesn't know the mechanics inside and out. For example, I was a level or two shy of the maximum for v0.4, and had no deaths and never needed to rest to reset.

The good news is that I did a massive equipment rebalance over the weekend, which will make the game a bit easier. Even if a player doesn't pick up/earn/buy any new equipment, things have higher defense values and better secondary stats. Equipment upgrades should also be more tangible and meaningful, and I intend to hide more equipment upgrades in the maps I want to revisit. I'll have to do more playtesting with some different party configurations just to double check some things, but this is the first bit of feedback I've gotten about the difficulty of the game, so I hope the changes I have in mind address any difficulty hikes. As a general message to anyone reading this, I'm a big fan of feedback, and you won't say anything worse than what I've already said to myself, so feel free to field even the most minor of grievances.

Wasn't sure on the Emily thing when it popped up asking in/out/first time, so I guess I missed a scene because I chose first time? I didn't get to see the text because of a glitch when it looked like it was staying black so I kept pressing the forward text button. Unsure what any of it was about.
You shouldn't have missed anything unless you saved the game after moving forward and continuing through the next conversation, where Melissa sends the others inside. Unless you mean something glitched and you didn't get the full "end of version" message, in which case it should repeat every time you try to approach the gate from within the Estate walls. I'll have to see if I can rework the event for that a bit, it wasn't behaving particularly well the first few times I made it, so it might be in a "barely working" state instead of a "working as intended" state.

I'm curious why you're referring to it as "the Emily thing" though. Emily shouldn't be involved in that event at all, unless I'm misunderstanding which part you're referring to. Just to do my due diligence, does Emily appear after the "end of v0.4" message for you (outside of her shop), or are you meaning to refer to someone else, like Jenny or Willow?

Ella feels like she got thrown to the wayside, Alice is the new healer who does the job better. Sure they are different with Ella having special spells, but both of them hit like paper and you only really need to keep your HP up in most fights, Alice healing costs something that you don't need rest or special items to refill.
Yeah, I can see that. To be fair, she's intended to be the sort of party member you want on hand, but not necessarily on the front lines, so I guess the ludonarrative intention landed exactly where it was supposed to? Things will also change with her as the story advances, and I've got systems in mind that will compensate for low stats, provided I can make them work the way I want. If they do work, you should be able to use whatever characters you like the best instead of whoever functions the best. It's hard to test late game things when the late game doesn't exist yet.

Though this did bring my attention to something that I could test, and brought something to light that I had missed until now, so thanks for saying something. I've now got a handful of potential solutions written down to start testing.

I would suggest looking at some YouTube for good game making practices.
I've done and am still doing a lot of studying on game design (though most of that has been focused on narrative instead of development; I never expected myself to be the sole developer on a project, but here we are), but I'm always down to learn more. I watched a bit of the channel in between hunting for the bugs you mentioned and writing this, and I'll definitely be watching more later.

Now with all of that said, I like the story you are trying to create, even if the name of the MC is not great and he seems dumb for having been purposely raised and tutored at his Uncle's.
I fully recognize that the MC is a bit of a moron. It's mostly on purpose. As much as there are reasons for it, I realize that those reasons aren't always made particularly apparent (aside from sometimes calling out that he's a terrible student and hates studying). Without getting too deep into it, the one throw-away line that addresses it is that Masters are "educated differently," meaning there's a very wide swathe of "real world knowledge" that they never learn because they're expected to have Servants for those things. Being a bad student on top of that results in the presented idiocy. As for his name, it started as a bad in-joke I have with myself, but I also wanted something exceptionally generic so that it'd be easier for the player to self-insert. Naming him after his title seemed appropriate at the time, and now I'm in too deep to change it.

Though this also brings up a narrative issue that I don't like hand-waving that I don't think I've talked about before. Specifically, your past and the character's past are not the same, and I can only present information starting at the beginning of the story. Making the character not especially book-smart was an easy way to excuse presenting information about the world that would be relevant to the player under the guise of educating the character (and also makes for some cheap jokes at his expense). At some point, I intend to write out a good deal more in-game books about these subjects and fill out the MC's library with them. And more issues of the nudie magazine with a dark secret, but I don't want to give away everything just yet.

Lastly, thanks! And sorry if this is a giant wall of text. (If you aren't somebodynobody and you read this whole thing, you're my kind of lurker. Keep being you.) I'm really glad you like the story, and extremely appreciative that you took the time to write all this out. This is my first (and currently only) public-facing project, and it means a lot to me that enough of it is resonating with anyone enough to inspire constructive criticism.
 

somebodynobody

Engaged Member
May 11, 2017
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By Lothario ranch, I may have mixed him with Uncle V, it was named "ranch" you avoid it if you break into the mansion. after the agreement on the holds was done I passed through and 2 guys talking about being in suits and everything is beautiful, on the right side of the screen is a door area you can enter and it puts you locked on a roof.

By the shop keep (Emily), I mean when you first visit the estate that MC's Uncle owns, Emily has text boxes, but I always thought she stayed at MC's mansion to do the supply line work.

On the crash, it was a one off, I had been playing through everything so up for multiple hours going back and forth, I figure it was an RPG maker error rather than bad code.

On the antidotes narratively sure that makes sense on MC and his being able to deal with it, however making the stuff as of now requires finite specific mobs, or trade routes which may or may not dry up in the future, so even if it is to save lives there will only be so much, and the player may not want to use any since it may cost 10000 for them to move and there are only exactly that much in game. On top of that, the player is trying to go for a specific action (the village moving) if that action will never happen then there is no reason for the player as of now to give them anything.

On the rock text it wasn't about being verbose. It was that as a player I had cleared the family hold and one other of V's, but only now did Phoebe talk about fighting creatures to fix the family stone. So do the other holds not count? Does going back to them count? Was the family hold not supposed to be done and if it was done later there would be special rock stuff? Does that make players who had done the holds earlier now missing an item? The third hold gave a lot of information but does that info count to the previous found stuff and if not, then why?

On the magic tree it happened when I was leaving the Hold, specifically it was the middle tree of the path that was below the center orb area. Took me 10 minutes randomly pressing orbs to try and get out of that area after finishing it.

The throne blue dots was only on 1 throne chair thing, it was against a back wall of a large room, I don't remember of which mansion but I think it was either V or MC uncle's, you can only get text from that chair from the right front edge. Was just an odd graphical bug.

What I meant by the exe for ace is that it is a fake exe, it is actually an extraction file more akin to zip/rar, and windows will bitch about old and untrusted fake exe files, can run a ren'py exe with no complaint, same with modern rpgm exe, not the fake zip file of vx though, just wanted to warn you on that it may turn people away just as much as false positive readings.

Large maps aren't bad in a sense, a forest being large can be fine, your mansions are just as large or larger than major forested areas that could hold whole cities. That just becomes more like you are just using the same map size for everything. I think the other problem is so much of it is maze like and thus the speed of fast movement is constantly nullified. The other is view range, it is very hard to determine where you want to go if everything is so limited.

My team was Melissa, Phoebe, Ella, Alice. With the limited magic pool on Ella she is kind of bad on being the healer. Plus Ella and Alice hit so weakly it makes it likely that one of your two damage dealers goes down to hold fights vs 3+ enemies and thus you are now likely to lose.

Having to use a table in your mansion to move the party around, that is not fun. I would like to suggest an edit to the combat though, instead of having to use the table for formation or whatever, what about an active switching? In battle during a characters turn you can use their turn to switch out with a maid who isn't in the fight. Thus allowing change on the fly to meet that challenges and removing the need to do a lengthy travel to make meaningful changes, also explains why they would also get exp from fights.

I am not too familiar with the newer names and since Emily and Goth are the side ones you can't just check in a menu I confuse them some. This was about the Goth one joining.
 
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