Yup, that'd do it. Thanks for following up!Found the problem, i gave myself more wood so I did not have to keep picking it up, i did pick all of it up and fill in all the holes so that probably e where the problem is
Yup, that'd do it. Thanks for following up!Found the problem, i gave myself more wood so I did not have to keep picking it up, i did pick all of it up and fill in all the holes so that probably e where the problem is
Something similar happened around there before, but it should've been fixed. I can't see anything that would've caused the issue you're describing, and to my knowledge, that sort of thing typically only happens if there's some sort of collision detection that went sideways. I'm not sure how this managed to happen to you, but I'd like to fix it if I can.[Game breaking bug?]
So after visiting viridius I checked on emily and she said she got new stocks but after the scene ends I can't move at all. I can still open menu but can't move.
I really do love what I do, and it's nice to see that recognized. Thanks for that.Game is a work of love, full of details. Pity that many details never got noticed.
It would be much better to let players know what the trophies are. Trying to figure out how to get the trophies is hard enough. No need to hide the trophies from players. After all no effort will be made without knowing the existence of the trophies.
Please make a list of all the trophies. Sad thing that the trophy room is huge but empty.
VX Ace unfortunately doesn't inherently support Android ports. If you're able to extract the game on a PC and transfer it to your android device, I think JoiPlay will work, but I haven't tested that at all so I can't guarantee anything there.Android and unofficial renpy version dev plssss
It keeps happening to me. I uploaded the save files just to be clear. Save06 is right before the event and save07 is right after the event. Most likely it's because I cheated maybe lolSomething similar happened around there before, but it should've been fixed. I can't see anything that would've caused the issue you're describing, and to my knowledge, that sort of thing typically only happens if there's some sort of collision detection that went sideways. I'm not sure how this managed to happen to you, but I'd like to fix it if I can.
Were you able to try again and get past this, or does it keep happening if you try to get through the scene again? Does anything else happen, like being unable to talk to Emily or an error with the music? Does the character turn but stay in place, or are you unable to turn and opening the menu is literally the only thing that responds?
I completely understand what you're saying, but the trophies aren't really related to the Maids at all, so it's kinda hard to justify having them mention something themselves, especially if they have no knowledge of the trophy. The ones that are directly related to the Maids (like the dildo or the potion) are things that they want to keep a secret rather than a need they want their Master to resolve for them. They're otherwise passive because they have minimal investment in the trophy itself.There is an easy work around about the hint system. The maids should actively speak out if they have any thing to say when Master is talking to NPCs or interacting to objects. Now they only say things like 'Please don't step on flowers master'. Hey, they are maids, not mothers. The ways the maids behave are a little passive in the current game. They are now only active in the main story line. They only comment after a trophy is got, never mention anything beforehand which is why players say hints are needed. Maids should be contributing valuable information to Master, even if that info regarding their own personal needs(e.g. dildo). A proper solution to this is that maids say things like "I hate the rats in this mansion." In this way the trophies become the maids' personal requests. Once a trophy is got a maid's need is fulfilled and she rewards Master with something, preferably lewd things(e.g.the Ratslayer Trophy reward be a mouse headband when dressed by certain Maid you can spank her). Just equipment is OK, just a trophy is all right as it is now.
This should not take too much work. Just add a few lines about each trophy and that is good enough. (But if you have time PLEASE add more lewd things as trophy rewards.)
Yeah, some of the scripting is very specifically put together, so cheating can break the game pretty easily. I'm not sure if that's what caused this, though. It seems to be a fringe case that I think can only happen if you go long enough without visiting Emily, but basically the game is waiting for movement to complete and the movement can't complete. In any case, it's fixed for the next version, and fixed for your attached save. I left you just on the other side of the interaction.It keeps happening to me. I uploaded the save files just to be clear. Save06 is right before the event and save07 is right after the event. Most likely it's because I cheated maybe lol
Thanks mate!Yeah, some of the scripting is very specifically put together, so cheating can break the game pretty easily. I'm not sure if that's what caused this, though. It seems to be a fringe case that I think can only happen if you go long enough without visiting Emily, but basically the game is waiting for movement to complete and the movement can't complete. In any case, it's fixed for the next version, and fixed for your attached save. I left you just on the other side of the interaction.
Well, whether things are related or not depends on the author. It is fiction, so coincidents happen regardless of probability. It's not that hard to think of plots to have things related somehow. If you think that involves too much work, simply fill the trophy room with empty slots with the names of trophies only. Players will have to figure out how to get them anyway. Letting players know the names of trophies does not really count as spoiler. Almost every Steam game does this. If you think these trophies are meant to be hidden contents like hidden treasures that should only be discovered by pure luck, it is totally fine. However it will surely leave much of your work unrecognized. Not every player has the patience to interact with every object in the game especially when the map is huge in the current version. That is exactly where the complaints of map size are coming from.I completely understand what you're saying, but the trophies aren't really related to the Maids at all, so it's kinda hard to justify having them mention something themselves, especially if they have no knowledge of the trophy. The ones that are directly related to the Maids (like the dildo or the potion) are things that they want to keep a secret rather than a need they want their Master to resolve for them. They're otherwise passive because they have minimal investment in the trophy itself.
The trophies are meant to work more like achievements than in-game unlockables, but I didn't want the "achievements" to be arbitrary nonsense like most games have, like celebrating completing the mandatory tutorial. Though most trophies do unlock at least one extra scene. Not all of them are immediately obvious (like the scenes the key unlocks), and some aren't implemented because they're related to characters that aren't in the game yet (like Ratslayer), but it's there, and there is more on the way.
You're welcome!Thanks mate!
Again, I completely understand what you're saying. I'm not trying to deliberately hide anything, make the game excessively grindy, or arbitrarily increase difficulty by withholding information. I added trophies because I wanted to. They're an optional bit of content that's there for me to have fun making as much as they're there for people to have fun finding. If the current incarnation feels obfuscated and frustrating, I can see where that might be coming from. If someone else wants to write a walkthrough or ignore the content, that's okay with me. I don't approve of cheating, but some people are going to do it regardless, so it's not something I'm particularly concerned with. My concern lies in realizing the vision I have, ideally in a way that enough people will enjoy my work enough that I'll get the support I need to do the same with the dozens of other ideas I have.Well, whether things are related or not depends on the author. It is fiction, so coincidents happen regardless of probability. It's not that hard to think of plots to have things related somehow. If you think that involves too much work, simply fill the trophy room with empty slots with the names of trophies only. Players will have to figure out how to get them anyway. Letting players know the names of trophies does not really count as spoiler. Almost every Steam game does this. If you think these trophies are meant to be hidden contents like hidden treasures that should only be discovered by pure luck, it is totally fine. However it will surely leave much of your work unrecognized. Not every player has the patience to interact with every object in the game especially when the map is huge in the current version. That is exactly where the complaints of map size are coming from.
Designing a game is hard work, not only physically or mentally, but philosophically as well. Sometimes when one issue is obviously revealed, the real solution might be somewhere else. When lots of players complain about map size, it does not mean that the maps are really too large for them. The players are actually saying they are lost. They need some motivation like trophies or other arbitrary nonsense to give them a meaning and keep them going. If these needs are not met they would likely drop the game and dig fun elsewhere. Many developers failed to notice this, and tried to fill their games with more and more grind. Then players got more impatient and started trying to fix the pointless grindness with cheating or even reverse engineering. This is how endless wars between devs and players started.
If you don't have time to spare, simply tell players the names of 'Trophies' or any other form of 'side missions' just like you reveal the tags. Please NEVER bring any grindy stuff into your own work of love. Grindy stuff will only ruin the experience. Players will write walkthrough to uncover the hidden gems, or ignore them anyway.
Truth is, the game is already excessively grindy. It's a fact and has nothing to do with your intention. Poison effect is many times stronger than 'normal' RPGs. Cure poison with constant antidote is a painful chore. No way to restore MP other than sleeping in certain locations. No quick way to teleport back to town make it even worse. Battle is turn based which means dodging is not an option. Bosses are impossible without certain skills which can only be unlocked by certain level. No skill tree forces players to grind a lot to level up in order to aquire new skill. Game is way more grindy compared to most eroges. Even more grindy than some survival games in the awards/consumption ratio.I'm not trying to deliberately hide anything, make the game excessively grindy, or arbitrarily increase difficulty by withholding information. I added trophies because I wanted to. They're an optional bit of content that's there for me to have fun making as much as they're there for people to have fun finding.
I'm not sure what your goal is, here. Ignoring the bits where you're objectively wrong, like having potions and ethers (which is a way to recover without sleeping), you seem to be either contradicting yourself or comparing my game to something it will never be.Truth is, the game is already excessively grindy. It's a fact and has nothing to do with your intention. Poison effect is many times stronger than 'normal' RPGs. Cure poison with constant antidote is a painful chore. No way to restore MP other than sleeping in certain locations. No quick way to teleport back to town make it even worse. Battle is turn based which means dodging is not an option. Bosses are impossible without certain skills which can only be unlocked by certain level. No skill tree forces players to grind a lot to level up in order to aquire new skill. Game is way more grindy compared to most eroges. Even more grindy than some survival games in the awards/consumption ratio.
I don't find this game hard. It's grindy. There's huge difference between difficulty and repetitiveness. And sad thing is this difference is not recognized by some of the most successful devs. Their difficulty settings are actually grindy settings. And they consider 'play time' as 'game length' and tend to believe the longer the better. Players can tolerate chores does not justify the value of them. This is the reason why most sequels are worse. Repeating the same story with more grind does not make anything better.
Smart bosses with unpredictable actions are hard. Bullet spondge bosses are grindy. Buffs and debuffs with unique effects are hard; those directly increase or decrease defence or damage are grindy. Whether or not a player knows these differences is not important. No one can cheat adrenaline or dopamine.
Old school RPG existed due to hardware restrictions, and they decay nowadays because comprimises are not fun after all.In a world where people have more and more options, time-consuming grindness or hidden contents is not a good way to get support. This is one of the reasons why Renpy engine is more popular than RPGM.
I am not saying you delibrately did these things but it's the limits of RPGM engine. Having to interact with certian objects to trigger certain contents plus the movement and turnbased combat are flaws by its nature. Since you are not switching to other engine or newer versions, it would be wise to overcome these limits by smart design, so this game can be more competitive against other games with more advanced game engines.
Again I respect your choice, I just don't see this 'hide the beef in the burger' old school thing could raise support.
First, about the story. You said the trophy part is optional and "not an integral part" of the story. This is to say the story does not include the trophies, and it will no doubt significantly reduce the contents of the story, which is exactly the opposite of 'story-rich'. For most RPGs, if devs hided all the optional contents and leave only the main story 'visible' to players, do you think they would get higher reputation and more support? It's not something hard to realize, just delete the UI for optional contents, aka 'hide' them. However you still believe the 'old school way' in games 30 years ago is something it meant to be. The ways existed due to hardware restrictions, and they are comprimises and comprimises do not bring fun. Players have fun finding them? Truth is players have pain finding them, will possibly get fun in them, and when the juice does not worth the squeeze, they get disappointed and will just quit searching. In real life, the contents in a game are not how much the devs make but how much the players can and are willing to experience. This is where support is really coming from -- not the amount of devs' toil but how much players are willing to pay for the adrenaline or dopamine they get from the game.I'm not sure what your goal is, here. Ignoring the bits where you're objectively wrong, like having potions and ethers (which is a way to recover without sleeping), you seem to be either contradicting yourself or comparing my game to something it will never be.
Your ultimate point seems to be something to the effect of "I want more lewds, make them easier to find." I have not been shy about the fact that this is supposed to be a story first, a game second, and porn third. I'm glad you care enough about my project to type out as much as you have, but if porn is all you see it as, it might not be for you. If that's the case, I'm sorry the game doesn't live up to your expectations. Hopefully a future update will resolve at least some of the issues you have with it.
It's not that you weren't clear, it's that what you're saying doesn't line up with your own logic. For example, it's pretty obvious you want access to whatever content the trophies unlock, but to try to make that point you start making blanket statements about game developers. You're making assumptions about what is or isn't fun as though your subjective experience is objective fact that should be dictating my design philosophy. It's fine that you have criticism to share, but so far your criticism hasn't been especially constructive.First, about the story. You said the trophy part is optional and "not an integral part" of the story. This is to say the story does not include the trophies, and it will no doubt significantly reduce the contents of the story, which is exactly the opposite of 'story-rich'. For most RPGs, if devs hided all the optional contents and leave only the main story 'visible' to players, do you think they would get higher reputation and more support? It's not something hard to realize, just delete the UI for optional contents, aka 'hide' them. However you still believe the 'old school way' in games 30 years ago is something it meant to be. The ways existed due to hardware restrictions, and they are comprimises and comprimises do not bring fun. Players have fun finding them? Truth is players have pain finding them, will possibly get fun in them, and when the juice does not worth the squeeze, they get disappointed and will just quit searching. In real life, the contents in a game are not how much the devs make but how much the players can and are willing to experience. This is where support is really coming from -- not the amount of devs' toil but how much players are willing to pay for the adrenaline or dopamine they get from the game.
Second, about the game. Sorry I did not make it clear, but the regular way in your game to get potions and ethers is barter not trade (with currency), and it is a fact that barter is way more grindy than trade. Without trade potions and ethers are actually loot not commodities. In this sense, this game is more of a survival grind than a RPG. Futhermore, unlike most survival games where you can build or craft equipment and supplies to reduce the pain of grind, in this game you can only find loot, which can not be traded freely . One kind of loot can only be bartered for another specific kind. Imagine replacing most RPG's trading system with barter, it will make most if not all of them many times more grindy. Like I said, no skill tree, no trading, no free teleport, no camping, no crafting, the things you believe make the game 'harder' is not making it harder, or to put it more precisely--challenging, but more grindy. This is to say the 'RPG game part' is not challenging but more like a chore. Players get neither adrenaline nor dopamine from it, so why waste the time?
The above reasons make the porn part the beef in the burger -- the part that generates adrenaline or dopamine. Game is not hard but grindy and this is where you misunderstand me. I don't want an easier game, I just don't want more grind. If you want it be harder please make puzzles trickier and enemies smarter. Giving players more inconveniences is NOT making it any harder or better.
If you want to get more support, make the story engaging and the gameplay challenging, or just make more porn.
I will. Thank you for your time and your thoughts.If you think my criticism is unconstructive, stick to your own way and good luck.
I apologize if this sounds accusatory, I promise I don't say this from a place of malice - it seems to me that the issue is as much an expectation issue as an implementation issue.A lot could be said about this game (like having to press Enter for every piece of Scrap Wood you collect in the Estate... at least you don't get an annoyingly frustrating message for every hole you fix), but I'll just mention the part that irritated me the most and made me lose the most time in this game.
It's that I needed something that was NOT in this game!
A game is meant to be self-sufficient. Players should not have to download the demo of all things just to figure out the blind maze. Sure, it's just a trophy, but here's the problem: this game caters to players like me who enjoy looking through every nook and cranny. Even found Melissa's underwear in her old room. So when I got trophies 2-3-4-5-6 and still no trophy 1, I wondered if it was missable... only to learn here that it's a blind maze you don't even know exists!
To be fair, you do give a "hint" in the Uncle's Estate, but the "hint" doesn't even apply anyway! I tried to overlap both layouts to figure out which paths were open in both, follow the Mother's flowers and more... only to realise (after being forced to download the demo to solve it) that I need to cross hedges on the Uncle's maze?! What even is the point of that "hint" if it's not even giving you accurate information?! It's not even on the left side of the Uncle's Estate Garden so as to nudge players into putting 2 and 2 together. The only information that's accurate is the entrypoint. That's it.
And when I finally solved that maze (after 2 hours), I only got a Maid's Ribbon. No trophy. The achievement appears to be bugged and doesn't always unlock.
So yeah, combine this with with plenty other time-wasting decisions, I'm done with this game until it's much more polished. Shame, there are things I enjoyed (especially the Maila side-story) but as things stand, I find no pleasure playing this anymore. Again, the game wants to cater to players who enjoy looking for every piece of content, but punishes it by wasting their time and fails to actually reward their persistent and inquisitive minds.
I'm aware I'm being harsh and this can be demotivating for a developer, but I'm quite certain my frustration is mirrored in many a player. The game is heavily lacking QoL improvements, these should be tackled in priority. Doesn't matter if the game has tons of content when players don't stick around to see it (and, by extension, to support you).