North99139

Member
Game Developer
Jul 27, 2024
138
166
111
I think the developer has to play the game before releasing the update - I honestly don't remember a game with so many bugs :D. Just playing a couple of hours and everything becomes visible, no need to point it here.
My personal opinion for the mini-games is that ALL of them are annoying and they are big minus for the game - chasing the red ball or trying to aim the target are not fun at all, they just add to the overall feeling of annoyment, when playing the game. I haven't read a possitive comment here in the forum about them, looks like common opinion, so not sure why they weren't removed. It will be much better to simply add random chance to the damage, like not always 25, but 20 + random from 1 to 10, something like this.
The sex-scenes are good and this is what make the game fun + the management. I don't think this game can ever reach Masters of Raana for the management level, but the porn clips here are much better than the AI pictures in MoR and a good ballance occurs.

I have a question about capturing a settlement. I captured one, but I see no way to add food to the setlement, the population started starving and a defender died. I though that capturing a settlement with barn will can grow its own food, but it also didn't work. What is the trick to send food to a settlement or to make it producing its own food?
Hi, thanks for your feedback. I do agree with the majority of your points. The whole combat system needs scraping however, as someone who has never made a game before, this is the hardest part of the game. I will be scrapping the combat minigame before the next release, lock picking will probably stay in and I’ll probably just improve archery rather than scrap it as it can be avoided.

Second, in terms of bugs, I do play through the game before release obviously and I’m surprised/disappointed to see the amount of bugs, I suspect the non-linear design is making bug testing harder, I will try to improve here regardless.

Finally, regarding your question about the settlement food, food is generated by some settlements and not by others, this obviously creates an issue I didn’t consider which is “what if you don’t control a settlement which outputs food”. So I’ll also get that fixed by adding alternative solutions for generating food.

Thanks
 
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North99139

Member
Game Developer
Jul 27, 2024
138
166
111
This game's code must be terrible because I have one possessed Alice (in her room) + 2 additional Alice's in my dungeon taking up space. When you visit them you can possess them but it leads to a dead link and the game can't progress.

Stalking a girl to her home ALWAYS results in an empty home. Every home I have entered either by following a girl or picking a lock when I find a home on the map results in an empty home.

The vampire home where you play the higher or lower card game is busted as you can repeat it getting multiple alices and you can SOMETIMES enter from the ground floor and sometimes you have to enter by climbing up to the wind like the first time.

The game can switch from map mode to the older text mode (which is actually a better system in my opinion because once you find a place you get a text option to just go there) i think the text travel to the vampire to play the high low game results in her acting like this is a repeat visit but the reward is still the items for Alice's father and you get a "reward" of an extra alice taking up space. Going to see the vampire lady via the map doesn't recognize you have the key so you have to go through the window again.

If you choose magic and go to the cave to sell souls the first level of magic does nothing because you already have 30 magic so it is a bad deal. The code for trading souls is power = power+5 but the magic sets your magic to a specific number. That is why the first level of magic is a waste if you picked stronger magic at the start.

The portal system is terrible I found a mill created a tear and it destroyed my portal to the mountains.

The UI sucks for non peasant hardware, the archery game is impossible if you have a fast computer and playing on a 4k monitor. The cursor moves around incredibly fast and the target area is TINY.

There is no option to increase the font size and the screen scrolling shows the UI was never tested for Ultra resolutions. To expand the HTML page to a manageable size 200% magnification, so I can read the text hides buttons like the restart button because the UI isn't designed to take into consideration just how much EXTRA screen space there is on a 4k monitor and how small text is because of the increased screen area. You should have two font controls one for the font size of the two side windows and one for the main screen.

Right now the game just isn't very fun because there are so many bugs and the systems in place are very shallow.
Hi, thanks for your feedback even if it honestly sting a bit . There were a few bugs here which I wasn’t aware of so I’ve added them to the list. I’m not too sure why you have the UI issues you have. I made the game on a 32” 4k monitor so I’m unsure why it looks so bad for you. Also the archery game (while needs improvements) isn’t tied to your PCs speed so everyone should have the same experience.

I am disappointed with the number of bugs and will be taking more time to review the game before the next release. However, I would like to point out it is still in version 0.2.3 so it is going to be shallow.

Regardless, thanks for taking the time to write detailed feedback. I have recorded the bugs you noted to take a look at them before the next update.
 
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Crimson Fire

Member
Mar 12, 2022
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Hi, thanks for your feedback even if it honestly sting a bit . There were a few bugs here which I wasn’t aware of so I’ve added them to the list. I’m not too sure why you have the UI issues you have. I made the game on a 32” 4k monitor so I’m unsure why it looks so bad for you. Also the archery game (while needs improvements) isn’t tied to your PCs speed so everyone should have the same experience.

I am disappointed with the number of bugs and will be taking more time to review the game before the next release. However, I would like to point out it is still in version 0.2.3 so it is going to be shallow.

Regardless, thanks for taking the time to write detailed feedback. I have recorded the bugs you noted to take a look at them before the next update.
I understand that the game is early days but i wanted to mention that mechanics are shallow if only so you were aware and not feeling there were "done." Development on "paper" can result in mechanics that sound great when you break them down on "paper" but during gameplay they are exposed as shallow. I felt it was important to let you know how it feels to play vs how it sounds when you are working out the idea in your head. Also some mechanics can be fun for the first couple of times you do them and then drag after that. This means when you spot check a mechanic in isolation, to make sure it works, it can feel great and working but in actual game play it doesn't quiet hit the mark. This can also be the same for cutscenes, you watch them on the edge of your seat when you first get them but want to hang yourself after the 10th time. Skyrim's opening cutscene is just such an example.

Also most game's in the alpha phase are not fun but you need to know what isn't fun so you can iterate existing systems/mechanics to make them fun.

Lets set aside the stuff that "stings." What works?

I find the construction and upgrades to your base to be balanced. Most upgrades are in the low hundreds for gold, wood and/or stone and there are source for all three relatively quickly. The horse is probably the most important upgrade as it opens up your ability to get passive stone and gold production. And I would probably stress this more in the prologue/introduction as not getting a horse asap can stunt your progression making the game more of a grind. However with these passive incomes coming in you get a decent resource income to always see your base improving. The ability to send prisoners to these locations also helps the game fell like you are progressing vs grinding, as you can increase your income with an investment in prisoners. This makes the raids and fights during exploration have value outside of just "loot."
 

bai_pyrvan

Newbie
Feb 5, 2018
94
99
146
Hi, thanks for your feedback. I do agree with the majority of your points. The whole combat system needs scraping however, as someone who has never made a game before, this is the hardest part of the game. I will be scrapping the combat minigame before the next release, lock picking will probably stay in and I’ll probably just improve archery rather than scrap it as it can be avoided.

Second, in terms of bugs, I do play through the game before release obviously and I’m surprised/disappointed to see the amount of bugs, I suspect the non-linear design is making bug testing harder, I will try to improve here regardless.

Finally, regarding your question about the settlement food, food is generated by some settlements and not by others, this obviously creates an issue I didn’t consider which is “what if you don’t control a settlement which outputs food”. So I’ll also get that fixed by adding alternative solutions for generating food.

Thanks
I also think a map of the region (the forest) will help - revealing a sector after visiting it, because it is a little difficult to remembet where was the crypt, where was the church, where was this/that, and sometimes moving in the forest is like a labirint, and when you search for a location which you don't remember where it was, you first check left, after that rigth, after that down left, down rigth, down down .. losing a lot of time.

OK, so I understand that "the settlement requires food production capabillities" appears random and not connected with a building or a specialist in the settlement? I thought that barn, or hunter/farmer/miller may trigger the conditions, but so far I don't see any connection (and so far I didn't find a settlement which produces food, but will keep checking them). BTW, some settlements were bugged, after capturing doesn't open on "overview", shows black screen. There are several bugs with the captures settlements anyway, like for example showing population 2/4, while in settlement needs it is written population - needs 10 more residents, and when I send 1 prisoner, I receive a message that there is no space (this settlement has 2 barns, no other buildings, with 1 person in each barn). Summoning a villager from settlement to move him to another settlement, doesn't remove him from the previous settlement, but he just clonnes to the other, and it also changes profession (becomes villager) and there is no picture. For example, I now moved 1 miller from settlement 3/6 to another 3/9, and the resulst is - no change in 3/6, while in 3/9 they became 4/9, with the new resident - villager without picture.

Some settlement require worker - like blacksmith to export tools. I guess you are planning somehow the professions to play role, like if capturing in the dungeon raider/bandit/thief, they to be better for combat training, while if capturing villager from the houses in the forest, they to have skill or to be able to choose profession.
The idea with capturing settlements is really good, but I think there is a lot of work to be done there, clearing bugs and the mechanics. Maybe there must be some limitation, like maximum number of settlements to be captured 5-10 maybe, and also maximum number of slaves in the lmbermill and the quary, like 30-40 , also for the barracks. Maybe you will add food and the resourses (wood/stone/food) to be transfered between the castle and the settlements. For example now I have 30 slaves in the lumbermill, 30 slaves in the quary, army of 30-35 in the barracks + exploring and 10-15 in the dungeon - more than 100 throats have to eat something every day, food, or gold to be used for buying them provisions. Just sharing some random ideas, which probably crossed your mind too. Not sure how deep in the managament you plan to make your game, and more important - how difficult it is to be made with more complications. The game is fun as it is now, just needs some bug-fixing.
 

saljid

New Member
Apr 13, 2018
1
0
58
where is the merchant, where you can buy the cloak to hide your identity? In the north east there is only an abondoned house and further east the merachant for stone, wood and pelts by the river. Nothing else to click. On the first map there is a path to the east, too but you cant click there to follow the path.
 

bai_pyrvan

Newbie
Feb 5, 2018
94
99
146
the merchant for wood/stone is on the west (left), the one who sells spells is in the east (rigth), creepy shack. But if you can't find it, then it is possible that he appears after you advance in the story, not sure.
 

venkatesh66

Member
Feb 13, 2019
144
84
142
Most gamers today don’t really care about the story or the effort behind a game — especially when it comes from a new or indie developer.
It’s disappointing to see negative feedback thrown around even during the early stages of a game’s development. Constructive criticism is fine, but harsh reviews before the game is even complete don’t help anyone.


If we can’t create a game ourselves, what gives us the right to tear down someone else’s hard work?
We should be encouraging new developers, not discouraging them before they’ve even had a chance to grow. Everyone starts somewhere.
 
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venkatesh66

Member
Feb 13, 2019
144
84
142
I’ve seen many successful game developers abandon their games — even when they’re well-funded. Some popular games barely get one update a year.
So what’s the point of leaving negative feedback on a new developer who’s just getting started?


And when it comes to bugs — every game has them, even the ones we pay for. If you find a bug, the smart thing to do is report it to the developer so it can be fixed in future updates.
Real gamers support growth. They share constructive feedback, report bugs, and encourage developers to keep going.


How about you? Are you here to build or just criticize?
 

Kelazad

Newbie
Feb 24, 2019
44
71
203
I’ve seen many successful game developers abandon their games — even when they’re well-funded. Some popular games barely get one update a year.
So what’s the point of leaving negative feedback on a new developer who’s just getting started?


And when it comes to bugs — every game has them, even the ones we pay for. If you find a bug, the smart thing to do is report it to the developer so it can be fixed in future updates.
Real gamers support growth. They share constructive feedback, report bugs, and encourage developers to keep going.


How about you? Are you here to build or just criticize?
Couldn't agree more. I think this game has a TON of potential and a lot of really great things going for it. The only things wrong with it are a few bugs and oversights here and there, which can all be fixed easily with a bit more time and experience on the dev's part. This is a great example of a game that deserves encouragement and constructive criticism to help the dev learn, grow, and deliver great content. Sadly though this site (and the internet in general) is full of people who enjoy shitting on others' work because it makes them feel better about themselves.
 

North99139

Member
Game Developer
Jul 27, 2024
138
166
111
when is the next update?
any progress game dev?
Hi, ATM I'm focusing on a total overhall of the combat system. Its by far the most technically complex thing I have worked on, but Im hoping to have it working in a few weeks. After that, bug fixes and a progress in the story. Also , re your question about the image you linked, thats the main village in the forest, it can be found by completing Lucy's quest which theres a walk through for on page one of this thread :)
 

venkatesh66

Member
Feb 13, 2019
144
84
142
we are eagerly waiting for the next update with more good contents without any bugs, in last update portal system has bugs, please make it simple to use, even on rpgm style game portal are very easy to move one place to another but on this game only we need to some skill to enable it, even after that he wont work as expected
 

dcosmic

Newbie
Dec 1, 2023
58
33
111
we are eagerly waiting for the next update with more good contents without any bugs, in last update portal system has bugs, please make it simple to use, even on rpgm style game portal are very easy to move one place to another but on this game only we need to some skill to enable it, even after that he wont work as expected
Bugs are part of the process. As we move along the process, the game will just become more and more epic. (y)
 
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SuperiorWhite

Newbie
Apr 6, 2024
20
76
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North99139

you have a great game there but sadly with too many bugs.
i downloaded the HTML Only (Patched 05/17/25) you uploaded and fixed a few bugs myself.
want to share it now so others can enjoy your game without running into errors (too often :D)
heres the list i fixed with (hopefully) enough details, that you can fix them with your next update (if you havent already)
and good luck with your project

bug fixed
missing or wrong passages:
ForestEplore instead of ForestExplore (the huntress (bow game))
Respawn changed to Resporn
town instead of Town (maya at massage in town)
added passages:
SettlementManorVisit
SettlementBarnVisit
SettlementChurchVisit
SettlementCampVisit
SettlementTavVisit

fixed the Lucy Quest bug with repeating the quest without finishing it (the wolf quest was also connected to it))
The error was that the wolf quest was deleted instead of the bandit quest "Find whatever the bandit has asked for east of their mine"

fixed the bug for the repeating tavern quests that just showed empty quests after finishing them (i just deleted the run $Quests.push lines now you just need to ask the bartender (Ask about the area) and he will tell you what to do if you forgott which quests you choose))

fixed ironpeak hostel (now you can sleep there and ask for girls as often as you want)

fixed $scarldale.corruption decreasing instead of increasing

View attachment Overlord HTML Only.zip

and yes there are many more errors, like the one with the portal that deletes travel destinations when you create new ones and the increase in population..
i could probably correct the first one (i would just do it differently, which would require me to change your code and i dont want to do that)
and the second one is a bit more complex because i dont know which direction you want to go with it (send villagers from the dungeon or generate random villagers?)
the thing with the occupied settlements still needs to be refined further anyway.
i would recommend that the first settlement you find and occupy is a self-sufficient settlement that exports food, as in my first run (i had 6 settlements) i only got settlements that produced mead, tools, and jewelry (and a few of them had no blacksmith and i couldnt transfer anyone (see below)) (food consumption was much too high, and raids are also set too high in my opinion).
then there is the problem with transferring settlers: they are not transferred correctly, if you want to send villager 1 from settlement 1 to settlement 2 (it says you are transferring them from the dungeon).
the same goes for villagers from the dungeon: they are sent correctly and the corruption increases, but they are not assigned a job (you should be able to choose which job they should do).
 

venkatesh66

Member
Feb 13, 2019
144
84
142
North99139

you have a great game there but sadly with too many bugs.
i downloaded the HTML Only (Patched 05/17/25) you uploaded and fixed a few bugs myself.
want to share it now so others can enjoy your game without running into errors (too often :D)
heres the list i fixed with (hopefully) enough details, that you can fix them with your next update (if you havent already)
and good luck with your project

bug fixed
missing or wrong passages:
ForestEplore instead of ForestExplore (the huntress (bow game))
Respawn changed to Resporn
town instead of Town (maya at massage in town)
added passages:
SettlementManorVisit
SettlementBarnVisit
SettlementChurchVisit
SettlementCampVisit
SettlementTavVisit

fixed the Lucy Quest bug with repeating the quest without finishing it (the wolf quest was also connected to it))
The error was that the wolf quest was deleted instead of the bandit quest "Find whatever the bandit has asked for east of their mine"

fixed the bug for the repeating tavern quests that just showed empty quests after finishing them (i just deleted the run $Quests.push lines now you just need to ask the bartender (Ask about the area) and he will tell you what to do if you forgott which quests you choose))

fixed ironpeak hostel (now you can sleep there and ask for girls as often as you want)

fixed $scarldale.corruption decreasing instead of increasing

View attachment 4927140

and yes there are many more errors, like the one with the portal that deletes travel destinations when you create new ones and the increase in population..
i could probably correct the first one (i would just do it differently, which would require me to change your code and i dont want to do that)
and the second one is a bit more complex because i dont know which direction you want to go with it (send villagers from the dungeon or generate random villagers?)
the thing with the occupied settlements still needs to be refined further anyway.
i would recommend that the first settlement you find and occupy is a self-sufficient settlement that exports food, as in my first run (i had 6 settlements) i only got settlements that produced mead, tools, and jewelry (and a few of them had no blacksmith and i couldnt transfer anyone (see below)) (food consumption was much too high, and raids are also set too high in my opinion).
then there is the problem with transferring settlers: they are not transferred correctly, if you want to send villager 1 from settlement 1 to settlement 2 (it says you are transferring them from the dungeon).
the same goes for villagers from the dungeon: they are sent correctly and the corruption increases, but they are not assigned a job (you should be able to choose which job they should do).
good work, well done
 

North99139

Member
Game Developer
Jul 27, 2024
138
166
111
North99139

you have a great game there but sadly with too many bugs.
i downloaded the HTML Only (Patched 05/17/25) you uploaded and fixed a few bugs myself.
want to share it now so others can enjoy your game without running into errors (too often :D)
heres the list i fixed with (hopefully) enough details, that you can fix them with your next update (if you havent already)
and good luck with your project

bug fixed
missing or wrong passages:
ForestEplore instead of ForestExplore (the huntress (bow game))
Respawn changed to Resporn
town instead of Town (maya at massage in town)
added passages:
SettlementManorVisit
SettlementBarnVisit
SettlementChurchVisit
SettlementCampVisit
SettlementTavVisit

fixed the Lucy Quest bug with repeating the quest without finishing it (the wolf quest was also connected to it))
The error was that the wolf quest was deleted instead of the bandit quest "Find whatever the bandit has asked for east of their mine"

fixed the bug for the repeating tavern quests that just showed empty quests after finishing them (i just deleted the run $Quests.push lines now you just need to ask the bartender (Ask about the area) and he will tell you what to do if you forgott which quests you choose))

fixed ironpeak hostel (now you can sleep there and ask for girls as often as you want)

fixed $scarldale.corruption decreasing instead of increasing

View attachment 4927140

and yes there are many more errors, like the one with the portal that deletes travel destinations when you create new ones and the increase in population..
i could probably correct the first one (i would just do it differently, which would require me to change your code and i dont want to do that)
and the second one is a bit more complex because i dont know which direction you want to go with it (send villagers from the dungeon or generate random villagers?)
the thing with the occupied settlements still needs to be refined further anyway.
i would recommend that the first settlement you find and occupy is a self-sufficient settlement that exports food, as in my first run (i had 6 settlements) i only got settlements that produced mead, tools, and jewelry (and a few of them had no blacksmith and i couldnt transfer anyone (see below)) (food consumption was much too high, and raids are also set too high in my opinion).
then there is the problem with transferring settlers: they are not transferred correctly, if you want to send villager 1 from settlement 1 to settlement 2 (it says you are transferring them from the dungeon).
the same goes for villagers from the dungeon: they are sent correctly and the corruption increases, but they are not assigned a job (you should be able to choose which job they should do).
Thank you for this, I’m currently working on designing a new combat system and then will be spending a lot of time bug fixing so this will be useful :)
 
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venkatesh66

Member
Feb 13, 2019
144
84
142
Thank you for this, I’m currently working on designing a new combat system and then will be spending a lot of time bug fixing so this will be useful :)
thanks for the update, we are eagerly waiting to bug fixed update with new contents,
even after grinding for long time some bugs ruined everything!
 
3.20 star(s) 10 Votes