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herobrine69

Newbie
Jun 7, 2020
54
25
I know that I'd love to see Moana or Pocahontas in this game sometime. As we know that it's likely that Jasmine will not be in here due to her frequency in other games. We have yet to see Snow White or Merida either. It's all up to SID for deciding who to put in next. Either way, I'm pretty sure that it would be enjoyable. (y)

Elsa_Sig.gif Mulan_Sig.gif
 
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Mellow Goanna

New Member
Apr 18, 2023
3
12
Having sunk a few hours in, I'm pretty impressed with this game. I think it does a lot more right than wrong.


Good stuff:

-The tone of the writing and gameplay are well-matched. This game is very consistently lightly comedic. The writing is funny, but not trying too hard to show off how clever it is. With that said, it genuinely caught me off guard a few times and I laughed out loud.

-Characterization seems consistent.

-The game gradually throws new gameplay mechanics at you which makes it feel less repetitive and grindy, and that there might be something new and interesting around the corner.

-A ton of work went into the art, and I realized that when I noticed that characters are consistently wearing their specified costumes in scenes.

Things that could use some polish:

-The early game is a bit slow and repetitive. I think it errs a little too much in the direction of being simple and accessible to the point where it feels sterile and grindy. Just having more stuff happen early on, even if it were inconsequential random events, would liven it up significantly.

-There seem to be a lot of people complaining about signposting of the next step in the game and UI issues. The UI in this game isn't bad. It's actually pretty good most of the time, but there are some inconsistencies that stand out because they don't seem to follow the same rules of UI design as the rest of the game does. For instance, most events that advance the story or that the player has not tried yet are marked with a big red "!". However, there are a handful of instances where this is not the case and those exceptions are disproportionately frustrating because they spoil the flow, even if they are rare.

-The game UI is not 100% consistent in what indicators mean. In the workshop, for instance, there will be a white highlight around The Pen if you haven't used it yet that day/night when you mouse over it. If you click on it when there is no white highlight, it only brings up a message saying that you've already used that action. You cannot waste your time trying to draw more than is possible. When navigating the park at night, however, a white highlight means that a location can be interacted with at all. The white highlight around the BBB, for instance, doesn't go away when there's nothing new there and it can feel very "adventure gamey" trying to figure out where the next chain in the story is if you need to go back and check every location. As with adventure games, sometimes the in-text clues adequately signpost what is going to happen next and where, but sometimes they do not.

-In-game navigation is a bit inconsistent and weird. For instance, when using the costume interface in the back area of the BBB, there is a "back" button that brings the player back to the previous scene, which is the storefront of the BBB. However, when interacting with villains in the villains' tavern, there is no back button and the only way to select a different character to interact with is to go all the way back to the workshop interface, go back out into the park, and then select the villains' tavern again. Switching between the regular park and the epcot is similarly clunky for no reason; why can't I just go straight from the workshop to epcot and straight vice versa? Why do I have to go back to the main menu to load?

-The interface for the management side of the game desperately needs to have a projected daily profit displayed somewhere.

Things that don't matter one way or another but kind of weirded me out:

-I know all the attractions are based on real ones, but why isn't there like, a little one or two sentence description of them when I mouse over or click on them instead of the terse "I don't have anything to do at that attraction right now"? They basically don't feel like there's really anything there until you actually have to visit them for something story related.

-Is the reason that Aurora won't do anal that she doesn't have an anus? She's consistently drawn without one.
 

SID Gaming

Member
Game Developer
Dec 10, 2019
259
1,277
Having sunk a few hours in, I'm pretty impressed with this game. I think it does a lot more right than wrong.
Thank you for taking the time to go through this. Since you provided a lot of specific examples of what you liked and didn't, I'm going to address some of what you said.

-There seem to be a lot of people complaining about signposting of the next step in the game and UI issues. The UI in this game isn't bad. It's actually pretty good most of the time, but there are some inconsistencies that stand out because they don't seem to follow the same rules of UI design as the rest of the game does. For instance, most events that advance the story or that the player has not tried yet are marked with a big red "!". However, there are a handful of instances where this is not the case and those exceptions are disproportionately frustrating because they spoil the flow, even if they are rare.

-The game UI is not 100% consistent in what indicators mean. In the workshop, for instance, there will be a white highlight around The Pen if you haven't used it yet that day/night when you mouse over it. If you click on it when there is no white highlight, it only brings up a message saying that you've already used that action. You cannot waste your time trying to draw more than is possible. When navigating the park at night, however, a white highlight means that a location can be interacted with at all. The white highlight around the BBB, for instance, doesn't go away when there's nothing new there and it can feel very "adventure gamey" trying to figure out where the next chain in the story is if you need to go back and check every location. As with adventure games, sometimes the in-text clues adequately signpost what is going to happen next and where, but sometimes they do not.
These things are more consistent than you think, at least under the hood. When the player is inside any location, all the markers work as intended: new items have the "!" and things which can't be interacted at all never highlight or display a negative message. When the player is on the map, they only do the second, not highlighting if they can't be interacted with. (We didn't want to restrict visits to the BBB, Mine, or Tavern like we do with the girls, so yes, those specific examples you gave will always highlight and let you go there even if there's nothing new.) The other piece is more of a problem, because we don't currently have a good way to know on the map if there's anything new inside the locations it leads to. There's something I've been experimenting with, but A) I worry about load times if the game has to rip through every single location to determine this every time the map opens, and B) an update of that magnitude would require everyone starting a new game...which is not something we ever want to do again. We have to be 115% sure we want to go down that path before we do. And if we do, we'd want it to be toggle-able so that players can still feel clever for solving the problem or using their knowledge of D**y to go to the next right place without being hand-held to get there. But that means more time and effort also.

Switching between the regular park and the epcot is similarly clunky for no reason; why can't I just go straight from the workshop to epcot and straight vice versa? Why do I have to go back to the main menu to load?
How would you do this? Currently you click the door to open the map, then click the icon in the corner to switch to the other park. (The map opens to the last park you were in.) If we added a popup to choose your park every time you clicked the door, that would be an extra choice to make there every single time. And it wouldn't even reduce the total number of clicks needed if you do want to switch. Our rationale for not putting a load option on the pause menu was because you shouldn't need to load partway through a session of play. There is no missable content in this game, no branching paths, the only thing it would be useful for is save-scumming during the dates, and needless to say we don't want you to do that.

-The interface for the management side of the game desperately needs to have a projected daily profit displayed somewhere.
This is also in the works. We're going to be redoing the laptop interface sometime in the future, we need to decide what the most important data to show there is because there are quite a lot of stats we collect and the more we show, the smaller the text has to be, which can be a pain to view on mobile.
 

3DbPNuRHhpW

Member
Jan 19, 2019
431
571
How would you do this?
Two exit doors from the workshop? It's magic, after all...

In the excessively ambitious version, the workshop becomes five-sided after you purchase the extension. Yen Sid will of course quip about no longer breaking the fourth wall.
 

Mellow Goanna

New Member
Apr 18, 2023
3
12
Thank you for taking the time to go through this. Since you provided a lot of specific examples of what you liked and didn't, I'm going to address some of what you said.
Thanks for the response. I realize that I put a lot more effort into the things I didn't like and I hope you didn't take this as me trying to dunk on your game. I was hoping that more specific examples would be more useful.

How would you do this? Currently you click the door to open the map, then click the icon in the corner to switch to the other park. (The map opens to the last park you were in.) If we added a popup to choose your park every time you clicked the door, that would be an extra choice to make there every single time. And it wouldn't even reduce the total number of clicks needed if you do want to switch. Our rationale for not putting a load option on the pause menu was because you shouldn't need to load partway through a session of play. There is no missable content in this game, no branching paths, the only thing it would be useful for is save-scumming during the dates, and needless to say we don't want you to do that.
If it were up to me, I would not have the icon in the upper left switch to an icon that takes the player to the main menu while in the workshop. Instead, I would have the icons in the upper left be icons for the workshop, for the main park, and for the epcot once unlocked. There would also be a "back" button that brings the player back to the previous layer of any location that they accessed from one of the location menus (the way the BBB has, but the villain's tavern has not). I play on PC, so the "ESC" key is enough for me in order to access the main menu, but I realize that on mobile a button for going to the main menu might need to live somewhere on the interface.
 
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M.M.M.M

New Member
Aug 16, 2022
3
2
Anyone have a mobile save file done up to 0.17, even after keeping my files the android version of 0.18 has bugged out for me
 

Falyna

Newbie
Aug 8, 2021
55
50
Anyone have a mobile save file done up to 0.17, even after keeping my files the android version of 0.18 has bugged out for me
I have kept all my 100% (at the time) save files, only lacking achievements. Both files should work, tell me if they are correct.
 
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styggtuff12

Active Member
Jul 12, 2017
702
940
so are you limiting yourself to just princesses or is any Disney female lead/love interest ok? i guess Mulan isn't a princess though she's honored by the emperor which is on par if not higher then a princess.
 

Falyna

Newbie
Aug 8, 2021
55
50
It's any girl but we did decide to cut off at the time of our first release. So nothing after Encanto.
Does that means Raya could be part of this world? insert victory theme

Also, now I'm hoping for Kida or Esmeralda. Especially after Tiana. Can't wait for what you have in store!
 

Freshenstein

Member
Jan 1, 2018
105
137
We really need some of that Elastigirl/Helen Parr dump truck in this game! Jane Porter (Tarzan) wouldn't go amiss either. Same with Nani (Lilo and Stitch). Also, would Alice (in Wonderland) be too cliche?

As for new villain's, Yzma and Kronk would make a fun addition, perhaps with a youth potion for her and a gender swap potion for him?
 
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