No-Nonon
Member
- Jun 19, 2020
- 165
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Thanks for the game. Best luck, and keep the communication going for better community support!
Also, what AI platform/models/checkpoints/LORAs are you using? They're pretty sharp.
Thanks for the game. Best luck, and keep the communication going for better community support!
I really liked the game! If possible, it would be good to change that Shibobi minigame, it's uncomfortable. But we are improving little by little, the time will come to change the animation for an even better and more enjoyable game. In short, good and beautiful game, with great potential for success. I wish you all the best, dev.YO, DEV HERE
First off—my bad, guys, i fucked up. I should've made it way clearer where the current content actually ends. I can see how frustrating it is to click around looking for something that literally isn't in the game yet. That's on me, I even made myself this goal at the beggining of developing that I hate when games do that, and I did it, yep.
Bug Fixes Coming ASAP:
- Sakura office crash: Yeah... I removed her scene/questline because it wasnt fully ready yet but I left a old test event in there that wasn't finished. Removed it. Sorry about that.
- Memory Nexus instadeath bug: This one especially fucking sucks because most of the current content on the game right now is on winning/losing against the boss/mini-bosses on the Nexus. I'm an dumbfuck for missing this, was literally just setting is_alive to True after sleep.
- Quest markers: I tried adding clearer indicators when you've reached the end of available content for a questline. No more guessing something just broke or if I just haven't built it yet.
- Character location tracker: Implemented on home locations so you're not clicking every room like a maniac searching for them.
- Map bloat: Removed all the "Not implemented yet lol" locations. They'll be added back when there's actual content there.
Scope & Path Clarification:
Since there's some confusion about the dom/sub and love/desire systems, I'll try explaining:
Each NPC has a fixed base personality. The corruption energy amplifies that personality and increases desire.
The game is planned in three acts. At the end of Act 1, you'll choose between Love or Desire paths for each character, act 2 is the path progression, then act 3 is the result/endings. Off course, if everything goes accord to plan.
- Hinata: Submissive base. All MC interactions with her will be dominant regardless of path.
- Himawari: The exception. You decide her personality (dom or sub) during the first night event. She is moldable(hoping it' doesnt become a huge workload).
- Other NPCs: They will have smaller questlines(sometimes merging with the main duo) with fixed personalities. The real focus is Hinata/Himawari.
About NTR: It's the "big bad thing" in Hinata's route (especially on Love path). But it's completely avoidable—not the "it happened off-screen, you just didn't see it" bullshit. More like: it didn't happen because you actually saved her. But hey, if you're on her Desire path and actively pushing toward it, that's a different story, but it's your choice.
Well that's all. I'm grasping at straws here—I have no idea what the fuck I'm doing. I thought about waiting until I had way more content done before releasing, but I've been working on this for too long in a vacuum. So I just said "fuck it, let's see if this is pure trash or if people actually enjoy it." Plus, having the pressure of a public release is probably a good thing. Forces me to develop even when I only have little free time that day.
Thanks again, and I hoping to post this update very soon. (Also need to figure how to do that, I just ask an uploader to do it? Well see)
Yo boys, was that a good PR statement? Also, I should go back to coding. bye bye