Others Red Pill [v0.200] [Vortex Cannon Ent.]

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KenneyH

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May 15, 2024
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Hmm... home location should always be available. If after restarting the game the bug remains, please fill out the bugtracker on the website so that we can reproduce the bug.
I ran into this too and made a bugtracker submission. But I did figure out what the issue was afterwards. When you go to a place with a static image of an exterior of a building you have to PRESS the SPACEBAR to enter the building. There was nothing that could be clicked on in the image that would get you in the building and no text message at that bottom that you would use the spacebar to clear so it was not obvious that the spacebar was what was needed.

Now I just can't seem to progress in any of the locations and/or eras and I haven't done much yet. But the Storylines shows 96.1%, Secrets found 55.0%, and Relations with girls 18.2%. So I guess v0.190 doesn't have much to do, maybe the next version will have a lot more stuff.
 
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vortexcannon

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KenneyH
Thank you so much for your report and for pointing out the issue. We'll be adding more hints in places where the game mechanics might not be clear. If you come across any other tricky spots, please let me know!

Regarding future versions of the game, we have a lot of exciting content in the works. The order of its release will depend on the interests of our players, so we always welcome your feedback.
 
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vortexcannon

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Red Pill 0.200 Alpha
We are thrilled to share the latest updates and enhancements that will make your journey in the game even more captivating.

Starting with the office, new storylines await you. Dana, our charming secretary, has prepared fresh dialogues and a special scene at her home. This sex-event promises to be thrilling and reveal new aspects of her character. Alice and Robert's stories also continue, with Robert confident he can get Alice before you do.

Moving to the future. In the 22nd-century lab, Jacob and Anita have new dialogues too. They are ready to introduce you to their quest chains. Little do they know, you're here to thwart their mission to the asteroid.

We haven't forgotten about your virtual assistant, ARIA. If you spend some of your chip's energy to activate her, she will accompany you throughout the game. ARIA has received several new amusing events to keep you entertained.

Another new feature is the ability to edit dialogue texts directly in the game. If you spot any typos or translation errors, you can easily fix them by enabling the relevant option in the settings. After verification, your corrections will be included in the next game build.

Additionally, we've fixed the issue where progress sometimes wasn't saved for certain players, along with many other bugs, to ensure a smoother and more enjoyable gaming experience.

Keep exploring, discovering new stories, and sharing your impressions. Your feedback and suggestions help us improve the game.
 

KenneyH

New Member
May 15, 2024
3
2
vortexcannon,

I wanted to give you my feedback of the 0.200 build.

Love:
  • The ability to submit edits to the text. I have used it a lot, hopefully not too much! :) I think I messed up on 1 or 2 though because I didn't fully understand what was supposed to be said (maybe the original language text being included may help some with that).

Like:
  • The scene with Dana, the secretary, was great! That scenario caught me by surprise.
  • The scene with Alice was pretty good as well.
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Issues/Suggestions/Questions:
  • The edit text feature has a problem where, when the text is long enough, the scroll bar overlaps the text which makes it difficult to read some of the words on the right hand side.
  • The edit feature doesn't bring up the rewritten text that you previously entered, even if it was just a few seconds ago. You edit the text, hit save, then when back on the screen realize that you probably should have worded it differently, so you edit again but the original text is showing instead of what you just entered a few seconds ago, so you have to retype the entire body of the text instead of being able to just make some tweaks.
  • At the start of the game, pre-red pill, you see the amount of relationship for each woman as a word or phrase and a number out of 100, this is true during interactions and in the Contact section of your phone. After the red pill is activated, you only see the word or phrase representing your relationship level and the Contact section shows a question mark out of 100. I noticed that in the Abilities section, there is an Emotional Interface module, which I did not select, that mentions that it allows "visual representation of surrounding individuals' feelings towards the user." So does that mean that to see the numbers you need to activate that module and we shouldn't have been able to see the numbers from the beginning? Or does it mean that the numbers got broken after the red pill/modules activation and the numbers should always be available, and the module shows a "glow" or something similar around the women or over their heads or some other "visual" indication of relationship status?
  • I was wondering if it would be possible to only activate as few as 1 module so that you could activate other modules later as you need them? I ask this because without knowing what the game is going to need, especially in such early stages of development, as it seems to be, and not fully aware of what benefits the modules will have it would make the game more enjoyable to react to needs instead of having to be "all knowing" and make all of the selections right at the beginning. This is especially true if you've never played an earlier version of the game. Now, if we could visit Niels and have him allow us to reselect our modules whenever we would like, that would work well also. Or just let us reselect modules whenever we would like, if you need a control mechanism so that we don't effectively have all of the available modules active "all the time", you could require a rest cycle for the module change to take effect.
  • I gave the future flower to Dana and she accepted it, but it's still in my inventory.
  • There seems to be a few more lines of text from the astronauts, but it doesn't seem to move their storyline along much. Unless I'm missing something.
  • I've hit a stopping point as far as I can tell in the game. The problem is that I'm not sure if that's the case or if I'm just totally missing something. My Statistics say I have the following:
    • Storylines: 101.7%
    • Secrets found: 60.0%
    • Relations with girls: 19%
      • So you can see why I'm unsure if I'm done with the current content since I'm over 100% in one area and way below 100% in the other 2 areas. It would be great if you could put in the release notes, or even on the Statistics screen, what the max values are for the current version being played. I've spent hours trying to make sure I didn't miss anything, and that's been sort of boring to slough through.

I apologize for the "wall of text", I just felt that this was a good time and place to give the feedback that I've been accumulating.

Thanks,
Kenney
 
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vortexcannon

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KenneyH
Thank you for your detailed feedback. I have noted the errors you mentioned so we can fix them. And I'm glad you enjoyed the new content!

The edit feature doesn't bring up the rewritten text that you previously entered
Good idea! Displaying the modified text would indeed be more convenient.

At the start of the game, pre-red pill, you see the amount of relationship for each woman as a word or phrase and a number out of 100
When our hero first receives the chip, he gains an initial set of introductory abilities. After the chip is configured at the Agency, you can choose abilities on your own. Displaying relationships as numbers is indeed one of the chip's modules.

I was wondering if it would be possible to only activate as few as 1 module so that you could activate other modules later as you need them?
We are currently collecting statistics and feedback on the use of abilities. We are considering various options: giving all abilities at once, revealing chip abilities gradually throughout the story, unlocking them through quests, etc. So, please leave your suggestions on how you would like to see this implemented in the game.
 
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KenneyH

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May 15, 2024
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We are currently collecting statistics and feedback on the use of abilities. We are considering various options: giving all abilities at once, revealing chip abilities gradually throughout the story, unlocking them through quests, etc. So, please leave your suggestions on how you would like to see this implemented in the game.
Here are some of the methods that I think could work well and why.
  1. Revealing chip abilities gradually
    1. (Good) This offers an element of discovery as you go along
    2. (Bad) Keeps the player on "rails" as they have little to no agency in how their character develops
  2. Granting abilities through quests
    1. (Good) This offers some discovery but the best part is that you have to work to achieve it
  3. Having all the modules available but limiting how many can be activated
    1. (Good) This allows customizing your approach
    2. (Bad) You have to have foreknowledge of what would be needed in the game unless there are alternative solutions for progression other than having a certain module/ability
  4. Having to find and/or earn pills that grant access to new modules
    1. (Good) This is similar to #2 (Quests), but it adds an extra layer of finding new abilities by paying attention to details in the scenes
      1. For example, the random pill on the floor of the astronauts' locker room could grant an ability like Cryptogon, Linguistic Transformer, Muscle Enhancer, Energy Amplifier, etc. Basically, it could be anything that the player doesn't currently have except for an ability restricted to a plot quest.
#4 is my favorite of the options as it rewards exploration, but anything that doesn't rely on the player having to have played the game before or rely on a walkthrough would be good.

Keep up the good work!

Thanks,
Kenney
 
4.00 star(s) 2 Votes