VNorth

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and most of the time the variables are misnomers or reused from something else, and have numbers tacked on in random parts, like:

which is especially heinous since the Renpy console does not autocomplete, so you always have to double check where the number is as you're typing.
It's like invisible serrated blades that cut you when you try to use the code (just like the UI), and it feels like it's by design. The guy went to extreme measures to make the code write only.
This is some Patrick Bateman shit.
LOL. Renpy of that version did not support autofill.
 

yoyomistro

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Jan 15, 2017
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does mod work with compressed version? i got tons of errors. unless i did smth wrong...
Looking at the mod, it's completely outdated. Not remotely worth even trying to make work. Honestly I've just been modding the game files on my own as I play. I spent about 8 hours on the game and didn't get too far progression-wise, only finished like 6 or 7 quests, but I spent a lot of that time parsing the scripts and the stupid volleyball game plus its storyline, lol (Turns out if you win too many times it fucks up the progression, so don't win until you get the option to harass your teammate and then only win 3 sets to unlock the story options).

Even if the mod were compatible with the current version of the game, it doesn't change much and leaves all the most egregious issues in place. If you're mainly concerned about making all the hotspots visible, if you've unpacked the game you can go in the pakr.rpy file and change the bottom sections like this:

style.transp77777777_button.background = "#4177"
style.transp99999999_button.background = "#4177"

That turns them purple and slightly translucent. You can make them any color you want, the first three digits are hex RBG values, so anything from 0-F, and the 4th digit is the alpha, or transparency; the lower it is the more translucent. If you want more granularity in opacity and color choice you can also put it in the format "#00000080".
 
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konabwo

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is it (almost) unplayable without a mod ? if there is no sufficient qol (and not clear how much guide covers. 1.2v only?) i probably pass. renders there are soso
 

VNorth

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Looking at the mod, it's completely outdated.
(Turns out if you win too many times it fucks up the progression, so don't win until you get the option to harass your teammate and then only win 3 sets to unlock the story options).
If you want more granularity in opacity and color choice you can also put it in the format "#00000080".
There are no branches in the game that stop the progress. In volleyball, the storyline doesn't end, you probably didn't understand the code.
I assume that the mod is also not outdated.
The public version has a file for highlighting the buttons, probably not the public version is posted here.
 

yoyomistro

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There are no branches in the game that stop the progress. In volleyball, the storyline doesn't end, you probably didn't understand the code.
I assume that the mod is also not outdated.
The public version has a file for highlighting the buttons, probably not the public version is posted here.
Yes you can mess up or slow down progress... I was just testing it out at first without looking at things too closely, and I just won a bunch of times to see what would happen and nothing did. Then I lost a bunch like the guide says but still nothing happened... Then I decided to check what was going on and it doesn't check the number of wins/losses but the difference between wins and losses... So to progress at the first stage of the quest you need 3 more losses than wins so if you win a bunch then you have to lose that many times plus 3 which is really unintuitive, or just lower your wins in the console. There's a bunch of other unintuitive/not player friendly stuff like that.

I understand that it's your game and you feel you did a good job but there's just a bunch of stuff in it that's convoluted/random for no good reason just to make progression slow. And it's easy to miss certain content by overshooting stats if you don't know what the thresholds are. It's just not very player friendly design.
 

VNorth

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So to progress at the first stage of the quest you need 3 more losses than wins so if you win a bunch then you have to lose that many times plus 3 which is really unintuitive, or just lower your wins in the console. There's a bunch of other unintuitive/not player friendly stuff like that.
Indeed, the code seems to use the win/loss difference.
Did you really win at volleyball or use the console or other cheats? Volleyball is made in such a way that it is very difficult to win, as long as you do not advance in the plot, the plot moves through losses.
If you used the console to win volleyball games, it's strange to write about game design.
In fact, volleyball has a great game design, you lose and develop the plot, going through the plot, it seems that nothing has changed, but now you can win in volleyball.
 

yoyomistro

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Indeed, the code seems to use the win/loss difference.
Did you really win at volleyball or use the console or other cheats? Volleyball is made in such a way that it is very difficult to win, as long as you do not advance in the plot, the plot moves through losses.
If you used the console to win volleyball games, it's strange to write about game design.
In fact, volleyball has a great game design, you lose and develop the plot, going through the plot, it seems that nothing has changed, but now you can win in volleyball.
I made it easier to win by modifying just the opponent speed and then won legitimately. It's unintuitive that you have to lose a certain number of times, then win a certain number of times, then lose again several more times. I know you have the hint system but even with that it's not easy to intuit all the break points and variable thresholds in the game. There are so many points that are just mind-boggling design decisions that are so counter-intuitive as to keep the average player from progressing. I don't mind a difficult or even poorly designed game, but you have combinations of date locking, stat locking, dice rolls, and dependent events that are frustratingly badly designed. Then you use persistent variables to prevent experimenting with events to find the optimal path for people who don't know how to reset persistents.

I compared it unfavorably to Foot of the Mountains, and if you've ever been in that thread you can see how people feel about the design of that game. I gave it a favorable review because I could at least go through the scripts and track the variables to progress optimally. But your game has so many things you have to change to even begin to progress at a reasonable pace by most people's standards.

I'm not saying this to be mean, I've had your game on my radar for a few years now and never actually got around to touching it until this week. Besides the poor resolution I think you could have attracted more support if it had better systems and an easier to parse gameplay loop. Hopefully your new game is more player friendly but I probably won't get to it anytime soon. I'll continue to play this game though and maybe it's just the way I play games where I try to parse every single little design decision or game system, but I'm seeing other feedback in the thread regarding the convoluted nature of the game. I'll give it a fair shake though hopefully I'll be able to finish it within a couple of months.
 

VNorth

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I made it easier to win by modifying just the opponent speed and then won legitimately. ... Then you use persistent variables to prevent experimenting...
I don't think this game should be dissected for game design.
I tried to develop a game, and I had no idea that I would be doing this for three years. During the development process, I learned something new and experimented with it, it is not necessary to look for any coherent system of game design here.:)
Okay, the main thing is that we found out that you broke the volleyball plot yourself.
 
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yoyomistro

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I don't think this game should be dissected for game design.
I tried to develop a game, and I had no idea that I would be doing this for three years. During the development process, I learned something new and experimented with it, it is not necessary to look for any coherent system of game design here.:)
Okay, the main thing is that we found out that you broke the volleyball plot yourself.
If that's all you got from what I said I guess that's OK lol, but I said way more than that and other people have offered their critique throughout the thread as well. I won the game legitimately a few times then just made it easier to win so I could see where it goes. I'm glad you admit you had no idea where you would take it over a long period of time and therefore it resulted in some incoherent design, I'll keep that in mind as I go through it. Honestly the main game being in Russian is throwing me off as well so it's a bit harder to find the optimal paths through content than with a game in a latin alphabet as I'm literate in a few languages and can parse the syntax of others.

Hopefully you improved in your new game and developed a better core gameplay loop. I'll probably continue to post on this thread as I go through the game and hope you don't take every criticism personally, and look circumspectly at good faith reviews of your systems and design. Regardless of the parameters by which you think people should judge your game, they are going to define them based on expectations and experiences with similar offerings or what they consider to be reasonable or intuitive expectations.
 

VNorth

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I'll probably continue to post on this thread as I go through the game.
I won the game legitimately a few times then just made it easier to win so I could see where it goes.
Then I will once again draw your attention to the fact.
This mini-game is not a banal stopper, which is most mini-games, here the mini-game is logically woven into the plot.
And with this mini-game, you took the wrong approach, like me making mistakes in game design.

You came across a diamond, but you wanted to criticize it, I'm talking about a non-standard combination of a mini-game and a plot for such indie games. :)
 
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yoyomistro

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Then I will once again draw your attention to the fact.
This mini-game is not a banal stopper, which is most mini-games, here the mini-game is logically woven into the plot.
And with this mini-game, you took the wrong approach, like me making mistakes in game design.

You came across a diamond, but you wanted to criticize it, I'm talking about a non-standard combination of a mini-game and a plot for such indie games. :)
Lol it's kinda silly that you think your game is perfect, I'm assuming that's the implication behind referring to it as "a diamond", yet the thread and reviews are full of honest criticism. I'm only offering systems-based critique, but others have offered critique on the UI, flow, etc. I could critique the writing but it's fine especially for what I'm assuming is a non-native speaker, but it could be improved. Almost nothing is perfect and a good general life lesson is to be open to improvement based on feedback. Clearly you aren't though but like I said I'll probably continue to post here depending on the pace at which I progress through the game.

The fact that you're stuck on the volleyball example I offered, when there are many others--the tutoring thresholding, meeting Stella in the park, the unlocking system for the doors, randomized stat and event progression, ubiquitous persistent variable use, overuse of gating, etc.--is missing the forest for the trees. I'm sure I'll run into other things as I've barely scratched the surface of the game, but this is the lens through which I like to critique games so if you're going to take each point I eventually raise as a personal affront you're probably going to take everything I end up posting in this thread at some point personally.
 

VNorth

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Lol it's kinda silly that you think your game is perfect.
so if you're going to take each point I eventually raise as a personal affront
I have clarified several times that I am writing specifically about the mini-game, you are again inattentive.
I have read a lot of criticism and comments here, I think if you read 420 pages about your game, you would also take criticism calmly. You are not the trigger of my visit here.
After a while, comments and criticism begin to repeat themselves, in some way duplicate each other. In the previous message, I hinted to you that I do not expect you to write something new, such that I have not read yet. You didn't notice the diamond, but the standard criticism was enough. But you try it.
The new thing was that the guy imagined that I had disabled the console's autocomplete feature. :) :rolleyes:
 
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HillDweller

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The new thing was that the guy imagined that I had disabled the console's autocomplete feature. :) :rolleyes:
I did not suggest you disabled autocomplete. I said variable naming and other aspects of the code feel obfuscated on purpose.

Everything I've seen and read suggests that you get a kick from seeing people squirm.
Your game certainly is an acquired taste, and despite the appalling mechanics and design, the content is excellent, maybe among the top 5 in these specific niches - I have to give you that.
It's just for a very specific audience - stoics which value these kinks enough to put up with shit UI and an RNG and moon logic ridden grindfest in order to get the scenes.

That's ok, it's your game and you can make it however you want. But be a sport and admit it,
 
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VNorth

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I did not suggest you disabled autocomplete. I said variable naming and other aspects of the code feel obfuscated on purpose.

Everything I've seen and read suggests that you get a kick from seeing people squirm.
Your game certainly is an acquired taste, and despite the appalling mechanics and design, the content is excellent, maybe among the top 5 in these specific niches - I have to give you that.
It's just for a very specific audience - stoics which value these kinks enough to put up with shit UI and an RNG and moon logic ridden grindfest in order to get the scenes.

That's ok, it's your game and you can make it however you want. But be a sport and admit it, you're a bit of a functional psychopath.
You just didn't see what the interface was like before and for a long period of time.:ROFLMAO: The interface was the least of my worries.
One guy also stumbled on volleyball and after talking to him, I improved the interface.

To completely redo the interface in a big game, it needs to be a functional psychopath.
I think in another game I was able to make a nice interface.
By the way, I can play doctor, too.:) You're being paranoid because I didn't confuse the variable names on purpose. There is a system in variable names, but you are unlikely to be able to figure out what the system is. Since you and yoyomistro can't understand the logic of variables and game logic, I agree with you that game logic needs to be made more primitive.
 
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HillDweller

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you say primitive, I say logical and readable and maintainable and every other ideal of software development in 2021, but again, it's your game and it's not open source so whatever works for you.
 
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VNorth

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you say primitive, I say logical and readable and maintainable and every other ideal of software development in 2021, but again, it's your game and it's not open source so whatever works for you.
Have you been playing adult games for a long time? Hmm, no, stop. I'm too lazy to explain why such a system of variables is in my game. In short, I was a little misled by indie games and therefore came up with my own algorithm to avoid possible problems. By the way, I know another developer who handles variables in a similar way.

In my game, saves were compatible from version 0.1 to version 3.4. For the same reason, I did not change Renpy's version.
I very rarely made urgent patches with fixes.
I started writing in-game hints when the game was already big - I reread the code and used the variable values in the hint tab.
Hence my variables were logical and readable and maintainable.
 

kabuto666

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Oct 7, 2017
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does anyone has a working latest version with mod installed that can be share? Try to do it but i'm getting error.
 

Tony507

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Jan 15, 2021
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Good Morning. I would like to know the following to see if this game is ideal. For me.
This game is long?
How many women does the game have? Or an approximate number / quantity of them.
Greetings.
 
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