3.90 star(s) 14 Votes

Porn_Jesus

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So ... right at the very start there's a lady with black hair and some sort of floating spinny dust effect around her head. Are you supposed to be able to interact with her at all?

... Nevermind. Interact is 'E'. Can I suggest including a list of key controls with the game? :p
I prefer to use my right hand to click right mouse button for talking and left mouse for walking. I need my left hand for "support".


OK, I played through a fair chunk of it. Early impressions: The combat is needlessly long and could be made smoother.
It's okish, maybe a button for faster combat speed with x2 or even x4 speed would be good to have.


The slow drift over to the next character to have a turn should probably be faster. You could also have a 'upcoming turns' thing at the top of the screen with icons to show whose turn is next. It would save clicks if the turn ended automatically when you have no actions left. It's also annoying that you can click 'move' and have it show the area you could move to ... when you don't have any actions left to move. Similarly you can click 'attack' or 'combat ability' and have targets show up when you can't actually do anything.
Yes, some sort of timeline to plan your next move would be good to have. I'm sure the dev will fix the bugs and improve the system with each new build.


Combat generally doesn't pay, there's no xp to gain and it's quite repetitive so it should be over quickly.
The dev already said that a lvl up system is on the to do list. For now you do combat if you must or for some cash and items.


The pervert shop pygmy you meet early on has stuff you can't buy without grinding a long time for herbs to sell. Maybe you meet him again later when you actually have money? It's still a bit of a tease. Nobody wants to collect 175 herbs just so they can get a sword - even if you could really use one.
The weapon he sells is quite good with a 100% chance to inflict poison on every enemy that lasts for two rounds. It's not really that hard to get it. I suggest you buy the skinning tool from the shop owner in the village (or use persuasion to get it for free from the guy in the hunter hall) and go for frog hunt to get some easy cash. Exploring the area for additional items helps too.
 
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WildFeyGames-Nis

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OK, I played through a fair chunk of it. Early impressions: The combat is needlessly long and could be made smoother.

The slow drift over to the next character to have a turn should probably be faster. You could also have a 'upcoming turns' thing at the top of the screen with icons to show whose turn is next. It would save clicks if the turn ended automatically when you have no actions left. It's also annoying that you can click 'move' and have it show the area you could move to ... when you don't have any actions left to move. Similarly you can click 'attack' or 'combat ability' and have targets show up when you can't actually do anything.
General combat improvements are coming soon. I'm aware it could be made faster/smoother with adding slider for animation speed, camera transition speed to the options menu. Overall improvements to clarity (turn order, displayed health values and maybe armor values) are also on the list of improvements I want to make.

Combat generally doesn't pay, there's no xp to gain and it's quite repetitive so it should be over quickly.
Generally combat should be avoided. We want players to only engage in combat if necessary or if there is some bigger reward blocked by the enemies (like a chest in sight, or valuable materials).

The pervert shop pygmy you meet early on has stuff you can't buy without grinding a long time for herbs to sell. Maybe you meet him again later when you actually have money? It's still a bit of a tease. Nobody wants to collect 175 herbs just so they can get a sword - even if you could really use one.
The pygmy trader IS a tease, you can get back to him after you complete the beginning portion of the game (delivering the medicine to Nora). You can get a simple dagger from Puck if you go to him at the flower picking quest anyway (and that's close to a swamplander's sword or better with pathfinder path).

Herbs current main use is crafting potions with survival skill or with an NPC in the village. You can also sell them at an increase price to the witch (still you won't get much for it, but if you grabbed some on the way...). Mainly you make money by completing quest and finding loot (and maybe reselling them to the proper vendor).

I'm not saying money balance is currently good in the game I'm just talking about the general direction we are working in.

Also thanks for the feedback! I hope I wasn't to dismissive. :)
 

Anon21

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I suggest you buy the skinning tool from the shop owner in the village (or use persuasion to get it for free from the guy in the hunter hall) and go for frog hunt to get some easy cash.
When you first encounter him you don't have access to the village. Hence "Maybe you meet him again later when you actually have money?" You could have the sword and necklace added as 'new stock' after you reach the village.
 

Porn_Jesus

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When you first encounter him you don't have access to the village. Hence "Maybe you meet him again later when you actually have money?" You could have the sword and necklace added as 'new stock' after you reach the village.
In that case it's not worth to get it at that point. Wait for later.
 

raska42

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Since the dev seems active here, thoughts, suggestions, and a buglist. Worth mentioning that while I tend to be on the harsh side, I like this enough that I'm going to keep an eye on it and see how often you update (and how much content per update).

Thoughts


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Suggestions:

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Bugs:

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WildFeyGames-Nis

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Wow, that's a lot. Thanks for taking your time. List of bugs is actually very helpful.

I have no problem with the harshness, but I think you might overestimate the current stage of the game. This is probably my fault as the thread isn't tagged with WiP or something similar. Otherwise I have no problem that you get a bit of entertainment out of replying (Spear of the Depths) as feedback is very useful.

I will answer to some of your post by quote and some in more general. I will also try to keep it short.

Don't tell people in game that you've disabled that part of the game for the free version when they get there. It looks like a fairly crass attempt to get patreons (and people will just go in and edit it if it's a simple disable, since you've just pointed out where to look and all). The game definitely looks like it could turn into one of the better ones currently being developed, let the game sell itself, don't drive people off with ugly marketing schemes.
That's a fair point.

Missing scene variants - while I don't know exactly how you handle images, it's generally MUCH easier to all variants of an image made + in-game at once. Don't know if you have the art assets for those or not, but if you don't it's kinda concerning from a 'are they actually going to be put into the game' standpoint. Also kinda makes the player wonder why she's shown wearing underwear in scenes where it's extremely unlikely she'll have underwear (e.g. flashing puck with Nora during the shrine cleansing). If nothing else, the flashing and tavern need variants. They going to seen the most with really any playstyle, and I suspect you're understimating how badly this is detracting.
All art assets are build from the ground up for this project. Adding variations for these images is the question of time and priority. It is low currently.


Unable to unequip the torso slot - I get that it'll likely be tied to a leveling skill, but it's one that people are going to want access to early if going for a sluttier character, a breeder, or just playing up the amnesia by making her act really niave
Unequip torso slot means we should implement alternate conversations basically everywhere for NPC freaking out or liking Kara going around naked. The world isn't ultra prudish but there is a minimal level of common decency even here.

Looks system - while likely limited to a degree by the number of equippable items in game, most of the looks amounts on gear seem to be based solely on cost, not logic, and the system fails pretty epicly the moment you actually think about it. Wrapping herself in bandages makes her look better than not wrapping herself in bandages? Leather armor leggings are as attractive as a fancy necklace? Revealing leather armor looks better than non-revealing, unless it gets torn and exposes her, which seems to turn people off? Definitely not understanding the 0 dur = no looks bonus thing, this is the stat that's used to determine her attractiveness when propositioning people... The characters definitely don't support the idea that the world is ultra prudish, if that's the intent than some adjustments will be needed.
Looks meant to represent both social status, "sexiness", and how fancy the character looks. For example bandages are a fashion statement in the game. It's not meant to represent just how hard the the dick is.

While most area transitions are marked as non-implemented if that's the case, no other content seems to be. Leaves the player clueless about if it's planned content, not planned content, a bug, or if they just missed something. NOT FUN.
Unimplemented content - either remove references of it/hints about it until it's in the game, or specify that it isn't in the game. Half my buglist is stuff where I can't tell if it's supposed to be in and isn't working, or isn't in yet but has teasers that make it sound like it's in. In game teasers can be beneficial if done well (rare, think about all of them that you've run into, and how often you'd have preferred the dev to have just kept quiet), trying to figure out if something is broken or if it's supposed to be a teaser hurts the game.
Probably you are right I should remove those. Some of the things, like the girl talking about the danger in the public room are there to give atmosphere to the area and are also teasing of course (while we implement the planned events).


Class balance:

In older versions there were certain events that was class specific. We removed/changed the requirements since so you can get every scene with every path with a bit of an investment. (Eg: Entertainer was the only one to persuade the bandit to help for sex.) Paths will have some more use later but it is meant as a starting bonus.

Pregnancy:

Birth is in game. Talk to Lana. Giving birth in other situations will come later. Pregnant belly is something I posted above it will come later (in the next few months).

Crafting:

Having NPCs create items for you is a planned thing so we won't remove it. Pathfinder will be able to learn from Lana in the next update tho.

Bugs:
  • Regrowth currently happens on map load and it doesn't take into account if you load from a save file or with map transition (Regrowth in not certain it has a chance to happen)
  • Overwriting pregnancy with water event is intended.
  • Public room night not yet implemented.
  • Magic is not present in the public version.
  • Thanks for the others!
Edit: I have forgotten to write about the calling Kara "wolf" and Shira is just called Shira. Shira is a well know member of the community while Kara is more of an outsider. That's basically it.
 
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raska42

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Feb 16, 2018
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Quick follow-ups on a couple of these

All art assets are build from the ground up for this project. Adding variations for these images is the question of time and priority. It is low currently.
Again, I think you're underestimating how much this hurts. Getting one or two of them fully developed (or even a few variants in) will at least show that the plan is to take what's being worn into account in the scenes, rather then being one of those games where the PC defaults back to a set outfit for scenes (and since the only variant currently is green tunic+panties...).

Also, consider how many projects you seen successfully delay art, and how many failed because supporters got pissed off about art not making it in (both real projects and scam ones). Be careful, it's a riskier call that I like seeing on a game with this much potential.

Unequip torso slot means we should implement alternate conversations basically everywhere for NPC freaking out or liking Kara going around naked. The world isn't ultra prudish but there is a minimal level of common decency even here.
What...? Wow, did not see either part of that response coming. "there is a minimal level of common decency even here" That's... an interesting claim. Shira being locked up nude in the pillory outside the tavern and used by half the town seems to be a common occurrence. Pathfinder's returning with shredded or melted gear can't be uncommon. The fact that there's at least one whore operating out of the bathhouse suggests it's mixed gender, furthering the lack of caring about nudity, and I'm assuming that the whore's 'discretely' having sex there. The witch/priestess can heal people by screwing them. The woman in town with the bathtub seems perfectly fine with her husband cheating on her, to the point she's perfectly fine with other women waiting around her house to screw her husband. There's enough demand for abortions that it's an open secret that they having someone performing them in defiance of the gods, and people are perfectly fine having this done and ignoring the curse placed by the gods. I'm sorry, but these people reguarly see naked people, are pretty clearly hedonistic, and they're presumably fairly amoral given the casual disregard of the whole defying the gods thing and you mentioning that public rape in the inn is planned (public room, although plenty of potential for some serving in the tavern and in that little secluded room she sleeps in after serving). Aside from maybe the keep denying entry and extra 'fun' at the tavern, would any of the picture-less npc's need more than catcalls as a reaction (assuming they don't just grope/rape her)? Guess it isn't really what you'd envisioned for the town, but it fits together absurdly consistently despite that (to the point that I'm really questioning that it isn't intentional). Can't really speculate about if changing things up so that the people show a bit of restraint or changing how you perceive the town is the better call, would mostly depend on your plans for it.

Ironically, I'd assumed that her wearing torn clothes that reveal her chest and crotch not producing exposure themed reactions (likely with a simple response back based on her esteem or deviance) was due to them not being in the game yet, not do to them being unplanned. Broken gear doesn't reduce defense, and repairs are pricey, figured that it was obvious that many players will just leave armor broken until the next time that think there will be a looks check that needs more than jewelry to pass. Others will leave gear broken for the eye-candy, and a few will for roleplaying an expanded story in their heads. Exposed reactions will be needed regardless since in those cases she'll be exposing herself by choice, clearly choosing to interact with others rather than rushing to get her gear fixed. On the plus side, if you were planning on broken gear reactions you can ditch those, since other than wilderness encounters there isn't any remotely believable way for them to be anything other than intentional.

Looks meant to represent both social status, "sexiness", and how fancy the character looks. For example bandages are a fashion statement in the game. It's not meant to represent just how hard the the dick is.
Might be worth considering playing up that fact (maybe changing which inn room she's offered or other little things like that to flesh out the stat). I do recall seeing something like this in the description, but unless I missed a check it's functionally 'how hard the dick is" currently (given the armor crafting guy's wife, it fits there too), that's what my comment was based on (what exactly stats mean tends to get tweaked in game early on, and descriptions don't always get updated). As for bandages, I would strongly suggest editing the description. While the game doesn't really indicate either way, in most settings being seen as a rookie adventurer isn't going to generate anything remotely resembling respect. I definitely thought it was intended to be more of an embarrassing item that signified you can't afford real gear than a desirable fashion statement.

In older versions there were certain events that was class specific. We removed/changed the requirements since so you can get every scene with every path with a bit of an investment. (Eg: Entertainer was the only one to persuade the bandit to help for sex.) Paths will have some more use later but it is meant as a starting bonus.
Looking forward to the classes diverging again in the future, although I'd definitely encourage you to reassess if removing class specific stuff is the best call. While the downside is potentially gating content and lopsided play (the latter may actually be good since there aren't difficulty settings), being able to cycle through multiple classes will help blunt some of the tediousness of replaying old content each time a new version gets released. No way to avoid eventually losing supporters because of that, but different classes feeling very different could help lessen it. Even if you don't do this you will need to do something, since art assets being low priority means players will miss out on newly added art if they try to avoid replaying by using old saves, and it's safe to assume those that are spending money to support you are going to want to see the new stuff.

Birth is in game. Talk to Lana. Giving birth in other situations will come later. Pregnant belly is something I posted above it will come later (in the next few months).
Guess I missed that, thought she only did abortions. May want to consider warping the player to the applicable delivery NPC once pregnancies are considered complete (guessing there will be 1 per town/rest area?). Pregnancies can remain in the final stage indefinitely as is, which is kinda odd. At the very least you may want to have her comment about needing to find someone to help her deliver it (indicating that it is in fact done, and is in the game)
 
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WildFeyGames-Nis

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Again, I think you're underestimating how much this hurts. Getting one or two of them fully developed (or even a few variants in) will at least show that the plan is to take what's being worn into account in the scenes, rather then being one of those games where the PC defaults back to a set outfit for scenes (and since the only variant currently is green tunic+panties...).

Might be a good idea. The main point was putting in every variation in every scene would slow down everything else, and it will give insane amount of overhead for any new armor/equipment we want to put in. It's a delicate balance.

Also:

since art assets being low priority
I know it's quote about something different, but I didn't say art assets are low priority. I said making variations for different clothing is low priority.

What...? Wow, did not see either part of that response coming. "there is a minimal level of common decency even here" That's... an interesting claim.
I think I misspoke. I meant appearances are important. There is also some missing context for some things in game. A swampskimmer (who are basically considered one of the lowest class of people) returning with torn clothes might be a often seen sight, but this doesn't mean people don't look down on people walking around without clothes, or torn clothing.

Swampfolk are generally extremely judgmental (and yes it is hypocritical because they basically have nothing, they are insanely oppressed and live in nation sized monster infested swamp, but that's kinda the point).

I won't answer all your examples (but if you want just ask).You characterized the place well, but I think you are missing the point by just a little bit. (Edit: In many of your examples.)

Ironically, I'd assumed that her wearing torn clothes that reveal her chest and crotch not producing exposure themed reactions (likely with a simple response back based on her esteem or deviance) was due to them not being in the game yet, not do to them being unplanned. Broken gear doesn't reduce defense, and repairs are pricey, figured that it was obvious that many players will just leave armor broken until the next time that think there will be a looks check that needs more than jewelry to pass. Others will leave gear broken for the eye-candy, and a few will for roleplaying an expanded story in their heads. Exposed reactions will be needed regardless since in those cases she'll be exposing herself by choice, clearly choosing to interact with others rather than rushing to get her gear fixed. On the plus side, if you were planning on broken gear reactions you can ditch those, since other than wilderness encounters there isn't any remotely believable way for them to be anything other than intentional.
Putting broken gear/no gear into basically the same category for most encounters is actually a very good idea.

Might be worth considering playing up that fact (maybe changing which inn room she's offered or other little things like that to flesh out the stat). I do recall seeing something like this in the description, but unless I missed a check it's functionally 'how hard the dick is" currently (given the armor crafting guy's wife, it fits there too), that's what my comment was based on (what exactly stats mean tends to get tweaked in game early on, and descriptions don't always get updated). As for bandages, I would strongly suggest editing the description. While the game doesn't really indicate either way, in most settings being seen as a rookie adventurer isn't going to generate anything remotely resembling respect. I definitely thought it was intended to be more of an embarrassing item that signified you can't afford real gear than a desirable fashion statement.
Sure, good idea.
 
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EpicReee

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Might be the medication and I got it wrong, but what I think raska meant with art-variants is that you basically get assets for every set of clothing in most "positions" so that every piece of clothing could potentially be used in every scene. What I think he meant was that it would feel really weird if we walk around in a bunny suit in the forest and we get a scene and the scene shows her normal outfit, instead of the bunny suit, because the scene was only drawn once with this outfit. With art-variants/assets you can make it acerola style, where no matter what you wear, no matter what scene it is, it will show the clothing you're currently wearing.
 

Porn_Jesus

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Might be the medication and I got it wrong, but what I think raska meant with art-variants is that you basically get assets for every set of clothing in most "positions" so that every piece of clothing could potentially be used in every scene. What I think he meant was that it would feel really weird if we walk around in a bunny suit in the forest and we get a scene and the scene shows her normal outfit, instead of the bunny suit, because the scene was only drawn once with this outfit. With art-variants/assets you can make it acerola style, where no matter what you wear, no matter what scene it is, it will show the clothing you're currently wearing.
Big kudos to the dev if they can pull that off. Reminds me of the DS 1-3 cutscenes that always show the correct set of armor the player wears.
 

laugh

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EpicReee, Porn_Jesus
I know it's quote about something different, but I didn't say art assets are low priority. I said making variations for different clothing is low priority.
Yes I agree it would be nice to have the difference in every scene, what WildFeyGames-Nis was saying is doing such a thing would take a good amount of effort to add/redraw each scene with different types of clothing. Which is why it's low priority compared to other aspects of the game.

The issues is it starts to stack on itself:
For example say you have 10 scenes, not very many right? Then you want to add a second set of armour, which makes it 20 total (yes it might not take as much work to add the variants compared to base scenes). Then say you have 15 scenes later, thats 30 total and if you wanted to add a 3rd armour set it rockets up to 60. Then you only have 15 scenes but almost more work put into the differences compared to scenes themselves.

Not to mention if your doing this for the CG's as well as the sprite work and character model.

And the workload just piles up heavily, absolutely it can be done and it is a nice thing, but not the end of the world. Just my ramble and thought on the whole thing.
 
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Porn_Jesus

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EpicReee, Porn_Jesus


Yes I agree it would be nice to have the difference in every scene, what WildFeyGames-Nis was saying is doing such a thing would take a good amount of effort to add/redraw each scene with different types of clothing. Which is why it's low priority compared to other aspects of the game.

The issues is it starts to stack on itself:
For example say you have 10 scenes, not very many right? Then you want to add a second set of armour, which makes it 20 total (yes it might not take as much work to add the variants compared to base scenes). Then say you have 15 scenes later, thats 30 total and if you wanted to add a 3rd armour set it rockets up to 60. Then you only have 15 scenes but almost more work put into the differences compared to scenes themselves.

Not to mention if your doing this for the CG's as well as the sprite work and character model.

And the workload just piles up heavily, absolutely it can be done and it is a nice thing, but not the end of the world. Just my ramble and thought on the whole thing.
Low priority still has a chance of becoming more. :p
 

TvTone

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Sep 3, 2019
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Frankly, this is excellent. Great work. As always, there are way too many people whining about minutiae; as I always say to them...'Hmmm, I hear you. Tell you what...make a better game for us?'
 

WildFeyGames-Nis

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EpicReee, Porn_Jesus


Yes I agree it would be nice to have the difference in every scene, what WildFeyGames-Nis was saying is doing such a thing would take a good amount of effort to add/redraw each scene with different types of clothing. Which is why it's low priority compared to other aspects of the game.

The issues is it starts to stack on itself:
For example say you have 10 scenes, not very many right? Then you want to add a second set of armour, which makes it 20 total (yes it might not take as much work to add the variants compared to base scenes). Then say you have 15 scenes later, thats 30 total and if you wanted to add a 3rd armour set it rockets up to 60. Then you only have 15 scenes but almost more work put into the differences compared to scenes themselves.

Not to mention if your doing this for the CG's as well as the sprite work and character model.

And the workload just piles up heavily, absolutely it can be done and it is a nice thing, but not the end of the world. Just my ramble and thought on the whole thing.
This.
 
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danomator

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Jan 21, 2020
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alright i guess i'm through with it. the poison dagger aside i got basically all the gear and some spare moneys for future updates.
the only really tilting thing for me is that the game doesn't scale properly on a 5:4 ratio screen. my main screen is a 16:9 full hd but i just prefer to play those games on my secondary screen wich is 5:4. when i go to windowed mode the window is unreasonably large (like 16:9 ratio) and when i turn it fullscreen again on the 5:4 a lot of stuff is hidden outside the visible space like changing the inventory from kara to nora. that's the only thing really bothering me.

this aside it's a really good game and i'm gonna follow this and hope to play the future versions soon! cheers
 
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Marlin Brandy

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not sure if this is a bug, or a problem on my end. Whenever the game is booted up, volume settings are reset

edit: Is a gallery function being planned for the foreseeable future?
 
3.90 star(s) 14 Votes