HTML Shards of Mirrors [v0.0.1] [WiseGothGames]

WiseGothGames

Newbie
Game Developer
Apr 23, 2025
16
27
This only works if there's something to visually highlight the area to the player. Color, texture, sparkles, something needs to make it stand out. As in the case of finding Leo, clicking on one visually unremarkable corner of what I interpreted as a market and not a house effectively means it doesn't exist.



Luckily that's what us goofballs here on F95 are for, free playtesters!

Cheers mate, I look forward to a future version.
And I really appreciate that you are testing the game and even take the time to provide feedback. My perception of my own game will be always different from players experience as I created it. So when I tested it before publishing, I easily found the policeman and the thief because I put them there and I never thought that this will be so annoying for the players.
 
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Satori6

Game Developer
Aug 29, 2023
522
1,212
Not a fan of having to move the mouse around until you get lucky and find the correct spot. Especially since there is a noticeable lag (if you hover quickly, nothing will show up) and the custom cursor isn't the most user friendly.

The master bedroom gave me a missing picture the first time that I visited it.

Training is bugged. It seems to be related to active.hero.skills[active.interaction.skill1] going down after using the train button, ending up being smaller than the value in trackdata, resulting in NaN due to trying to get the logarithm of a negative number.


temp.png

After a quick look, this is happening due to gear_flora, which is a negative number (for some reason you're subtracting the values from the gear). That said, all of the lines like set $active.hero.skills.flora += $gear_flora are unnecessary, as gear shouldn't be considered for the current skill value when training.

And the most important thing: please learn to use functions (or at least macros if you want to stick to Twinescript). You have hundreds upon hundreds of copy-pasted lines where you change a single object. Sometimes a single character. Using functions will make your life much easier.

The game's off to a nice start. It's the first new HTML game that I find interesting after trying it in many months.
Best of luck to you, dev!
 
Last edited:

WiseGothGames

Newbie
Game Developer
Apr 23, 2025
16
27
Not a fan of having to move the mouse around until you get lucky and find the correct spot. Especially since there is a noticeable lag (if you hover quickly, nothing will show up) and the custom cursor isn't the most user friendly.

The master bedroom gave me a missing picture the first time that I visited it.

Training is bugged. It seems to be related to active.hero.skills[active.interaction.skill1] going down after using the train button, ending up being smaller than the value in trackdata, resulting in NaN due to trying to get the logarithm of a negative number.


View attachment 4880480

After a quick look, this is happening due to gear_flora, which is a negative number (for some reason you're subtracting the values from the gear). That said, all of the lines like set $active.hero.skills.flora += $gear_flora are unnecessary, as gear shouldn't be considered for the current skill value when training.

And the most important thing: please learn to use functions (or at least macros if you want to stick to Twinescript). You have hundreds upon hundreds of copy-pasted lines where you change a single object. Sometimes a single character. Using functions will make your life much easier.

The game's off to a nice start. It's the first new HTML game that I find interesting after trying it in many months.
Best of luck to you, dev!
Thank you very much for the details and advice, with your help I managed to catch this bug. set $active.hero.skills.flora += $gear_flora lines are necessary as combined with the InventSet passage they calculate the skill for the player without clothes, the problem was that clicking the Train button forwarded to the same passage which means these lines ran each time you clicked Train, deducting the Sickle's Flora value multiple times. And on top of that, the script didn't give back cloth skill points after leaving the trainer, causing another bug where you basically lost your gear's points after each visit, resulting in negative skill points in some cases. But now all solved, in 0.0.2 it will be fine. Thanks again!
 
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Oliz82

Active Member
Mar 15, 2021
925
878
Hello.

The plot and samples made me come. And it's difficult to assess for now.

The worldbuilding is limited.
The characters are few and different.
The plot seems interesting.
The artistic side is well done.

The protagonist wakes up with no memory and has to adapt to build a future. The customization is nice but limited.
The flow of events is correct and present the diverse mechanisms available.
The characters are various and have good personalities.
The artistic side is well made. The mix between 3dcg and 2dcg is well thought.

Overall, what has been made is good but there's not enough to have a good idea of what to expect of this game (kinks and content).

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Good continuation.
 
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WiseGothGames

Newbie
Game Developer
Apr 23, 2025
16
27
Hello.

The plot and samples made me come. And it's difficult to assess for now.

The worldbuilding is limited.
The characters are few and different.
The plot seems interesting.
The artistic side is well done.

The protagonist wakes up with no memory and has to adapt to build a future. The customization is nice but limited.
The flow of events is correct and present the diverse mechanisms available.
The characters are various and have good personalities.
The artistic side is well made. The mix between 3dcg and 2dcg is well thought.

Overall, what has been made is good but there's not enough to have a good idea of what to expect of this game (kinks and content).

You don't have permission to view the spoiler content. Log in or register now.

Good continuation.
Thank you for the detailed review! The game is still in a very early development — I published it mainly to see if there was any interest. There's definitely more content planned for the future.

The initial tutorial questline is designed to introduce the game’s systems and to serve as a starting point for the main story arcs. Missing images will be added later. As for the purchasable buildings currently visible on the map — those were unintentionally left in and aren’t developed yet. The intended system is that your starting home will depend on the profession you choose, and you'll be able to buy additional homes to expand space for recruited heroes. At the moment, only the "blue collar worker" profession group is available, so all players start with the Rusttown flat.

Based on your feedback, I think it's time to put together a clear development roadmap so you and other players can know what to expect in future updates.

I’m attaching a few images showing the framework for purchasable homes. There's also a layout of the mansion included — if not its high price, then the outdated JPG format probably spared you from seeing my current beautiful, hand-drawn art (placeholder).


1.png 2.png 4.png 3.png
 
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WiseGothGames

Newbie
Game Developer
Apr 23, 2025
16
27
soM v0.0.2 – Dev News
Planned release: 06/27/2025

While I keep the #new-release channel on my up to date with all the upcoming additions and changes, I thought it’d be a good idea to also start writing more personal weekly updates — something closer to a blog post, with screenshots and a bit of context about what I’m working on, rather than just plain patch notes. My plan is to post these once a week to keep everyone in the loop and show that development is steadily moving forward, even if there’s no new downloadable version just yet.

Since this is a hobby project I work on in the evenings and weekends after my day job, the size and content of each post will probably vary depending on how much time I had that week. For the same reason, new downloadable versions of the game will come out once a month, preferably on a Friday — so you can dive into new content over the weekend if you want.

This week I mostly concentrated on content that will support the story quests I plan to implement soon. If you decided to take in the thief girl, you can now talk to her about her past, her personal interests, and a few scattered stories from her life. One of these is tied to a certain tattoo, which leads into a lore-heavy memory, while others are more casual and grounded — smaller moments that help flesh her out as a character.

1.png

I also added three new districts to the southern part of the map that will play important roles in future quests. These are the Tohil military airport, and two slum areas: Rustfield and Santa Maria. A stone road now connects these new zones to Columbus Square, the city’s main market, and also links them back to the Sun Fortress Military Base. This creates a clear path between the heart of the city and its military headquarters — a route sturdy enough to allow even tanks to roll through.

2.PNG

On the system side, I started laying the foundation for two of the more complex gameplay frameworks: crafting and combat. The crafting system is mildly complex and already in progress, while the combat engine… well, let’s just say that one will be a beast to tame. As a first step, I added a new job tied to the crafting system: harvesting potatoes, which will eventually be used to make your own homemade french fries.

3.png

Aside from that, I created missing artwork for all the rooms in the Rusttown flat, giving that space more visual flavor.

4.png

I also added a custom image to the buy-home interaction for the same flat — this is part of preparing the introduction of the "hobo" profession, a challenging starting option where you begin the game as a homeless character. It’s a zero-to-hero experience, intended to be one of the most difficult but also the most immersive and rewarding options. This path will eventually unlock unique heroes and storylines not available to other starting professions, so it should be worth the struggle.

5.png

Lastly, I did my best to fix all reported bugs from the last release. Thanks again for taking the time to report them — your feedback is extremely helpful. A full list of bugfixes can be found in the #new-release channel on .

That’s all for now. I hope you have a great weekend, and I’ll see you again next week with another dev news post!
 
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Oliz82

Active Member
Mar 15, 2021
925
878
Hello.

Thank you for the detailed review! The game is still in a very early development — I published it mainly to see if there was any interest. There's definitely more content planned for the future.

The initial tutorial questline is designed to introduce the game’s systems and to serve as a starting point for the main story arcs. Missing images will be added later. As for the purchasable buildings currently visible on the map — those were unintentionally left in and aren’t developed yet. The intended system is that your starting home will depend on the profession you choose, and you'll be able to buy additional homes to expand space for recruited heroes. At the moment, only the "blue collar worker" profession group is available, so all players start with the Rusttown flat.

Based on your feedback, I think it's time to put together a clear development roadmap so you and other players can know what to expect in future updates.

I’m attaching a few images showing the framework for purchasable homes. There's also a layout of the mansion included — if not its high price, then the outdated JPG format probably spared you from seeing my current beautiful, hand-drawn art (placeholder).


View attachment 4888359 View attachment 4888360 View attachment 4888372 View attachment 4888361
Thanks for the answer. It's making me even more curious.

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This week I mostly concentrated on content that will support the story quests I plan to implement soon. If you decided to take in the thief girl, you can now talk to her about her past, her personal interests, and a few scattered stories from her life. One of these is tied to a certain tattoo, which leads into a lore-heavy memory, while others are more casual and grounded — smaller moments that help flesh her out as a character.

View attachment 4890837
That could be a very interesting system if it's not cosmetic (background only) and have an impact on future events or plots (better cooperation, increased damages or stats, ...).

Good continuation.
 

WiseGothGames

Newbie
Game Developer
Apr 23, 2025
16
27
Hello.


Thanks for the answer. It's making me even more curious.

You don't have permission to view the spoiler content. Log in or register now.


That could be a very interesting system if it's not cosmetic (background only) and have an impact on future events or plots (better cooperation, increased damages or stats, ...).

Good continuation.

Achievements have been fixed — thanks for pointing that out!
The portrait idea is a great suggestion and, as it turns out, relatively simple to implement. I’ve added it to my future development notes.

Talking with heroes about their past will have two main effects. First, it can unlock personal side quests — like helping them find a lost family member, pet, or settle a score. Second, these conversations can reveal lore or perspectives that influence later decisions. For example, if Roxy tells you Santa Claus is a cannibal and Lucifer is actually a decent guy, you might later meet both and have to decide who to trust. (Sorry for the absurd example — I just don’t want to spoil the real ones.)

Regarding heroes: they’re not just powerful allies — they’re story-centric characters with fully developed backstories. The term "hero" isn’t about morality; it’s about setting them apart from the future cannon-fodder soldiers you’ll be able to hire if I succeed in building the combat system the way I envision. You’ll often interact with heroes even if you don’t recruit them, especially once the political system is implemented. In fact, it won’t be possible to recruit every hero in a single playthrough — many of them are rivals and aligned with opposing factions (unionists, fascists, royalists, communists, etc.). Supporting one side will mean fighting — or at least refusing to protect — heroes on the other. And if you try to stay neutral, they might still take each other out. A lot of this is already fleshed out narratively, even if it’s not in the game yet.

And yes — you absolutely can play as an antihero. You can betray your friends, run shady businesses, and make morally questionable choices. The game fully supports that kind of path. What you can’t do is anything that goes against the generally accepted norms of adult game content — so everything remains consensual, and all characters are adults (18+). That said, I do plan to implement certain kinks like erotic roleplaying (e.g. nurse/patient, secretary/boss), as well as some common fetishes (BDSM, foot fetish, group sex), all within the boundaries of the game’s ethical framework.
 
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