HTML Shards of Mirrors [v0.0.3] [WiseGothGames]

3.00 star(s) 1 Vote

WiseGothGames

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Game Developer
Apr 23, 2025
33
71
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
581
1,338
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!
 
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WiseGothGames

Newbie
Game Developer
Apr 23, 2025
33
71
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
941
894
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.
 
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WiseGothGames

Newbie
Game Developer
Apr 23, 2025
33
71
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

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Game Developer
Apr 23, 2025
33
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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
941
894
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
33
71
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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WiseGothGames

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Game Developer
Apr 23, 2025
33
71
soM v0.0.2 – Dev News #2
Planned release: 06/27/2025

This week was spent adding content to the game that will be needed for the introduction of the crafting engine—the main feature of v0.0.2—which lets you continue the tutorial quest.

Crafting will be presented through a number of quests where you help Harry prepare steak for a high-society customer, Dolores Videla. Just like Tomás Arrieta, the cake-ordering customer, she will play a role in the future story—so the tutorial questline also serves as a starting thread that will eventually weave into many future adventures.

1.png

The first craftable items required by Harry needed new raw materials. I added six new items to the game that you’ll use to prepare your first consumables. Of course, they will have additional uses later on, either as quest requirements or ingredients in new crafting recipes.

2.png

To make these items accessible, I expanded the list of available jobs with three new work locations, some of which are found in the new districts I introduced in last week's dev news.

3.png

Naturally, not all items are dropped from work. You can also spend your hard-earned money on kitchen supplies in Goldtown’s main square, finally giving some life and purpose to the previously empty district. The spice shop (unlocked after catching the thief) now sells vanilla beans—so if you're the collector type who couldn't stand giving that item away, you can finally get your hands on it again.

4.png

Last but not least, I added short task descriptions to the tutorial questline in your quest journal. These entries reflect your current progress and now include guidance for all quests following the youth vs. cop decision scene. All future questlines you start will be listed here—just click on one to see its current description.

5.png

That’s all for now. See you again next week with another dev news post!
 

WiseGothGames

Newbie
Game Developer
Apr 23, 2025
33
71
soM v0.0.2 – Dev News #3
Planned Release: 06/27/2025

Starting with the big news: the crafting engine is ready! This brand-new game mechanic is now fully integrated into your household. To craft an item, you'll first need to learn how to make it and be in the right room—one that’s upgraded to the necessary level. This means you’ll unlock more crafting opportunities as you acquire new homes with proper workshops, instead of relying solely on your kitchen.

1.png

New craftable items will be unlocked through quests, and I’m planning to introduce some kind of trade school where you can learn even more recipes. The idea is that you’ll choose one profession and only learn items within that field, adding more replayability. Let me know what you think! From now on, adding new craftables is pretty straightforward, so expect to see new recipes as quest rewards in future updates.

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I've also created a save patcher script that automatically runs when you're on the map and your save version doesn't match the current game version. Unfortunately, saves from v0.0.1 aren't fully compatible, since I mistakenly created a new Twine file before uploading it. It’s still possible to patch those saves manually using a save editor (just change the id and desc to soM)—I’ll post detailed instructions if needed. So if you’ve spent this month picking 10,000 berries waiting for v0.0.2—don’t worry, they won’t go to waste!

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Now that the crafting system is in place, I’m starting to prepare for the most complex system in the game: combat. Before I can begin coding the fight engine, I need to add a lot of foundational content—items, interactions, characters, and more. One example is a new vendor I just added. This isn’t just a good place to get clean water for your crafting—it also ties into a quest that will lead to your first ever in-game fight, the final part of the tutorial questline.

4.png

That’s all for now—thanks for sticking around! Your views and reactions mean a lot to me. Have a great weekend!
 

WiseGothGames

Newbie
Game Developer
Apr 23, 2025
33
71
soM v0.0.2 – Dev News #4
Planned release: 06/27/2025

This is the last dev update before v0.0.2 drops next Friday.

A new job has been added, along with a bunch of new items. Some are tied to the crafting engine, while others are future tools for the upcoming fight engine. I’m aiming to finish the fight engine over the summer, so look out for it in either v0.0.4 (August update) or v0.0.5 (September update).

1.png

Your first fight will happen in one of the new districts added this week. The city keeps expanding—three new districts are now explorable. One of them, Sun Fortress Military Base, is currently off-limits. In the future, you’ll only be able to enter it if the government views you favorably or if you lay siege to it. Winemaker’s Haven is known for its grapes, but its proximity to the forest and the bandits who sometimes hide out there makes burglaries a regular threat.

2.png

Evita was the site of brutal fighting during the civil war. The locally recruited garrison soldiers switched sides to support the workers’ brigades. The military crushed them. Now, ruined buildings still stand as quiet reminders of their last stand. The new government left the area to rot — partly as a warning to residents: even with the amnesty, you'd better watch your step.

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Finally, I’ve begun a new questline that doesn’t rely on the fight engine, so the story can keep moving forward. I’ll wrap it up next week so it can be included in the update. I’d love to say more... but sometimes, it’s best to keep your mouth shut!

4.png

Have a great weekend!
 

WiseGothGames

Newbie
Game Developer
Apr 23, 2025
33
71
soM v0.0.2 – Released!

0.png

The wait is over — thank you for sticking around! Just like with the previous version, I’m really looking forward to your feedback and bug reports. Your active participation helps me shape this into a great game. So let’s go over what’s new, starting with some really good news:

Save compatibility is coming.
Starting from version 0.0.3, you’ll be able to keep your old saves and patch them to the latest version — just click the prompt when it appears (usually when moving on the map with an older save). However, please note: during major updates that make big changes to core systems, save compatibility might break. Even when saves are technically compatible, starting a new game may be recommended if you want to experience everything fully.

1.png

The crafting engine is done.
You can now continue the tutorial quest with Harry to explore the crafting system. Here’s the quick version: to craft an item, you need to learn its recipe (currently only available as quest rewards) and be in the right room of your home, upgraded to the proper level. At the moment, only the basic home kitchen has recipes, but I plan to expand this to include workshops in other homes. Later, I’ll introduce trade schools where you can learn more recipes — with a twist: you'll need to choose a trade, so you won’t be able to unlock everything in a single playthrough.

2.png

New quest in Goldtown.
Once Harry sends you to Loletha, take a walk around Goldtown during business hours. You’ll come across a helpless young woman crying in the street — this starts a new questline with an interesting story that will have consequences later in the game.

3.png

Marcia can be recruited.
After finishing the above quest, you have the chance to hire a new hero: Marcia. Right now, all of her sexual content is enabled, as the interaction system isn’t complete yet — so feel free to preview the renders I’ve made. Be warned, though: the only job she excels at is a good blowjob — she sucks at everything else... Her "Ask" options are finished, so if you want to learn more about her, dig in. Roxy's "Ask" options are done too, and her stories might come in handy later — don't forget to chat with her!

4.png

More districts, more jobs, more items.
I’ve added multiple new map areas, job options, and inventory items. Some of these items aren’t available yet — they’re included in preparation for the fight engine — so you may notice a few silver question marks in your inventory. The rest are ready to explore, so take a stroll around the map or check the previous devlog for details.

5.png

What’s next:
There are still two major systems that need to be finished ASAP: the fight engine and the character interaction system. I’ll be focusing on fights first since they’re required to continue the story and unlock new quests. My target is to finish it by September at the latest. Winning your first fight will wrap up the tutorial quest and introduce a key character — the leader of the bandits you’ll need to defeat — who could even become a hero, depending on your choices.

6.png

Monthly updates will continue.
I’ll keep adding questlines that don’t require combat and expand the game with new heroes, interactions, and items. I’ve considered doing a Discord poll where you can vote on which questlines should come next, based on short descriptions — but I’m not sure if there’s enough activity yet to make it worth it. My Discord server is still basically empty. Let me know if you’d be interested!

Have a great weekend, enjoy the update — and catch all the bugs!
 

burned01

Member
Jun 3, 2024
198
110
Not sure why this game is labeled "Windows" only -- seems to work everywhere (Mac and Linux at least -- I don't touch mobile much).

Also, Campaign Cartographer has been around for almost 30 years -- the stuff it generates should run just about anywhere. The tool itself only runs on Windows. Fairly expensive, however.
 
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Anon21

Active Member
Mar 29, 2017
960
2,139
I originally hid a quest interactable in the tutorial to hint to players that it’s worth hovering the mouse over the map. My goal is to eventually add hidden interactions and item drops this way (nothing implemented yet, but I thought it could be a cool feature).
I would suggest optional content only and if there's sexy times content that can be missed that way make sure it's unlockable in a gallery or something.
 

WiseGothGames

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Game Developer
Apr 23, 2025
33
71
Not sure why this game is labeled "Windows" only -- seems to work everywhere (Mac and Linux at least -- I don't touch mobile much).

Also, Campaign Cartographer has been around for almost 30 years -- the stuff it generates should run just about anywhere. The tool itself only runs on Windows. Fairly expensive, however.
I'm developing the game on Windows and Google Chrome, so that's the setup I can guarantee will work. If it runs on other operating systems or browsers too, that's great news! All I use from Campaign Cartographer are PNG images, so you're right — the only thing you need to play the game is a browser.
 

WiseGothGames

Newbie
Game Developer
Apr 23, 2025
33
71
Played the game a bit, i dont think there is combat rn. Ill wait for it b4 trying it again.
I'm currently working on the combat system. It's planned for the September update, but there will be new content in both the July and August updates as well.
 
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3.00 star(s) 1 Vote