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Davox

Well-Known Member
Jul 15, 2017
1,535
2,343
" Removed the QSave and QLoad from the quick menu because it made it easier to cheat the dice "


Noooooo!
After you've rolled the dice and seen the number, but before you've moved go to the console and type diceroll= x. Where x is the number of spaces you want to move. No need to save spam, you can also just set stat_9 to 99 and reroll to your hearts content...

Other console commands / Cheats:

stat_0 = Money
stat_1 = Round
stat_2 = Fame
stat_3 = Look
stat_4 = Dexterity
stat_5 = stamina
stat_6 = drama
stat_7 = job experience
stat_8 = perv
stat_9 = pass

If you don't know how to use the console search this site for UnRen.

Any way quick review - the games kind of pointless in its current state there is hardly any content.

The different outcomes only have 1 or 2 scenes and then there are ~8 end of week scenes, so I think that makes <30 scenes non of which have any hint of FAP.

Took me about 45 minutes to complete but most of that was just repeating things I'd already seen.

I can see the RNG of the roll being very frustrating unless there is a ton of content to fill out all the times you land on something you didn't want to.

I don't really see the point of the board game element. Its like any other renpy game but instead of having a map where you can pick where you want to go its pot luck where you go. This is one of those games where a dev had an idea of something that's not been tried very often, but didn't really think through the UX. Can you imagine playing Summertime Saga but not being able to select where it is you want to go and just relying on the game engine to pick a location for you?
 
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status10

Member
Jul 18, 2019
153
241
That's a great piece of work, color me impressed! Easy to understand, monopoly-like sexy board game with some great models. Also got some Lula vibes there. Fantastic start, if it goes on with that quality we easily, casually got a diamond in the making.
 

Warsteel

Active Member
May 26, 2017
753
1,008
Game balance is a bit... off at the moment. During a single round I worked 3 times. Still went broke the next round when I failed to land on work once. Maybe a couple of game modes "Daddy, don't slap me" where money is generous and costs are lower, and "Boogie Nights" which is the current level of economy?
 
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Leobbb

Member
May 24, 2019
195
574
I agree, the balance is a bit off. The game really encourages loading to change the random seed so you get a different die number and I don't think disabling qsave and qload is the right way to address this. Let people play the way they want, don't force the one and only you think is the right way. Basically don't fight savescumming, make it not needed. How about having two dice to choose from or maybe more passes in the pager?
 

Buffalo Fred

Active Member
Aug 5, 2016
932
987
After you've rolled the dice and seen the number, but before you've moved go to the console and type diceroll= x. Where x is the number of spaces you want to move. No need to save spam, you can also just set stat_9 to 99 and reroll to your hearts content...

Other console commands / Cheats:

stat_0 = Money
stat_1 = Round
stat_2 = Fame
stat_3 = Look
stat_4 = Dexterity
stat_5 = stamina
stat_6 = drama
stat_7 = job experience
stat_8 = perv
stat_9 = pass

If you don't know how to use the console search this site for UnRen.

Any way quick review - the games kind of pointless in its current state there is hardly any content.

The different outcomes only have 1 or 2 scenes and then there are ~8 end of week scenes, so I think that makes <30 scenes non of which have any hint of FAP.

Took me about 45 minutes to complete but most of that was just repeating things I'd already seen.

I can see the RNG of the roll being very frustrating unless there is a ton of content to fill out all the times you land on something you didn't want to.

I don't really see the point of the board game element. Its like any other renpy game but instead of having a map where you can pick where you want to go its pot luck where you go. This is one of those games where a dev had an idea of something that's not been tried very often, but didn't really think through the UX. Can you imagine playing Summertime Saga but not being able to select where it is you want to go and just relying on the game engine to pick a location for you?
I posted that very tongue in cheek, but those are very good tips nevertheless, so thank you for that. :)
 
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Basilicata

Radioactive Member
Game Developer
Oct 24, 2017
1,386
3,327
Thanks guys. I'm glad you like it so far. Just a reminder: Nothing is written on stone. I'll surely consider your suggestions. Together we can make this game better on every release.
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I have no plans to include NTR. How's this possible?: For more info about this game please visit
 

Davox

Well-Known Member
Jul 15, 2017
1,535
2,343
  • HINTS: There’s a good chance, for a Game Over when the money’s gone. Sometimes it’s unavoidable, especially at the beginning. It’s just bad luck. But there are some hint to avoid it.
    • Always aim for the green squares. They are your main source of income.
Here in lies the problem, you can't aim for anything its pot luck, with the exception of very very very sparse re-rolls.

https://f95zone.to/threads/tomie-wanna-get-married-v0-6602-ollane.62939/ has a similar dice rolling mechanic but it lets the player reduce the randomness by restricting dice rolls to 1-3 or 4-6 but with a penalty.

I think you'd also benefit from giving the player the option of being able to pick specific locations or dice rolls (again with some form of penalty) rather than just allowing re-rolls, which for the most part aren't very useful considering how few you give out and the RNG of the re-roll

It doesn't make a lot of sense that if all the player wants to do is go to work and earn money they have no way of being able to make sure they do this or no way bettering the odds of them doing it.

Perhaps at the start of each day having a mechanic where the player can alter the layout of the board to have more of some activities than others, or grouping activities together in clusters as this would reduce the need to get an exact roll to land on what the player wants.

Maybe laying the board out like a day and grouping activities together and seeing as work is the most important thing, making sure the player has a very high chance of working each day by staking up all the work items to be in the first few rolls

i.e.
1 - hairdresser
2-4 work
5-6 gym
7-9 work
10-11 hair dresser
12-14 work
15-16 drama
17-18 sex shop
19-20 Gym
21 party

You could also have a weekend option, so players get 5 days where the odds favour earning money and 2 days where the odds favour stats buildings.

I'd also limit the board for the first few days so any activates that aren't available are not shown, I found this a bit confusing.
 
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Basilicata

Radioactive Member
Game Developer
Oct 24, 2017
1,386
3,327
Here in lies the problem, you can't aim for anything its pot luck, with the exception of very very very sparse re-rolls.

https://f95zone.to/threads/tomie-wanna-get-married-v0-6602-ollane.62939/ has a similar dice rolling mechanic but it lets the player reduce the randomness by restricting dice rolls to 1-3 or 4-6 but with a penalty.

I think you'd also benefit from giving the player the option of being able to pick specific locations or dice rolls (again with some form of penalty) rather than just allowing re-rolls, which for the most part aren't very useful considering how few you give out and the RNG of the re-roll

It doesn't make a lot of sense that if all the player wants to do is go to work and earn money they have no way of being able to make sure they do this or no way bettering the odds of them doing it.

Perhaps at the start of each day having a mechanic where the player can alter the layout of the board to have more of some activities than others, or grouping activities together in clusters as this would reduce the need to get an exact roll to land on what the player wants.

Maybe laying the board out like a day and grouping activities together and seeing as work is the most important thing, making sure the player has a very high chance of working each day by staking up all the work items to be in the first few rolls

i.e.
1 - hairdresser
2-4 work
5-6 gym
7-9 work
10-11 hair dresser
12-14 work
15-16 drama
17-18 sex shop
19-20 Gym
21 party

You could also have a weekend option, so players get 5 days where the odds favour earning money and 2 days where the odds favour stats buildings.

I'd also limit the board for the first few days so any activates that aren't available are not shown, I found this a bit confusing.
Thank you. Some are very good ideas.
Have patience. This is 0.1 only.
I ve anticipated some things already. There's a basic difference with Tommie. MJ isn't the protagonist. Of course the dice represents the inability for the mc to control MJ. So bigger the roll, the less activities can be done in one round. So as the game progresses MJ will have a chance to roll 1-5 or 1-4 or even 1-3 depending on her personality (trained or not), her experience or she can use taxis etc.
About work: Randomness isn't about her ability or not to reach work. It's about if there's work available or not. MJ explains that after her first day.
Changing the game board. The board will be enriched as the game progresses but not changed. This is the whole meaning of the tabletop. Or else it would be another sandbox game.
 
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PurpleDude

Newbie
May 23, 2020
30
81
I love art in this game so much! Face expressions so believable, so full of life! But. Main game loop kinda kills it for me. All this clicking and dice rolling is meaningless and painfully boring. Its already more of a grindfest than old russian sandboxy QSP games (all of them combined).
I whant to see all authors awesome art. But i wont ever replay this even under a gun. Id better do my my bed and (!) clean my room than replay this. Sorry.

Idea of tabeletop form is interesting and fresh but it doesnt work for me at all.
 

Basilicata

Radioactive Member
Game Developer
Oct 24, 2017
1,386
3,327
I love art in this game so much! Face expressions so believable, so full of life! But. Main game loop kinda kills it for me. All this clicking and dice rolling is meaningless and painfully boring. Its already more of a grindfest than old russian sandboxy QSP games (all of them combined).
I whant to see all authors awesome art. But i wont ever replay this even under a gun. Id better do my my bed and (!) clean my room than replay this. Sorry.

Idea of tabeletop form is interesting and fresh but it doesnt work for me at all.
Thanks for the art comments. Now for the grinding part.
First of all, I don't like grinding either. But if you're playing this on pc or Mac you can hold the ctrl button and the tabletop part advances in a flash. If you play it on Android, well shit. Sorry for now, but if you compare it to other grind fest games and walking simulators that are much more successful than this, I don't think this grind is so extreme.
In any case I ll have to put an auto skip button or something. Thanks for sharing.
 
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SteelyDan14

Formerly Known as GeekBone
Modder
Donor
Jan 13, 2018
1,407
6,115
I am not sure what the complaints are really about. I have played it through a couple of times with no cheats and never had any problems. It is a fun, fast paced sexy little romp. Looking forward to seeing more.
 

pussyreaperxxx

Active Member
Oct 18, 2018
629
975
I really wish people just played the games before complaining. Maybe they just have their mom come over their room so they need to fap quickly and can't take the moment to play the games? If that is the case I reccomend playing the mobile version as it is a good port. But just play the game instead of trying to watch isolated sex scenes. Any game that isn't a linear VN with no player input gets these complaints. Just watch porn then?
 
4.50 star(s) 50 Votes