Thank you for this complex feedback! I'll also try to answer complexly
Initially, there wasn't a variance, but it created a very mechanical feeling, as when you cast, but some robot. Of course in the real world, it works in a slightly different way, but we can't do it just because this minigame will become more arcade (you need to rely on reaction to catch a fish more than on targeting). And we try to avoid arcade minigames here. I think the feature with the dependency on hunting skill will do the trick. Maybe we even try it in version 0.12.0
Cat doesn't fishing by herself as she doesn't like the water. But as for hunting, it was a bug that we fixed in 0.11.0, so she can provide some good meat now
BTW, raw meat in the 0.11.0 can poison Lee with a small chance. But we are far from Green Hell really
Cat loses from 10 to 25 hunger points per day (or it's better to say feed points ), it depends on the difficulty of the game (10 on the easiest and 25 on hardest). If her hunger level is lower than 30 (and 100 is when she is full) she will cry for hunger. One fish replenish 20 hunger points. So when she cries, she need to be fed by ~4 fish. She won't eat if she is full so you can't give her more than she needs. And if she is on a starvation level, then one-two fishes may not do the trick, for example her hunger is "10", she got two fishes, it's now 50, day end and it's 30-25 now (for normal and hard difficulty) and voila, she cries again and her relation to Lee drops. "Cat no like diet"
But I'll check it, there is always room for a bug, really.
And I should note that different food replenishes the different amounts, as for Lee. Cooked food adds 45 hunger points to her too
You can ask her how hungry she is in the dialogue window, it'll be shown as a bar-like emoji line.
P.S. I'm thinking about alternative fishing, but so far I haven't come up with mechanics that would meet all the requirements and would be easy to implement. Hopefully something will come to mind before the end of the work on the game. The net is for some particular fish in the game by now, but I'll think if we can implement some common fishing minigame with the net, actually, thank you!
Story scenes and minigames aren't looped, yes. But they may be replayed in the form of favors in the dialogue window. Yet you have a point, I'll think of how we may loop some of them without losing interactivity.Overall, this game is quite good gameplay-wise and lacking from a sex scene point of view. Since there's never a point where you can stay on a scene and watch the loop, the scenes are not easy to fap to.
Yes, there is up to +/-50px deviance in the casts. And hitbox is 120*120px, it's actually a little bigger than the image of it. I'll think about reducing max deviance or add a dependency of deviance from Lee's hunting skill.Although, I like playing survival games I do find the fishing mini-game in this game to be particularly annoying. Currently there's two versions of the fishing game and in both versions, the fish's hitbox is too small. I've had many moments where the lure is touching the fish in some way, but is just outside the circle. The other problem is that when you cast the lure, there's variance with how far it goes. With exactly the same power and angle sometimes the lure lands closer and other times it lands further away. This in combination with the small hitbox creates a lot of frustrating resets where the fish's hitbox looks like it's touching the lure but in reality the hitbox is not.
Each minigame is created with several requirements in mind. It shouldn't be very realistic as well as very schematic. It should be easy to control and its rules should be understandable without the words because of this game designI don't think the aim of the mini-game is to create realistic fishing, otherwise just having the right bait and knowing the general location of the fish should be enough. Generally throwing a lure on top of a fish scares fish away. So, this tells me that the mini-game seem to be more about accuracy than realism. If that's the case can you remove the variance from the casting distance? Also for the sake of time, can you increase the hitbox so that it's more generous?
Initially, there wasn't a variance, but it created a very mechanical feeling, as when you cast, but some robot. Of course in the real world, it works in a slightly different way, but we can't do it just because this minigame will become more arcade (you need to rely on reaction to catch a fish more than on targeting). And we try to avoid arcade minigames here. I think the feature with the dependency on hunting skill will do the trick. Maybe we even try it in version 0.12.0
I consistently catch 2-3 fish at a time, which is 8-12 fish a day, but of course I'm no indicator since I've probably spent 20 hours in the last year fishing in Tame It! However, you know you can skip fishing? That is, the game does not force you to fish all the time, it can skip, getting about the same results. They are calculated based on Lee's hunting skills, which increase over time.Fishing in 0.10 is extremely tedious. Since you have to fish for both yourself and the catgirl, you go through roughly 2 fish a day. You basically have to fish everyday and catch at least 2/3 fish each trip. For some reason, the catgirl can't catch fish, crab or birds, even though she had survived on her own before you arrived. Also, she stops finding random resources after you build a ladder up the plane.
Cat doesn't fishing by herself as she doesn't like the water. But as for hunting, it was a bug that we fixed in 0.11.0, so she can provide some good meat now
There was a plan to add traps, indeed. But we declined it in the development process for the sake of balance. You may hunt just on running crabs and birds at locations, fishing, hunting, and foraging. And cooking increases nutrition value. So traps seem like overkill when you may get the food for ~5 days by one day.I wish there was a way to set up traps for crabs, birds and fish like in Green Hell. Perhaps the net was supposed to function like a trap, or maybe just a special tool only to be used during days where fish are jumping. It's just that I'm not sure if I'm setting it up incorrectly or if it's just RNG whether you get anything.
BTW, raw meat in the 0.11.0 can poison Lee with a small chance. But we are far from Green Hell really
I'll check it, thanks!There's also bug with the catgirl where she gives you the hungry emoji the next day even though you've fed her fish the previous day. Feeding her 2 fish doesn't fix this problem. It's as if she just doesn't remember she ate
Cat loses from 10 to 25 hunger points per day (or it's better to say feed points ), it depends on the difficulty of the game (10 on the easiest and 25 on hardest). If her hunger level is lower than 30 (and 100 is when she is full) she will cry for hunger. One fish replenish 20 hunger points. So when she cries, she need to be fed by ~4 fish. She won't eat if she is full so you can't give her more than she needs. And if she is on a starvation level, then one-two fishes may not do the trick, for example her hunger is "10", she got two fishes, it's now 50, day end and it's 30-25 now (for normal and hard difficulty) and voila, she cries again and her relation to Lee drops. "Cat no like diet"
But I'll check it, there is always room for a bug, really.
And I should note that different food replenishes the different amounts, as for Lee. Cooked food adds 45 hunger points to her too
You can ask her how hungry she is in the dialogue window, it'll be shown as a bar-like emoji line.
P.S. I'm thinking about alternative fishing, but so far I haven't come up with mechanics that would meet all the requirements and would be easy to implement. Hopefully something will come to mind before the end of the work on the game. The net is for some particular fish in the game by now, but I'll think if we can implement some common fishing minigame with the net, actually, thank you!