Have you checked the objectives menu? You will find there tips on what to do next so you don't get stuck. In this case, I guess you are missing the trip folder, which is on the right shelf of the living room. Check it out.I can't find the travel documents in the living room. It looks like the only person who got past that did because of a bug.
Hey there! I understand - they sound pretty straightforward on the surface. Unfortunately, it's way more complicated than it might seem from a development standpoint.Customization like body,penis,heights,hair,clothes and fat percentage,
If this all is not possible atleast try for penis from micro ,small , average and orginal
Yes, but that doesn't mean anything. Unity is just the engine. How the game is implemented dictates what you can do.also i only recommend that because game is in unity
I'll try to put it in the settings.Game seems interesting and I would like to play it more, but the low field of view is making it hard for me to play without getting a headache. a fov slider would be nice![]()
Use the arrows in the objectives pop-up to see what's missing. However, it should be either to examine the answering machine or use the magnifying glass on the floor carpet.found the folder looked through the documents.
Used the phone.
Now what? it keeps telling me to look for clues. What am I missing?
Worth pointing out that left-click and right-click can produce different investigation results. I was stuck for a bit because I was only left-clicking the answering machine.Use the arrows in the objectives pop-up to see what's missing. However, it should be either to examine the answering machine or use the magnifying glass on the floor carpet.
Yes. I added this information in the moving tutorial right at the beginning of the game (v.0.4) But I might have to add it to the objectives too, in case you missed it. Thanks for the feedback!Worth pointing out that left-click and right-click can produce different investigation results. I was stuck for a bit because I was only left-clicking the answering machine.
Personally I hard disagree on this, if there's a "tag" I avoid like the plague in AVNs is the "Kinetic Novel" one, this tbh also applies to most videogames, it's rare for me to enjoy story heavy games where I have zero agency on the story (and protagonist).What a great start to a game, so much so that I just subscribed on Patreon.
I'll be specific about what I love about the demo and why I'm subscribing: You aren't wasting my time. And by that, I mean you've already added a few fun sex scenes and clearly established the game's story.
In this industry, like 99% of these games take FOREVER to start adding fun sex scenes, whether from horrible organization/development skills or from some mistaken belief that the players should undergo the slowest of grinds to unlock sex scenes. Or they say they need to develop the story first and then build up toward sex scenes via that story.....but then never progress the story.
Not here. Right from the start, the story's plot is clearly established, and the sex scenes seem to be quickly progressing/escalating.
Another user posted that the models were not hot. I totally disagree. I thought the main female lead was super hot, sexy, dangerous... He's obviously right that ugly models would neuter any interest--of course no one plays these games for ugly chicks!--but I think the models are plenty hot.
MY RECOMMENDATIONS:
FIRST, STOP WHATEVER YOU'RE DOING AND ADD A SAVE/LOAD FEATURE. I will unsubscribe if this feature is not added within one to two updates. A save/load feature is critical in this type of game, where there is so much leg work Like I said, don't waste my time, and I'll keep giving you money. Your content seems great, but there's no way in hell I'm gonna keep retreading all this detective work.
That's my only crucial recommendation. But I also have a couple of minor warnings. Next, don't turn the dialogue choices into a critical aspect of the game, in the sense that if I don't pick the dialogue choices juuuuuust right and in the correct order, I won't unlock some awesome sex scene.
One of THE most annoying situations in a choice-driven game is when you get to a point where there is a super hot scene that should unfold, but--oh no!--you only have 4 lust points with a chick instead of the required 6 lust points and too low of charisma or some other crap. That sort of gameplay is just obnoxious, rather than immersive and entertaining.
The detective work is adequate for the gameplay grind.
I know this is subjective, but I literally cannot stand adult games where you have to navigate a series of choices that in turn affect the outcome of the game's story. Just tell a fun story and sprinkle in some fun sex scenes here and there. That's all you need to do. Don't make me replay the game because I focused on one girl instead of several other hot ones. Don't make me replay the game because my dialogue choices forced me to miss several hot scenes. I want to experience everything on the first playthrough. I don't want to read through some complicated walkthrough on my third playthrough to make sure I get the dialogue choices for whatever chick.
Last (and this is more of a friendly warning), don't overdo it with the detective work. This is more of a warning, rather than a criticism--that is, I thought the detective work hit the right sweet spot in the latest version of the demo.
But all in all, great start, and I'm looking forward to the next update.
Thank you for sharing such thoughtful feedback! I really appreciate hearing different perspectives from players.Personally I hard disagree on this, if there's a "tag" I avoid like the plague in AVNs is the "Kinetic Novel" one, this tbh also applies to most videogames, it's rare for me to enjoy story heavy games where I have zero agency on the story (and protagonist).
The reason behind it is simple, good writers usually end up being that, good writers, some turn to script writing, but not really writers of AVNs, or for that matter videogames in general.
I don't want to undermine the writing skills of the folks writing AVNs (also because I have the writing skills of an amoeba), but I have yet to find a single one that I would consider worth reading on its own as a book/story.
What's the issue one might add? I like to immerse myself in the stories/games/movies/etc.. (yes even on the fap material hehe) I approach, and if I'm to experience it through the eyes of someone who's not me, that someone and the story have to be written VERY well.
AVNs and games provide a level of agency (via choices/mechanics/game loops) that "fills in" for their lack of great storytelling and allows me to immerse in them in a different way.
That said:
- This is of course a personal opinion
- I do agree that is generally easier/better to avoid 300 story paths/alternatives
- A story has to have a "core"/leitmotif anyway and reach its conclusion.
I totally agree with you, but even if I didn't... this is your creation so it's absolutely your call to do with it whatever you prefer.Thank you for sharing such thoughtful feedback! I really appreciate hearing different perspectives from players.
You raise a valid point about player agency. Creating a game that satisfies everyone's preferences would be ideal, but as we've seen with massive productions like GTA and other big open world games, that requires resources far beyond what most indie developers have access to.
My approach is to craft a compelling main narrative with small detours that enhance the experience without becoming unwieldy. These detours don't deviate from the core story - instead, they offer different exploration options and perspectives within the same narrative framework. Think of them as scenic routes that still lead to the same destination rather than different paths altogether. This is where the achievement system comes into play - rewarding players who discover these alternate routes and hidden content ("You found this path? Great! Here's an achievement!"). However, the core story will ultimately follow its intended arc.
The reality is that extensive branching is resource-intensive, and based on my experience, most players primarily want to reach a satisfying conclusion to the story. While some games stretch content across countless episodes, that's not my vision for this project.
My goal is to demonstrate that players are interested in engaging gameplay mechanics alongside the narrative and adult content - not just clicking through scenes. If it turns out the audience strongly prefers a traditional VN structure with minimal gameplay elements, I'll certainly take that feedback to heart and adjust accordingly.
At the end of the day, I'm trying to find the sweet spot between player agency and a focused, well-crafted narrative that respects both your time and my development capabilities.
Well said, but I agree with you more than might be apparent. I was not saying that the game would be better if it more closely resembled a kinetic novel. I actually agree that most kinetic novels end up being boring, and I often end up skipping through them, because as you said, the writing ends up being not all that great. And in general, I actually don't expect the craziest, most brilliant stories in these games. What I do hope for is that a developer has a solid idea of where the story is heading and keeps the plot moving along; by keeping the plot moving along, the dev will then be able to add sexy scenes at a decent pace. A broken story will hold sexy scenes hostage.Personally I hard disagree on this, if there's a "tag" I avoid like the plague in AVNs is the "Kinetic Novel" one, this tbh also applies to most videogames, it's rare for me to enjoy story heavy games where I have zero agency on the story (and protagonist).
The reason behind it is simple, good writers usually end up being that, good writers, some turn to script writing, but not really writers of AVNs, or for that matter videogames in general.
I don't want to undermine the writing skills of the folks writing AVNs (also because I have the writing skills of an amoeba), but I have yet to find a single one that I would consider worth reading on its own as a book/story.
What's the issue one might add? I like to immerse myself in the stories/games/movies/etc.. (yes even on the fap material hehe) I approach, and if I'm to experience it through the eyes of someone who's not me, that someone and the story have to be written VERY well.
AVNs and games provide a level of agency (via choices/mechanics/game loops) that "fills in" for their lack of great storytelling and allows me to immerse in them in a different way.
That said:
- This is of course a personal opinion
- I do agree that is generally easier/better to avoid 300 story paths/alternatives
- A story has to have a "core"/leitmotif anyway and reach its conclusion.
Phenomenal outlook and perspective. Love to see a dev putting such shrewd thought into his game. The more of your perspective you share, the more I'm like "Okay, I should just shut up and let the man cook. He gets it."Thank you for sharing such thoughtful feedback! I really appreciate hearing different perspectives from players.
You raise a valid point about player agency. Creating a game that satisfies everyone's preferences would be ideal, but as we've seen with massive productions like GTA and other big open world games, that requires resources far beyond what most indie developers have access to.
My approach is to craft a compelling main narrative with small detours that enhance the experience without becoming unwieldy. These detours don't deviate from the core story - instead, they offer different exploration options and perspectives within the same narrative framework. Think of them as scenic routes that still lead to the same destination rather than different paths altogether. This is where the achievement system comes into play - rewarding players who discover these alternate routes and hidden content ("You found this path? Great! Here's an achievement!"). However, the core story will ultimately follow its intended arc.
The reality is that extensive branching is resource-intensive, and based on my experience, most players primarily want to reach a satisfying conclusion to the story. While some games stretch content across countless episodes, that's not my vision for this project.
My goal is to demonstrate that players are interested in engaging gameplay mechanics alongside the narrative and adult content - not just clicking through scenes. If it turns out the audience strongly prefers a traditional VN structure with minimal gameplay elements, I'll certainly take that feedback to heart and adjust accordingly.
At the end of the day, I'm trying to find the sweet spot between player agency and a focused, well-crafted narrative that respects both your time and my development capabilities.
in the livingroom there is a bloodstain on the carpet you need to inspect with the magnifying glassConfusing... How do you progress? Is there a walkthrough or better tips? Been stuck in the livingroom for ever. Can't save? It's a mess.