stormhawk

Member
Sep 17, 2020
159
131
I never expect unearned praise, nor do I want it.
I never asked for my feelings to be saved, nor do I tell my mods what to do. I guess you're referring to my discord?

My change to a sandbox game was due to the idea to let the player choose what story they want to progress in first.
It might not be perfect and needs some improvements here and there, but I don't understand what you mean with grindy?

This whole statement is objectively correct. Ubisoft being a good example.
That being said, I've never said that criticism are insults. You're taking my one-sentence reply out of context and adding assumptions that don't reflect my stance.
And no I'm sorry I don't get 10x the number of people voicing that complaint.

Most people sure, but I wouldn't say everyone.

I mean sure. That's just a general statement...very common knowledge.
However, your response seems to assume a lot about my perspective based on a short comment. Instead of drawing conclusions about someone's mindset, it might be more productive to ask them directly about their intentions or experiences.

Anyway, to put it short and so you get a better idea of who I am.
I do take honest and fair criticism very serious. I don't treat them as insults nor are my feelings hurt over it.

But a lot of comments here are not criticism. A lot of false statements. Even your statement "update taking more than 3x longer than the dev stated". There's nothing to back it up. Where are the receipts?

I don't need an echo chamber of people glazing me either. I want to make the game better. So I come here sometimes to see if there's anything being said that's of value. And there is, but it's hard to find nowadays.
For example a lot of people are criticising the mc's personality or the choices not having a meaningful impact.

So I've been working on that. Branching it out more with the new linda update I'm working on right now. And overworking the dialogue system into a stat system that gives the player the control to shape the mcs personality.
To be fair it's not good enough yet and it needs a lot of improvement, but I like giving players the opportunity to test these
new changes I'm making in response to the criticism.
Which I make polls for if they like the new system, what they don't like, ... etc.

I hope this clears up some things.
add third person view abby passionate kiss animations atleast
 

DaFinker

Active Member
Apr 24, 2024
740
1,526
Edit -
Hidden Image Guide
Most current version: v0.3.5

Instead of making a new post every time I update the hidden image guide I'll just leave a link to the folder on Mega and just edit the most current version number above. I'll continue to update the pin on Discord. Unless I start deleting older versions of the guide, this link should lead to all versions of the guide I upload.

Folder : MEGA

--------------------------------------------------------------------------------
Original post that was here
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I found the 3.3, while the post I'm quoting says there should be a 3.5, but the Mega link is 1.0.

What's the true most recent version, and is this something you can get linked to the OP - with the way things are scattered about, finding the "new" version has become a challenge.
 

SmirgL14

Newbie
Dec 26, 2017
91
52
can't press S to take a screenshot.
any way to fix that?
In other Ren'py games it works fine.
I think you can deactivate it when programming
 
Jul 16, 2024
56
146
To be fair it's not good enough yet and it needs a lot of improvement, but I like giving players the opportunity to test these
I don't know if you were looking for text/longer feedback on the point/stat system, but the biggest problem I have with it is that it's universal. I know that any attempt at giving someone a personality is always going to have limits, but at the same time the issue with the current implementation is that, given the option, we would treat everyone differently. Being locked out of Nao or Mao choices due to interactions with the other feels like we're having our choice locked (with an unknown length of time coming later). I suspect part of the design here is to lock us into or out of choices, but at the moment it's a tad too harsh.

If you wanted out of character behaviour penalties, a better way might be a per-character point/stat system but allowing others to have awareness of it (read: emulating gossip). Something like Mao getting annoyed that you always joke around with Nao, but only if other choices were made (e.g. Mao felt left out/dejected). Similar to the Linda/Victoria conditional lockout, or the Abby/Margaret conditional lockout. (I'm not actually sure if there's a permanent lockout for one path of each, but I know for others there appears to be.)

(I know designing and implementing these kinds of data system is a nightmare, but I'm trying to balance what I think your intent is with something that's less rough/jagged.)
 

DaFinker

Active Member
Apr 24, 2024
740
1,526
Sure wish my old saves had worked. Going back through this and feeling really disjointed now.

My change to a sandbox game was due to the idea to let the player choose what story they want to progress in first.
It might not be perfect and needs some improvements here and there, but I don't understand what you mean with grindy?
The sandbox aspect, together with all of the other changes, is what is giving me that disjointed feeling. When I first played through - right after the merge a couple of years ago - things sort of progressed with some linearity, or, maybe I was using URM and it helped me go through things in an order that made sense, but, now, on my replay, it feels like I'm skipping around too much because the hint is only one person/one line, not a list of things that give some kind of priority (another VN did this - don't know if it still does as it has just had a revamp for Steam and that almost always fucks things up). Tried using the WT mod, but it broke when MC got the phone. The phone messages do help with the guidance, but, again, they stack up in a way that leaves the path too open.

The thing I ran into last night was dialogue that didn't make sense during the first Mom Masturbation event. All the dialogue assumed MC already had the lock pick and used it (found an autosave and used it to start a different route where I changed my actions to eventuate that set of facts, as well a having a route where I don't), but nowhere had I seen anything that suggested to me that I could/should work at the post office (finally remembered that) or that I could/should head to the store for certain things to help with certain routes.

The great thing about a normal VN is that, while it does lock in a certain linearity, it also helps to prevent missing things or getting so far ahead in one place and so far behind in another that the dialogue quits making sense.

Other bits of continuity (or discontinuity) are also messing with me. Before going shopping with Abby, MC woke up and acknowledged that she looked different, but she already looked different (no longer the old Abby) in both the masturbation and shower scenes that immediately preceeded that interaction and acknowledgement, so that was out of place for the timing. Just went with Liz to Jim's house, and now he has a different house that looks more modern, but doesn't necessarily stand out as so much bigger as the old one did, even though the dialogue is going that route.

Speaking of routes, I feel like I missed the triggering of the twin's route somehow - I think it came into play earlier for me last time. With the sandbox method, I think that too many possibilities become available before they really should to keep the story focused and making sense - it becomes internally inconsistent and really breaks any immersion, and that's a phrase I've rarely used. "Immersion", the way some others talk about it, really has never been my thing, but there's a matter of consistency that does create a loss of focus and confusion.

An analogy that comes to mind: there's a TV show that's in syndication that I never watched before a few months ago, even though it's first season was about five or so years ago. It plays on two or three differnt days in different time segments, but on the same station. I have the DVR set to record all episodes so that I can catch up on it before the next season starts to air. One time slot throws out episodes from one season, while the other slot throws out episodes that are from different seasons, and they commingle. If I don't pay attention to what got recorded, I'll be watching something from one season, then something from another season pops in and things like the romantic relationships, job descriptions, and even the main character's car have changed. That's kind of the feel I get on this replay, like I'm moving between episodes from three differnt season now that I'm in the sandbox.

So, while I like the characters and overall premise of your VN, I think the sandbox element hurts more than it helps and chops up the story in ways that were maybe unintended. It's something that wouldn't be a problem for someone that played from day one and played every release in order before a new release came out, but now the layers seem to commingle and lead to this confusion and disjointed feeling.

Just my experience. I know this VN is too far along to really change any of this, but maybe the feedback will help with the planning for your next one.
 
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HappyNyaNya

Newbie
Nov 1, 2021
56
31
i came back to the game after years and in my opinion it seems like the Dev made a huge mistake many sadly do

he seems to treat the gake like an alpha test version, constantly changing everything and to make things worse because he works so much on changing and reworking stuff it feels like he adds less content

no the way I'm going tobsay it kay sound like I'm telling you what to do but I'm just trying to give you my view based on what I'm experienced
I've seen this so many times throughout years and most of the time it fails, if you want to make things different, i think you should do so after you finish the game, imo you shouldn't even spend to much time on improving things in the game, especially if the game is already good and working

you should finish the game and than go through all the critics and compliments as well as alm the ideas youbhad and than use it in another game, but by constantly changing things it will almost always make it difficult for people to really enjoy it and most of the time it will take longer for new actual content to be added and it causes the game to take ages to finish, additionally adding new mechanics mid way can obviously cause a lot of bugs and issues which can stop people from enjoying the game

again just how i experienced it with countless games that ended up abandoned because of it
 

SLim_Games

Member
Donor
Game Developer
Feb 9, 2018
409
3,129
I don't know if you were looking for text/longer feedback on the point/stat system, but the biggest problem I have with it is that it's universal. I know that any attempt at giving someone a personality is always going to have limits, but at the same time the issue with the current implementation is that, given the option, we would treat everyone differently. Being locked out of Nao or Mao choices due to interactions with the other feels like we're having our choice locked (with an unknown length of time coming later). I suspect part of the design here is to lock us into or out of choices, but at the moment it's a tad too harsh.

If you wanted out of character behaviour penalties, a better way might be a per-character point/stat system but allowing others to have awareness of it (read: emulating gossip). Something like Mao getting annoyed that you always joke around with Nao, but only if other choices were made (e.g. Mao felt left out/dejected). Similar to the Linda/Victoria conditional lockout, or the Abby/Margaret conditional lockout. (I'm not actually sure if there's a permanent lockout for one path of each, but I know for others there appears to be.)

(I know designing and implementing these kinds of data system is a nightmare, but I'm trying to balance what I think your intent is with something that's less rough/jagged.)
I love these kinds of feedback don't worry
You are saying the same things my writer is saying. It doesn't feel good when you invest into 1 character when it means it will hurt another.
And even 1 day before releasing I had a new concept but I wanted to see what people think so far. Aaaaand it's pretty much 30/30/30. they like it, they hate it, they don't care.


What a lot of people are saying is that they don't like that the stats affect each other which is a good point for a game.
The idea in real life that a serious person is suddenly joking around is not realistic. But for a game it shouldn't be about what is realistic but rather what is fun (insert reggie quote) and interesting.

I answered to one of my subscribestars comments this:

I totally get what you mean about it feeling limited. I ran into that too. So, I’m working on a new version to fix that. The plan is to let you pick any stat you want, no restrictions, and the relationship impact will depend on how much you lean into that stat. Oh, and I’m thinking of adding two relationship bars for each character: one for love and one for, like, manipulation. So even if your personality doesn’t match, you could still “charm” them into dating you—kinda like gaslighting, but it leads to a different kind of relationship than the lovey-dovey one. But I have to do more testing for that. Especially how the route layout would change.
But yeah. I have a lot of work to do and I appreciate your time for writing me all these inputs.
I hope that at the end of the day I can make a product that most people can enjoy :)
That's really what matters.
 

SLim_Games

Member
Donor
Game Developer
Feb 9, 2018
409
3,129
i came back to the game after years and in my opinion it seems like the Dev made a huge mistake many sadly do

he seems to treat the gake like an alpha test version, constantly changing everything and to make things worse because he works so much on changing and reworking stuff it feels like he adds less content

no the way I'm going tobsay it kay sound like I'm telling you what to do but I'm just trying to give you my view based on what I'm experienced
I've seen this so many times throughout years and most of the time it fails, if you want to make things different, i think you should do so after you finish the game, imo you shouldn't even spend to much time on improving things in the game, especially if the game is already good and working

you should finish the game and than go through all the critics and compliments as well as alm the ideas youbhad and than use it in another game, but by constantly changing things it will almost always make it difficult for people to really enjoy it and most of the time it will take longer for new actual content to be added and it causes the game to take ages to finish, additionally adding new mechanics mid way can obviously cause a lot of bugs and issues which can stop people from enjoying the game

again just how i experienced it with countless games that ended up abandoned because of it
I understand your concern which is why I hold off on major reworks like I did with the prologue until the games content is done.
But I won't let the game stay in a unsatisfactoring condition before starting a new project.

I try to stay on path and creating new content rather than making changes, which I've been doing for a while now. What rework or change are your referring to?

I do agree when you say that I treat the game like an alpha test version. I just like to find the boundaries in avn and what works and what doesn't and I'm sorry that this might hurt the experience for now.
I won't abandon it though, never. Even when there wouldn't be any support I would keep working on it until it's done.

The stat system was the last feature I wanted to implement for the game. So I will focus on finishing the game. And when that is done I can polish everything up.

thank you for sharing your opinions and experience with me
 
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Jul 16, 2018
351
341
SLim_Games
I see in your signature you are also the developer of 'Taboo stories'. I would definitely love to see some updates for that VN!

Regarding 'The Awakening', I think it was the first VN I ever downloaded from F95Zone. If you would have told me that it would still be in development 7 or so years later I would not have believed you. Wouldn't it make more sense to just start a new VN? I would think you'd tire of looking at the same project for such a long time.

Anyway, best of luck to you in your endeavours.
 

Hitotih

Member
May 10, 2020
241
128
I have a problem when I launch the game

##################################

I'm sorry, but an uncaught exception occurred.

After initialization, but before game start.
File "game/customScreens/popUps.rpy", line 25, in check_changes
Exception: While evaluating change check
'LovePowerLandlady':NameError("name
'LovePowerLandlady' is not defined")

##################################

I re-downloaded the game, deleted the persistent save files, deleted the saves and nothing works.
 
3.80 star(s) 131 Votes