- Aug 18, 2019
- 187
- 348
Unfortunately a slower release, took me a little while to finish the updates, but, there is one going live to patrons today and will be on public release come friday.
Awesome news!Unfortunately a slower release, took me a little while to finish the updates, but, there is one going live to patrons today and will be on public release come friday.
Thanks for sharing a sentiment that no one cares about but you.Lesbian only I'm out
I had the same thing. I think those stats aren't supposed to show up now until you're in the daytime chapter, even though they still trigger a game over at night if you completely ignore them.wierd glitch? this version has it where the stat bars, as in your exibition perversion excitment and fear arnt visible until you get a game over. once you lose once, you can see the bars, you lose some of your stats, and as a result are soft locked.
+1Emma runs around the map and collects hearts. Let me draw an analogy. A bunny runs around the map and collects carrots. Interesting? Not really. Let's add wolves. If a wolf catches up with a bunny, he will eat him. Too difficult? Okay, let's add a few lives to the bunny - especially since the game about Emma has fear/courage. That's more interesting. What else can be done to make the game more interesting?
1) Diversity of levels: create several levels with different locations
2) Diversify opponents: Animals with different features (faster, slower, more cunning). Some wolves may be smarter and pursue the bunny more aggressively. 3) Character development: give the bunny the opportunity to improve his abilities as he progresses through the levels. For example, increasing running speed, endurance, courage, etc. These improvements can be purchased for points earned by completing levels.
4) Day and night mode: introduce a day and night cycle. During the day, the wolves are less aggressive and move slowly, and at night they are more active and aggressive, becoming faster and more agile. This will add an extra element of strategy, where the player must choose the optimal time to collect carrots.
5) Interaction with the environment: place elements on the map that can be used to protect the hare or attack the wolves. For example, you can hide in the bushes. This is implemented in the Emma game, but does not work.
6) Hidden locations and caches: place hidden locations on the map where extra lives, upgrades, or bonus items can be found. This makes the game more exploratory and encourages players to search for and discover secrets on the map.
7) Objectives and missions: place additional missions on each level, such as collecting a certain amount of carrots without being caught/noticed by the wolves, or completing a puzzle. Successfully completing a mission can give the player bonus points or upgrades.
8) Cooperative interaction: introduce the ability for the player to control two characters - a hare and a friend, for example, a mouse, who helps the hare avoid wolves. The mouse can distract the wolves, trick them into going away.
9) Puzzles at each level: introduce puzzles that the player must solve to complete the level. For example, you need to find a key to open a door.
10) Storyline development: introduce a storyline with characters related to the hare's adventures. Implemented, but linear.
11) Different types of carrots: introduce different types of carrots with different values and effects. Some carrots can restore life, increase speed, improve defense, or give temporary abilities. The player must decide which carrots to collect in each level.
12) Time modes: introduce different time modes in which the hare must complete the level in a certain amount of time. The player must collect carrots and avoid wolves faster to complete the level in the allotted time. These tasks add an extra challenge and encourage quick decisions.
13) Achievement System: Implement an achievement system where the player can get rewards for completing certain tasks, such as completing a level without getting killed, collecting all the carrots in a level, or completing mini-games. These achievements can give cosmetic items for the hare or upgrades. Emma has achievements - no rewards.
14) Local Weather Conditions: Introduce changes to the environment, rain - makes many wolves hide and fog makes the hare less visible.
15) Pseudo-Random Events: Implement random events that can affect the gameplay, such as an extra wolf appearing faster than the others, an unexpected carrot that requires urgent collection, or temporary traps on the map.
I hope the analogies are clear? Will this make the game more interesting?
I think so.
What happend to your game Nneophyte? Is i it already playable?Emma runs around the map and collects hearts. Let me draw an analogy. A bunny runs around the map and collects carrots. Interesting? Not really. Let's add wolves. If a wolf catches up with a bunny, he will eat him. Too difficult? Okay, let's add a few lives to the bunny - especially since the game about Emma has fear/courage. That's more interesting. What else can be done to make the game more interesting?
1) Diversity of levels: create several levels with different locations
2) Diversify opponents: Animals with different features (faster, slower, more cunning). Some wolves may be smarter and pursue the bunny more aggressively. 3) Character development: give the bunny the opportunity to improve his abilities as he progresses through the levels. For example, increasing running speed, endurance, courage, etc. These improvements can be purchased for points earned by completing levels.
4) Day and night mode: introduce a day and night cycle. During the day, the wolves are less aggressive and move slowly, and at night they are more active and aggressive, becoming faster and more agile. This will add an extra element of strategy, where the player must choose the optimal time to collect carrots.
5) Interaction with the environment: place elements on the map that can be used to protect the hare or attack the wolves. For example, you can hide in the bushes. This is implemented in the Emma game, but does not work.
6) Hidden locations and caches: place hidden locations on the map where extra lives, upgrades, or bonus items can be found. This makes the game more exploratory and encourages players to search for and discover secrets on the map.
7) Objectives and missions: place additional missions on each level, such as collecting a certain amount of carrots without being caught/noticed by the wolves, or completing a puzzle. Successfully completing a mission can give the player bonus points or upgrades.
8) Cooperative interaction: introduce the ability for the player to control two characters - a hare and a friend, for example, a mouse, who helps the hare avoid wolves. The mouse can distract the wolves, trick them into going away.
9) Puzzles at each level: introduce puzzles that the player must solve to complete the level. For example, you need to find a key to open a door.
10) Storyline development: introduce a storyline with characters related to the hare's adventures. Implemented, but linear.
11) Different types of carrots: introduce different types of carrots with different values and effects. Some carrots can restore life, increase speed, improve defense, or give temporary abilities. The player must decide which carrots to collect in each level.
12) Time modes: introduce different time modes in which the hare must complete the level in a certain amount of time. The player must collect carrots and avoid wolves faster to complete the level in the allotted time. These tasks add an extra challenge and encourage quick decisions.
13) Achievement System: Implement an achievement system where the player can get rewards for completing certain tasks, such as completing a level without getting killed, collecting all the carrots in a level, or completing mini-games. These achievements can give cosmetic items for the hare or upgrades. Emma has achievements - no rewards.
14) Local Weather Conditions: Introduce changes to the environment, rain - makes many wolves hide and fog makes the hare less visible.
15) Pseudo-Random Events: Implement random events that can affect the gameplay, such as an extra wolf appearing faster than the others, an unexpected carrot that requires urgent collection, or temporary traps on the map.
I hope the analogies are clear? Will this make the game more interesting?
I think so.
That's sort of true. But you should still see fear and excitement during the daytime. It's a nasty bug... I'll look into how to fix that.I had the same thing. I think those stats aren't supposed to show up now until you're in the daytime chapter, even though they still trigger a game over at night if you completely ignore them.
I think you're interested in a different game to the one I'm making. I was going to go through your follow up post and show the points I disagree with, and there are many... but... I just think you're after something I'm not making, maybe not able to make with the technology I'm using. In addition, there would be a ton of feature creep to what you're suggesting. A finished game, even imperfect, is better than no game at all.Unfortunately, this update is just a set of new pictures. To see them you need to run around the map. And it doesn’t matter whether they notice you or not, even if the fear is off the charts, it doesn’t affect anything; it’s impossible to lose. And if you can’t lose in a game, is there a game?
It is a balancing act. At one point I made it quite hard, and everyone complained. It is entirely possible to get a game over from being caught... and you can actually ramp up the difficulty in the settings.+1
Could be a nice game, if there were actually potential consequences to what she's doing - otherwise what's the point?
You can also fund me via Itch.Then again the dev only funding on fascist hatereon make this a no-no I suppose, shame
Maybe this helps. i have no clue. After a game over all bars are back. However it is not a Quick fix, as all stats are dow as well.That's sort of true. But you should still see fear and excitement during the daytime. It's a nasty bug... I'll look into how to fix that.
I thought it was clear I meant sexual consequences. Game over is just a nuisance, while getting caught leading to sexual shenanigans can be loads of fun and adds a degree of weight to to the female mc's actions. But the requisite 'consequences', aka some type of non-con content is a big no-no for certain platforms.It is a balancing act. At one point I made it quite hard, and everyone complained. It is entirely possible to get a game over from being caught... and you can actually ramp up the difficulty in the settings.
You can also fund me via Itch.
AND... I offer the game for free. You don't have to fund me at all if you disagree with my choice of payment platform.