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4.30 star(s) 11 Votes

ExcitingEpiphany

Member
Game Developer
Aug 18, 2019
183
338
Hey there!



There's a new release of "The Exhibitionist", version 0.14.0

The PC version:

The OSX version:


Here are the release notes:

Release Notes (0.14.0):

  • 20 New Events (Although it does include intro events)
    • Claire Proposal
    • Claire On The Roof
    • Claire On The Roof With The Boxes
    • Vanda Proposal
    • Vanda Paints Emma Session 1
    • Vanda Paints Emma Session 2 (3 Variants)
    • Office Coat Introduction
      • Office Coat - Walk To Office
      • Office Coat - At the client office
      • After The Office With Anna
    • Parking 1
    • Parking 2
    • Pool 4 - Emma Version - 3 Events
    • Pool 4 - Jen Version - 3 Events
    • Art Class 4
    • Dani Proposal
  • Menu's revised a little
  • Fixed game over problem (didn't actually finish the game just left you in limbo)
  • Fixed place entering and you having inappropriate levels of excitement and fear - park was bad for this and you could cause it to trigger slow mode and stuff
  • Fixed animation getting stuck when you entered some places
  • Revised and improved home experience.
  • Fixed some issues where Greyed out events appeared when they're not supposed to.
  • Patron ability to repeat a couple of events (The swimming pool and Vanda painting, which have variant versions)
  • View Old Events At Home - I've only got as far as the chapter 1 events, but more to follow.
  • Resetting now takes place within the home.
  • Playing with Sara/Yourself/The Bath/Jen now takes place within the home.
 

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Sutcelli

New Member
Jan 24, 2019
8
14
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.
 

Blubone

New Member
Apr 20, 2020
6
2
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.
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.
 

Nneophyte

Newbie
May 11, 2023
34
37
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?
 

Nneophyte

Newbie
May 11, 2023
34
37
What's bad about the game during the day:
1) No possibility to lose
2) No dangers - nothing can harm you or affect the character in any negative way.
3) Only one small map, which is dotted with tall grass and garbage containers that provide complete invisibility, but there is no point in hiding in them because it does not affect anything.
4) No goal - the only goal is to view new renders.
5) The ability to quickly get dressed at any time, although the clothes are scattered somewhere around the city
 
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Nneophyte

Newbie
May 11, 2023
34
37
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.
 
Last edited:

_DarkDesires_

Member
Jan 3, 2018
334
479
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.
+1

Could be a nice game, if there were actually potential consequences to what she's doing - otherwise what's the point?
Then again the dev only funding on fascist hatereon make this a no-no I suppose, shame
 

Fatneck

Member
Aug 19, 2020
220
189
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.
What happend to your game Nneophyte? Is i it already playable?
 
4.30 star(s) 11 Votes