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Redmoon82

Member
Feb 1, 2018
322
189
260
And yes, I'm waiting for this moment to be implemented in the game, why are these eyes so surprised?
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The file is taken from the game client.
 

qbit77

Newbie
Jan 25, 2021
16
9
118
Enjoying the game. One slight problem, game crashes every time I try to go deeper in the dungeon. trapdoor in the maze.
 

Dimitrii

Member
Jan 28, 2019
117
132
230
Enjoying the game. One slight problem, game crashes every time I try to go deeper in the dungeon. trapdoor in the maze.

That happens if you have bombs left when you go into trapdoor. So enter the dungeon with just one bomb, use it on guardian slime and then go into trapdoor. Weird, but works for me.
 

yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,885
5,579
703
That happens if you have bombs left when you go into trapdoor. So enter the dungeon with just one bomb, use it on guardian slime and then go into trapdoor. Weird, but works for me.
Or download 0.3a or 0.3b, where this ought to have been fixed. Let me know what version you were using.
 

Delambo

Member
Jan 10, 2018
119
118
87
This is coming along nicely! Is this your first game? I'm enjoying the mechanics, and glad you weren't over ambitious starting out: a few scenes, and limited characters. Its a good loop, I'd suggest doing something so that you can automate things like dungeon crawls at higher levels so they don't become tedious. All in all, nice work, I'm especially impressed by your developer structure and mini games.
 
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yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,885
5,579
703
This is coming along nicely! Is this your first game? I'm enjoying the mechanics, and glad you weren't over ambitious starting out: a few scenes, and limited characters. Its a good loop, I'd suggest doing something so that you can automate things like dungeon crawls at higher levels so they don't become tedious. All in all, nice work, I'm especially impressed by your developer structure and mini games.
Thanks!

To implement the developer framework bug free was a b*tch. That’s why the content was a bit reduced for first release. 80% of the work was the code.

Now I will start fleshing the story out and polish the UI.
I did some similar games for myself, so I could reuse the software design.

As a teaser: Here’s a glimpse of the new crafting UI which is finished.

Developer log and more stuff is on my patreon.

E690809A-0D3D-4271-82E4-AD76925B0A5E.jpeg
 

Delambo

Member
Jan 10, 2018
119
118
87
Thanks!

To implement the developer framework bug free was a b*tch. That’s why the content was a bit reduced for first release. 80% of the work was the code.

Now I will start fleshing the story out and polish the UI.
I did some similar games for myself, so I could reuse the software design.

As a teaser: Here’s a glimpse of the new crafting UI which is finished.

Developer log and more stuff is on my patreon.

View attachment 1807404
Crafting?! You for already had me, but this would have sealed it.

I notice your change log is all cataloged with some kind of ticket reference. Do you use a management tool for that?
 

yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,885
5,579
703
Crafting?! You for already had me, but this would have sealed it.

I notice your change log is all cataloged with some kind of ticket reference. Do you use a management tool for that?
I use a speadsheet for CRQ Tracking with some basic info like ID/Title/State/Target Version.
When I was working as a project manager I always gave our coding teams sh*t for not documenting things properly so i try to follow my own requirements here :)

The crafting btw is very basic (a gem and an item), but it helps to convert otherwise useless clutter to useful items and has some gambling element to it.
 
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Redmoon82

Member
Feb 1, 2018
322
189
260
As far as I understand the crafting logic in the game, it will be possible to create "improved" versions of already existing items, like the glitter option. And in the future, juicy scenes and advancement in the plot of the game will be tied to them.
 
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yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,885
5,579
703
As far as I understand the crafting logic in the game, it will be possible to create "improved" versions of already existing items, like the glitter option. And in the future, juicy scenes and advancement in the plot of the game will be tied to them.
That’s a good idea with the “improved” versions. I added a crystal that will elevate appropriate items properties into v0.4. :)
 
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Dimitrii

Member
Jan 28, 2019
117
132
230
Will items like wine or novels be usefull in later versions? Like will you be able to gift them to princess for favours or whatever?
If not, any chance for an in-game notification whether an item is usefull or clutter?

Also, will the game focus be only on princess, and possibly evil queen? Or are you planning some other characters?
 

yv0751

Well-Known Member
Game Developer
Jul 8, 2017
1,885
5,579
703
Will items like wine or novels be usefull in later versions? Like will you be able to gift them to princess for favours or whatever?
If not, any chance for an in-game notification whether an item is usefull or clutter?

Also, will the game focus be only on princess, and possibly evil queen? Or are you planning some other characters?
Incidentally, wine and books will be two items playing a key role in the training path in v0.4 :)
Gifting system is implemented in v0.4 as well.

Quest items you cannot ditch, the game will come up with a message. And with the new crafting system in v0.4 also the clutter will serve some purpose.

So your comment goes right along with the direction the game is taking. :)
 

L0thar

Active Member
Jul 24, 2017
985
1,186
356
Considering she ends up with all the MCs money she might be smarter than she looks ;)
She will get a bit more tricky in future
Perhaps it is worth considering the option so that the MC can drain the princess's cash resources from time to time? ;)
After all, he has experience in it.
 

redle

Active Member
Apr 12, 2017
666
1,201
375
Reminds me of the somewhat brief BBBen game. Looks promising.

First suggestion I would make though is that the points reward rate increases or holds steady with larger single donations. As of right now a player earns more points for climbing the ladder with 100g twice than one gets from climbing the ladder with 200g once. Considering the grind for gold and points isn't really the game's draw, increasing the grind factor by making a player climb up and down to hand gold over in 100g increments (or need to grind additional dungeons to make up for the sacrificed points) should be avoided.

Lessor, second suggestion, consider adding in some QoL features for money exchange in the stash. Being able to set a "standard withdrawal" amount by the player or a quick button like "deposit all but 100g" would be nice. Assuming the goblin is actually supposed to be saving some money, needing to manually delete numbers and then manually type values in a deposit/ withdrawal daily could be made more user-friendly.
 
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