Deleted member 440241

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Feb 14, 2018
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0.19 is the first version of this I tried, so I don't know if these bugs have been brought up yet but I encountered 3 in my playthrough.

If I talked to the guard by the bridge (skeleton princess memory zone) more than once his image stays until I talk to someone else. After that I repeatedly got the "Failed to load img/picture/etc" error, and interacting with the stone would lock the game in a loading screen as it repeatedly tried and failed to load his picture.

No matter how many slimes I kill the adventurers guild never seems to recognize the job as being completed. There's also no quest for it, I don't know if that's part of the bug or not.

Returning to the present in Drumeer didn't register that quest as completed, so now it's stuck in my quest page.

As for the gay content, I think you'd get less complaints if the screenshots made it clearer how many of the characters are male. I enjoy trap content, and even if I didn't the game always gave the option to turn guys down, but going off the screenshots everybody except the MC looks female. Dara and Sigur's dicks along with batboy's balls are only visible in the last screenshot where the smaller images make it harder to notice. Every other screenshot either is female or is intentionally misleading like Dara's bathing scene. With screenshots like that it's easy to get trapped into believing that most of the content is m/f.
 
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mr_tao

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Returning to the present in Drumeer didn't register that quest as completed, so now it's stuck in my quest page.
Pretty much the exact same experience and opinion except this: my quest got complete.
Inn the past, the girl at the portal has bugged dialogues where they start with "Girl> " though
 
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g0kufighther

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Feb 10, 2020
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its been a minute so i forgot this was a sex game with battles XD i was surprised at the vampires. also i found a simple bug, seems like the slime actor stays on the screen after finishing talking to them, i did male scene then female scene, if order matters.
 
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LostWisdom

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Aug 3, 2017
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0.19 is the first version of this I tried, so I don't know if these bugs have been brought up yet but I encountered 3 in my playthrough.

If I talked to the guard by the bridge (skeleton princess memory zone) more than once his image stays until I talk to someone else. After that I repeatedly got the "Failed to load img/picture/etc" error, and interacting with the stone would lock the game in a loading screen as it repeatedly tried and failed to load his picture.

No matter how many slimes I kill the adventurers guild never seems to recognize the job as being completed. There's also no quest for it, I don't know if that's part of the bug or not.

Returning to the present in Drumeer didn't register that quest as completed, so now it's stuck in my quest page.

As for the gay content, I think you'd get less complaints if the screenshots made it clearer how many of the characters are male. I enjoy trap content, and even if I didn't the game always gave the option to turn guys down, but going off the screenshots everybody except the MC looks female. Dara and Sigur's dicks along with batboy's balls are only visible in the last screenshot where the smaller images make it harder to notice. Every other screenshot either is female or is intentionally misleading like Dara's bathing scene. With screenshots like that it's easy to get trapped into believing that most of the content is m/f.
Thank you for the feedback. Yeah I wasn't aware of those bugs as most players who comment are returning so older bugs aren't as noticed. Thank you for letting me know. I'm jotting them down right now to do. So thank you for reporting them!

I suppose thats fair, to be honest I was just trying to post screenshots that I liked more, but I get without context some of them might come across. I'll have to think how to better state it I suppose.

Can I ask you a question? As someone who's just jumped in at this update. Did you enjoy playing, did you think there was a good amount of content to explore so far? I'm curious what you might have enjoyed or found tedious. Dealing with the bugs I'm sure soured your experience somewhat, but I hope overall you still
enjoyed it.
 
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LostWisdom

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Aug 3, 2017
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its been a minute so i forgot this was a sex game with battles XD i was surprised at the vampires. also i found a simple bug, seems like the slime actor stays on the screen after finishing talking to them, i did male scene then female scene, if order matters.
Thank you, Im fixing that right now.
 

Deleted member 440241

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Feb 14, 2018
755
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Can I ask you a question? As someone who's just jumped in at this update. Did you enjoy playing, did you think there was a good amount of content to explore so far? I'm curious what you might have enjoyed or found tedious. Dealing with the bugs I'm sure soured your experience somewhat, but I hope overall you still
enjoyed it.
If everything was in one or two towns I think the current amount of content would be great. Spread across 4 towns and a fort, no one location feels complete yet which makes moving on to the next feel unsatisfying. I constantly have this nagging feeling that I'm just going to wind up backtracking once the game update. I'd like to see a couple smaller quests added to Braithfare and Nuevo, Drumeer and Lillith Faern completed, and a quest added to deliver or escort something from the fort to the town in the north before any new areas get added. Otherwise it was all pretty fun.
 
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mr_tao

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Apr 21, 2019
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Can I ask you a question? As someone who's just jumped in at this update. Did you enjoy playing, did you think there was a good amount of content to explore so far? I'm curious what you might have enjoyed or found tedious. Dealing with the bugs I'm sure soured your experience somewhat, but I hope overall you still enjoyed it.
Current opinion is overall positive.
MC feels kind of flimsy though. He's not a Silent Protagonist but doesn't feels like he has an actual personality beyond being a pervert, if a honest one.
This is highlighted by everybody else being reasonably well-characterized.

Main issue is the first island, which is too big and slow for the little amount of events happening.
Similar issue with the world itself: (relatively)lots of locations but with limited amount of events happening in each.
Basically each location feels(not saying it is) like a One-Hit Wonder with a single real quest happening.
What's the point of half the characters in the towns? And I'm not talking about the random inn\bar patrons.
A lot of them feel like placeholders for future events... which they probably are.

Woods map itself needs some touch-up IMHO: there are a lot of places they look like you could reach, but there is no way to do it.
Unless, again, they are placeholders.

So, my suggestions:
1. cut short the prologue or at least reduce the size of the first island. Too many named characters are introduced that will not be relevant for way too long. It can only generate confusion when we DO meet them again.
2. Focus mainly on one location before moving to the next. Every non-generic NPC in a locale should have a role, if not a quest, before moving on. Not to say they all need to be involved in COMPLETE quest-lines, but give them something so people will know they will be involved in stuff in the complete game.
Ideally, I'd say you'd need to complete the quests for one Location before introducing two locations later.
Example(because I worded it really weird): complete most quest-lines of the forest village location before introducing the Dwarf village. Complete most quest-lines of the Sand village before introducing the Drow village. Etc etc etc.
(not to say you shouldn't add more quests to a location after you have moved on, more stuff is always good)
3. inter-village teleport. World is becoming big enough walking from a village to another is getting boring, especially without random encounters.
Make it a paid service, perhaps make it available later in the game once the game is large enough if you want the player to walk though the locations.


as you see, my issue with the current version of the game are quite limited and, arguably, mostly matter of personal taste.
 

LostWisdom

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If everything was in one or two towns I think the current amount of content would be great. Spread across 4 towns and a fort, no one location feels complete yet which makes moving on to the next feel unsatisfying. I constantly have this nagging feeling that I'm just going to wind up backtracking once the game update. I'd like to see a couple smaller quests added to Braithfare and Nuevo, Drumeer and Lillith Faern completed, and a quest added to deliver or escort something from the fort to the town in the north before any new areas get added. Otherwise it was all pretty fun.
Thats fair. I see so many games like mine where they milk the players by just slowly working on one small area for a year before quiting the project and leaving it unfinished. I was hoping by fleshing out the map and world as I go along I could add small events in as I go so the project would keep progressing. But hearing your perspective does make me realise how that might not be as fun for players. I was planning to add another area this update. But I'll poll it. See if majority of players would prefer filling the world that exists up more, or expanding. Thank you for giving me your feedback, I appreciate hearing it
 

LostWisdom

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Current opinion is overall positive.
MC feels kind of flimsy though. He's not a Silent Protagonist but doesn't feels like he has an actual personality beyond being a pervert, if a honest one.
This is highlighted by everybody else being reasonably well-characterized.

Main issue is the first island, which is too big and slow for the little amount of events happening.
Similar issue with the world itself: (relatively)lots of locations but with limited amount of events happening in each.
Basically each location feels(not saying it is) like a One-Hit Wonder with a single real quest happening.
What's the point of half the characters in the towns? And I'm not talking about the random inn\bar patrons.
A lot of them feel like placeholders for future events... which they probably are.

Woods map itself needs some touch-up IMHO: there are a lot of places they look like you could reach, but there is no way to do it.
Unless, again, they are placeholders.

So, my suggestions:
1. cut short the prologue or at least reduce the size of the first island. Too many named characters are introduced that will not be relevant for way too long. It can only generate confusion when we DO meet them again.
2. Focus mainly on one location before moving to the next. Every non-generic NPC in a locale should have a role, if not a quest, before moving on. Not to say they all need to be involved in COMPLETE quest-lines, but give them something so people will know they will be involved in stuff in the complete game.
Ideally, I'd say you'd need to complete the quests for one Location before introducing two locations later.
Example(because I worded it really weird): complete most quest-lines of the forest village location before introducing the Dwarf village. Complete most quest-lines of the Sand village before introducing the Drow village. Etc etc etc.
(not to say you shouldn't add more quests to a location after you have moved on, more stuff is always good)
3. inter-village teleport. World is becoming big enough walking from a village to another is getting boring, especially without random encounters.
Make it a paid service, perhaps make it available later in the game once the game is large enough if you want the player to walk though the locations.


as you see, my issue with the current version of the game are quite limited and, arguably, mostly matter of personal taste.
I'm glad you've enjoyed it then, despite your concerns.
I've kinda left the mc bare because if I give him too much personality I worried people could get annoyed. But yeah I aimed to make him not braindead outright like some MC's seem to be. I'll have to find a good balance.

Yeah I had someone else say similar about the world being kinda too big for how little is going on in it right now It's a fair point. I may stop making new areas for the time being and focus on filling in more quests and sex options with whats there already. The issue is since I'm doing it by myself, making as many sexscenes as well as making it all fit into the game takes longer than I hope. But if I cut back and focus on some smaller quests and scenes. I might be able to squeeze more in per update.

As you've guessed a lot is planned for visual characters. The prologue I made skippable, but there was meant to be a scene for most of the ladies on the island. I've just not had the time to really get it all done on my own right now. I'm going to though, however long it may take.
Having areas be more fleshed out before the player moves forward is not a bad idea and if I knew more about coding I'd probably have it set up better to work that way. For now I'll probably just try to flesh the areas out with more content before I try and organize it more
Teleportation between villagers is actually a good idea. I hadn't considered that world was getting bigger and some players arent just doing the new content each update. And it would give the adventurers guild an actual use while I figure out their bigger use. Thank you for the idea.
And thank you for responding. Some of these things I've thought about myself, but some I hadn't considered, so its good to get the insight.
 
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mr_tao

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The prologue I made skippable, but there was meant to be a scene for most of the ladies on the island.
I suggest to avoid much stuff happening on Prologue Island: prologues aren't meant to be any long.
They should give the story and\or mechanic basics and then move on the actual game.

The alternative is, of course, make Prologue Island the actual First Zone: limit the Childhood part to the bare minimum to introduce the most important characters(MC, mom, lost sister and dead dad), then have Grown Up MC actually explore the island doing a couple of quests(introducing the other islanders) and fighting a few chickens(trying out the fighting mechanics) to get the last money to travel on the Continent to actually start the game proper.
As it's right now, the Childhood part is superfluous and a waste of time. The only reason one might bother with all those side characters is if you fuck them during the Childhood part, but that would break Patreon's rules I think.

Related: you are already working to add ways to repeat sexual scenes with all the characters, right?
 

LostWisdom

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I suggest to avoid much stuff happening on Prologue Island: prologues aren't meant to be any long.
They should give the story and\or mechanic basics and then move on the actual game.

The alternative is, of course, make Prologue Island the actual First Zone: limit the Childhood part to the bare minimum to introduce the most important characters(MC, mom, lost sister and dead dad), then have Grown Up MC actually explore the island doing a couple of quests(introducing the other islanders) and fighting a few chickens(trying out the fighting mechanics) to get the last money to travel on the Continent to actually start the game proper.
As it's right now, the Childhood part is superfluous and a waste of time. The only reason one might bother with all those side characters is if you fuck them during the Childhood part, but that would break Patreon's rules I think.

Related: you are already working to add ways to repeat sexual scenes with all the characters, right?
I more meant like just an image or two per lady, like walking in on one changing or something. Nothing big to miss if you skip it, but was meant to tease players and let people going through the intro get some enjoyment.

Thats honestly not a bad idea, having the prologue island be more fleshed out and kinda play as the starting area. If I was starting over that would be a great way to introduce and set things up, have a temporary companion to teach the player or something. I'll have to think on what could be done. It's skippable because it's just set up and nothing vital, but who knows.
Thank you for a solid perspective on what could be improved.

I've added a journal that you can replay the not repeatable scenes for the moment. And I aim to make most scenes repeatable unless the character involved is made unavailable at some point. But yeah I wanna redo a few early scenes that are pretty bare on content so I'd probably make them repeatable when I do.
 
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Grizloy

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May 3, 2019
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All in all, it's a pretty decent game (despite having some problems with design - for example, the "exit" events inside the buildings would've been better to set as "below characters" in priority and trigger at the player's touch - as the usual transfers between locations; city maps could've been more compact (right now there are simply too much empty space); quests aren't very intuitive (could use some hints on where to get required things, like that "New friend" quest with its Mana Jelly); also the game could use some custom tiles for maps/menu/dialogue/battle interface - considering that the art style is pretty distinct and originally-loking, it really contrasts with the default tiles; plus the battle system could use some rework (both difficulty and battle-system wise) - adding some plugins from Yanfly or DAO could be useful). What I really liked about this game though is its original art style and the fact that the current party members are affecting the dialogues (a small, but pleasant detail, although not many gamedevs bother enough to work on this). Also traps - it's a shame that this fetish is so unpopular among the gamemakers, very few games have it and even if there are traps included, it's usually just one character, but this game is like a "trap heaven" (conidering the amount of traps in the game). I really hope that this game will continue to grow and expand.
Also, came up across the bug in the dialogue between Missus and Moncrieff - after dialogue ends, her image still remains on the screen. Same was with the guard in the well - the one who guards the stone (although I think it was already mentioned before).
 
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mr_tao

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oh, a small recurring bug(or something that might be worth improvement): many character's art stop appearing when talking with them after completing their quest\introduction dialogues. This is especially frustrating when going around equipping and unequipping the X-Ray Band ;)
 
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LostWisdom

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All in all, it's a pretty decent game (despite having some problems with design - for example, the "exit" events inside the buildings would've been better to set as "below characters" in priority and trigger at the player's touch - as the usual transfers between locations; city maps could've been more compact (right now there are simply too much empty space); quests aren't very intuitive (could use some hints on where to get required things, like that "New friend" quest with its Mana Jelly); also the game could use some custom tiles for maps/menu/dialogue/battle interface - considering that the art style is pretty distinct and originally-loking, it really contrasts with the default tiles; plus the battle system could use some rework (both difficulty and battle-system wise) - adding some plugins from Yanfly or DAO could be useful). What I really liked about this game though is its original art style and the fact that the current party members are affecting the dialogues (a small, but pleasant detail, although not many gamedevs bother enough to work on this). Also traps - it's a shame that this fetish is so unpopular among the gamemakers, very few games have it and even if there are traps included, it's usually just one character, but this game is like a "trap heaven" (conidering the amount of traps in the game). I really hope that this game will continue to grow and expand.
Also, came up across the bug in the dialogue between Missus and Moncrieff - after dialogue ends, her image still remains on the screen. Same was with the guard in the well - the one who guards the stone (although I think it was already mentioned before).
The maps are a bit spread out, but thats because the plan was to fill the space up with more content in the future. I have editted the starter island down to be smaller to compare though. For a prologue the smaller size fits better. But if I turn it into a more content heavy area and just have the prologue be young mc stuff then the bigger size might be better.
Yeah the clicking doors isn't great. It was mostly to avoid people accidentally walking into doors when in smaller spaces. I have been thinking about changing it back though.
I've actually wanted to change the graphics interface for the game for awhile now, menus and such. I'm not sure how to do it. Maybe I'll spend today trying to figure out just how to. Because indeed having the default interface doesn't help the game stand out.
I'm grateful the extra dialogue is appreciated. I wanted to add little touches to fill things out. So many of these types of games are empty of content besides the sex scenes, and while Wayfared isn't flooded with content yet. I'm hopeful it could be.
Glad you like the traps, from the feedback I've gotten it seems game makers don't add them in because a lot of players just dont care for it and it's not worth the hassle. Which is odd since futa characters are so popular. So it's nice when someone enjoys it.
The moncrieff missus thing hasnt been resported as its new content and most players probably havent gone back to fort soak to see it. Thank you for informing me, I'll fix that. I've fixed the guard at the stone. It'll be fixed in next version. I wish I knew how to post just the updated files instead of rehosting the entire game each time,

Also thank you for giving actual valid criticsm I can take in and think about to improve the game.
 

LostWisdom

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oh, a small recurring bug(or something that might be worth improvement): many character's art stop appearing when talking with them after completing their quest\introduction dialogues. This is especially frustrating when going around equipping and unequipping the X-Ray Band ;)
It's not a bug, there were a ot of dialogues I put in before the xray item was put in. I do need to go back and change some of those to let players see though so thanks for the reminder. I've put it in my notes now so I remember.
 
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mr_tao

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It's not a bug, there were a ot of dialogues I put in before the xray item was put in. I do need to go back and change some of those to let players see though so thanks for the reminder. I've put it in my notes now so I remember.
Great. Also: I love the traps too. Kola, the frost elf, was especially delicious(and cute!), but Dara is great, too.
And the Bat's ass is worth every penny.
And I was surprised Raniatte was missing an arm: she's still hot and deserve love.
And cannot wait for the red demon(oni?) woman, she buff, she hot.

Then again, I only dislike many men :D


Small bug(?): once complete the quest "A Cave of Troubles" has "From: NPC Name" in the quest log instead of... the name of the NPC. Screenshot attached.
Related: where do you prefer having bugs noted? here or on your patreon page?
 

LostWisdom

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Great. Also: I love the traps too. Kola, the frost elf, was especially delicious(and cute!), but Dara is great, too.
And the Bat's ass is worth every penny.
And I was surprised Raniatte was missing an arm: she's still hot and deserve love.
And cannot wait for the red demon(oni?) woman, she buff, she hot.

Then again, I only dislike many men :D


Small bug(?): once complete the quest "A Cave of Troubles" has "From: NPC Name" in the quest log instead of... the name of the NPC. Screenshot attached.
Related: where do you prefer having bugs noted? here or on your patreon page?
Very glad you've found specific characters you've enjoyed dude. My hopes is there will be a bit of something for everyone. And good, the buff red lady was planned for a bit.
The games discord has a bug reporting channel which I check daily. So if you find any and you care to share thats the best way for me to see it. But reporting on here or patreon is fine too as I try to check both regularly. Also thank you for reporting, I've just adjusted it right now.
 
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