magicnuts

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Game Developer
Jan 24, 2019
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This is actually the first game that I'm really happy that it's a bit slow on that - the writing, art and gameplay is of such high quality that I think it would honestly be ruined if it got to the 'good stuff' too fast. The pacing for me has been absolutely perfect - and I like the frequency of it.

magicnuts
A few ideas:
  • The mouse wheel seems to move the scenes back and forward/skip randomly through stuff; it might be worth either getting rid of that or binding it to another key if its necessary for some reason. I've hit it accidentally a few times and got a bit confused.
  • Might be a good idea to make sure every scene has a 'back' button in the bottom left hand corner. The bridge for instance doesn't.
  • It would be good if you could skip time from anywhere (or at least the overmap). Having to go back to your tent is a bit of a hassle when so much of the game revolves around skipping time - maybe just make it possible to click the time wheel?
  • Maybe make it clearer which text options you've already clicked - as there isn't much description its hard to know what's already been clicked and some conversations can be quite long.
Just some ideas!
Hi there.
Thank you for your feedback.
  • I'm a bit hesitant to change the mouse wheel since that's a core feature of renpy, and many have learned to use it. I could disable it, of course, but I thought of giving people the option to go back if they double-click accidentally, or if a choice has come up, and they want to see the short dialogues for both options.
  • Correct. I've already fixed that for 0.3. Now everywhere (including maps) have a back button.
  • I see what you mean. I think it would feel cooler to add more ways to advance time. Imagine eventually unlocking 'clock-like' buttons all over the place. E.g., smoking weed with Junior, climbing the tree, frying sausages at Rose's bonfire, having a drink with Kevin, etc.
  • Great idea. I was going to try and show a notification when there's a new convo with a character (after noticing that people don't even seem to know that they exist). But also putting a check-mark next to the ones already seen could be an improvement. Thanks!
Cheers!
 

destroyerofassholes

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Oct 23, 2019
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This is actually the first game that I'm really happy that it's a bit slow on that - the writing, art and gameplay is of such high quality that I think it would honestly be ruined if it got to the 'good stuff' too fast. The pacing for me has been absolutely perfect - and I like the frequency of it.
I take the criticism about pacing back. At the start of the game I thought it was going to be like Innocent Witches, but yeah, it's actually paced well. I don't feel like it drags on at all because the writing is actually fucking GOOD. It's sometimes even funny! Imagine that. Competent writing and pacing in a porn game.

So yeah, shit's goddamn perfect. And the art is insane. Holly looks fucking amazing. Holy shit this game is actually made by competent people.

Wonder how many years it'll take 'till pregnacny content.
 

destroyerofassholes

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Oct 23, 2019
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The only minor annoyance is the amount of clicks you have to do to skip time or sleep, having to go back to the tent is a tiny hassle when you're trying to grind through a quest. This seems to be a theme with every renpy game in existence, so I wonder if it's a Renpy problem in general. None of them allow it afaik.
 

magicnuts

Member
Game Developer
Jan 24, 2019
336
7,179
The only minor annoyance is the amount of clicks you have to do to skip time or sleep, having to go back to the tent is a tiny hassle when you're trying to grind through a quest. This seems to be a theme with every renpy game in existence, so I wonder if it's a Renpy problem in general. None of them allow it afaik.
It didn't need to have a day-night cycle. It was a design decision we made. It was a convenient framework for different actions and events and was useful in making a sandbox-like game, plus we thought it looked cool. Maybe there were better ways of doing it.
We will try to solve the inconvenience by:
  • Adding more content so that there are more things to do at different hours of the day. That way, players play through the stories rather than artificially advance the time.
  • Adding more ways to skip time and sleep. Each female character's story will unlock a bed (you've already unlocked a bed at Maple's in 0.1, and there will be a new bed in 0.3). And we will also add more ways of skipping time (see my previous post). That way, in a few releases, there will be plenty of clocks and beds around, so you won't have to always go back to your tent to continue a story.
 

Rubbishcoder

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Feb 7, 2018
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While I've also raised the issue of the tent and time many pages ago without it the game would probably just be nothing but clicking and clicking through dialogue until that ran out in each area, so it does break up the monotony even if it is somewhat monotonous to do, if that makes any sense.

If there were time tents in real life it would be September already and we'd be playing update 3.
 
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magicnuts

Member
Game Developer
Jan 24, 2019
336
7,179
While I've also raised the issue of the tent and time many pages ago without it the game would probably just be nothing but clicking and clicking through dialogue until that ran out in each area, so it does break up the monotony even if it is somewhat monotonous to do, if that makes any sense.

If there were time tents in real life it would be September already and we'd be playing update 3.
it's a convenient and familiar framework. But it does need to be improved over time.
I wish! We'd be at update 20 :giggle:
 
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destroyerofassholes

Well-Known Member
Oct 23, 2019
1,656
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It didn't need to have a day-night cycle. It was a design decision we made. It was a convenient framework for different actions and events and was useful in making a sandbox-like game, plus we thought it looked cool. Maybe there were better ways of doing it.
We will try to solve the inconvenience by:
  • Adding more content so that there are more things to do at different hours of the day. That way, players play through the stories rather than artificially advance the time.
  • Adding more ways to skip time and sleep. Each female character's story will unlock a bed (you've already unlocked a bed at Maple's in 0.1, and there will be a new bed in 0.3). And we will also add more ways of skipping time (see my previous post). That way, in a few releases, there will be plenty of clocks and beds around, so you won't have to always go back to your tent to continue a story.
I am completely fine with ingame time and day night cycles, what I had meant is I have to go back from a place to click on the tent instead of just being able to click on the tent wherever.

The cycle and time is fine.
 

johnelros

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Apr 10, 2018
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1598547052775.png

Hi everybody.

Here's a first look at Celestina's sprite. She's a matchmaker who lives in the village and plays an important role as Holly's antagonist in 0.3.
  • Exterior of her house:
  • Interior of her house:
Chestnut has been reluctant to share it because she didn't like showing an ugly sprite. But I assure you that Celestina's physical appearance is intentional. What was not planned is her vague similarity to Robert De Niro.

Cheers
 

destroyerofassholes

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Oct 23, 2019
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Chestnut's art really do be best-in-class tho'.

But why does she wear both slippers when she already has a slipper in her hand? A spare for just throwing.
 
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Rubbishcoder

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Feb 7, 2018
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Chestnut's art really do be best-in-class tho'.

But why does she wear both slippers when she already has a slipper in her hand? A spare for just throwing.
It's either a cover to get people to keep paying on patreon. the old ugly lady foot fetish crowd is numerous so if they showed it off in the preview people wouldn't have to pay to see it.

Or it's an error caused by drawing and overlaying arms on the body but not changing the legs.
 
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ZeroR3

Newbie
Jul 7, 2017
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Just finished current version. I love both art style and story, especially the humor. If i would make one remark, then finding crafting drawer for making flower crown was kinda problematic. Desk top wasn't allowing for any interaction and instruction said I needed flowers and ivy, so I was exploring entire map looking for ivy. Only by chance I saw I could interact with a drawer.
 
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