Too much trouble with Patreon and stuff. Not worth it.would be nice if have incest content here
Too much trouble with Patreon and stuff. Not worth it.would be nice if have incest content here
Well yes, two different people with different styles and the setting (mostly normal life and fantasy) is also different.This and Summertime saga are on another level
every 2, 3 months they say.How often does update come out ?
My first job managing a place, my boss took me to one side and said "You know the idea that the "customer is always right"? Forget it. The customer is an idiot and doesn't know what they want." She then told me that my job isn't to put up with their shit, but to guide their stupid asses to what you know they want.you kind of have to live by the mantra, "The customer's always right."
would be nice if have incest content here
We don't plan to add incest because we don't want the hassle of dealing with Patreon restrictions. There will be motherly characters (e.g., Gretta) and adoptive mothers (seven of them), but no incest per se.I cant resist the art work, it turns me on so much
Do you have incest content available for this game ?
Thank you so much.First comment on this forum, but this game deserved it. Hilarious and gorgeous art. I have to be honest, it is probably the first game where I pay atention to the text.
If you mean where's Pixie Path, then go to the forest, and there should be a sign that takes you there. If you're having trouble with the hidden photo, check the OP.weird, can't find the one and Pixie Path, among the bushes help me pls thanks
Thanks. And yes, What a Legend is the first and only game we've done.This game is so great and fun
Is this the only game of this creator?
A few days after all of the tasks shown in the OP are at 100%.When will version 0.4 be used?
No, no scathing comments. My assumption is that if someone takes the trouble of requesting a feature, they must have liked the game enough to want to see it improved (according to their criteria). If these improvements match our vision of how the game should be and also are something that we might like making, then great. Otherwise, it's easy to say 'sorry, but no'.You know, one of the frustrating things about being a developer is that you kind of have to live by the mantra, "The customer's always right." It doesn't mean that you have to do everything that every player wants, but it does mean that when you write a scathing commentary about some requested feature, you really should take a deep breath, think twice, and then delete it.
<sigh>
The comment I just wrote and deleted was funny too...
Tlaero
Dealing with screaming customers must be really tough. I can't imagine what I would do.My first job managing a place, my boss took me to one side and said "You know the idea that the "customer is always right"? Forget it. The customer is an idiot and doesn't know what they want." She then told me that my job isn't to put up with their shit, but to guide their stupid asses to what you know they want.
She was immediately proven right when an idiot came in, ranting and raving about the water being gone outside and we were trying to cheat them. (It was a store right on the water and it was low tide. I had to explain the concept of tides to a 60 year old man)
Point is, developers need to remember that people are idiots. As proven when forum members post stupid questions in a thread when it'd only take 30 seconds to search for the answer.
The initial idea behind the 'think' mechanic was making it difficult for the MC to get to the final happy end, so that once it's reached as the result of his perseverance and hard work, regardless of failures along the way, they feel more earned. As we started working on it, though, it ended up being a useful tool in many other ways:What's the point of adding the "think" portions? Wouldn't the story be more fluid if the MC would think about what to do next at the end of a previous scene, so the transition would be smoother? The way it went this last update was:
- Go to x on the map - Think - Think - Think - Go to y on the map - Think - Think - Think
Seems like a waste of time.
You can "think" at any time of the day, even just after finishing the previous 'think' quest. I'm guessing you're suggesting that, after failing the first attempt, the MC could inmediately think for himself at that very same location what to do next. Sure, now this thinking it's restricted to one specific place in the map but I don't think that couple of extra clicks are so much hassle. Also, this way gives the game some continuity, a common scenary for all the stories that I find quite cozy. There's a main location for each story, a central hub where your MC goes to try and solve that story. If you want to follow that story, you go there and think. If you're not interested in it, you just don't think. And you know it's the same for every story. Now it could feel a waste, but in the future, when you'll have like 12 available side quest and you could be jumping from one to another, doing them in parallel, this feature would be very convenient in order to know exactly where are you and what were you trying to do.My point was that the same results could be achieved without the extra step. Maybe the player could be allowed to figure out what to do next, as in you're given a clue and you should figure out where to go on your own. The same events would happen, the player would fail the same way and the humor would be the same, you just won't have to go to a specific place at a specific time to let the game tell you what to do.
The scathing comments were ones that I wrote (theoretically on your behalf, but really due to my own frustration), thought the better of, and deleted. (-:No, no scathing comments. My assumption is that if someone takes the trouble of requesting a feature, they must have liked the game enough to want to see it improved (according to their criteria). If these improvements match our vision of how the game should be and also are something that we might like making, then great. Otherwise, it's easy to say 'sorry, but no'.