Aickavon12 wrote:Bug report time: Plenty of places that do NOT lead to the dev's wall are walk-through-able, mostly in the ruins.
The forest's east exit doesn't trigger unless you're at the bottom of the exit, not the middle. This causes massive confusion on progression.
You can recruit the mage before you recruit the half-elf, causing a sequence break. Doesn't seem to effect anything but it is jarring.
What I enjoyed: Combat was simple and effective from the one thing I did do. I know that there isn't really a combat system or a leveling system yet but keeping combat simple but effective is always a good start.
The storyline seems interesting so far, I'm curious on how it'll progress as things go on.
Futanari protagonist hinting at potentially lewd future scenes? Hell yeah.
What I didn't enjoy: The vore with the Kitsune was not described at all and therefor very lackluster. It could use some intro text or something describing what's happening.
There's a lot of things that you think are interactivable, but are frankly. Not. For example, the basement stairs in the castle. Maybe putting some debris around it to avoid confusion.
Sometimes the sequences are triggered weird and you end up running around your sister trying to find that sweet spot for the trigger to the battle. Also if an npc is done talking to you, mayhaps give them a loop dialogue that helps inform the player that they've got nothing new to say, therefor the player is sure it's not just a bugged out npc.
I appreciate it. I am currently working on fixing these problems. I am trying to figure out variables better so I can rework the sequencing, but it is a bit hard.
I appreciate the feedback in Trinny's scene and the walkable surfaces, which I do know a fix on.
This next update will likely only have Chapter one, but everything will be reworked and fixed up, such as a collectable at the castle gate I ment to add which would make the fight against Jewel faster.
I look forword to hearing your comments on future updates.