BoundedlyRational wrote:This game was fantastic. Although short, the quality was pretty much the highest among the RPG Maker games I've played on this site.
A few things tripped me up:
-That one of the six treasure items to put in the box was not in the treasure room, but rather the next room down, seems like unnecessarily mean game design.
-Also, some of the tile boundaries seemed very weird in the middle of the treasure room. If there's supposed to be a small cliff separating the two levels, the cliff sprite could use an update. In places it felt like I could/should be able to walk through the cliff tile.
-I was confused why I could not eat multiple of the same prey - one of the first things I did was try to get an entire warren of rabbits in my gut. If you could just mention that limitation somewhere, perhaps as "wanting variety in her diet" or something it would go a long way to fixing the confusion.
-Finding the carpenter after interacting with the cross in the cave was very difficult. The trees in the lower left of town really look like they're supposed to be a level boundary, and finding out that I could go through them and see an NPC I hadn't noticed before took some time.
-I have a feeling this has been mentioned before, but digestion takes a VERY long time, and some of the messages are a bit repetitive. Either changing some of the messages to show that things are actually progressing, or letting us speed up digestion somehow (sleeping?), or ideally both, would be great.
I hope this update of yours shows its head soon, because this is a fantastic project. I love the focus on monstergirl pred POV, which is something that is surprisingly incredibly lacking in vore games outside this one.
Glad you enjoyed the game! Responding to your comments:
- The item being in the other room was never intended to be mean design. At the time I made that part of the game I was still not super familiar with the RPG Maker engine, and I was testing out what I could do from a technical standpoint (tracking player objective progress across maps, essentially). I've moved well past that now, and I agree that it's unnecessary for it to not also be in the back room. You weren't even the only person to point that out, and so I've moved the last item to the room with all the others.
- Yeah, the default sprites don't lend themselves to that perspective - moving
down in the vertical direction as you go
up on the screen. I'm testing out some new things with my mapping skills, so maybe I'll be able to fix that.
- That is a limitation of my current system, but someone had a good suggestion for what I could do as an alternative that I really like (read some of the other replies from a page or two ago). It won't be in the next update, but in the meantime I am adding some text variations like you've suggested that I hope will alleviate that confusion to some extent.
- Several others commented about that too - I think in the next update I've made enough changes so that future players won't have as hard a time finding him. Going forward, I also won't make main story quests have objectives where you just have to look around with so little direction. Side quests though - fair game
- That shouldn't be as much of a problem in the next update
Urielzael2 wrote:This isn't bug but suggestion - change attack sound of animals in general should be turned into something more fitting as fist sounds are bit weird for bats or hornets or electrical jellyfish
For now I started playing but game looks promising. I really wish dream of Olivia will happen and there will be part of story where she will be size of Felayran naga (Karbo reference).
Other suggestions that perhaps making also around tag f/? - as even merchant suggest cow meal.
Yet Another give some magic to naga after first boss to make it spicier.
As for bug I noticed that "adventurer" girl returns after being eaten.
- That's a good suggestion with some of the attack sounds - I've already changed a few around.
- There may or may not be a dream sequence in the future! I certainly think it would be fun. Not the next update, but eventually I would be totally down to include something like that.
- The F/? tag actually does need to be added, hopefully I'll remember to update the main post for the next update.
- Other games like God Complex give the player permanent passive buffs or skills for devouring certain characters. Something like that might be worth including in my game, I'll have to think about it. Magic though is something Olivia probably won't be getting, for thematic/story purposes I've got planned.
- That last one isn't a bug - just a way to allow the player to be able to rewatch scenes without having to make a new save file. I'm trying to keep as many scenes as possible like that as it's much friendlier for the player.
AssumedPseudonym wrote:BoundedlyRational wrote:-Finding the carpenter after interacting with the cross in the cave was very difficult. The trees in the lower left of town really look like they're supposed to be a level boundary, and finding out that I could go through them and see an NPC I hadn't noticed before took some time.
I went on a different path entirely at that point. I thought I was supposed to go find “that fucking harpy”, recruit her, and have her carry Olivia over. I actually had to come look at the thread to get the right solution…
Urielzael2 wrote:As for bug I noticed that "adventurer" girl returns after being eaten.
…Eh, I was just headcanon’ing that as it being a different adventurer girl.
Kind of a weird bug report and/or request of my own: Would it be possible for you to convert all of the audio assets — music and SFX alike — to OGG format? I’m actually running on Linux via Wine. I’ve noticed that a lot of the MP3 format stuff isn’t playing at all ,and whatever audio is in the cave near Olivia’s home turns the game into a not much better than slide show (If you’re using one of the MIDIs in there, that’d
really explain the slowdown on Linux.)
As for the game itself? Admittedly not a fan of human or demi-human predators, but I’m just intrigued enough by the writing that I’m willing to overlook that. Besides, if I wasn’t enjoying it, I’d just say, “Eh,” and wander off instead of turning in a bug report.
- That's an interesting bug with Wine. I'm on Windows myself so I don't have that bug, but I could certainly make that change for you. Something I can do after the next update, maybe. And yeah, I kind of have a mix of audio formats right now - OGG, MP3, and some MIDIs. VX ACE accepts all of them, so I saw no need to unify the formats for myself.
- Glad you're still playing despite it not appealing to your primary interests! Always happy to reach a wider audience. I'm curious - what part of the writing "intrigues" you? The story, the vore scenes, the NPCs and the world's ambience, the tone? Some combination of those or something else?
TheBlindSalmon wrote:The prey respawning is intended, Protium made it similar to the system used in Nyan Adventures (both as the main exp source and an easy way to repeat scenes).
Correct!
AssumedPseudonym wrote:grz01 wrote:Does anyone know how to access the save menu whilst playing the game please? The usual escape button that would work on games of this engine doesn't seem to work with this one?
I ran into this, myself, but I think it’s deliberate. Menu access seems to be disabled in the first sequence. Once you get the two elves down and go back home, menu access is restored.
Also correct!
NonamE1 wrote:Is it dead?;c
Susuko wrote:I hope not since the starting game was good and I liked it.
Nope, still not dead. These things take time.
- Data Folder Backups.PNG (14.36 KiB) Viewed 1439 times
That image is a list of my backups. It is almost a 1:1 list of the days that I've worked on the game since the last update. Some of those folders represent only an hour of work, others several hours. Part of why it's taking so long is because I'm becoming more proficient with the engine. I've actually learned a bit of Ruby since around June/July, and recently I've uncovered the world of parallax mapping. As I learn more new things, I want to use them to make additions or changes to what's already there. Like I said in one of my earlier posts, I like making worlds. I want the world and the characters to feel impactful. I want the releases to feel polished, with as few bugs as possible, and with astonishing presentation, haha! When it's done, I think the next update really will blow people away. Right now, I still have no ETA on when that will be. Until then!