Mindgame wrote:Hey, I started playing the game and first I must say it's really good. The best vore-game I ever played. Keep up the good work!
But I have some problems. I am dumb as shit
. I can't get any of the side-quizzes like the sphinx nor finding the Hermit. Please don't hate me, but can someone tell me how I can clear all those quizzes and puzzles? That would be very nice. I already found some of the answers but as mentioned before I am dumb so I don't know what to do with the answers.
I'd advise joining our discord to get help with the puzzles you might struggle with, people there are well equipped to help you with any puzzle you need ^^
meltingpool wrote:Are there any plans for more involved pictures for the PC? For example the whole ate a
centipede girl who literally ate a bed
gave the resulting pic that got used for similarly big objects despite being like 3 times as big. A good example would be like what happened with the tavern.
We definitely plan to use as appropriate pics as we can, but since all of them are "salvage" and not drawn specifically for the scenes in questions, we sometimes have to make compromises.
TheMastermind wrote:The underground bit seems quite buggy.
The scorpion scene paused and soft locked me twice in different parts of the lose scene, the chest hidden behind the pile of dirt reset, and the bandit girl's trap reset even though I've done it already and her sprite is gone. The golem scene also infinitely repeats unless you chose to try and push her into the hole.
Apologies for that, we have a new programmer that has a different approach to the scene set up and fluidity and it is kinda bothersome with the whole "reset after failure" way we have. We're trying to fix everything we come across and might just remake the whole area in the future to work more reliably.
kirkyk wrote:how to restore the old control
added controls (movement WSAD/arrows, enter/E for accept/interact, esc/Q for cancel/back)
is inconvenient
+ in the game has some protection from new events, which is why the control lost on the location of the change.
To my knowledge, the old controls still work as they used to. Arrows for movement, enter for accept and esc for cancel was the default layout, the only thing that might not work now is 0 being cancel too.
RBRD wrote:I'm playing the new update.
I was looking forward to Sirnes, because I really wanted to see some scenes with the mermaids that we save, but (at least as far as I was able to play) none of them are in Sirnes.
Will they be added in another update in the future, or have they been discarded?
We added the Sirnes port, not the underwater part yet. That will be main focus of chapter 6 I think and there you'll see tons of mermaids and other underwater monster girls. I apologize if we mislead you with your expectations
CoinToast wrote:I don't consider myself a particularly dimwitted person, and no other puzzle in this game has really stopped me but... the one from the explosive chest seems to me like the sort of puzzles that make perfect sense if you know the answer, and none otherwise. Mostly because the phrase "amount of digits" rarely refers to the amount each digit appears in a password, and "counts the numbers" can mean a vast number (heh) of different things, none of which hints that the number depends on the *previous* password and not, say, the number of passwords already used. And even figuring out these 2 things, the hardest part by far is guessing how it transcribes into the next code.
Other factors that do not help:
Only 1s, 2s, 3s and 4s are in use. That sounds harmless, but it is not. At all. That one can easily led to thinking this is an encription method or that it includes modular arithmetic.
The numbers get increasingly bigger as you progress. Again, this harmless-looking fact can make you think on sums of some kind.
The first key is said not to be made with any schema. That leads to it being easily discarded, when the solution is not possible without it.
The pattern 1X is recurrent over the first keys, and it appears in the last ones. Once again this looks like a clue when it is not.
So once again, and fully aware that this may be just a personal issue, this seems to me like the kind of problem that you either stumble upon the right way of solving, or you are hopelessly lost. For something that can be ruminated over a week or two, or a day with little else to do it is mostly fine, but for an RPG I think it's a bit too much.
Different people make different puzzles, I understand that this one might be quite problematic for most, but that's the reason they are used only on side stuff for the completionist types (the inclusion of it for main progress in the first version was a mistake on my part).