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Ai Usage
AI Assisted
Genre
Sim
Dating | Farm | Colony | City Building
Rating
For 13+
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Comments
Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!
While writing my feedback I messed up and hit the wrong button on my browser, which caused me to lose everything I had written. As such, I'll just speedrun through this all.
Remove that Test button until you plan to put in its functionality.
Make the Tutorial pop-up in the middle of the screen and pause the game when a task is completed and the player has a new task. Make it congratulate them for their success then point out the next thing to do.
Put a girl to hire close to the starting point that the tutorial directs the player to. Make this a good girl to start with: decent stats, no stress, already interested, etc. That way, players start with a decent girl. Would also be good for teaching the player about the different options for hiring girls and how to know what to choose for each girl.
Make girls move faster when following the player. They're really slow compared to the player.
The roads get glitchy when they crossover. There could be ways to easily handle this, but they can depend on how the pathfinding works. Contact me on Discord when I'm not streaming and I'll try and workshop ideas with you.
So I got robbed in the night when I had no money on me. However, I have no idea who did it. While I think getting robbed is a cool idea, the fact that I can fend off muggers from my girls but not myself is weird. Given the nature of the game, I feel like my character should have (or be able to get) a gun to use in defence. The trade off would be that having to resort to shooting someone would result in more issues with the cops.
Are girls supposed to accept clients based on their sexual preference? If so, why did my straight girl start walking off with a lady?
And lastly... I had three separate crashes during the game. Two of them occurred when I was trying to place girls on corners. Could be a correlation.
I feel like I had more, but because I lost the write-up and had already deleted the notes from my text file, I couldn't recover it during the stream. I'll try and check my VOD later for what I missed. Otherwise, great game! Want to see more!
Hey Hythrain!
First of all, thank you very much for taking the time to play the game and write up the feedback, especially after losing your original write-up! We really appreciate it. And doing the whole thing live makes it even more useful for us, I think. :)
A few comments on your points:
- The Test button was actually used for something else during development. We are still debating whether that functionality is something we want to keep and implement properly so for now it is essentially a leftover from an earlier prototype version. We may remove it if we decide not to pursue that feature.
- The tutorial suggestion is a really good one. So we'll definitely consider improving that.
- Regarding the first girl you can hire: there is actually already some logic specifically for this. The first female NPC you approach will always accept your proposition so the player is guaranteed to get a suitable starting character. After that, the other girls use the actual hiring logic, so it becomes more important to consider their stats, stress, interest, etc. We may just need to communicate this better to the player.
- The suggestion about making girls move faster when following the player also makes sense. We'll look into that.
- The road issue is something we're already aware of. It's essentially an overlap/visual intersection issue with the roads. Since this is still a prototype, we've currently considered it acceptable for the time being but we'll definitely address it later. And thanks for offering to discuss possible pathfinding solutions that's very much appreciated.
- Regarding the robbery, there is actually a bit more player choice involved here. You can always potentially get robbed but when confronted you have the option of trying to give the robber money or attempting to defend yourself. If the amount you offer isn't enough, they can attack you and you'll have to fight them. So you actually can defend yourself, the intention was to give the player a choice between taking the safer route of paying them or taking the risk of fighting.
- The sexual preference one is an good observation but it's actually intentional. The street girls will accept clients regardless of their sexual preference. Their sexual preference is used for another feature we're planning, where you can send girls out to create video material as a Gig. In that system, their preference will become relevant.
And finally, thank you especially for reporting the crashes! Three crashes is definitely something we want to investigate. You mentioned that two happened while placing girls on corners, which is particularly useful information. Do you happen to remember what you were doing when the third crash occurred or anything else about what was happening immediately before it? Even a vague description could help us narrow it down.
Overall, thanks again for the detailed feedback. A lot of your suggestions are actually very useful, and it's especially helpful to have someone play through the prototype from a fresh player's perspective. We really appreciate you taking the time to test it and give us this much feedback!
As expected: I'm stuck in the house model when tried to go back to the streets with that Girl I have bought.
Also, [Test] [[Test] [Close]]
Not sure what you mean by âAs expectedâ...
We literally wrote that this is a prototype and that bugs are to be expected. We even asked users to list any bugs they encounter in the survey.
In any case, weâve pushed an update that resolves this issue.
"This is a prototype and that bugs are to be expected" - Yes, I literally said so, "As expected".
"list any bugs they encounter" - As I listed, I was stuck in the house model.
Is something wrong with it?
No. Your wording just seems unnecessarily confrontational, especially considering the condition has already been clearly stated.
Another small issue to mention, I just noticed that concrete planes the road is made of are overlapping each other in some places.
Yes, correct and thank you. Likely to cause a visual issue when snapping from viewports.
Both planes are in the same position on the height axis.
I understand what you mean visually but technically the two planes cannot be âin the same position on the height axisâ in the way you are describing.
The planes in this simulation are purely visual objects generated and positioned by the rendering code. They are not physical entities with a shared 3D position, collision box or independent physics state. Their position is calculated from their flight paths and movement parameters before they are rendered.
In other words, the game is not placing two actual objects at the same world-space height and then simulating them there. Each plane is being drawn at its own calculated position along its own trajectory.
What can happen, however, is a visual overlap caused by perspective. Because the scene is rendered through a 3D camera, two objects at different depths and/or different heights can project onto very similar or even identical screen-space coordinates from the player's viewing angle. This can make them appear to be at the same altitude even though their underlying 3D coordinates are different.
This is a standard perspective/occlusion effect: what you perceive on the 2D screen is the projection of the 3D positions, not a direct representation of their actual world-space Y coordinates.
So if the observation is that the planes LOOK like they are flying at the same height, that is absolutely possible as a visual illusion. But if the statement is that they actually occupy the exact same height coordinate in the simulation, that would not be consistent with how these planes are generated and positioned.
It's therefore more accurate to describe this as a visual perspective issue rather than the two planes actually sharing the same altitude.