I understand yeah, I said this to someone with your same request, but it was an outdated decision when I only had 4 types of Monster Girls, so now it feels overly punishing. I will change that for sure. Thanks for your feedback.
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Yes I agree that 4 slots is getting a bit limiting now. It was mostly a decision I made when there were fewer Monster Girls, to not make it too repetitive, but now it's a good idea to expand on that a bit.
I'll probably reduce the playable area when you start the game, and then have some upgrades on the shop to buy more land in lots, and that will come with new slots available. Your idea about having Monsters around not generating anything is also interesting, I understand wanting more characters around. Thanks for the feedback!
Man that's a great idea. I've been thinking about new ways to make expeditions fun. It's too early to share yet, but this fits perfectly into the idea I was thinking about.
Reminds me a bit of Animal Crossing, I really like the idea, will make it into the game in some way. Thanks for all the stellar feedback vonBoomslang!!
Oh wow that's a cute bug haha unfortunately I have to fix that ;(
I've been trying for a while to replicate the bug but I can't get it myself. In that time I found and fixed two bugs related to beds, not related to the one you mention, so at least is something.
This bed, you have it from an old save file? I made some changes in this patch in relation to constructions, so maybe that's what is happening, that's my main theory right now.
Yeah I get that, I have many thoughts about this.
The main pro for this idea, is that I get excited when I get a higher tier Monster Girl, like"damn I got lucky".
On the other hand, like you said, lower tiers are less worth than higher ones. Getting a lower tier feels kind of bad, and that's locked to color, so not great.
One idea to solve all of this could be to:
- Instead of Tiers, call it Rarity, and that only affects the color variations of the Monster Girls. There's still a lower chance to encounter rarer colors.
- Move the levels variations to the trait system I already have. The Monster Girls you find can have random traits like >Hungry<, which would make them have a lower Hunger level. And so on, >Energetic<, >Sleepy<... etc.
I'm liking this idea, what do you think?
Thank you Scott for your ideas! Some people have requested similar things about interactions, it really will make it feel more alive. I'm writing these down to see what can I do, funnily enough I also was thinking about adding some kind of ball to play with. I'll try to come up with a concept for that :)
And I share your thoughts about Rabbit Girls! I feel Rabbits Girls are relatively popular in media, but they aren't in Monster Girls settings. Big agree.
Hello Rick! Thanks for sharing your thoughts, gave me a lot to think about. I agree that progress / interactions can feel a bit fast at the moment, I'm open to slowing things down a little. Since I'm mainly the one testing the game and I restart a lot the saves to see how it feels, I can end up overtweaking the numbers
And your second point is also interesting. in the last devlog (uploaded on the 1st) I have something similar to what you are proposing, a new Monster Girl state where they approach the player to get their attention. I didn't think about the social level affecting how they react, but I really like that, adds a lot of personality, better than my idea of only affecting the frequency of this new state of going up to the player.
Thank you for your comment!
I didn't have time to include a Controls section in the menus for this hotfix, but my friend confirmed me that the pressing a Monster bug that was happening to him (very, very similar to yours), is fixed now. If you try the new version one of these days, I hope it's fixed now and it's not unpleasant to play! Apparently for this particular fix, it was indeed related to high Hz monitors (so the game goes at higher FPS -> less time to click correctly. Eventually I'll also include a way to cap FPS, so monitors with a high Hz don't try to perform the game with the highest possible FPS, causing unnecessary overwork.
I'll be sure to check the Discord page Scott, thanks for writing your thoughts. For sure, as time goes on, these rough experiences will be solved, sorry you had to deal with this.
I've been researching your issue with the mouse, and I might have found the problem:
At the moment, the way I track how long the button has been pressed is based on FPS instead of time (delta), so in theory if you are running at higher FPS, the timer required to grab the Monster Girl is met faster. I'm gonna test with my friend later tonight, since he was having this problem (only in Linux, strangely enough, that's why I asked), and see if it is fixed.
if everything goes well, I'll release a hotfix tonight with a bunch of fixes and some of the features mentioned in previous devlogs (camera, etc). Sorry again, and I appreciate your patience Scott.
Damn I'm so sorry I didn't see the notifications for this. If you still can, do you know if you have a Vulkan GPU? The windows version doesn't need Vulkan, but trying to run the Windows version with Proton will cause the the background to be a black screen. One way to circumvent this would be to have an option for a non-transparent background...
We could try to see what happens when you open the game with the console log. My first guess is that, a Vulkan related issue, but it could be anything. I'll talk with my friend who's helping me with Linux to see what we could do about it. Sorry about that, if this continues I'm sure itch will offer a refund.
You are right Scott, I'll do that, thanks for the feedback.
One click should only show the action menu, and long clicking, grabs the Monster girl to move around. Are you playing on Linux by any chance? That's a bug I'm hoping to fix for next update, it's a bit of a mess since I can't fully fix myself since I work on Windows, I need a friend that has Linux (we fixed a bunch of stuff for that, but not everything), but it will be fixed.
Oh I was curious about what you said about Patreon, didn't know you were also a gamedev until now! I agree I have no idea how profitable Patreon is or how to make it interesting for people to spend money, so for now I'm sticking with traditional gamedev. We will see how it turns out.
You seem like a cool person, thanks for your interest. Hope things are going well for you too.
Hello! First of all, let me say I appreciate your concerns and the very kind words, truly.
I agree that I'm held back financially by my stubbornness, but I'm fine with that. I prefer to dedicate my efforts into something I'm proud of. I can't feel proud if I know I can do a better job. I really dislike some common practices in the NSFW gamedev world, so I simply won't partake in them, whatever happens happens. A lot of times I've thought about just leaving this space and going fully SFW, since I don't get the Patreon mindset. But I really want to see something that I'd play, and that's the games I make.
Having said that, with the way I want to make games, yes, Love Inn would be unprofitable for a long time. So I still consider what I'm doing the best option, since Chibi Monster Girls made more money in 1 day as a premium game than 3 months of Love Inn (back when I was doing updates). You think this was a big mistake, and you may be right in a strictly financial sense, but the way I see it, all this could buy me some time to develop Love Inn with love and care without the pressure to release low quality content quickly in fear of Patreon earnings dropping.
Damn Ikaros, that's great feedback ,thank you very much! I agree with pretty much everything and will make changes. Some of my thoughts:
- The save button I think I'll keep in Options menu, mostly because I don't think I can fill an entire separate menu for that, but I agree it can be ambiguous, so I'll make that much clearer!
- Yeah having no delay for tooltips seems a great idea, same with the menu buttons and construction tooltips. One problem I have is that I think I can't easily force the game to show tooltips without the windows being in focus, at least not with the default system Godot has, so I'll need a custom way of doing that. Will look into it.
- I'll try to replicate the bug with the second monitor. Do you have some more info on how to reproduce it? Right now I can always interact with them on 2nd monitor. Does the cursor change? Like it's detecting the Monster, but clicking does nothing?
- I'll have some changes to the spray.
Thanks for such a thoughtful and detailed response Ikaros, your comments made me improve Love Inn after the first release too. I appreciate it!
1. That's something I had in mind, but I'll probably wait a bit to add it since I want it to be a mid game object, not something to get early on.
2- Yeah this is good, I'll have a cap tho so you can't upgrade past the current max level Monster in the game (right now level 4, will increase next update with next Monsters).
3. Customization is tricky with multiple unique animations (mainly the ero ones) so I'll put it in the back for now at least.
Man Scott thank you very much, you've been supporting for such a long time! This game started as a way to finance my time to work on Love Inn, and it's going surprisingly well so far, so I'm very happy about that
I think I've never seen a Pigeon Harpy, seems extremely cute haha And the Dog Monster Girl concept I had is really close to your description!
Great, the first one is pretty easy to do, will do for next update (when pressing on the portrait of the monster?).
1. Got it for the explanations. Right now I have a couple tooltips on the "Levels" part of the info + traits + attention, but really should just do one for all stats.
2. This is a bit more tricky. Months ago I thought about different hairstyles for example, having a more composition approach to the Monster sprites, but it quickly grew out of hand and I decided to simplify it to colors. I'm not against revisiiting it in the future, but right now I'm gonna fill the game with more species of Monster Girls for a while.


