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Komissar-bAv

18
Posts
1
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8
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A member registered Apr 09, 2022

Recent community posts

I'm not gonna sugarcoat it chief, this game is total dookie.

>download is an installer rather than a package with an exe? I have no idea where the hell this thing has installed itself to. Antivirus gave a warning when opening said installer, may be potentially nefarious. 

>mouse sensitivity is way too high. I had to lower my mouse sensitivity and it would still make the character spin 360 degrees just from a slight nudge.

>WASD is set to global rather than relative to character, making it a total nightmare to navigate.

>shift to sprint but you move so riduculously fast, you hit every single wall. You can only run for a solid three seconds. Obviously plays very well with the aforementioned nightmare controls.

>it's allegedly in a dark room and you have a flashlight... but there is no ceiling and you have a fully lit skybox. What's the point?

>there's nothing to do. At best this is like, a survival game of some sort, but there isn't even a timer or a score meter, so you just aimlessly walk around until you lose.

>you get got and you have a chipper upbeat tune playing as you get your dick sucked. Yippee? 

>You have to press [esc] to be able to use your mouse in the game over screen to close the game.

This game is listed as a tech demo, but it feels barebones even for that. Frankly I'd just remove this page altogether, this feels way too small to be a 77MB application.

Impressive, very nice.
A bit of a nitpick I've got is that the pathfinding for the smaller creatures is rather wacky if you stand near the vending machine. 

The tiny grubs get stuck on the top level ledges, and the flying bug also frequently gets stuck on the underside of ledges and behind the green spewer thing, leading to the larger bipeds to get stuck behind it.

Buying the flamethrower and then attempting to buy more ammo, the price ends up with a very large number, and you can't actually buy flamethrower ammo by the looks of it.

Gun sounds are very quiet. It feels like you're shooting an airsoft gun.

Aside from all that, I am very interested in how this project goes. 

Will there be a possibility to move other actors around? They still like to stand on top of each other, and the only way to get some like the malwarewolves to move is to bait them around with Byte.

Additionally, I feel it'd be helpful to have the menu for dismissing actors to say who you're dismissing, especially since they still like to overlap most of the time and I end up removing the wrong one every time.

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So I just managed to get my hands on Dino Dash.
There's some instances where left/right click doesn't register and the dino doesn't jump or duck.
Sometimes the prize balls show up on top of the minigame window.
When the game is "ended" and you open a prize ball, the minigame registers the left click as restarting the minigame.
Characters' dialogue will obscure the minigame window.

On a semi-similar note, sometimes I'm trying to pick up items with RMB but instead of holding onto it, it is instantly consumed if Byte or any other compatible character is nearby.

Characters rendering in front of items makes it difficult to find and pick them up. 

I just took a look around. From what I could see, Qubit only takes infocoins and the stock dildo.

Bit accepts infocoins, the dildo, mal-infocoins, flowers, and green infocoins.

So far the only thing I've seen that Qubit interacts with is the infocoin.
I've gone and unlocked the gallery with the root password and see that he has two scenes, but I'm stumped on how to get those naturally.

Been liking this new update- but what does Qubit do?
I've completed the braindance and this guy showed up, but just stands around.


On a similar note, it would be great if you could move the other NPCs around. Three of them are all just standing in one spot, and if I try to make them interact, Byte only ever interacts with Bit since he is on the "top layer".

I feel that the button to skip dialogue should come up far sooner for repeated scenes, like when I have to fight the shrimp over and over again. The skip button only shows up near the end of the scene, which defeats the purpose.

Will this ever get updated?

After playing several of the builds over the past few years, this game is REALLY bad at actually telling you how to play.

I only really knew how to do the main gameplay (which is now apparently a chapter 2) because that was the only thing present with the least changes in between builds, and because somebody in this comments section explained how to play about two years ago.

Having to rely on external information just to figure out how to play the game is very poor game design. Add in a proper tutorial (even if it is just the most bare-bones list of controls and things to pay attention to) because this just carries the same amount of confusing jank no matter how many times the entire thing is reworked every few months.

Version 43 hotfix 2:
>mistakenly went for NG+ without knowing it completely wipes your save. 

>found that I [female character] was pregnant because I had been shagged by the dragon or the robot before going for the "final mission"

>my character is permanently pregnant and I can't breed with my fully futa crew, it is day 25 and I am 534% pregnant with 52 kids from the very start of the game

>genderbend mirror does nothing, and I have not yet unlocked any of the fertility+ items or the item that lets you get knocked up again

Playing as a female with an all-futa crew. All the girls have their fertility stat front and center, but there's nothing about their virility if they're packing some schmeat. I have no way to figure out which character is the best for impregnating, and have been relying on hearsay from a friend that Zaria and Kinwa are the most virile of the bunch.

Currently playing on the latest demo, having started a new game. I have almost everyone but the dragon and what I hear is a robot. I have the impregnate item unlocked so far.

On a similar note, is there any way to permanently increase someone's fertility? It's rather annoying that it resets every time they get knocked up.

So I've been playing for a short while, and so far the controls are rather wonky.
Instead of having W to jump and space to climb ledges, why not just have both on space?
also, holding E and walking into the house in the forest is really awkward.

There needs to be a way to have miners and transports prioritize tasks closest to them.
Every single mission, I have several areas littered with rubble and ore, but instead of doing the logical thing like clearing/collecting closest to base, the miners will pick whatever random ore or rubble anywhere on the map. 

Just now I'm watching a small transport truck pick up a single ore in area A, then go back to base to pick up a refined stud, then go to area B to pick up another ore, then go to base to dump the ore in the refinery, then go to area C to pick up a third ore, and then go back to base again.
Sometimes I'm also seeing transports pick up only a single piece of ore in between runs because another transport apparently decided that they'll pick up the ore right next to the first one.

This lack of pathing optimization makes missions take upwards of an hour because none of the miners are able to decide who picks up what.

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I'm also seeing a discrepency in the miners' priorities- by default, picking up ore is the lowest priority.

However in larger maps when I end up having a whole lot of rubble around and I want to build something, I have to wait a long time to get it done because everyone is too busy picking up ore across the map (let alone the ore in immediate visibility to the base, LET ALONE the mountains of rubble I still have all over the place, or any orders to dig or reinforce walls, which are usually at the top of the priorities list) to bother putting any of the collected ore or studs into the structure right next to the tool shed.

I have to either manually control a miner to deposit the ore into the new structure, or completely disable ore pickup in the priority list.

I have "prioritize studs" enabled in my settings, but when I try to build a structure with less than 5 ore but 15 studs, my miners want to build with only the ore. If I dispense studs, they pick up the studs but put them back into storage.

I think the new version's cameras could use some work- the game runs a little choppy and your mouse needs to be in a specific small spot to pan the cameras for a negligible viewing angle, which can be troublesome if there isn't any cursor locking to the window. This also goes for the button to exit from the cameras.

The older setup where a larger section around the edges of the screen would pan the camera and go back to the map/office was much more intuitive.

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There doesn't seem to be any discernible way to tell how long a night lasts for.

At one point, a night ended as soon as the sanity meter went to 0. The night after that, it kept on going and going... I got caught, and very shortly after restarting that night, it ended.

Edit: Almost immediately after I posted this, I just had two of the same bunny girl stacked on top of each other on the left window. One eventually disappeared. Somebody else appeared in the right window. I had both doors closed, and had a fair amount of sanity left for the time being. I then got jumpscared... by nobody.