Yeah, I found it somewhat tough to explain verbally, I've even just tried adding a little scribbled diagram instead in case it helps anyone later. It really needs like a little tutorial level with a scripted AI or something but I definitely didn't have time for that within the jam and no way I'm going to try to add it now, too complex. :D
omcmeister
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I'm glad to hear the walking worked, was getting worried no one could even move around. :D And sorry if the fights are too fast; I originally had them at the same tempo as walking but then it seemed really slow, and changing it to the faster pace meant I was usually having no issue when I saw the demon coming and was ready to start the fight, but getting unexpected fights made me panic and mess up, which seemed more apt for the jump-scare theme, but I've still had a while to get used the the needed timings.
OK, I don't really know how to do a tutorial for it, but I've hastily scribbled a visual guide to try to explain when you're meant to be pressing the buttons, maybe that'll help? As for easy mode, make the beat window higher and you'll have a wider range of time to press without it saying you're early or late.
No no, I get it, plus it actually made it more of a challenge, it's not like I was trying to speed type the whole thing, but I kept trying to tap out a few letters in a row just a bit too quickly, but then mixed in with all the shenanigans the game was actually doing to me I got really confused! Wait... was the game not already writing other letters? Maybe that was all just me. XD
But it was pretty neat once I got into it, like trying to figure out the fastest speed it would allow and tap tap tap consistently... Hey, like a rhythm game! 0_o
I can't say I'm familiar with Easy FPS Editor so I don't know how easy it was, but pretty cool that you could make all that! Definitely City at Night, I don't know how many jump scares I really got (the group of ghost things off the park square did get me, but not sure if that was an intended jump scare or if it was coz I was busy admiring the scenery at the time), but even if futa's not really my think there was a definite sexy vibe going on, so kudos.
It's super cute but I don't really get what I was supposed to do with the additional paths, most days I didn't even build anything. But once I clicked to zoom on the animations I did indeed see jump scares, but sexy! So that's a win. And even if a lot of the assets were external, the overall presentation was good, and a great concept, but it'd be nice if the advanced techniques were explained a bit better and then also made necessary.
Is that coz the beat indicator (red flashing corners of screen) isn't matching up with the audio, though? The timing is so different between Godot editor and itch webpage, I don't get it. Although, as I also just remembered for the random member of the public who commented on my game, if it's just too hard then you can increase the beat input window in the settings instead - I set the default strictness based on me, an ex-musician, having played the game while coding for a week, so it's probably actually not fair. XD
Ah, it's supposed to be on the beat, when you see the corners of the screen flash red. If you pause with P, you can make the flash a little more solid if it's hard to see. But also I suspect the timing between the audio and when the game thinks the beat is is probably off, so you might have to go into settings a change the offset a few times to get it right. Given how different it seems to be depending on if I play it in the Godot editor or if I play it on the web build via itch, I have no idea how it'll behave on anyone elses PC. Oh, but also if you just want to make it easier then change "beat input window" coz that's how far off beat it will accept inputs, too. Maybe 0.14 is too harsh, given I found it fair but I've played this game a lot while coding it, plus I used to be a drummer.
Obivously I had to grab that download before you fixed it - I see now why stopping and starting was the way, and how the Countess affects the bar. You did say she gets more powerful the closer you are, but it's easy to understand when you see the numbers move. But definitely hiding them is not only better aesthetically, but having them there removes a lot of the mystery, so it's better for gameplay (and admiring the visuals/wathcing out of ghostly images, not staring at numbers on a bar).
What a fun idea! I say fun; it was a little infuriating having typing speed capped even at max focus... but I'm a sloppy typer anyway so took me a while to realise when not all the mistakes were mine. XD I found there's like no point even trying to continue working through it, and finished with ample time to spare, so coupled with the cozy music it was less demonic jumpscares and more occasional breaks for a needy elf girlfriend, but still, neat idea.
Love the art and how you've used it. Simple game, but features boucing boobs in my face constantly. Took me far too long to realise the lines were indicating speed, even then found it very hard to win... I think I won, anyway. Am I right in thinking although there's a animation and screen for if you fail, if you win, the Countess just goes away?
That took a long time to beat - the 30+ part seemed especially tough, even with all the upgrades. if it's a duel then it's a very unfair one. XD
I didn't understand what right clicking to "look away" did, if anything? And a few rough edges with the animations of the sprites. But generally a fun idea and smoothly executed, sexy jumpscares, very horny, awesome stuff.
1st try; answer phone, get attacked by succubus, Kliene is asleep, she shifts in her seat a few times, then kills him. Game over.
2nd try: answer phone, talk to Oz, both get attacked by succubus, ATB incentivises spamming attack ASAP, eventually defeat her. Talk to everyone outside (between random encounters) until I give Paul water, then the game fades to black, but based on still being able to talk to people (if I can find them) and access menu, game still appears to be running. Get a couple of random encounters but still black screen after.
3rd try: go straight to Paul. Same issue.
I have to admit I only tried episode one, but given I wasn't sure what was going on on who anyone was anyway, didn't seem advisable to skip ahead, plot-wise.
I only did the one playthrough, but I assume there are no endings yet, and it's not just that I happened to get one that isn't in yet? It wasn't really clear what the different protection/toys actually did, or how I was being evalutated, or what impact those evaluations had (other than presumably the endings, based on the letters on the placeholder ending screen). Also, she was mostly away zero months (back the next month after leaving), but then once it just kept going up to like 6 or so months, and then again near the end she was suddenly away for the whole last year, not sure that was intentional or not?
It works as a turn-based game, but I think how it was was an interesting concept, but then, at least for minijam submission, give us access to a debug clock/calenadar that overrides system time, so we can blitz through it quickly to evaluate it quickly! I could ramble on, but ultimately I think it's less useful feedback and more I'm now just thinking about how I would make a game like this, so you should always make the game you want. And you did, you made a game, with gameplay, which is more than I did. ╰(*°▽°*)╯
Oh wow, it's like a whole different game! Slimes! That even the pigeon can physically damage! I thought it was like an intentional gimmick that the pigeon always did no damage whenever it attacked. So many new enemies! 🤯
What triggers whatever goat eggs do when you don't eat them? Last time I either had none coz I kept dying, or then I got like 3 from just sleeping and petting repeatedly before I gave up, this time I just completed the game before I'd even got one.
Ah, I think I see you've updated it a little; the changes have made it a little easier, plus I did eventually "win" before but it seemed to get stuck on 19, wouldn't give me the last +1 even when I successfully fed it, but no issues this time around, and no placeholder/error message (I think it was "remember to post if it works well" or something).
Very on theme, and the art is amazing, and combined with a simple but nuanced gameplay loop. Lovely stuff!
Nicely put together! I swapped from pc to phone and it was a little better, but I would've still liked a zoom function or something, kinda hard to see sometimes (not just the shower, specifically the little bars when the lights didn't seem to come on). I have to admit I wasn't really sure what I was doing half the time; yellow bar was hunger and blue was hygiene, but what was red? I wasn't sure what the other menu options other than "eat" and "shower" were or did, and sometimes icons popped up in other rooms, so I clicked them, but wasn't sure what they were or what effect they were having. ¯\_(ツ)_/¯
Am I just really bad at this game, or is it really tough? I'm like 45 mins in, haven't won a single fight, still level 1. Wake up, go outside, random encounters until I meet an enemy, die, sometimes survive and try again, sometimes use an egg (which always seems to load a black screen but I can still move until I locate the menu for an egg or bed and then the screen comes back after).
EDIT: oh, nevermind; I just realised flowers (sometimes) give full potions, full potions sell for thousands, and salt isn't a temporary buff. Just ate about 50k worth of salt and won my first fight.
EDIT AGAIN: ummm... Was that thing in the intro about the forest taking 9 hours to escape literal? Alternatively, is there any option to go back home without dying? I'm seeing the same encounters, carrying all the salt I can, eating all the cookies I come across... this run doesn't seem to be ending.
Does this game have it's own clipboard? I can copy paste the save code from the top to the bottom, but not to any external file to save it for later, likewise copying something external and trying to paste it in doesn't seem to work either... oh wait, it does seem to have saved my progress anyway. But is paying to skip a month the only way to progress time? I've already packed her bag, how long does this chick take to get ready... I just skipped a month and she's not even back yet, looks like she's away for another 4 hours, real time? Seems like all four jobs just recharge at roughly the same rate, every few minutes or so. I don't know if I'm being impatient, maybe she does actually leave of her own accord, seems odd it specifies when she'll be back but not when she'll leave. I guess I'm just a little confused if I'm playing this wrong - seems like the game is clicking four money boxes every few minutes, otherwise packing her bag and waiting (minutes? hours? days?) for her to actually leave, then waiting four hours for her to come back to view mail and/or album, like you just check in every now a then, a minute or two a few times a day... or keep checking to earn more money, but then skip months a lot and presumably get less trips between events (not sure what impact that would have, haven't made it to month 12 yet). I guess as a passive long term "pet" it probably makes more sense, but as I'm just trying to "play" it I'm just watching an empty home or greyed out jobs, itching for a mini-game or something.
EDIT: I've just googled "Travel Frog" and see it's specifically a mobile game featuring "Passive Play: Because interactions only require checking in occasionally to harvest clovers and refresh the backpack, it takes less than 10 minutes of active play at a time." So I get it now; I'll load this on mobile instead of PC and be more patient! :)
Ah, is only the first area in the game so far? I managed to reach the point where area 1 ended after I defeated an enemy instead of me running out of health, but area 2 didn't unlock and it's the same upgrade options in the shop (which I think was the point I reached last time but then clicked everything and accidentally reset).
I stripped her, now she's nude, seems like I don't have an option to put clothes back on? Anyway, cute pet life sim with jigglephysics; good stuff! Given the amount of jiggle from other interactions (or even just her turning over), I was surprised how little jiggle the massage produced. Also, was there a knack to the massage? Sometimes it just seemed to jump up much faster, couldn't figure out if there was a particular motion it wanted or some kind of sweet spot I was hitting by accident? (Also, her ears clipping through the wall when she's on her back made her look more like a cat.)
Very monochrome virtual pet, and while maybe doesn't fit the textbook definition of a life simulation game, there is unarguably a simulated life, so... much theme. An interesting variety in the writing, too, getting different responses different times through. More cute and/or creepy than horny, but maybe that's just my tastes, and there was nudity (although it didn't display properly on one path, but did another time around). Neat idea!
My pets also seem prone to just wandering off-screen. There wasn't any zoom or scroll that I just didn't find, right? And you can buy as many blue-haired ones as you want, but if the pink one walks off, they're gone forever; I don't understand how, coz she seemed to walk towards apples at first, then suddenly she got scared of them and ran away instead. They seem kinda blurry, too, and there was some weird z ordering (e.g. food tree trunk appearing in front of pets in front of it). But a cute lil idea, and warmed my heart to see them all humpin' away arouund the statue under the apple trees.
In Godot, there was just an option for web build. The only curious thing I had to google to fix, is apparently you have to name your game html file "index" when you export it. Then zip, upload, and tick the little box saying "playable online" or whatever it was.
The minimalism was partly to emphasise the "exposed" nature of being "out in the open" ... but also influenced by my lack of modelling skills (having a main character be a giant sphere also helped here!).
Shoebox is right! The square platforms are actually setup to be added infinitely, I was just going to let the player request a new one to be added by interacting with any wall... but then it would've made hiding from the eye easy coz you could've just run really far in a straight line, not particularly interesting. Then I never got around to adding the hiding part in either. 🤷
A great idea, on theme, executed pretty well especially if you had such limited time! Legally-aged-girl-scouts, outdoors, escalating levels of horniness, very nice start, looking forward to seeing how you intend to develop it, and bugs ironing out... and hopefully some changes to flesh out the gameplay loop (like I get that incremental costs are a staple of game-mechanics, but omg they've deforested the Amazon to build the world's biggest bonfire so that three people can spin a bottle three times then go back to watching one person chop wood).
I wasn't particularly engaged by it, but then I wasn't a fan of the Pokemon games and never played them, so I feel like maybe this just isn't aimed at me. I do like the cumpanion idea! Not quite sure how her flashing was meant to be an issue in a turn-based battle but not complaining, woud've liked to see more interactions with her as for most of it she was just kinda there. Is it spying if she's deliberately turned on her webcam? I didn't really get the "stuck" bit either as presumably either could just turn off the game... but that game was mostly outdoors, and she's somewhat out in the open herself, so seems themey enough for me. And making all that in a week must've been tough, but you did a great job! Very impressive.
The game itself was pretty good! But seemed somewhat generic, nothing really stood out to me as novel (not that I've played a lot of these RPG type games, so maybe I just didn't appreciate the fine-tuning you'd done). And while it all looked nice, there were a few moments, like I did quests but then couldn't find anyone to turn them in to? So I never saw what level up did, but didn't need it to beat Grok anyway. Seems like there's currency that you don't earn, so I guess it's ok that there's a shop that doesn't sell anything. Theme-wise... yep, they're out in the woods, and stuck together, figurateively, in that no one else wanted to buddy up. I did try for a second playthrough given you mentioned replayability but seemed to be fairly similar to the first so I moved on.
All of which reads kinda negatively, sorry, but like I said, it was overall actually a prety good game, especially for a solo jam project, like it's really cool that you managed to put all that together! :-D


