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Smile00122

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A member registered Jun 22, 2023

Recent community posts

Since my description may not have been very good, here is the piece of terrain that caused me to softlock. Speaking about the terrain generation, I think it's very cool. Particularly the fact that caves can be generated. It's unfortunate that looking cool is all they're currently good for.

I've now gotten to island level 15 and have some more things I'd like to talk about.

First, dyeing (and cooking by extension). I've actually gotten around to try dyeing and have a couple issues. The first one is the items needed to dye. The fact that you need two items, which are only available from the shop, makes managing inventory a pain. More so because if you want different colors or patterns you need more than two items. The price of items, not just dyes, doesn't really bother me because earning money becomes very easy later in the game so that's not really a complaint. Another problem with dyeing is the fact that you need the dyeing station. Not just dyeing stationg, but also enchanting station, are way too rare imo. I'd like to be able to add them to the town (maybe by buying some kind of town upgrade for gold?) since finding them in the wild is way too inconsistent. The last problem with dyeing (and cooking) is that it sometimes just doesn't work? I think this is because you need to wait, but the lack of  a timer of some kind makes it impossible to know whether you just need to wait longer of if it didn't work.

Playing to the harder island levels has made me notice some other stuff. Particularly that NPCs stop dropping keys. I don't know why this happens, but past a certain island level there are no key drops. NPCs have also started being able to survive jump attacks. The first time this happened it actually took me by surprise. It doesn't really make the game more difficult as I just whack the NPCs first before performing a jump attack which kills them. This does make groups of enemies more difficult though. Speaking about enemies, unarmed NPCs are more difficult than armed NPCs due to the fact the unarmed NPCs spam spells, as I've said in the message above, fireball is extremely overpowered when used against the player. This leads to the funny situation where fighting a group of unarmed enemies is more dangerous than a group of armed enemies.

Now that I'm talking about enemies anyway, let me talk about grinding the EXP. Since NPCs seem to give the same amount of EXP no matter what the island level, it's become more worth it to farm lower island levels because I can one shot NPCs with regular attacks. I'd also like to see the living NPCs give EXP upon being slain, since currently only skeletons give EXP upon being defeated. The fact that living NPCs only give EXP after engagingin intercourse, combined with the bugginess of intercourse can make grinding them (pun intended) for EXP way less time efficient than grinding skeletons for EXP. I have discovered that jumping when you recieve the EXP for intercourse can end the animation earlier. This doesn't really help due to bug that you having sex in quick succesion has that bug mentioned in my message above. NPCs path finding can also be pretty buggy at times, particularly when dealing with elevation differences. NPCs that are on a ledge will sometimse walk in place next to the ledge, they will continue to do this even when aggrod which makes them not leap down to fight (I don't know if I'm explaining this well). Skeletons that are doing the idle animation when working on the wooden structures will also not aggro to the player. I've even knocked down a skeleton that was working once and they just got back up to continue working, ignoring me. Lastly I'd also like to mention that when I was still grinding the living NPCs I stopped wearing pants since the only way to engage in intercourse is by not wearing pants, the small amount of armor gained by wearing pants was not worth the hassle of taking them off for intercourse and then putting them on again in order to have more armor. 

There's a couple of smaller bugs/issues I've encoutered that I will list in no particular order. The smash attack that happens when you perform a jump attack form higher elevation doesn't seem to deal damage, it only stuns enemies unless you hit them directly. I've also encoutered small patches of grass that connect places of a higher elevation with those of a lower elevation, this bug seems to be purely visual though. A piece of island generation that isn't purely visual though, is a certain rock formation that is near impossible to get up. This formation appears in forest biomes and is used to connect higher evelation places with lower elevation places. It consists of three rocks of differing heights which lead up to a ledge. This ledge, however, is extremely diffcult to get up on and more often than not, even downright impossible. I've gotten softlocked by this because there was a pit with the only way out being this.

This is all I wished to talk about, I must thank you for taking the time to read all this and to respond to all the messages left here, you seem to have a lot of passion for this game which makes me very eager to see where it goes in the future.

(1 edit)

I just realized I forgot some stuff I wanted to say, so I'll put it here so I don't have to make the long message even longer. 

I dislike the fact that falling off an island immedialty counts as a game over, sending you back to town. This is made up for by the fact that you don't lose anything on death which I am grateful for and it makes actually dying just a minor incoveniece. The fact that getting slung of the island make you get tp'ed back to town is made pretty annoying by the fact that when standing near a portal when it opens you get flung away in ragdoll which could result in you getting thrown off the island if you're near the edge. I don't know whether it's a bug or not, but I hope this is changed, while in town this isn't a big deal as you're just tp'ed back to town but when you're attempting to farm EXP by blitzing island this can be quite annoying.


Speaking about EXP, farming EXP can be quite annoying, mainly because only skeletons give EXP upon being slain. NPC only give EXP after sex acts, I don't know whether this is intentional but having to do 10 sex scenes in order to farm EXP can take a little bit, mainly because of the bugs mentioned in my message above.


Another things I've noticed is that if you slay the town NPCs they just come back. I'm just mentioning this because some of them, Quinn in particular, have some high value stuff that you could steal off of them for some quick money early game.

I have played until island level 10 so I felt like now is a good time to give my feelings on the game. Overall, it's fun. It looks good, movement and combat feel smooth and there's a lot of ideas I like. I'll go over some of my thoughts in no particular order.

First, the character creator. I think it's really, and I do mean really, good. There's some slight... I don't know if I would call them problems, but just slight annoyances with it. For instance the buttons to select patterns are a little small, this can make it easy to missclick. It also causes text to sometimes go off the button which can make it difficult to read the text. Another thing I found slightly annoying was the character constantly making facial expressions when you adjust things, this can make it difficult to see how your changes are impacting the character, I found this particularly annoying when changing the ears. Beyond that I think the only thing that could be done to improve the character creator is add more stuff.


Second, I'd like to talk about combat and, by extension, movement. The combat in this game is overall pretty easy, though that's mainly because of one reason. That being that jump attacks are overpowered for some reason. They're so strong that they're stronger than charge attacks in my expirience, mainly because they don't need a wind up. Another reason why it's so easy is because when you hit an enemy they ragdoll. This allows you to just hit them when they're down. Speaking about ragdolling, I don't really understand the reason why the player can choose to ragdoll, other than just seeing the funny physics. Enemies don't take advantage of the fact that the player is ragdolling in any way, except the fact that they seem to spam their weapon sheating animation? Though that may just be a bug. Back to combat though, the only reason why I die anymore is because of one thing and that's fireball. Let me talk about the spells. Fireball currently feels bad to use, mainly because of its low projectile speed. The fact that it deals damage over time doesn't really do it any favors. When enemies use it though, it's a death sentence half of the time. The reason being that the damage of being set on fire can't be reduced, that coupled with the fact that all healing is over time makes being set on fire while at anything other than full hp pretty much guaranteed death. The frost spike feels better to use, it also doesn't feel unfair when used against you. It doesn't do a lot of damage, but the fact that it ragdolls makes it good against enemies. Against the player it isn't really any different from a regular weapon attack other than it being ranged.


Let's talk a little bit about movement. Movement in this game feels smooth, mainly because of the fact that jumping maintains momentum. I don't whether this is intentional, but you can very easily bunnyhop to reach insane speeds. This can be achieved by dashing, jumping air dashing and then repeating this when you touch te ground, once you get a bit of speed going you don't even need the ground dash anymore and you can just bunnyhop and airdash. If this isn't intentional I hope you keep it anyway because it's very fun to do.


The third thing I'd like to talk about is inventory and items. The inventory is probably the thing which I have the most grievances about, it's not bad but there's just a couple of slight annoyances. The biggest problem imo is that the inventory is too small. This is because there's no way to drop items (as far as I've found) which means you need to find some kind of container or a shop in order to get rid of items you don't want. This, combined with caps on stacks is very annoying. The cap isn't that bad on healing items since you never need more than 10, but the caps needs to be increased for keys and coins imo. I also don't think there's a need for three weapon slots, at least not right now. Since the only two weapons types (swords and maces) behave exactly the same. This might change when more types are added though.  Spells being tied to enchantments are a neat idea, but I could see this becoming a problem when more spells and more enchantments are added. This is because you'll have to start weighing whether you want to enchant your gear with spells or more protection. This is cool from a balancing perspective but current way enchantments work as well as inventory could make this more trouble than it's worth. The last things I'd like to talk about for inventory are dye and patterns. I'm gonna be honest, I haven't touched these. For the simple reason that they're not worth it. The only way to get patterns and dyes is from the shop, you might as well save the money in order to get a better item. You also can't just slap the dye and pattern on your armor just anywhere, you need a specific... I don't actually know what they're called in game so I'll just call them crafting stations, where you apply the dye and pattern to your chosen item. This imo just way to convoluted.


Next I'd like to talk about enchantments. Currently, enchantments are worthless, gameplay wise at least as they're actually quite good at boosting the value of an item. The weapons that increase the damage of your weapon are okay early game, but the fact that they only boost damage by 1 or 2 make them worthless late game since I have found weapons that deal 40+ damage. This also goes for the enchantments that boost protection. This only leaves the spell giving enchantments on which you can find my thoughts above. I do quite like the enchanting system though, you can disencthant an item at a certain crafting station which will give you the enchantment as an item (this is currently annoying because of small inventory) which you can then slap on an unenchanted item at a different crafting station. Like I said, this is a cool idea but the weakness of enchantments currently doesn't really make it worth it.

Lastly, I'd like to talk about bugs I've encountered. As the person below me said, pressing Z during sex scenes soft locks the game. Speaking about sex scenes, if you perform two sex scenes on NPC in quick succesion, the second scene will play at an accelerated pace and won't give EXP (I don't actually know whether it's EXP, I'm talking about to purple orbs used to increase island difficulty).  NPC's in general are a little buggy. When NPC are nearby to watch a sex scene, they will constantly spam their suprised animation while also spamming the text boxes. If you use the 'offer' action and it influences multiple NPC, when you're engaging one NPC in the sex scene other ones sometimes start combat. NPC that use allure of offer actions can draw attention away from your allure and offer actions, this can really become a problem when interacting with 3+ NPCs as they can distract each other from each others allure and offer actions, this can be particularly annoying if you're attempting to get two NPC to fuck each other. The cunnilingus animation seems to put your head the distance it would be if you had max snout length. Also, performing actual intercourse seems to sometimes cause the recieving parties dick to pop in and out of existence (if they have a dick, of course).

Overall, I'd recommend this game despite it's issues because I'm certain those issues will be solved in the future, along with that the core systems of the game are very good and the game feels good to play. This leads to the game having a lot of potential as long as more content is added and it makes me hopeful for this game's future. If possible I would like maybe a discord server or something where bugs can be reported and suggestions could be made.