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AnotherUser54

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A member registered Mar 07, 2019

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Freddy works similar to the original FNaF 1, where she won't move if you look at her camera specifically. She also will never go backwards or reset, so once she gets to your door she stays there. Just look at her every so often, learn her path, and be aware that her laughing means she just moved.

I figured out why those two tasks don't mark as complete - you have to close the door on the box. You open it, do the task, and then have to shut it again for it to count. Which is kinda weird and not made very clear.

Can the Clock Tower key be used yet, or will that be added later?

It seems like webm files above a certain file size aren't being loaded correctly, although I'm not sure what that size limit is. 

The images and webms are all downloaded from E621 using the same third-party tool, so they're all named in the same way -  a string of letters and numbers. 

I created two new directories - one with 46 webms, all renamed to be "webm1.webm", "webm2.webm", etc. - and one with only 12 webms, all under 3 MB (for comparison, the biggest file in the other folder is 95.8 MB). Sometimes, one of the "webm1"s would load, one of the smaller ones, but afterwards it would get stuck on a black screen. The other folder loaded just fine, with it cycling through webms correctly - except for one point where it got stuck on a black screen. I'm not sure what happened there, as the largest file in the folder, 2.99 MB, was one of the first to be displayed in that round.

Things to note: I assume this is intentional, but webm videos ignore the setting for when images should cycle, and *usually* cycle at the end of the video. However, videos shorter than the setting (ex. two second long video, when its set to cycle every ten seconds) will loop until its time to cycle - but in between loops, there's probably half a second of just a black screen. This is especially jarring with very short videos.

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I found a bug: I had a .webm in the folder I set, and seemingly any time the game tried to load it, it would prevent the game from cycling through images. If the .webm was the first one loaded, this image would be stuck on my screen:

and if it tried to cycle from an image (from the folder I set) to the .webm, the image would stop cycling through as well. 

The resizing seems to work fine, however - much appreciated.

[Edit: the image I attached would flash on my screen for a split second whenever I started the game from the menu, before it displayed the first image.]

I think all I need to say is: It's a shame this hasn't been expanded on yet.

Ah, okay - I guess I got tripped up too much with all the "lying" stuff - how one person accuses another of lying, and that just results in a big chain that completely changes the outcome of who's innocent.

I'm not sure how exactly it would work in code, but for resizing images, you'd want to

  • Figure out which dimension of the image is larger (is it really wide, or really tall?)
  • Grab the resolution setting (ex. if the player set it to 1600x900)

and then just resize the image so it maintains its ration, but the larger dimension fits within its respective dimension - so if the image is taller than it is wide, make it so the height of the image matches the height of the game window, and keep the height:width ratio of the image.

Hopefully that's not terribly complicated to actually implement, lmao

This is definitely an interesting idea, and one with some good potential.

I feel like the biggest oversight is that images aren't resized at all. This means that when using high resolution images, the player will only see a small portion of the image. Having something in place to scale images so they fit within the given resolution would be - I would think - a very high priority.

A much smaller area of improvement could be the overall UI - the main menu looks fine enough, but adding a bit of style to the actual game would be nice - for example, maybe the tempo bar at the bottom could have a border around it, and then you could make it so the background within that box flashes on beat. That last bit isn't really important, just a random thought I had.

Another random thought I had - something that is very *low* priority as far as I'm concerned - would be a "music mode." It'd probably be very complicated, but being able to insert a song, and then have the tempo match up with the song would just be kinda neat. That's probably pretty difficult to do though, so again, not really expecting that to happen. Just an idea. However, having *something* in the background other than the clicking might be nice. 

The last thing I'd like to suggest would be the ability to pull images from various online sources directly. I think in this day and age, a lot of people keep their, ah, "collections" online, and having to download six or seven thousand images is, ah, a mild inconvenience. Being able to somehow link accounts and have the game pull directly from that - or just being able to use a search function to pull images from the site based on the search - would be a very quality-of-life thing to add. However, I have no clue how complex or simple it would be to add, so again, if it isn't added, oh well.

But at the end of the day, for what this is, it's pretty well made. Good job!

Having seen MMZ8's comment before playing the game, and thus knowing to check the menu when I was lost, I found I didn't struggle at all with figuring out where to go. 

So I think really, all that needs to be changed in regards to that is to just slap something in near the beginning that says something like, "check the menu (X) for guidance if you ever get lost" or something like that, instead of editing every dialogue and whatnot.

Other than that, I think the game is pretty decent. I think some things could do with improvement - the scenes are a bit funky looking, and the overworld sprites are definitely iffy, not that I blame you, lmao. I do like the core concept of the game, as well as smaller details, such as the different ways the Plane mirrors things. I think the last(?) spell you get, Delusion Digestion(?? digestion delusion? something like that) might be a bit too powerful, considering I was able to win the "boss fight"(????) very quickly, with just three De-whatever Di-whatevers. Also, this just personally irks me, but I wish you weren't forced to "prank" whats-her-name, when she's streaming. Would have appreciated an option to just wait.

I'm also curious as to how the(?) puzzle worked - I don't want to spoil it too much, but the one with the "seven". I somehow came out with a completely wrong solution, and the correct solution seemed wrong to me, so I'm curious how that all is intended to work out.

I'm very interested in seeing where this goes in the future. The writing is pretty good for what it is, and I think it has some good potential. 

Keep at it, dude!

That's all of the game for the time being. As I understand, that second gate will open up in a later update - if you transfer your save over, it should remember that you used the key, and should open up. But that's when that's added to the game. For now, you've probably seen everything.

You can actually learn skills to initiate a lot of stances, although blowjob isn't one of them. I assume they do plan on eventually adding it, though, as they've been expanding on the skills for a while now.

Pretty neat stuff. Personally, I think a good idea would be to let the player instead affect what shows up on the wheel, as the search function seems... unnecessary? Being able to have a set wheel, where all the options stay the same, would be nice, as well as being able to just prevent certain things from being on the wheel at all.

If you allowed the player to change this mid-game, some interesting things could be done with this - for example, you could turn this into an edging game, where the player sets the wheel from a list of options, and then at various points, the game adds more things to the wheel (perhaps having the player vote on provided images to try and find things the player is "weak" to). That all would likely be very, very complicated, though, so don't consider that, like, an expectation or anything. Just an idea I had.

All in all, this definitely has potential.


I gotta ask though, where the hell did you get those dick models from????

Nice game, dude.

r/choosingbeggars, am i right?

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Bugs I've found in V23.b:
 - Heart runes have no lower limit, allowing for negative max arousal.
 - Using heart runes to get your max arousal to exactly zero crashes the game.
 - Intelligence and max arousal can't be changed via console.
    -- player.stats.HP = 10 simply sets current arousal to 10 (this is probably intentional?)
    -- player.stats.Intelligence = 30 and -player.stats.max_hp = 30 go through just fine, but in-game intelligence and max arousal don't change. Running each command without the "= 30" part returns 30, as one would expect, but the game doesn't seem to be using those values to calculate anything, as magic attacks still deal damage according to my 6 in-game intelligence.
    -- Using console commands to edit other stats works fine. Same applies to editing leg fetish levels.
 - Using a respec ticket while having increased sensitivities can lock you in the screen with negative points. Not sure if this applies to naturally obtained sensitivity, or just edited sensitivity.
 - The game lags sometimes - not sure exactly what's causing that, but it doesn't seem to be a problem with my hardware.