it looks weird if I push it any further than it is now, I'd prefer to draw art for it
Kamoo
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I do like the approach of making the mechanics mysterious / visual only. I don't think I struggled with any particular mechanics but the biggest one I'd look at is the 'walking in / out of the woods' options. They both look very similar and it's hard to notice the difference or the changes it's making on the gauge on the left. It may also be hard to notice its flipping mechanic because it seems like a completely free pick you want out of the top row immediately ... My suggestion would be to have a clear UP/DOWN arrow and have that arrow turn when it flips so it's clearer about what's going on there.
It's also not immediately obvious when you're prevented from progressing further into the woods, which feels frustrating seeing some sort of 'checkpoint' that you're prevented from reaching ... Doubly so when you avoided some camp cards to get there, and now you're stuck waiting until camp comes again.
It's also weird that 'moving back towards the campfire' has no clear connection to when the 'you can now camp' cards come up.
Because the top and bottom slots of the staff work differently, some of the mechanics need to be better visually indicated to show they aren't bugs. For example a 3 dot potion in the bottom of the staff while there's a 1 dot of the same potion on top seems to discard the one on top, despite the fact I've never seen this happen at any other time. The fact that the top slot also wastes all its charges instantly versus the bottom slot only consuming some of its charges is also... There's nothing that shows that it's acting differently, even though the slots act differently in that regard. I originally thought these were bugs.
The different slot mechanics are probably a good thing, though. It's more enjoyable that you're trying to not waste potion charges but you have limitations that might make you waste them.
The 'store threat for later' bottle is easy to forget about, having it react more when dragging a potion over it (something you'll do naturally) would help remind the player it's there, or giving it a clear slot for a potion to go into.
The most frustrating thing I've found is that by the time you reach the deep part of the woods, if you've been saving up mushrooms, you have no space for the fancier plants which will now sit in your inventory and... Apparently, it's not counted as being held by you. If the inventory is going to be strict like that instead of letting the player hold onto plants at the expense of inventory space for potions & such then it should have a clear indication of when you're reaching max capacity... or that sending one plant into your inventory at a time is a bad idea.
Though, the question is, 'should I be concerned about getting better plants so I can get better upgrades to proceed further into the woods' since the progression seems to be tied to a counter when you camp instead, and there's no indication of a boss or threat or anything time-critical looming on the horizon.
The biggest thing I feel is missing is a sense of 'travelling', and that sense of something bad on the horizon that you need to prepare for that's worth foraging more cleverly/in the deep forest for. The 'not us' is introduced but when it's introduced it poses absolutely no threat, it simply exists. It may be better to withhold the visual or make it look like a recall/memory than a thing that the player is looking at, something to say 'this is a threat, but not right now'. If there's no end to the current demo, I think it'd be good to have the last leg of the journey be the player starting in a dangerous part of the forest so the player should have upgraded their potions/forest helpers by then to survive and make it through. Just my thoughts, not sure what the intention truly is yet, I made sure to at least fill the 'Forest' / day counter to full.
Yeah, sorry, I ramble a lot.
In any case, love the art / ambience. Keep it up!
Because if your billing address doesn't match your current address, it won't let you buy anything, regardless of if you're using a bank card or paypal or whatever.
Considering no other store I've encountered has this issue, I would expect there's something that can be done about it, right?
Yes, I could probably use a VPN, but the moment you start asking customers to use VPNs just to purchase games I'm going to cry for developers who are missing sales when customers decide "eh, not worth it" and/or go and obtain the game through other means. The legitimate way of obtaining a game should always be the most convenient.
Is there some sort of reason it's like this but other vendors don't have this issue? Is it just a pain or it requires third party authenticators? I'd like to know.
I forgot to update the text for the werewolf's ending in-game -- the new ending is only if you lose to her on the tile where she naturally spawns with the elite cat-girls.
I plan to give her a separate ending if the player loses to her before that point, either that or I'll put the special endings/scenes out in a way where you don't explicitly have to lose to the enemies. All in due time...
by the way, a Steam release won't happen until the game is finished and we'll have to hope Steam allows it, since they're quite fickle.
There's a bug in one of the recent test builds that meant if you progressed past 0-2 and then came back, one of the new corruption features would prevent the ending from happening. This bug shouldn't be present in any of the up-to-date game versions, however.
After that you just 'defeat' the cat-girls.
Last week, (It's mentioned in the latest Patreon update and on the discord weekly log) I rewrote quite a bit of the text around the fox->voice->fox part of the game, in preparation for while I'll be continuing the story once the player reaches the Parish. It's not perfect, there is an overall problem of the main character wanting to do their own (very vague) thing. Maybe I'll think of something.
For the shrine/ram-girl mission, I put in highlighted tiles to show where the player is expected to go next, it's the best I could think of for now. I could slap a big "area cleared" sticker on the quest board when it's done, then, besides the SFX.
The description for cowbell reads "Generates milk when hit by FORCE. Alerts enemies", but there is some overdue rework for cursed items. Earlier in development I made it so a lot of cursed items / transformations gave you skills but I'd rather make it more like how Draining Kiss works. It's surprisingly hard to design that sort of thing and make it make sense to the reader. Milk is also due for a rework, it's remained in the game since it's important for some existing content.
The debuffs have very similar effects on enemies as they do to the player, it's just been very hard to show it happening, Hypnosis is the big exception to that where it wouldn't currently work well if hitting enemies with Hypnosis did nothing until a certain threshhold. I do plan to at least let ram-girls kiss other enemies but it'd be interesting to have the player do something, too.
I started the project with no prior skills so there's a lot of jank that I've been cleaning up over time, I've been having to balance reworks and making new content. I really wanna add more enemies but I also have a lot of old content to fix up... In the latest test builds, I've improved the effects relating to corruption itself and I'm working on adding more Werewolf content.
Overall good! No big issues, so I wrote some stuff on a notepad while playing:
"Targets look too much like pick-ups, there's no feedback when you're on 1 health or about to run out of fuel or about how strong your weapon is"
"It's hard to tell what you got hit by, having a different SFX if you got hit by a bullet versus if you hit terrain would be good, if not an effect on what part of the ship got hit"
Weirdly, I usually get D~B ranks on the first clear of every mission, but the one time I missed a secret medal and went back to get it, even though I took very little damage and went reasonably quickly while still doing about as much as the first clear, I got an F rank. I assume ranks don't matter much but it could say "Next time, shoot less bullets" or "Use less fuel" if getting a high rank is ever important.
It should be "bring its corpse" instead of "bring it's corpse".
The combats and scenes I played near the start are about right in terms of length, I know other games can ramble on a lot more.
Narratively speaking, it's weird to hear characters called 'liches' and then have them be blinked out of existence like it's nothing, by characters that seem like mooks, without any special effects. I'd either have some special effects there or else make a point of them not being like the liches most people would think of as liches. Old man seems pretty decent in his fight but then he doesn't really do anything to protect himself.
The pre-battle preparations are a awkward to begin with, it's easy to forget you have to click an empty space and then Fight or it's easy to accidentally remove characters from the fight and not know what you did. It might be hard to improve that in an RPG engine, however...
The game prompts you to save after almost every choice except choosing to fight the skeletons, which is odd, since that needs you to save more than choosing to go with them.
I was surprised to see quite a bit of difference in just that first choice, not something indies do a lot. The RNG seems pretty consistent, too, it isn't easy to win the chase sequence purely by RNG but the RNG also keeps you from dying in one turn as well, so using the healing item is a consistent way to win. That's good.
The web version works for me too.
The tutorial explains everything now and there's SFX and music, so that's neat, the only improvement after a tutorial to help explain things would be to have a preview of what each action will do before you place it so you can play faster without having to imagine which way the rotational block will rotate a creature.
The characters and themeing are cool.
With how the power gauge meter is, it seems like the kind of game that wants to give the player more information about their shot. In that case, it'd be nice to see:
- Any pucks highlighted that are within a straight line of your aiming angle, so you can understand how wide your puck is as the perspective makes this a bit tricky.
- The aiming angle staying around while you power up your shot, in case you forget where you're actually sending the puck.
On the tactics side of it all, I wonder if it's a bit too easy for the attacker to clear the board, especially because the outer edge of the board is worth so little. You can't play defensively by splitting to the left and right when a single shot to the middle will outvalue every single puck you have. I can't tell if I'm just bad or if it really is that hard to set the pucks up so the opponent can't just clear them all. So often it feels like I win/draw on defence simply because the opponent chooses to only take 1 point with their last puck instead of the easy 3/5 zone, but that should be fine for the lower difficulty characters...
I've just updated so I thought I'd show up with a certain couple of other devs for this demoday.
Itch.io has the horrible habit of ranking jam games based on itch.io popularity and not jam popularity so I'd advise you scroll down on the jam page to find anons who still need their games playtested! Seriously, give them attention or else they'll have a meltdown in the thread.
Updates usually end up being every 3 months publically / 1 month on Patreon, but I'd really like to update more frequently. I'm working on content regardless of how often I update but it seems if you update more frequently, it helps boost popularity...
So there'll either be a small update soon or a bigger update later.
When you touch water specifically? That doesn't sound like a RAM issue, stepping into water wouldn't cause more to load...
There'll be a new update soon and I'll tell people to check if they get any crashes with water, I haven't experienced anything like that myself. It might be something that has been fixed in the indev. (I remember there being an issue with how the debuff bar handles itself and touching water adds a debuff)