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AgentPhleet

20
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99
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A member registered Aug 31, 2018

Recent community posts

found a bug, i think. the "teleport back to spawn if out of bounds" broke when i was in a dungeon. froze the game, crashed it.

got OOB by interacting with the werebeasts in it, and when the animation ended, it spawned me OOB.

also, i broke a chest with a sword attack, near the dungeon actually, and it clipped me through the wall behind the chest, then under the map, causing the teleport to spawn.

game's got great potential, i see the vision, brother. needs some love in the FPS department, maybe too many assets at a time? even if it's not the asset count, it might be nice as a gameplay QoL to make grass, flowers and trees easier to harvest. the fact they're in groups of like 20 nodes, all with tiny clickboxes, it's a little difficult to pick stuff up without spamming E. my proposal, fewer collection nodes but higher yields to make it worth the same, also bigger clickboxes so it's easier to actually pick stuff up.

i'm not sure if it's itch's fault or mine, i'll just rename it on my end as i go, but i might suggest making sure the archive you upload is titled with the version number.

i got a file called "wicked-island-beta(1)" because i had downloaded an earlier version, so it renamed the new non-duplicate "duplicate"

arts and farts share a lot of commonalities, in that if you rush it, you're just gonna get shit. hence artsy fartsy.

p.s. i'm truly sorry, this sounded more profound in my head but i have to post it anyway

gave it a shot, not too bad. interesting to say the least.  i'm gonna try to channel my inner wannabe josh-dry-face here, but i am not trained in theatre or showbusiness so kinda gotta take it with a grain of salt

would recommend touching up the character models' feet, got the treeman scene and her blocky feet put me out of it. the scene was good, mind you.

show, don't tell. there's many cases where you use text to explain what's clearly visible in the cutscenes, or simply don't animated something and leave a loop running while you explain something.
feels awkward as an audience, i guess? maybe replacing the animation loops with a still splash art could alleviate some of the awkward.

daytime cycle should definitely be adjustable, and as a baseline,  much longer than it currently is.
might want to consider pausing day/night cycle during early stage tutorials, which i hear the best practice is to make the tutorial last, long after you've made the rest of the game.

case in point, it allows you to make decisions like disabling or pausing certain aspects of the game loop in a sandboxed zone that won't effect the rest of the game. that can allow you to teach a player at the players' own pace.

i get the vibe this is gonna be an RPG, so gear progression, skill trees, talents, character builds to plan, etc. that alone will probably resolve my issues with tree-cutting and crop tending taking too long and feeling too micro-managey.

games like stardew and sun haven fix this by offering better tools that can either work faster, or charge up to affect more crops, but i like "my time at sandrock's" method where you can switch into build mode, or planting mode, and toggle grid sizes for gardening abilities.

judging this game as itself, not tying it to the optics, it seems promising. love the lo-fi art style, reminiscent of valheim's design ethos. the top-down camera style similar to favorites like diablo, path of exile, baldur's gate, or V Rising, feels very interesting as a design choice. all in all, feels like a good foundation, wouldn't mind to see this one grow. best of luck to you

considering the comments/questions so far, i'm not exactly enthused about the optics behind the game, but it's free right now so the least i can do is give it the ol' college try.

i think you should probably unhide tessa's fate, and maybe make a blog post explaining your abandonment of the project and why. probly refund some folks too since they might have only invested expecting a copy of the game or a hand in it somehow.

if not that, maybe try looking into a PR consultation company, 'cause bad optics like that'll burn your game due to reputation before it ever gets a fair shake.

as someone with raging autism and ADHD, i know how hard it can be to commit to long term projects, or have any semblance of a routine or work under pressure/chaos. you might not have my trust, but you got my sympathy, or something like that, i dunno.

i just wanted to comment to second this. i got a fatal error crash when i tried it out in the bedroom. happens with the elf girl too. should probly put in some sort of "stopper" to prevent the action

my bad, i didn't notice it resetting on save/load orz

have you considered a paperdoll UI similar to subnautica yet? might also like options for clothing repair, or further scavenging.


my main complaint when i am playing this game is that it seems to take too long to calm down if "grinding" monsters for lewd exp levels... which might mean speeding up the entire system, or adding "resting areas" or resets on save/load? i'm also not sure what those levels do because hovering over it in UI just shows the display for movement speed heh

weird, came here to complain about an install being borky. redownloaded 'cause the error said the data was corrupt and shock horror, it resolved the problem!

downloaded the 6.91 update a few days ago, unpacked via 7zip, got an error about game/data. solution: download the game again and try again.

no idea if the above information helps anyone, but there ya go

i've noticed an issue with food, i currently have 700/7 food, it allows me to eat infinitely. it also only restores 10 HP per burger. moreover, i noticed the skins for Annie don't seem to have any effect, i can't get healing from her nurse skin, and the bikini doesn't heal me.

i really loved a few implementations of Divine Arms, but the creator seems to be caught up in one thing or another, so as far as i know there's been no development on that game.

i loved its system of gameplay meets porn, where you could resist a "sex attack" similar to your grapple mechanic but with the typical button masher/point and clicker to prevent damage, or indulge in the "sex attack" voluntarily to take damage but gain damage buffs.

still didn't like the idea that you had to wait for an enemy AI to choose its "sex attack" instead of a regular attack, but i think it might be an interesting combination with your grapple mechanic? choose to resist, or choose to indulge by picking one of two "termination nodes" where if you just reach the cursor to the escape node, you escape as is in the current game, or to the "indulge node" where you can either take no damage or trade damage for a buff?

another idea i just had, mix the clothing/HP with a mechanical tradeoff, maybe the less armor you have, the harder it is to resist a grapple but the faster your stamina recharges, and alternatively/additionally you reload your pistol faster/move faster? i imagine if i was a little lady trapped in an infested station of tentacles, naked and afraid, i'd be pretty panicked and run a hell of a lot faster than when fully armored.

the last idea being that you could intentionally trade armor for buffs so that you can be instantly undressed in one grapple in favor of nude buffs(admittedly paired with debuffs so it's high risk+high reward)

(2 edits)

edit: which, i realize, is what you did originally. disregard, i'm an idiot :|

edit 2: might be part of a text-based tutorial, depending on how much story you plan on putting in the game. maybe a note from a character suggesting they don't like the light? might help dense folk like me pick up on the environmental cue on the first encounter

another idea might be to have the first encounter with light sensitive enemies signal it by forcing the player into a combat engagement.

i can picture it now, the first time encountering a light sensitive enemy there's a defective light that flickers on and off, enraging the enemy during the light and allowing it back to rest in the dark.


more like an environmental trap/simple puzzle than an enemy on the first encounter?

i second this, also i love that this game doesn't necessarily have a "fail state," just a "oops, you're a toy until you can escape" state <3

this happens every time i ask laurel to craft from ingredients. this is a fresh save i made when i downloaded and installed 0.14.04

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Other Event: User Defined 5
for object obj_gamecontroller:

trying to index a variable which is not an array
at gml_Script_item_is_component
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_item_is_component (line -1)
gml_Object_obj_gamecontroller_Other_15
called from - gml_Object_obj_vncontroller_Other_11 (line -1) - <unknown source line>
called from - gml_Object_obj_vncontroller_Step_0 (line -1) - <unknown source line>

fun game if you're the intended audience.

since no one warned me i'ma warn you, grab some popcorn if you keep scrolling down the comments.

i think i found it. by the time i realized my gun wouldn't pew pew, i was out in the field. single save, and recent. i was just by Caroline's house near the gate south on my way to do a quest to the south.

out of desperation i guess? i went back home and when i talked to the barrels to enter they replied "Spend some time by exploring" instead of "go home?" so i clicked yes, and it teleported me outside... where i already was. guns fully functional now.

my guess is that something borked a script that allows you to fire your weapons while in the field, and having literally no experience with this kind of stuff unless vicarious experience watching skyrim and fallout modders make fancy mods counts.

i'd bet that there's some sort of hidden Buff or Status that's applied to us when we exit the safehouse and go to the Field but the quest where we shoot down the boss in Her place borks the game.

i second this ;)

(1 edit)

same problem, using android 8 on an s7


edit: uninstalled the old version of the game(lost all my saves) :( and it let me install the new version. if there's a way to back up saves, i guess try that and reinstall from scratch?

i just want to preface this again with, i love the game and will still enjoy it for the forseeable future even if it stays as gamey as it is :)

i just have a few ease-of-access/quality of life suggestions


i wouldn't consider it a bad vs good system so much as a role system but i can see what you mean. incidentally the karma system in fallout 3 is ironically less about morals or ethics than the system's intention.

 players always look at it as a difficulty slider, it's almost universally easier and requires less skill checks to be Evil karma but you make a lot of enemies and lose access to cities or shops. effectively locking yourself out of some of the game's content.

conversely looking at good karma you have to deal with harder skill checks, often have to fight tooth and nail to protect someone especially so if you fail a speech check leading a good karma player to need not only inhumanly fast reflexes(refer to fallout 4 rescuing kent from the raiders) but also inhumanly good luck and tactical choice.

now consider this argument in favor of making this like a karma system via rebranding, log in exp bonuses vs exhausted exp status.

World of warcraft has a system that reduces how much exp you earn the longer you're logged in until eventually 50%. therefor logging in for short periods means you can earn double exp for half the effort. players hated it because they felt strongarmed or something like that.

WoW decided to fix the system and it became universally loved to the point it's in basically every mmorpg today. they changed nothing of the earlier reducing-your-exp-per-hour system, they just renamed it. now logging in is a 200% exp bonus for 5 hours instead of a "you earn only 50% exp after 5 hours" penalty.


for whatever it's worth, the game's depth and availability to you regardless of your perversion level is a great mechanic and is only tiring when the player feels compelled to stick to only one path with little indication beyond intuition on what their "correct path" is.

runner-up suggestions

-make the chat text more accessible the way fallout 3 and 4 do by adding bracketed skill checks and coloring the text between say pink for affection, green for prudish, white for neutral, and purple for lewd. this solves the earlier complaint of save-scumming to get the lewdest/loveliest reward without adding cheat-y ways to grow your stats.

-tactical analysis skill as an option in action/combat scenes. for one unit of energy, same as vibro-dash, the player can have jenna assess how the battle might play out. for example vs leath, jenna can be asked to analyze the fight and she'll respond 

"(light purple or purple with 1-out-of-5 ticks):if i let her capture me now, i can get close to her with minimal effort for a surprise attack! 

(deep purple or with 5/5 ticks): but if i kick her ass, i get to show her who's boss! i just hope my vibro-suit can hold out"

you would probably want your writer to choose better wording that won't spoil the surprise though haha

really fun game with surprising depth. i just wish it was a little more casual friendly.


from what i can see, it feels like fallout karma(lewdness in this case), meets tracer meets some sort of time traveller story, which i guess fits in with the inspiration taken from Tracer.

so what i mean is, for a casual player looking for a relatively casual experience, a high karma player would give dozens of bottles of water to a hobo outside megaton, and an evil character would enslave randomly generated generic npc's for Paradise Falls.


if said player wanted a less gimmicky way of doing it, they could collect fingers of criminals for good karma or ears of good/neutral people for evil karma.

i feel like if this game wants to go the route of giving us options for a similar system i would like a way to just get my boosts in a relatively believable way. 

maybe giving that guy outside the "common house" always rewards 1 point of lewdness but is limited to once a day. and as for being a prude i can imagine there being female npc's in the forest that need rescue. a light mini fight to rescue her and done. 


i realize this is asking for the world but my core complaint about this game is somewhat ironically its best feature. the depth. i had to really save scum my way to minmax my character to be as naughty as possible by choosing battles and changing choices at each junction. it got upsetting after my 5th playthrough but i still love the game as it is.