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Imaynotbehere4long

42
Posts
A member registered Dec 07, 2019

Recent community posts

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Okay, THIS should be my last comment. I mentioned earlier about how Sonia's female-player variant (sprite-4708-0) doesn't display in-game even when a female player is chosen, but I looked in the graphics folder and noticed a few other variants missing:

- Mika's barn scene doesn't have a female-player variant at all. Sprite-4864-1 is an exact 1:1 copy of sprite-4864-0, both of which are male variants. It's not even like the female-variant's file is just misnamed or something; I checked every image, and it's just not there. The cutscene dialogue still correctly says strap on, though.

- Also, while sprite-377-1 and sprite-629-1 have -0 versions, their female variants (sprite-381-1 and sprite-627-1, respectively) do not. As long as the artist still has the source, it shouldn't be hard to fix (just copy the -0's extra layer over to the -1 variant and save as png). Heck, I actually made one myself just now, which I can upload here for you if you give me permission. EDIT: and no one say that's exclusively male ejaculate because sprite-1133-0 has all the same effects, which happen to be placed identically in sprite-1131-0.

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One last suggestion: please add a way for the player to pause the game during real-time segments like the SHMUP level and the Night Trap level. I know they're only a few minutes long, but it's still annoying to lose that much progress due to an emergency in real life.

If you're still looking for a walkthrough, there's a pretty thorough one on the game's Steam forum: 

https://steamcommunity.com/sharedfiles/filedetails/?id=1995010230


And any info not there has likely already been answered in other threads: https://steamcommunity.com/app/950860/discussions/0/3948028800075049581/

If you haven't figured it out yet, the first character is the only one you unlock that way (besides Helen). For everyone else, you have to click on the college button on the center-right, then click the girl icon in the lower-left to increase loyalty. Once one of the buildings gets its bar full, you can click on it to unlock another character (or sometimes a single CG). Just keep in mind there's a bug where, sometimes, a building will say it's "ready" at the wrong time (it could be either you need more loyalty or that it's just completely done).

If you still don't know: I looked up a walkthrough, and it turns out you can only unlock those scenes by playing the game during certain holidays (Christmas, Easter, Halloween, etc.). It's not a new character, but Helen in various holiday-themed outfits.

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When you update the game next, please tweak the Elf Kingdom so it shows a recommended pearl amount for the next character, preferably before you take them on. At least have Helen tell you that your strength is based on current pearl count BEFORE losing to the gatekeeper and getting a sore arm in real life from clicking so much. I'd also like some sort of in-game hint as to how to unlock the Elf Kingdom because the current method is kinda unintuitive (no one needed to be over level 180 for anything except to unlock their bonus CGs).


There should also be clearer hints for how to defeat them. For example, "keep moving up the stairs" doesn't translate to "keep moving the mouse around the screen," especially since there's no visual for whether or not you're doing the right thing like there is for the gatekeeper (the stair animation keeps happening regardless). Plus, mouse movement was never needed before this point (only clicking was needed), making it extra unintuitive that this is the opposite.


P.S. A few summons don't have female-player variants for their CGs (such as Kass and Sonia), or if they do, they don't display in place of the male-player variants. If it's the former, I can wait. EDIT: Okay, I checked the graphics folder, and Sonia's 5th CG's female variant is there, so it not displaying is a game-side issue. Kass's 5th CG doesn't appear to have a female-variant yet, though, so I'll just have to wait for that one.

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I encountered both of these bugs myself. Between them and the other bugs I encountered (and the fact that the Windows version is 0.47 despite 0.48 being released), I'm worried that it was deprecated in favor of the Android version (though it could just as easily be that the dev is juggling too many projects to keep on top of them all). 


I will say: for the fire station, the bug is just that the meter is mislabeled. If you get enough Country Loyalty (somewhere between 25,000 and 50,000), clicking the fire station will unlock a new character: Susan, head of the fire station. As for Anne, I'm guessing there's a problem in her mbs/scn file, but there's no easy way for us to figure out which one is for that specific cutscene, or what the problem is.

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Two more Windows bugs: unlike every most other characters, the "time traveler" doesn't have *any* dialogue after the initial summon; increasing her level only unlocked the CGs by themselves, even when I got the fifth one. EDIT: same goes for several other summons, and the space pirate stops having dialogue after her 3rd CG (even her 4th/5th CGs don't unlock, even after unlocking her 6th CG--even after reaching level 600!) until reaching a certain point in the game, so maybe have the summons themselves progression-locked instead? It would help with other summons as well, like preventing getting the Noir detective before reaching the countryside.


Also, this cutscene for DH has the "Null" line superimposed on each sentence, making them hard to read. I also suspect it's missing lines since this sentence comes right after "Hey there," and then it's over. Bug persists on replay after pearl reset.

EDIT: A few other summons also have overlapping dialogue, with the second extra line being almost the same sentence, making both hard to read.

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Just encountered a game-breaking bug in the latest Windows build: after unlocking the fifth CG for Leena, I got the city loyalty large enough for the police station to be "ready" again, but clicking on it does nothing. I even tried closing and reopening the game, but the bug persists. EDIT: Okay, turns out the bug is simply that the meter's indicator is too low and I just needed more loyalty than what it said. Here's a screenshot:

P.S. Another, comparatively minor bug I encountered is that the game never showed the private investigator's likes or dislikes. At first, I thought the game just wasn't gonna do that after the college, but then I unlocked the Nurse, whose final dislike is also blank (which, on its own, I would've assumed was intentional).

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A few bugs with the current Windows version (which, again, is still 0.47): sound effects stopped playing after the second time I opened the game, and both volume sliders were all the way to the right (moving them didn't help). Also, several girls in the college have CGs unlock at different moments compared to when you get the cutscene. For example, I unlocked Crystal's fifth CG cutscene, but the window preview of it on her profile was still blank; others had the preview unlock *before* I got the cutscene. Plus, one of the college girls (I forgot who) has a bugged outfit counter: it said 3 but I could only swap between the first two; the third finally unlocked when it said 4, the 4th when it said 5, and the 5th when I unlocked its corresponding CG cutscene.


EDIT: Oh, and in the cutscene for the dean's 4th CG, the auditorium owner is mistakenly fully-clothed in preceding dialogue (in the actual CG, she's properly fully nude). 


P.S. Would you be willing to add a mechanic where brainwashing Hellen enough lets you generate pearls by only resetting *one* girl's progress at a time? (at the cost of getting fewer pearls, obviously). Maybe going even further would convince her to brainwash herself to generate pearls at regular intervals without losing net progress. EDIT: Nevermind, just saw Leena's CG cutscenes. EDIT 2: I would still like for there to be an option to get pearls without losing location loyalty because of how long it can take to build up, though. EDIT 3: Actually, now that I've beaten the game, I think this automated pearl generation could still work.


P.P.S. I'd also appreciate if the characters' post-full-nude CGs had cutscene dialogue like the main ones do. The hardest part (the drawing) is already done; all I'm asking for is a few lines of text added to them. Okay, I finally figured out how to see those cutscenes; would you be willing to make it a bit more clear how to do so? Maybe a cutscene when you first level up a character enough where Hellen says where to assign them and to look for the eye icon. 

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Can you add an option to replay unlocked cutscenes? My mouse will occasionally register two clicks at once, and this caused me to miss a line of dialogue. EDIT: Okay, resetting progress to get pearls lets you see the cutscenes again, though I do think you missed an opportunity to have them be slightly different, like they still have vague memories of previously being hypnotized. Also, the Windows download is still v0.47. EDIT: I looked at earlier comments, and this appears to be a known issue and simply a typo. Apologies for harping on about it; I thought there were bug fixes I was missing.

EDIT 2: Actually, now that I think about it some more, introductory cutscenes can't be rewatched, even after reobtaining the same amount of loyalty that unlocked said characters, so at least having a way to view those specific cutscenes again would be nice. EDIT 3: On third thought, in the Elf Kingdom, it's easy to skip the first line of dialogue by accident since there's no clear victory/defeat demarcation; the game just instantly fades from the clicking segment to the cutscene, so it'd be nice if those could be rewatched at will as well. Maybe just do it for all cutscenes to be on the safe side.


EDIT: One of Tammy(the tennis player)'s lines is literally just the word "null", which I think is a mistake since her previous line is "I'm up for anything," which seems like a better way to end the cutscene. EDIT 2: Also, when I reset progress for pearls, this particular cutscene played twice: once where it ended when it was supposed to, and the other with the extra "null" that doesn't get auto-skipped like everyone else's visible "null" lines.

Also, the turn limit in level 9 makes it too big of a difficulty spike considering what came before. It would've been challenging enough without it, but as is, the mission is too long to have to replay the entire thing solely due to the turn limit. You should at least add the ability to save a checkpoint manually mid-battle like in Advance Wars.

Can you make it more clear as to what triggers a counterattack? I think it has something to do with AP, but there's no way to see how much AP the enemy has, nor is this mechanic ever explicitly pointed out in-game like unit costs are (and the tooltips reset after each battle, so if it's explained there, people won't notice because they'll turn it off after three battles of seeing the exact same tutorials over and over).

Okay, I see where you're coming from. To explain myself, I've noticed people tend to make games "inspired" by those old-school classics without fully understanding WHY something worked in those games. It's less "work horse/you never played them" and more pointing out minutiae you seem to have missed or forgotten. Also, keep in mind that your game only has one simple area right now; your friends most likely didn't bring the issue up because it isn't a huge issue YET. 

Sorry if it feels like I keep harping on the same thing, but your response seems to ignore the other point I tried to make in my last post: if you're gonna keep the physics, you should change the level design to make that section less annoying.


Think of it this way: how often do Mario 3 and Super Metroid make the player jump on multiple single-tile-wide platforms in a row, if ever? How much time does it take for the player to reach those segments from starting a new game (without sequence-breaking)? How long are the segments themselves? What total percentage of the game do these segments make up? Are these segments mandatory, or is there an obvious branching path the player can take instead? How do your answers compare when the same questions are applied to your game? 


To be fair, there IS an old-school game franchise that has single-tile-wide platforms early on like your game does, but that franchise is Mega Man: a series where your momentum dies completely upon letting go of forward in midair--the very thing you're trying to avoid (so you should avoid the early single-tile-wide platforms, too).

I understand why you made the game like this--no need for more insight--but do you understand why having so many single-tile-wide platforms in a momentum-platformer isn't a good idea? Do you understand why your inspirations rarely did this and never did it so early?

I can respect that, but you should know that it's equally unnatural to have your entire momentum ricochet in the opposite direction upon pushing the other direction button, which is how your game works right now. My original suggestion was twofold: 1) ground movement already responsively stops your momentum completely upon letting go of forward (even though both characters are running and would realistically slide forward a bit upon abruptly stopping), so duplicating that for midair movement would add congruency to the controls, and 2) you make the player jump on several one-tile-wide platforms in a row, thus making the player quickly push left/right alternating to avoid overshooting/slipping back instead of simply letting go of the button. This is annoying, not challenging. 

You reference Mario 3, but that game merely slows you down at first upon holding backwards, thus eliminating the back/forth issue since you can just hold back for a bit to stop all momentum. Plus, Mario 3's ground movement also has momentum, meaning the player doesn't have to learn and instantly flip between two different movement physics within the same game. Even Super Metroid doesn't quite work the same as your game, because if you tap backwards quick enough, you kill your momentum and fall straight down (and even holding backwards, it takes a split second for you to actually move in the other direction).


By the way, both of your examples have run buttons, giving the player even more control over movement/momentum. Your game doesn't have a run button.


You want physics? You want momentum? Then COMMIT, because right now, your game's controls are much closer to all those indie games you take umbrage with than either of the two games you brought up to defend yourself.

Extra feedback: the optional(?) area in the bottom-left corner of the map is blocked by an ice floor, even though the player can't shoot down. That would be fine if said ice floor wasn't also placed right after a spike corridor that's tricky to get past. Progression-roadblocks should never be placed after linear obstacles as a dead-end like this, so I recommend adding another destructible-block-floor just before the spike corridor.


By the way, TOWER ATTACK is a very misleading name for your Bennet-Foddy-clone (because what tower attack *actually* means is reverse tower defense), but if you're dead-set on making the mode's entire challenge based around that clunky jump mechanic, at least show the trajectory beforehand while the player is charging the jump, because right now, I don't see how it's possible to get past the second screen.

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I've got some feedback in case you pick this project back up: the first boss is annoying. It's completely invulnerable for a while, forcing the player to sit there and wait for a long time. Worse, during the brief moment the eyes are open, the invulnerable bees can easily get in the way, blocking attacks completely and not giving enough time to reach the other vantage point before the eyes close again. EDIT: and the eyes are so transparent while open, players might not even realize they animated; please add some white to those scleras. Also, the falling hazards should have some warning of where they'll fall since some of the waves don't give enough time to reach safety should the player end up in the wrong spot at the wrong time.


Other misc. issues: the moving platform just to the right of the large tree moves too far away, once again forcing players to sit there and wait should they just barely miss it. Lastly, I'd appreciate if the movement physics were tweaked so that letting go of left/right in midair instantly stops forward movement. This would make the controls more responsive and allow for more tricky platforming in later levels.


P.S. The tutorial text seemed to say that I'd lose my double-jump on death, but that never happened. If this was a mistake, I think it should be kept this way (redoing the tutorial text) since the game didn't seem completely designed around not having double jumps. If this was because I played on Casual difficulty, I'd like the difficulty selection to explain what the differences are between said difficulties. I also don't think this game should have a lives system given how much content is already between each checkpoint.

I mean, of course the Gamecube port would have lower-poly models and lower-quality textures; that's a given. I'm also aware that, even beyond graphics, it would likely require building a new engine since obviously UE5 has no "export to Gamecube ISO" option, but I guess that's your way of saying it's not worth it, which is understandable. Oh well; thanks for responding.

Are there any plans to port the game to Gamecube for those of us with the bongos but not the adapter? Even just an ISO file to run on a modded Wii would be enough.

Still no way to play this game.

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>I understand that [the hitbox] wasn’t made super clear


It's more than just that, though (if I didn't make myself clear last time). Graphics need to represent the hitbox if you're going to make a game requiring precision; that way, the player can literally *see* what to do, like in Rocket Bits. Once the required opening is smaller than your sprite, however, you as a player can never be sure HOW close you can get without trial-and-error (and then it's something you have to remember instead of something intuitive). It's the same problem a lot of bullet-hell games have.

EDIT: also, in regards to the Halloween levels, you shouldn't overlay the required white fuel cells over the white decorative background tiles because that makes them easy to miss.

>not having time


What do you mean? The game is self-published, right? What's stopping you from delaying the release for a bit to make sure everything works as intended?

I played using the SDK, which gave me a popup warning that it runs faster than a normal Playdate, and I think that explains others' issue with the gravity being too strong. Even with that in consideration, I felt the difficulty curve wasn't completely smooth, with hard levels being followed by easy levels (an issue that Rocket Bits also has). Notably, the ability to keep energy cells after death means you don't have to worry about backtracking in the final level since you can just die to get back faster. Maybe a good compromise would be to have them work like standard checkpoints and respawn you where they were, then have all levels utilize them to some extent? There were a few non-energy-cell levels I felt went on a bit too long, particularly the ones that had the Y-formation saws that required very precise moving around despite the player's hitbox not being all that clear-cut (it was better in the first game).

Apparently, Minecraft Forge won't work with Game Pass. Whenever I try double-clicking the 1.7.10 installer, it does nothing except produce a log file showing a bunch of errors, even though I already launched Minecraft: Java Edition through Game Pass and even created a new world.

I meant gameplay-wise.

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What is the difference between this and the other remake, Exolon DX from 2005/06?

Pretty good. My only issue is that the third boss spawns the cars a bit too quickly to react, especially near the end of the fight where you have all the other bullets to avoid (I happened to be right next to where the car was about to spawn and got hit). I also think the dash move could've been better introduced in the first fight (with something like the fourth boss's bullet walls) since I thought I was stuck in the corner during the second boss, but I figured it out after a couple deaths.

If you're gonna make another game like this, would you be willing to swap the health bar for more frequent checkpoints? I'm okay with one hit deaths, but having to redo the first half of the fight each time I die on the second half is kinda tedious.

Again, everything else is done well, and I liked it overall.

P.S. Where can I get the music?

Do you know about when the next update will be released?

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The game is very buggy. There were several times I tried to connect two squares that were several tiles apart, but when I dragged my mouse across the board, the line disappeared half-way or so (did I move the mouse too quickly?), or the game suddenly shifted to the tile-removal phase and prevented me from finishing the line. Once, the unfinished line even stayed up when the game went back to the line-connecting phase, and I wasn't able to select that tile again. The game even soft-locked on me: while fighting the 3rd mandatory battle (the purple snake/dragon thing), I connected two tiles as soon as my timer ran out, and the game stayed stuck on the enemy's turn with the board removed; I had to refresh the page and lose my progress.

My suggestion: instead of having the tile-removal phase happen randomly during the player's turn, give the player the option to do it manually (maybe even show a preview of the connections' damage/healing during the line-connecting phase). Also, have it happen automatically when the time runs out so the player knows those final connections actually do something.

P.S. There also doesn't seem to be much to explore, but maybe I just didn't make it far enough.

The game has potential, but the rabbits' AI needs some more work. First, why do the rabbits only jump when I land on the ground? That makes it awkward trying to jump over the floor lasers, even with the ground-pound (NOT double-jump like the game says). To make things more frustrating, the bunnies kinda scatter upon doing a running-jump (even without doing a ground-pound), some not moving forward at all or even going *backwards*. It practically guarantees that some of them will be hit by the laser. 

My recommendations: The bunnies should either jump at the same time as the player or jump after a split-second delay so they jump at the same spot the player pressed the jump button. Also, I recommend keeping the player's jump height the same as the rabbits' jump height so the player can better gauge how to get the bunnies over certain obstacles. 

As for the running-jump bug, I suspect this is because you gave the rabbits collision with each other, so maybe you could have them group into formations like Pikmin so they move/jump as a group without hitting each other and losing speed. If it seems like too much to make formations for every possible amount of bunnies, you could make shorter levels with fewer rabbits per level (like how Sonic 3D Blast only has 5 Flickies per area). I do think this game could be really good and I'd like to see more levels, but the challenge should come from level design, not awkward pathfinding.

P.S. I also recommend significantly lowering the amount of time the sliding doors stay shut. It's not fun having to stand there and wait for them to open back up.

As someone who had the same issue as rodrigocapitelli, here's my suggestion: limit earthshaping instead of jumping. That way, you can still have alternate solutions while also preventing the player from just making block rows for everything. You can even make it so different levels let the player move a different amount of blocks depending on how you want the puzzle to be solved.

On the off-chance you're still working on this, I have a suggestion: kill the momentum. In games like Zelda, Metroid, Mega Man, etc., you move at top walking speed as soon as you push forward; those are responsive controls. Here, it takes a moment to start moving and another moment to slide to a stop, making the controls slippery. 

Plus, when I got the "50 coins = 1up" message, the game didn't pause, so the momentum carried me into the path of an enemy before I closed the message. In fact, why not remove the lives system entirely and let the player continue from the last save point? Having to redo what we've already done just to get back to where we died is not challenging; it's tedious. This is on top of the fact that the knockback and short invulnerability means an enemy can damage you twice in a row before you can do anything.

Echoing what previous comments said: the tiny green projectiles don't stand out enough, not only because the stars in the background are tiny white dots, but also because they spawn before the enemies show up. and the game won't let me continue when I die. 

If I may leave a suggestion, more checkpoints would improve the game. There are a bunch of screens that are nothing but padding, slowly pushing the crate to the only other possible spot it can go; then, if the player dies in a later screen when hazards are finally reintroduced, the player has to redo all the slow, boring stuff again.

The "updated version available" link doesn't have the game available.

Just finished the demo. I know the interconnectivity is (one of) the game's major selling point(s), but whenever I realized the solution involved going back to an earlier screen, my reaction was always frustration. I prefer games where everything you need is already on screen and you already know what everything does, but the puzzles are still hard to solve, like Mitoosis (which is free). Would you consider going more in that direction for your next game?


P.S. I'm also not a fan of games that keep introducing new things so part of the puzzle ends up being simply figuring out how to use the new thing(s). I bring this up because the demo does this; I know there's a chance the main game stops introducing stuff after the demo ends, but I've been burned before on this and want to ask that your next game not fall into this unfortunately-all-too-common pitfall.

Um, hey, one more question: is there a way to play this without spending $30 to buy Minecraft?

Before I go through everything required to set it up, I have a question: can you lock-on to enemies in this mod like in the original Metroid Prime? I've played a few other FPSs, and I think that's one of the main things that sets Metroid Prime apart from the rest: since you can lock-on, you can focus more on dodging attacks instead of hiding behind cover and aiming.

The bug where the player doesn't move with the platforms still exists in the browser version (I haven't tried the download version yet).

As for feedback, the last level was a bit too riddle-y, a bit too divergent from how the rest of the game is built; I kinda wish you'd just stuck with platforming challenges. Also, on the semi-final level, I got stuck on the right wall of the center platform (all I did was walk off the left side of the right platform), but since walking right to get unstuck results in a fail state, I got sent back two levels. I recommend having a checkpoint after each level instead of sending the player back to the first iteration each time.