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(+4)

played a few months worth instead of sleeping and i dont regret it

youve made an awesomely wholesome and engaging game and i look forward to more

(+2)

Haha, thank you so much. More on the way.

(1 edit) (+3)

Love this game so far! Amazing vibes; and a resource management game that actually makes me manage my resources, which was a nice change of pace compared to being able to just stock up on everything quickly then not worry about it.

The overall concept with colour in general is really cool, and I'm looking forward to seeing where it goes. 

(1 edit) (+2)

Thank you! It's really important to us to make sure there's an actual game in this game.

(+2)

Its rare to see a Dev reading and replying to almost every comments,it also mean you still have a quite small community.While it has its own good and bad,i still want to suggest you guys put your game on more social platform (Twitter,patreon,reddit,..)to get the attention it deserves.This is a fresh new game and still have many things to improve,so i think its a good idea to get as much reviews and ideas from outside as you can !

(+3)

Discord + Patreon coming, but probably in the new year. It's a very busy time for us right now, but I'll post updates on those things both here and in-game when they happen.

(1 edit)

While I'm too busy to moderate another server, I don't mind helping you set up a discord server if you want. The comment system here really isn't the best for actual conversations (not surprising though, since that isn't its purpose to begin with).

And you can't spoiler-tag stuff here which makes it tricky to ask stuff regarding the lore.

(+1)

The server has been set up, I'll have a link to it in the next update. Thanks though!

(+1)

So far, this game seems really exciting! I adore the Inn concept and a more cozy gameplay. 

I really want this game to suceed! Please do not get discouraged by my comment, I just want to inform you how certain parts felt to me so you can make this game even better!

The good:
Using Lucy as a limited resource in combat is a really interesting mechanic. It actually makes you think how you utilize her abilities and when it is better to tough it out yourself.
The Characters having a relatively slow-burn romance but jumping quite quickly to the naughty stage is fun and, at least in this version, does not feel absurd.
Again, the game-concept is great and what is there now feels like a really solid foundation.
I really like the artstyle. The concept of color-draining corruption is really cool and allows for very cool use of color with the magical effects.
The state of fracturing affecting the naughty-CG is also really cool!


The meh: 
The filter choice is very strange. I tried playing a bit with it on and off and I have no idea why you would ever turn it on. It makes the pretty art look significantly worse in my eyes.
I assumed that Lucy constantly having her door unlocked was a bug. I think it needs to be clearer that an unseen event is possible to trigger. Right now it always says "Event" which makes it really hard to tell when something is actually happening. 

Trust reducing after a naughty night event is an incredibly strange choice. Both parties are into it after all. Sure, the first few barge-ins should definetly reduce trust, but after the point where it essentially becomes foreplay, it should stop.
Speaking of naughty events, where on earth is her arm in the hand-job scene? Also, not being able to click through th dialouge at your own pace is not great.

A small Nitpick, you should show the Cap for desire from the start. Until I hit the Cap, I had no reference point for how much Desire was good. it could have gone up to 1000 for all I knew.

You desperately need a combat tutorial. I managed to get through it relatively easily but a person who has never played dice-based RPGs would have no clue how to do anything. Also, please let me unselect dice after using them.

A lot of information is frontloaded in general and I am sure you are working on that. it is the combat that i believe will cause the most frustration though.

The differentiation between "Statement" and option is not clear enough. In the first occurence of the  "I wonder if anyone on the road is looking for an inn tonight", I thought both that statement and the "No guests today, maybe tomorrow" below it were options since they look identical. Maybe a larger Box, slightly offset to the top for the "Statement" to diffrentiate it?


You need to implement a save system. I wanted to try to replicate multiple bugs but just could not.



The very unclear:
So many things are missing explanations. I am just going to collect them here.
Do the choices in the prolouge affect anything? Can you save? 
What are the green dice?
What does upgrading a weapon/armor do?
How do sell Kegs of Alcohol?
What is the point of knocking on Lucys door?
What is energy? 

The possible bugs?

"Have Lucy Shield you" does not have a description, neither does "brew potions with Lucy"

After Exhausting Lucys first night event (The paralysis thing) she does not put a lock on the door like she says. That only triggered the night after I got her alchemy station.

When you have exhausted Lucys Dialogue (The "I'll just put a lock on for your own safety" conversation) and rain occurs, the rain event plays before the night event.

I gave Lucy foreign clothes and she thanked me for flowers

Possible bug, Nightstalker tea massively increases Lucys fracture (By 70 I believe). 


A huge recommendation: Get a proper place to put feedback and bug reports. Be it a forum, an online form or whatever. You could also copy the Vagrus: The Riven Realms Devs and implement it into the game, letting people actually send you their save-data. 


Lastly, I just want to say thank you for reading this comment. I want to reiterate that I really enjoyed this so far and am really excited to see how far you folks will go! I hope my comment was not too discouraging! 

(+2)

I would never get discouraged from such detailed feedback, quite the opposite, I really appreciate it.

A lot of these problems are going to be solved over time, this is an early alpha with a lot of missing polish. Many systems are there, but most of them need to be polished. There's still a lot of missing pieces, and so a lot of what you are talking about is already planned to be adjusted. But I can be a bit more specific if it helps:

1) Save System - manual saves are coming, right now the game saves at the start of each day, but this won't always be the case.

2)Balance stuff - the speed at which stats increase / decrease, the progression of events, etc - this is all subject to change. The game will take place over 4 seasns, I've got most of the available gameplay crammed into 90 days and I want people to be able to play within that space. When i release the next season you will immediately see how things will have more room to breathe.

3)UI Stuff - The UI has already changed a bunch of times in updates, the next update has different UI again. None of this is final, and I'm constantly iterating. People have given a lot of feedback (thank you everybody, you're awesome) and I'm very much listening. Just nothing happens over night - but I'm trying to address people's concerns while working through my own list of features.

4)Tutorials - of course I understand the need for these, but it'll be a bit before they show up in earnest. The game is very much incomplete when it comes to features, and making tutorials eats up my dev time. I'm not going to make tutorials until the features are in a more finalized state. I'll say here what I've said to many - there is no fail state in the game,  don't worry about playing perfectly, just allow yourself to trial and error your way through for now. I promise some nice tutorials will find their way in eventually (especially for combat).

5)Knocking on door / Barging in. These are two different ways of progressing lucy's events. Barging in is not the primary way, knocking is. But both are a bit underbaked right now, so both will get some love in the coming updates.

6)A bunch of the bugs you listed are the result of incomplete features, or, just bugs. Thanks for posting them. The funniest one you listed is Lucy's missing arm in the handjob scene, I took a look and laughed out loud - yeah, the art didn't export correctly and absolutely there's a missing limb. I'll get that fixed for the next update haha.

7)We've got a discord server coming for feedback and whatnot. It's almost ready, and I'll post a link here and in game when it's up.

Thanks again for the kind words and feedback, it's very helpful! I hope you continue  to enjoy the game, I've got a lot more coming.

(+1)

Do you have a discord server?

(+1)

Not yet, but when we open it up there will be a link on this page and in game as well.

(+5)

great game, had alot of fun playing it even without erotic stuff, i would love to see more romace stuff insted of going from 0 to 100

(+3)

Thanks. The progress will be smoothed out a bit as I get more content into the game. It's still alpha, so plenty to come.

Absolutely amazing game with a lot of wholesome potential. But outside of wanting to give praise, I also wanted to say that I found a bug. On the weekend with the merchants. It's possible to buy things and then exit out. Keeping what you bought. Only works for armor and weapons. Everything else resets. Upgrades stay too. Can only guess it's because everything else is a consumable. 

Thanks, glad you like the game.

When you say buy things and then exit out? What do you mean specifically? It is intended that you can buy things from merchants without progressing time, if that is your concern.

Huh, in hindsight I suppose I should've clarified that. But by exit out I mean the game. Had bought the plate armor but had to go, so I closed the game. When I came back, I noticed I still had the armor. But my money was back to what it was. Out of curiosity I tried other stuff and it worked. Kept all armor, weapons, and upgrades. But money goes back to what it was before buying. 

Thanks, I'll look into it!

Hello there, great game and I was following this since release, really relaxing and cozy. 

There just seems to be a bug when the rain event and the tower happen at the same time dialogue doesn't load like the one with the clearing last patch and this time it's just stuck even when game restarts.

(1 edit)

Thanks, I'll have a fix for this in the next patch.

In the meantime, there is a chance you can bypass it. Rain happening is a random roll that gets increasingly more likely the longer you go without rain, so reloading a few times has a chance of rain not occurring. Sorry for the inconvenience though.

SUBSCRIBESTAR/PATREON WHEEEEEEEEEEEEEEEEEEEN!?!?!?!??!?!?!?!

(+2)

Looking into it! I will definitely post about it here when I get something set up, but thank you so much for the interest.

SIIIIIICK!!!

(3 edits) (+3)

Fell in love with the art style and the inn management loop. The setting has neat and creative ideas. The progression of the character and the inn feel at a good pace. Overall very cozzy and charming. I'd play it even without the lewd scenes.

Definitely at the mercy of some bad weeks RNG, which early game can be a problem but starting over with a better picture of what to prioritize first and where to focus made things go much more smoothly. 

I'm looking forward to the characters' relationship to continue evolving and future seasonal events, and perhaps more recurring characters. It was all very good so far.
In the meantime, bits of feedback/thoughts :
- Like it's already been mentionned, settings could be nice, namely to adjust sound volumes. 
- It might be planned for the future but I expected something to happen or for scenes to look different at 100 Fracture. Something like how in the begining, we see Lucy's 'Other' self holding her up. Expected to see "her" more at 100 Fracture. I'm sure it's planned for future story developments, but I'll still mention it.
- If it's intended to work like that, that is fine, but I was a bit surprised that the availability of Merchants and their Safe prices were a one-and-done thing. What I mean is that I absolutely don't mind if once you bring the Monster Presence down to Safe, the game becomes lenient, but it would feel expected that the roads going all the way back to Dangerous would have an effect. It didn't seem to be the case other than reducing potential guests for the inn. I think once unlocked, it could be fine for things to stay unlocked for Safe and Low, perhaps go back to expensive prices at Medium and High but still have all Merchants, but hitting Dangerous again, it would feel appropriate Merchants aren't showing up with their cheapest prices. The gameplay loop is fun enough I wouldn't mind recurring problems like that. I think. 
- Couldn't find a way to see the state of the Kegs if there was one. So either include where to find that in the help/guide page or perhaps add it somewhere if possible. Just having an idea during the week of how many are still fermenting.
- No kissing during the interactive scene :<

I really enjoyed my time with this game so enjoy this little support as I eagerly wait for more :)

Also, potentially spoilers question : is there currently any scene triggered by keeping Lucy's desire maxed without doing anything about ita number of days in a row, or have I just been really mean to her for several days? 

(1 edit) (+1)

Hey, thanks for taking the time to give feedback. 

1. Settings are absolutely coming, for sound and other things. I need to make a nice menu for it all.

2. Going to 100 fracture (and above) will actually have a huge effect in an upcoming update. Lucy's fracture is actually her own character with her own progression, but is not implemented yet. Keep an eye out for future updates, I'm very excited to introduce her.

3.Merchants absolutely go back to being limited if the roads reach a high enough level of danger. It's just kind of hard to reach that level because when the roads are dangerous, you encounter more monsters, and beating monsters lowers the danger. 

4.The kegs are a place holder for now. I'm going to have new systems like farming, forging, and other inn related activities with their own UI. Something much nicer than the current kegs - but the game in its current form needed a way to get a little alcohol in the middle of the week, so this is a placeholder. It's fine, but far from perfect.

5.So, sooo many more lucy interactions coming. I promise haha.

6. No current scene for leaving Lucy frustrated, absolutely will be, tied in with response 2. 

Thanks again, I love all the feedback people are leaving.

(1 edit) (+1)

Cheers! Exciting stuff ahead.

I'll pay close attention, it's true I keep the roads under control now that it's easily manageable. I might try to purposely keep them at Dangerous for a couple of weeks. If the merchants are unnafected it sounds like it could be bug/unintended.
Edit : Alright, merchants do go back to missing and having higher prices when you start the weekend at Dangerous. 

(+2)

Impressively polished for an alpha, and a solid core gameplay loop.

Some loose observations:

  • A settings menu for things like sound volume or CA would be nice, there’s already an awful lot of buttons on the home screen
  • It would be helpful to have the little “right click to dismiss” icon on the help screen, you’ll quickly figure it out on your own, but the game already has it, might as well introduce players to it there
    • There’s a lot of information on the help screen, might want to split it up in two and add some arrows to point at things? Especially since right now, some boxes are aligned properly, but some are in the opposite corner of where the thing they describe is.
  • Monster presence, inn level and player level sort of look like progress bars but aren’t really, but do contain changing information and aren’t proper headings. They work, but it took a few ingame days to realize they’re not moving.

Overall I love it, this is just minor nitpicking.

(+1)

Thanks for the feedback. I'll definitely be adding more comprehensive options menus through development, and much better tutorials / help screens. UI will see changes as well - there's quite a few pieces of gameplay not added yet, and so I'll be adjusting as needed.

(+3)

I came for the porn and stayed for the surprisingly well done cozy story about a new family being created between MC and Lucy as they rebuild MCs family business (and the porn was good too). Legit props for this and all the work done so far. I looking forward to what's to come in the future. Take your time though, I can be patient. One thing I would like to see added at some point though, that I hadn't seen mentioned after a quick glance through the comments, is multiple save files to see how the other choices in the opening affect things.

Thanks, glad you like it!

Multiple save slots absolutely coming.

(-2)

feels like you can accidentally do a bit of a sequence break if you manage to get hscenes with her before doing the fractured convos, which feels a little jank.

lucy also feels a little too cheery at the very start of the game, imo... but that's likely because of that sequence breaking. if you had to see the fractured stuff first it'd definitely make more sense.

would really love if the MC growing up here is used more, and if we can at least find some more permanent locations/"landmarks" around the inn. great opportunity to pad out MC/lucy's relationship and help it develop more naturally imo, also gives more natural characterization opportunities which is always in short supply in sandbox style games.

love the setup so far tho. odd question, do you have a roadmap you're willing to share? even making it super vague is ok. I do have an idea to help refine the intro a bit more, make a few things between the MC and lucy more natural/logical, but it's not a priority imo, unless you feel stumped at that.

this was playing on the first alpha tho, so i haven't seen stuff from the update, cracking it open now :), kinda hyped about world events.

maybe i'll find time to make a mod (lol, probably not) to change up the shopkeeps to more Against the Storm's style, where shops aren't by fixed categories but by specific merchant, and some merchants sell a full set of one category while others sell a variety. That would be convenient for adding a larger set of merchant characters to interact with (scope creep has entered the chat)

(1 edit) (-2)

notably, i play stuff like FTL, xcom, etc so a bit of resource management is not a huge deal, but the variance can be rough for people starting out, and it'll definitely cause some nerves if a relative noob accidentally picks a bad intro build. i also won't be starting a new game quite yet so if the early game has been modified, it won't be reflected here yet.

when lucy makes her comments at nighttime, should maybe have an option for her to not bring up the same thing again, or maybe have the threshold increase every time she mentions it? dunno. it gets repetitive and somewhat breaks immersion.

(+1)

Hey, thanks for the feedback. A lot of what you are saying makes perfect sense. Keep in mind, it's the alpha, lots of things left to add - and plenty of what's already there needs to be polished. 

There will be more NPCs, more events, more equipment, more spells, more skills, etc etc etc.

The build currently has most of summer, the following seasons are coming. I'll have new gameplay in each season, and more ways to change the inn once you've restored it.

The frequency of night dialog is absolutely going to be tweaked and there's already a few fixes in the next build for sequence breaking. 

As for bad builds etc - there really isn't a fail state in the game right now, and it's far from being fully balanced, I would simply say not to stress about it too much. It's pretty hard to end up in a spot where you ruin your file since the play is essentially endless.

np.

For reference, "restored" is level 6? Haven't quite gotten there yet, took it slow so i'm in fall but still lvl 5. Customization post-lvl 6 sounds exciting.

Good to hear fixes are being implemented, and thanks for the overview.

I'm well aware there's no actual "bad build" beyond like the first two weeks, i'm not particularly stressed but i saw some posts on another thread where players were grappling with it early on.

It's already been mentioned by others, but i can't wait for lucy to get more outfits as well, tho i understand that's very art asset intensive.

(+1)

Yeah restored would be level 6. Right now it's sort of the last thing you do, but it's intended to be the jumping off point for further content. 

Thanks again for the feedback, I really appreciate it.

(+2)

Hey!
Would you mind creating discord server so we could keep track of your updates?

(+2)

Hello, we will look into it!

(+3)

really love the game so far. I hope there's customisation coming in the future - I'd love to give Lucy different outfits

(+2)

Thanks, and yes, there's plans for outfits and other things. 

(+3)

This game looks really nice and has lot of potentials

(+2)

Thank you, glad you like it.

(+2)

Looking forward to see more of this! Looking good so far :)

(+2)

Thanks! More coming soon.

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