Knight_of_the_lance

Well-Known Member
Feb 23, 2020
1,070
1,996
reading those reports, it's the first time I'm really looking forward to playing the game and going further. With some of the mini games ironed out and others needing a bit more setup, the path is open for a lot of pay off in the form of story progression and hotness.
 

frozenfeet

Well-Known Member
Aug 2, 2019
1,219
1,917
I looked at the dev's update, really like how the dev is splitting the character from the background so that the depth of field only blurs the background and not the character, would like to see more dev's use this technique. To bad the dev used it on the ugliest character in the game o_O.
 

Birdnman993

Well-Known Member
Dec 6, 2021
1,370
2,046
This Game would be a thousand times better. If it was just a VN.
The idea is not bad, you do tasks while you earn money for the family and they get corrupted, but I think they became more complicated than necessary, apart from the fact that navigating through the house makes you very dizzy and searching for content only makes you go around in circles, this last thing is what made me leave this game.
 

Devilrv

Active Member
Aug 6, 2019
586
665
Okay, sorry, I accidentally put some of the files into an extra folder that shouldn't be there. Delete the /game/Scenes/Main/MeetingStanley/Intro/ folder, then reinstall the fixed version of the mod here:
Hey bud. Just Checking to see if this work with the latest Version or not?
And if not is there an update for this for the same in the works?

Its not linked in the OP hence my question.

Cheers.
 

raven077

Newbie
Feb 13, 2022
35
52
The idea sure, the execution is where its at. Two years and most of the work has been reworking the game mechanics and layouts, all this game needs is sandbox movement/time and multiple choice options.

I mean the end result of manually cooking is guiding mood states. You'd get the same result with a menu selecting the meal and getting the cost of the ingredients put on a daily/weekly food bill. No need for a store, shopping or managed food inventory.

So the concept of what the dev wanted is still there. You managing both the meal (mood) and the food budget for the money management aspect.

That ought to be easier for the dev to swing and still let players tailor things their own way.

That's a win win.
 

Misarmor

Large member
Game Developer
Feb 1, 2023
873
1,522
The idea sure, the execution is where its at. Two years and most of the work has been reworking the game mechanics and layouts, all this game needs is sandbox movement/time and multiple choice options.

I mean the end result of manually cooking is guiding mood states. You'd get the same result with a menu selecting the meal and getting the cost of the ingredients put on a daily/weekly food bill. No need for a store, shopping or managed food inventory.

So the concept of what the dev wanted is still there. You managing both the meal (mood) and the food budget for the money management aspect.

That ought to be easier for the dev to swing and still let players tailor things their own way.

That's a win win.
Yeah, at this point I wish someone would explain to me why the food/errand thing is making such a fuss among you guys, even though it's 90% skippable, more than someone explaining me how to make it better in their eyes (although it is very appreciated, thank you).
To me the primary issue is that it's a mechanic that requires much more attention than it provides payoff (in the form of content). That's why the last adjustments I've made (starting from 0.4) has been to make it require less and less attention from the player (and add payoff, the "cum in food" content).
Right now, and even more today as I've coded something I'll talk about in tomorrow's progress report, the food/errands can be virtually ignored if the player wishes. All you have to do is make money and follow the quests for content, and that's it.
 
Last edited:
2.90 star(s) 54 Votes