amazing alpha demo. the simple gameplay is perfect for a game like this, and the multi day story lines (kraken witch, real thief) help keep the day to day gameplay interesting. changes i would request is being able to right click on the future scroll and having it tell you what the monster its showing is. i also want a sandbox mode, but im sure thats on your timeline. there were also times it told me missing potion or wasted potion and i didnt know what it was talking about (skill issue possible). but yeah, great demo, excited for more to come out, id would pay money for a finished product
oh yeah bug report; if you use the curse sensing ring on the real thief before putting the curse on her, it will display that she has the curse. kind of confusing for a second there but nothing gamebreaking
No discord. But I believe you should receive updates if you follow me here on itch.io.
Also have a forum discussion on TFGames.site set up for it.
https://tfgames.site/phpbb3/viewtopic.php?t=19712
I love the game but there have been a few bugs that have been annoying me, mainly when it says I wasted or am missing a potion but they aren't missing anything. Example: There was a mage with an orange stone and had a floating had hold an axe and they were fighting skeletons, when I gave them the potion is said wasted potion I honestly have no idea why it does this.
Wonderful start to a fantastic game! Though I'd love for the potion results screen to linger longer or be click-to-progress so we can admire our... handiwork between each customer ;)
Or perhaps some kind of gallery/library so we can see what every possible potion combination could look like in the future?
I’ll consider a “linger at mirror” setting. It’s tough to find a balance between “let me enjoy this” and “hurry on to the next one” for everyone, so I’m starting to think it needs settings.
Glad you like it!
i play this and i would say it have much great detaild and system game, sort puzzle match potion to what they needed. but one thing shame of system where it mimic catch me for didn't help mimic eat up them and i got ''game over'' but can't go back to day 1 as restart than same day as i stuck in there. but i'll waiting it until it have patch up. i love to play this but how can i pass on mimic's request help?
Can't wait for more expansion in this! Great game so far!
Oh yeah, not sure if it's a bug, but there's a rogue dressed in red that somehow counts as a warrior? Because somehow the breast expansion potion was required.
I think there's also a warrior looking character in grey who has a great bow but no melee weapons. Still required a breast expansion potion. Which again is strange.
Not sure if they're bugs or if I missed something to identify them
Definitely looking forward to more of this, love both the humor of the characters as well as the transformations, I'm looking forward to more complicated combinations in later levels, and possibly once you're finished with the story section of the game, maybe some kind of endless or arcade mode? Also as a question will gold have a purpose other than paying off the sorceress? Like maybe buying upgrades so your potions sell for more, or maybe a merchant comes once a week selling "slightly cursed" magic items to hand out to adventurers. Also with the two amulets we receive in this Alpha am I correct in assuming we don't have a use for them yet? Or am I missing something? Overall the game looks great so far and best of luck with it!
So I played through the Demo and I've got to say that I'm EXCITED for the rest of this however... my main problem is that some times the adventurer is a bit vague with what potion combo you'll need and the enchanted(I assume the glowy weapons are enchanted) weapons at first made me confused with how I'm supposed to handle them but also I think that some of the gems are green in it and it was hard to tell them from the yellow gems beyond that however the game works well. But I would recommend that you get rid of the thief with the bottle as a weapon because it can be very confusing for first seeing it and not knowing whether it counts as a melee weapon and Finally I'd suggest you add an "Endless" mode to the next version were you have say double the customers for the day and it doesn't count towards the "main" games debt. beyond that though PHENOMENAL game and I can't wait for more!
This might genuinely be one of my favourite h-games by the time it's finished. This is very promising, though I do have a few suggestions.
First, some more growth sound-effects would be real nice. The "bwoomp" is nice for something immediate but it would definitely be better imo if there were more gradual, slower soundeffects for right before and during growth, besides the "bwoomp". There's also currently no soundeffect at all for instances where you only have to add in the ditzy potion, and it feels like there could be one. Some sort of basic royalty free calm background music would also add a bit to the immersion if you ask me, similar to how RPGmaker games tend to use a bunch of royalty-free music that comes with the program. Would also be an excuse to work audio volume settings (sfx and music separately) into the game.
My most major suggestion would be some kind of freeplay mode in the future, even if an unlockable one, similar to Cowtastic Cafe. Somewhere where you're free to make any potion you want and use it or anyone with no penalty, or even use any cursed items on NPCs not meant to normally get them. Additionally, freeplay where you can just do anything you like could be an enticing as an unlockable to be honest, because as it stands I kind of just don't care for potions that don't do anything for my fetishes (lips potion specifically) so I don't bother adding it even when I know it's part of the correct mix, but if some kind of permanent unlock in freeplay was tied to doing well in the main campaign mode it would be enticing to actually play correctly. That, or at least a simple fetish toggle so players can just adjust certain potions to not do anything visually when starting a new game. Could reflavor their descriptions as... literally just changing the flavor of the potion or something, as far as text is concerned. As it currently stands, you're kinda incentivized to do things incorrectly if you want to make all the girls have effects to your liking.
Speaking of freeplay, I feel like besides a mode like that, the game could very much benefit from a non-campaign mode where you just get random customers and events and try to keep going indefinitely. But all of this is more for later in development, since a lot seems like placeholders right now. Some hints are also kind of unclear at the moment. I couldn't figure out if there's any way to uncurse the thief after cursing them in the current build, or a way to uncurse the stone statue, or a way to fully fill up the slime jar (because I tried getting all of them and paying close attention in a 7-day playthrough and the NPC still says she needs a few more), or if the two cursed necklaces have literally any use right now.
Thank you so much for the thorough feedback! It helps. I’m weighing these sort of things vs the current scope of the game currently. A free play or endless mode is definitely on the docket though.
Several things don’t get used until later in the game, which isn’t available yet.
Absolutely Phenomenal. I am incredibly excited to see where you guys take this game going forward!
All the conditionals for each potion, and how they change slightly as the days advance is so damn cool.
The idea of cursed items that carry over across multiple days opens up the potential for some lovely lewd, longish-term puzzles. Simply being able to observe how some curses might advance on a character from day to day would be cool too.
I imagine more characters start to clue in on what is going on and start coming specifically equipped to deal with potion effects (similar to the bra of holding), Or maybe they start obstructing obvious tells of what you need to use, so you gotta figure it out using other context clues (maybe this'd add too many layers of complexity to the gameplay, tho), Either way resulting in small, self-contained arms-races using alternate or more potent versions of them. And you gotta keep track of those.
All that up to a REASONABLE degree, of course, there's only so much you can realistically do before spontaneously combusting from scope-creep (which I imagine would be inevitable depending on how deep you go with this game, lol).
Wahee's art is just great, I'm impressed at how versatile the assets are to portray diff characters. The paper scribbles are quite charming too, in all honesty, even if they are just placeholders. Maybe if you ever get around to some reality-bending-type of dungeon creature, they could retain that aesthetic as a nod to the early days of the game.
By all means, I appreciate the lose states here not being about speed, and more about failing to complete specific tasks. There are proper places for timers but the lack of one here lends itself incredibly well to allow the more puzzle-oriented approach.
In terms of issues. Hmmm:
- This one I'm sure will be solved as definitive assets are made: I quite love how the potions have piping leading into the mixer, it's such a neat touch that defo helps communicating which are active. Same with the items being on shelves and you are able to move them around
As it stands, the UI can get a bit messy, especially with ongoing dialogue, as the dialogue box will either be covering the potions rack or the item shelves. Granted, the gameplay isn't really 'active' whilst you are reading something, which is good, so you could argue it's more of a personal peeve.
In games like these, the dialogue is usually isolated to the character viewer or any other area not covering any gameplay element (Va11halla and Papers Please comes to mind).
Maybe the window area could be shifted just slightly to the left (squishing in the potions a bit, to provide some negative space on the item's side so the scroll can show up without ever covering up any items. Only issue then would be cool scenes like the Octo guy, that cause the text box to move entirely to the left side, but maybe it can count as an exception since the whole idea is covering the screen anyway.
Alternatively, the counter can be extended vertically a bit to provide some blank space at the bottom of the screen for a more traditional, horizontal text box to show up. I've made a lil doodle explaining what I mean by that (as well as a whole lot of other things that came to mind cuz I lack restraint!).
Potion bottles organized in an organic fashion, maybe with related effects adjacent to each other; coin jar on the right side to perhaps make it clearer it is involved in an item related puzzle; red button for flushing undesired mixes (has a pipe going downwards, thru the counter)
Of course, it would also have a handful of tradeoffs - namely slightly less screen space for the lewd goodies! and also the text box being like this is a tad less unique than the vertical one you already have. So I can't argue it'd be the end all solution either ;P. Just a mere suggestion.
- The trash button as it currently functions is a bit redundant, as new combos mixed in simply overwrite mixes that are already inside the bottle anyway.
I assume future gameplay might involve stacking more of the same effect (like 2-3 portions of boob potion into the same mix), so it might be important for the bottle to remember what goes inside of it every time you hit mix. Maybe there needs to be some visual tells here, like the color of the fizzing during mixtures or simply some overlay icons.
Maybe then, the trash button can operate as a sort of 'eject' button you can hit to flush down the current mix.
----------------------
Well holy shit, I apologize for the insanely lengthy comment! I just caught this release out in the wild and it wholly surprised me with all the cool little ideas going into it. If it just shows how much I liked it, hahaha.
It has the potential to be a great classic, or a neat little gem (scope and all that, haha), but I just know it will be excellent nevertheless.
Thank you so much! It means a lot! I’m so happy you and other people are really vibing with the game!
And other thanks regarding the scribbles! A surprise but welcome compliment!
I can’t believe you sketched out the whole background on a whim XD That is such a delight!
You’re not wrong. The speech scroll overlap is a bit irksome, but it’s very much a “which of two evils do I pick?” scenario. I’ve been debating making the potion shelf and item shelves thinner, so a vertical scroll still overlaps but overlaps LESS; I’m going to see if I can keep at least half of the left item column visible. There are transformations later in the game that make the vertical scroll a bit less obstructive than a horizontal one.
I didn’t even realize fresh mixes overwrite the prior mix XD It’s easy to miss the forest for the trees working on this.
You’re actually ahead of me; indeed, I plan on increased potion potency, and intend to indicate such with a fizz or a glow or such!
Please don’t apologize! It’s been an absolute delight to get your comment! This is exactly the type of feedback I’m looking for, to get perspectives outside of my tunnel-visioned focus. As you said, it just shows how much you liked the game, and that just feels great!
PS: I have been a fan of the A Thief’s Growing Misfortune comics. FANTASTIC work. The pacing and comedy and heft and squish is just top notch!
Would love this game if not for a small problem. I can't seem to get it open! After downloading and extracting it, trying to open the application yields nothing, not even an error message saying something went wrong. Does anyone else have this problem? And if so, I would very much appreciate some help in fixing it.
I never got eaten by the mimic, but if you are giving maps to everyone that's incorrect, as the mimic specifically wants to ambush only dimwitted adventurers. So only give maps to the people you make dumb.
Also if you didn't think of this try adding an endless mode after completing the game or something like a gallery if someone wants to continue playing from the start with everything unlocked or you unlock while progressing through the days , and with multiple characters with cursed items that you get and give them to other characters like the cow-print bra and the lewd mage.
Great demo for something awesome! Really enjoyable game, I am looking forward for new updates! I have not much to say what others didn't already. Arts are nice, idea is awesome. Possibility to waste 1 potion without punishment would be awesome Besides, those who will have long term quest lines could use names, even some random, but it would be really nice to see them and know their names. One more thing - that scene with kraken picking up glasses...perfection!
Thank you so much! Glad you and what feels like so many people are enjoying it!
I appreciate the feedback.
I think the glasses is my favorite gag so far XD Glad you liked it!
I enjoyed this a lot more than I thought I would. I really enjoyed the little story bits from the different adventures, as well as the innocent mini boss. The art was pretty good, just needs a bit more variety, but with more transformations that will probably come to pass.
Nothing really seems unintuitive aside from not know what I missed on potion combinations, but I understand that's part of the puzzle. But I swear there are a few were I am almost certain I got the combination right but still had wasted potions. And what I assume is "Enchanted" weapons, unless I missed something nothing about them were explained, as were the jellies in a jar, I never found a use for them.
I do see people asking for futa in the game, and I don't want to push for certain content one way or the other, but if you do decide to go the futa route at least make it tasteful. Nothing worse for me personally is when futa content is added and the dicks and balls are 70% of the body mass, I come to see the ladies with breasts that are 70% of their body mass =)
Something to consider since you are in a Alpha release though, as someone else mentioned have some sort of dynamic content would be a fantastic way to extend gameplay time, even if it's something as simple as an endless mode with randomized combinations with a set gold goal to reach with just some basic speech not contected to the main game/story.
Anyway, I give it a solid endorsment for a nice puzzle Transformation game and looking forward to more.
Thank you! Glad you’re enjoying it thusfar, and I appreciate the feedback!
And yes, some things like the enchanted weapons and extra items only become relevant on later days, not yet in the demo.
great game. these mini-dialogues give the atmosphere and thinking with the effects of potions is interesting. it reminds me of papers please only with a different twist. I wonder if you have plans to add something like a "catalyst" that will simply strengthen the effect of the potion. for example our skeleton will come and say that there are new warriors who are stronger and require a Bigger boobs and cannot get anything that can act as a counterweight
I love the idea! My only issue is that i feel like it needs a bit more of a guide with some of the side characters, like the octopus mini boss guy, I cant figure out how to get him -moisturized- I think it has to do with the cursed bra and that thief that steals all your money, but im kinda lost here
I really enjoyed this game. I love games about interacting with the adventures of other characters and there is really a comfy charm with this one.
A couple quality of life suggestions from me though. I'd suggest making the right click help menus always be on top of everything else. It was a bit annoying to have to close the text scroll, or how the 'scry master' was put in front of it. Another might be to allow a 'skip walking animation' toggle or maybe simply speed it up. The walk up/away is alright, but its a little annoying having to wait at times.
Like I said, those are just QoL things. You got somethin here and I look forward to it.
The scrolls being below the mirror is absolutely a bug. Thank you for pointing that out!
I agree; “skip walking” or even “walking speed” would allow people to run the game at whatever pace they like best. I’m going to implement that at some point.
Thank you for the feedback!
I'd love to see a gallery of all the transformations you see of the characters after transforming them with the potions! also i love how similar this is to papers please so maybe have some sort of timer or whatever and the faster you are the more money you make. love to see more!
Ah, it should go away when you right click on the Bell or the Scroll Skee just gave you, but I think I have a bug where it only registers if you right click on the scroll.
Does it resume if you right-click on the new scroll on the shelf?
some feedback, i know it's a lot of work but the little storylines for each adventurer is amazing, such as the tentacle lover magician. more of those please!
also i'd like to be able to pick at least 1 "wasted" potion without major punishments. i'd like more dynamically generated content depending on which potions you like picking, i like BE so it'd be cool of the adventurers acknowledging getting handed the same potion over and over.
This is exactly the type of feedback I’m looking for! Thank you so much!
Good news, there are MANY tiny storylines to come! This first “week” is just getting into the rhythm.
There will also be more longer-lasting effects of repeated potion use :) . (full disclosure, the game is going to cheat and assume you’ve been giving them the correct potions throughout. WAY too many combinations to account for, otherwise)
my idea was of dynamic content. the 3D asset combinations are already in the game so you'd only need dynamic dialogue and expressions according to which repeated optional potions are picked, maybe tailored for adventurer archetype even.
also i'd like potion magnification. i was VERY disappointed when i lost the cowgirl bras because i could keep making the boobs bigger with them. i'd love to somehow use stronger and stronger BE potions even when not needed.
Dynamic content is going to be a late stretch-goal. Things get exponentially more complicated when branching paths/choices are made that need to have knock-on effects throughout the game. I’m currently a one-man-team, so it’s important I don’t bite off more than I can chew. But, again, something I might look into when things are more complete. Will be darn cool if I manage it.
Good news: plenty of BE to come, with more triggers, and hitting much bigger sizes! We’re just starting.
I am VERY much looking forward to seeing this be developed. Big fan of Wahee's art and the bit that is here gives a lot of hope to what will come to join it.
Also, pretty sure it's unintentional, but you can actually stop ringing the bell before the witch is max size and she won't take it, but you can still progress. Kinda funny but I can see that being the butterfly that causes a tornado if the intended inventory is ever max capacity
Also holding out hope for a potential futa potion to make adventurers susceptible to any succubi (or other penis-centric monsters) that might be introduced, I know Wahee's dabbled in that a bit so it's got me praying
Glad to hear it! And there is plenty more of DrWahee’s work to come!
You’re totally right, failing to get rid of that bell might absolutely overfill the inventory later. I had never considered it (never crossed my mind someone wanting to play this game WOULDN’T ring that bell for all it’s worth XD ). Thank you for pointing that out.
No futa in the works, I’m afraid (though using it to making succubi effective is a clever mechanic!).
Unfortunate but understandable. Also, the reason I didn't was to see if something else could potentially be done with the bell, or maybe we'd somehow get the cursed bra back, and I figure if it wasn't possible something would've stopped me, like the girl earlier saying she'd buy a potion once she got the bra off. A unique kind of greed, but figured I might as well check while the scope was more manageable to do so, and I had already beaten the final day at that point so I was experimenting
I getcha!
Woefully, the game isn’t going to allow too many branching paths. I’m a solo developer, and there’s a lot of cool stuff to put in and I only have one manpower to do it with. Multiple-choice paths get really complicated really fast, so this game is going to be pretty linear. Need to make sure I don’t bite off more than I can chew.
But I can promise that there is a LOT on the path to enjoy in the future!
Yeah, don't wanna end up folding to scope creep, and I'd hate to see this game die to such an insidious killer. It's rare to see a game so focused on expansion of such quality, even so early on in development and have it feel just, good. Really looking forward to seeing this fill out and wrap up with a neat little bow and all that
EXACTLY! You get it. Content creep and burnout have been the death of a many a promising game.
And thank you! Means a lot. I hope to impress. I wanted to release the demo late enough that it properly showcases its feel, but early enough that I can integrate any feedback before doing so means undoing too much work.
Keep getting bugs, especially with multiclassing. Sometimes it'll say I wasted a potion when I account for their primary class while other times it'll say I missed a potion for not accounting for it.
Also, there needs to better clarification on who to feed to the mimic. As it, the way the mimic asks you send it those who *seem* ditzy makes it seem as though you're supposed to send them the adventurers who seem stupid on their own, not those who you give the brain potion to.
Are you watching the scrying scroll and paying attention to when you shouldn’t use potions? “Even if a warrior, don’t give them a red potion if they’re going to fight Gawkers” etc?
i will complain about cloth color. it is unclear what constitutes "dark clothes" for the 2nd potion. for example, the all-gray attire is considered "dark".
"Potion seller, I'm going into battle, and I need only your strongest potions"
*Proceeds to give her every single ingredient mixed*
Fun, short little demo! I think my only complaint is that sizes aren't cumulative - like being able to grow a repeat customer a few times over, rather than having them go from flat to beachball-sized assets.
so when you get the mimic game over, you can't restart the game, the only options being restart the day or restart yesterday or quit the game and after giving each adventure on the prior day a ditzy potion and map still resulted in the game over and hitting quit did not restart the run and just loads that same day, [this is day 4 for me]
Thank you for telling me about this!
I will start digging into this.
In the meantime, while you are talking to the mimic, if you pause the game you should have a list with every day, and can use that list to re-load any day you want.
Maybe I should include that list in the Game-Over screen.
Also note, you have you feed the mimic several times before it is full.
Hm. You did it right the first time. You should ONLY give maps to adventurers who get the ditzy potion, and any maps you give to adventurers who DON’T get the ditzy potion will count against the “correct” maps given, and send smart adventurers to the mimic, beat up the mimic, and cause the game over.
So I need to dig around and find out what circumstance results in a failure even though you presumably gave maps to the correct people.
also is the monster report random? I had mages and adventures with magic books or not blue gems still fight zombies but the ditzy potion goes against the rules for zombies and ends up a wasted potion
I'm pretty sure the correct action in that case is to give them a regular healing potion if they're just a mage. Otherwise, give them the correct potion for their class.
The monster report IS random (usually), so any time they’re about to fight a zombie, you shouldn’t give them the ditzy potion.
In retrospect, this is a slim chance that a person might get a day where they encounter nothing but zombies, and so you never give ditzy potions, and are kind of funneled into failing the mimic by dumb bad luck. Slim, but I will need to rectify that.
I might have solved the problem! It was counting points for the mimic based on the ANSWER SHEET of what you SHOULD have given the adventurer, not what you ACTUALLY gave the adventurer! Now, if you give an adventurer a ditzy potion and a map, it should score for the mimic, whether the ditzy potion was “supposed to be given” or not. Updated with V0.11
Got to the day where the Kraken visits, asking for help but I don't have any way to help and end up softlocked, what's more is there is no way to start from fresh, not even deleting and re-installing the game (at least on the itch app)
Regardless of this one softlock I got to, the game is really fun and DrWahee's art is amazingly used
edit: even downloading it to a different hard drive carries over save progress so unless I'm missing something in day 5, I'm locked out of progression
also is it safe to assume the punishment amulet isn't functional yet? tried using it with what seems to be the applicable npc and it just goes back to my inventory
Click for spoiler: The mage who is obsessed with the Kraken; have you tried giving her the cowkini and ringing the bell? Delighted to hear it! DrWahee's style has been PERFECT for this, and they've been great to work with!
← Return to game
Comments
Log in with itch.io to leave a comment.
amazing alpha demo. the simple gameplay is perfect for a game like this, and the multi day story lines (kraken witch, real thief) help keep the day to day gameplay interesting. changes i would request is being able to right click on the future scroll and having it tell you what the monster its showing is. i also want a sandbox mode, but im sure thats on your timeline. there were also times it told me missing potion or wasted potion and i didnt know what it was talking about (skill issue possible). but yeah, great demo, excited for more to come out, id would pay money for a finished product
oh yeah bug report; if you use the curse sensing ring on the real thief before putting the curse on her, it will display that she has the curse. kind of confusing for a second there but nothing gamebreaking
Thank you for the info! It helps a solo dev out big time!
So i really like how things are going with this.
Some qaulity of life maybe have item that can be given are use on a object can be highlighted when the object is hover over it.
maybe for future stuff for like mimic you can make her bigger if you feed her more girls with lots of potions in them.
It’s tough to balance whether something is difficult or easy, if you’re the one who came up with the puzzle. I appreciate the feedback!
theres any discord server for this game or socials to see updates of the same? i have shit ton of ideas, this is such a great simple and good game!
No discord. But I believe you should receive updates if you follow me here on itch.io. Also have a forum discussion on TFGames.site set up for it. https://tfgames.site/phpbb3/viewtopic.php?t=19712
thx! but well this is such a good game hope to get a giantess or/and shrink potion!
oh I wouldn’t want to spoil things this early ~
I love the game but there have been a few bugs that have been annoying me, mainly when it says I wasted or am missing a potion but they aren't missing anything. Example: There was a mage with an orange stone and had a floating had hold an axe and they were fighting skeletons, when I gave them the potion is said wasted potion I honestly have no idea why it does this.
Wonderful start to a fantastic game! Though I'd love for the potion results screen to linger longer or be click-to-progress so we can admire our... handiwork between each customer ;)
Or perhaps some kind of gallery/library so we can see what every possible potion combination could look like in the future?
I’ll consider a “linger at mirror” setting. It’s tough to find a balance between “let me enjoy this” and “hurry on to the next one” for everyone, so I’m starting to think it needs settings. Glad you like it!
i play this and i would say it have much great detaild and system game, sort puzzle match potion to what they needed. but one thing shame of system where it mimic catch me for didn't help mimic eat up them and i got ''game over'' but can't go back to day 1 as restart than same day as i stuck in there. but i'll waiting it until it have patch up. i love to play this but how can i pass on mimic's request help?
Can't wait for more expansion in this! Great game so far!
Oh yeah, not sure if it's a bug, but there's a rogue dressed in red that somehow counts as a warrior? Because somehow the breast expansion potion was required.
I think there's also a warrior looking character in grey who has a great bow but no melee weapons. Still required a breast expansion potion. Which again is strange.
Not sure if they're bugs or if I missed something to identify them
The red rogue has a whip, which is a melee weapon. The warriors still get boob potions even if they’re not holding melee weapons.
Remember, you can right-click the potions to see the latest rules.
Glad you’re enjoying!
Definitely looking forward to more of this, love both the humor of the characters as well as the transformations, I'm looking forward to more complicated combinations in later levels, and possibly once you're finished with the story section of the game, maybe some kind of endless or arcade mode? Also as a question will gold have a purpose other than paying off the sorceress? Like maybe buying upgrades so your potions sell for more, or maybe a merchant comes once a week selling "slightly cursed" magic items to hand out to adventurers. Also with the two amulets we receive in this Alpha am I correct in assuming we don't have a use for them yet? Or am I missing something? Overall the game looks great so far and best of luck with it!
Correct; the amulets are answers to puzzles that haven’t shown up yet. Glad you’re enjoying, and thanks for the feedback!
So I played through the Demo and I've got to say that I'm EXCITED for the rest of this however... my main problem is that some times the adventurer is a bit vague with what potion combo you'll need and the enchanted(I assume the glowy weapons are enchanted) weapons at first made me confused with how I'm supposed to handle them but also I think that some of the gems are green in it and it was hard to tell them from the yellow gems beyond that however the game works well. But I would recommend that you get rid of the thief with the bottle as a weapon because it can be very confusing for first seeing it and not knowing whether it counts as a melee weapon and Finally I'd suggest you add an "Endless" mode to the next version were you have say double the customers for the day and it doesn't count towards the "main" games debt. beyond that though PHENOMENAL game and I can't wait for more!
I’m glad you’re enjoying it! And thank you for the feedback; it’s exactly the sort of perspectives I wanted to hear from people.
Also, Enchanted Weapons don’t have any affect at this stage in the game
This might genuinely be one of my favourite h-games by the time it's finished. This is very promising, though I do have a few suggestions.
First, some more growth sound-effects would be real nice. The "bwoomp" is nice for something immediate but it would definitely be better imo if there were more gradual, slower soundeffects for right before and during growth, besides the "bwoomp". There's also currently no soundeffect at all for instances where you only have to add in the ditzy potion, and it feels like there could be one.
Some sort of basic royalty free calm background music would also add a bit to the immersion if you ask me, similar to how RPGmaker games tend to use a bunch of royalty-free music that comes with the program. Would also be an excuse to work audio volume settings (sfx and music separately) into the game.
My most major suggestion would be some kind of freeplay mode in the future, even if an unlockable one, similar to Cowtastic Cafe. Somewhere where you're free to make any potion you want and use it or anyone with no penalty, or even use any cursed items on NPCs not meant to normally get them.
Additionally, freeplay where you can just do anything you like could be an enticing as an unlockable to be honest, because as it stands I kind of just don't care for potions that don't do anything for my fetishes (lips potion specifically) so I don't bother adding it even when I know it's part of the correct mix, but if some kind of permanent unlock in freeplay was tied to doing well in the main campaign mode it would be enticing to actually play correctly.
That, or at least a simple fetish toggle so players can just adjust certain potions to not do anything visually when starting a new game. Could reflavor their descriptions as... literally just changing the flavor of the potion or something, as far as text is concerned.
As it currently stands, you're kinda incentivized to do things incorrectly if you want to make all the girls have effects to your liking.
Speaking of freeplay, I feel like besides a mode like that, the game could very much benefit from a non-campaign mode where you just get random customers and events and try to keep going indefinitely. But all of this is more for later in development, since a lot seems like placeholders right now.
Some hints are also kind of unclear at the moment. I couldn't figure out if there's any way to uncurse the thief after cursing them in the current build, or a way to uncurse the stone statue, or a way to fully fill up the slime jar (because I tried getting all of them and paying close attention in a 7-day playthrough and the NPC still says she needs a few more), or if the two cursed necklaces have literally any use right now.
Thank you so much for the thorough feedback! It helps. I’m weighing these sort of things vs the current scope of the game currently. A free play or endless mode is definitely on the docket though.
Several things don’t get used until later in the game, which isn’t available yet.
Im lost whit the two medallions and the jar. Anyone can hint me on how to progress whit them?
Several things don’t get used until later in the game, which isn’t available yet.
Absolutely Phenomenal. I am incredibly excited to see where you guys take this game going forward!
All the conditionals for each potion, and how they change slightly as the days advance is so damn cool.
The idea of cursed items that carry over across multiple days opens up the potential for some lovely lewd, longish-term puzzles. Simply being able to observe how some curses might advance on a character from day to day would be cool too.
I imagine more characters start to clue in on what is going on and start coming specifically equipped to deal with potion effects (similar to the bra of holding), Or maybe they start obstructing obvious tells of what you need to use, so you gotta figure it out using other context clues (maybe this'd add too many layers of complexity to the gameplay, tho), Either way resulting in small, self-contained arms-races using alternate or more potent versions of them. And you gotta keep track of those.
All that up to a REASONABLE degree, of course, there's only so much you can realistically do before spontaneously combusting from scope-creep (which I imagine would be inevitable depending on how deep you go with this game, lol).
Wahee's art is just great, I'm impressed at how versatile the assets are to portray diff characters. The paper scribbles are quite charming too, in all honesty, even if they are just placeholders. Maybe if you ever get around to some reality-bending-type of dungeon creature, they could retain that aesthetic as a nod to the early days of the game.
By all means, I appreciate the lose states here not being about speed, and more about failing to complete specific tasks. There are proper places for timers but the lack of one here lends itself incredibly well to allow the more puzzle-oriented approach.
In terms of issues. Hmmm:
- This one I'm sure will be solved as definitive assets are made: I quite love how the potions have piping leading into the mixer, it's such a neat touch that defo helps communicating which are active. Same with the items being on shelves and you are able to move them around
As it stands, the UI can get a bit messy, especially with ongoing dialogue, as the dialogue box will either be covering the potions rack or the item shelves. Granted, the gameplay isn't really 'active' whilst you are reading something, which is good, so you could argue it's more of a personal peeve.
In games like these, the dialogue is usually isolated to the character viewer or any other area not covering any gameplay element (Va11halla and Papers Please comes to mind).
Maybe the window area could be shifted just slightly to the left (squishing in the potions a bit, to provide some negative space on the item's side so the scroll can show up without ever covering up any items. Only issue then would be cool scenes like the Octo guy, that cause the text box to move entirely to the left side, but maybe it can count as an exception since the whole idea is covering the screen anyway.
Alternatively, the counter can be extended vertically a bit to provide some blank space at the bottom of the screen for a more traditional, horizontal text box to show up. I've made a lil doodle explaining what I mean by that (as well as a whole lot of other things that came to mind cuz I lack restraint!).
Of course, it would also have a handful of tradeoffs - namely slightly less screen space for the lewd goodies! and also the text box being like this is a tad less unique than the vertical one you already have. So I can't argue it'd be the end all solution either ;P. Just a mere suggestion.
- The trash button as it currently functions is a bit redundant, as new combos mixed in simply overwrite mixes that are already inside the bottle anyway.
I assume future gameplay might involve stacking more of the same effect (like 2-3 portions of boob potion into the same mix), so it might be important for the bottle to remember what goes inside of it every time you hit mix. Maybe there needs to be some visual tells here, like the color of the fizzing during mixtures or simply some overlay icons.
Maybe then, the trash button can operate as a sort of 'eject' button you can hit to flush down the current mix.
----------------------
Well holy shit, I apologize for the insanely lengthy comment! I just caught this release out in the wild and it wholly surprised me with all the cool little ideas going into it. If it just shows how much I liked it, hahaha.
It has the potential to be a great classic, or a neat little gem (scope and all that, haha), but I just know it will be excellent nevertheless.
Thank you so much! It means a lot! I’m so happy you and other people are really vibing with the game!
And other thanks regarding the scribbles! A surprise but welcome compliment!
I can’t believe you sketched out the whole background on a whim XD That is such a delight!
You’re not wrong. The speech scroll overlap is a bit irksome, but it’s very much a “which of two evils do I pick?” scenario. I’ve been debating making the potion shelf and item shelves thinner, so a vertical scroll still overlaps but overlaps LESS; I’m going to see if I can keep at least half of the left item column visible. There are transformations later in the game that make the vertical scroll a bit less obstructive than a horizontal one.
I didn’t even realize fresh mixes overwrite the prior mix XD It’s easy to miss the forest for the trees working on this.
You’re actually ahead of me; indeed, I plan on increased potion potency, and intend to indicate such with a fizz or a glow or such!
Please don’t apologize! It’s been an absolute delight to get your comment! This is exactly the type of feedback I’m looking for, to get perspectives outside of my tunnel-visioned focus. As you said, it just shows how much you liked the game, and that just feels great!
PS: I have been a fan of the A Thief’s Growing Misfortune comics. FANTASTIC work. The pacing and comedy and heft and squish is just top notch!
Would love this game if not for a small problem. I can't seem to get it open! After downloading and extracting it, trying to open the application yields nothing, not even an error message saying something went wrong. Does anyone else have this problem? And if so, I would very much appreciate some help in fixing it.
Damn, please tell me how to avoid being eaten by a mimic on day 4, I tried to give everyone a card, but he still comes and eats
I never got eaten by the mimic, but if you are giving maps to everyone that's incorrect, as the mimic specifically wants to ambush only dimwitted adventurers. So only give maps to the people you make dumb.
Great demo looking forward to the full release
also is it possible for the game to be playable on phones or not?
Thanks! Not currently, no. I may look into it closer to full game release.
That is okay.
Also if you didn't think of this try adding an endless mode after completing the game or something like a gallery if someone wants to continue playing from the start with everything unlocked or you unlock while progressing through the days , and with multiple characters with cursed items that you get and give them to other characters like the cow-print bra and the lewd mage.
Please tell me how to deal with a thief
Great demo for something awesome!
Really enjoyable game, I am looking forward for new updates!
I have not much to say what others didn't already.
Arts are nice, idea is awesome.
Possibility to waste 1 potion without punishment would be awesome
Besides, those who will have long term quest lines could use names, even some random, but it would be really nice to see them and know their names.
One more thing - that scene with kraken picking up glasses...perfection!
Thank you so much! Glad you and what feels like so many people are enjoying it! I appreciate the feedback. I think the glasses is my favorite gag so far XD Glad you liked it!
This was quite amazing. Can't wait for more
really nice game ^^, you can use the amulet in this version ?
Thanks! And not yet! Several things don’t get used until later in the game.
Fantastic Start! I Look forward to more
Thank you! Thrilled to hear it!
I enjoyed this a lot more than I thought I would. I really enjoyed the little story bits from the different adventures, as well as the innocent mini boss. The art was pretty good, just needs a bit more variety, but with more transformations that will probably come to pass.
Nothing really seems unintuitive aside from not know what I missed on potion combinations, but I understand that's part of the puzzle. But I swear there are a few were I am almost certain I got the combination right but still had wasted potions. And what I assume is "Enchanted" weapons, unless I missed something nothing about them were explained, as were the jellies in a jar, I never found a use for them.
I do see people asking for futa in the game, and I don't want to push for certain content one way or the other, but if you do decide to go the futa route at least make it tasteful. Nothing worse for me personally is when futa content is added and the dicks and balls are 70% of the body mass, I come to see the ladies with breasts that are 70% of their body mass =)
Something to consider since you are in a Alpha release though, as someone else mentioned have some sort of dynamic content would be a fantastic way to extend gameplay time, even if it's something as simple as an endless mode with randomized combinations with a set gold goal to reach with just some basic speech not contected to the main game/story.
Anyway, I give it a solid endorsment for a nice puzzle Transformation game and looking forward to more.
Thank you! Glad you’re enjoying it thusfar, and I appreciate the feedback! And yes, some things like the enchanted weapons and extra items only become relevant on later days, not yet in the demo.
How do I stop girl from stealing my coin
Progress more into the week and a certain adventurer should bring you the solution in an unorthadox way.
The game is great and if I'm the future u would add futa or weight gain that would make to better for me
great game. these mini-dialogues give the atmosphere and thinking with the effects of potions is interesting. it reminds me of papers please only with a different twist. I wonder if you have plans to add something like a "catalyst" that will simply strengthen the effect of the potion. for example our skeleton will come and say that there are new warriors who are stronger and require a Bigger boobs and cannot get anything that can act as a counterweight
I love the idea! My only issue is that i feel like it needs a bit more of a guide with some of the side characters, like the octopus mini boss guy, I cant figure out how to get him -moisturized- I think it has to do with the cursed bra and that thief that steals all your money, but im kinda lost here
Use the cursed bra on the character that keeps heading to the mini boss.
I really enjoyed this game. I love games about interacting with the adventures of other characters and there is really a comfy charm with this one.
A couple quality of life suggestions from me though. I'd suggest making the right click help menus always be on top of everything else. It was a bit annoying to have to close the text scroll, or how the 'scry master' was put in front of it. Another might be to allow a 'skip walking animation' toggle or maybe simply speed it up. The walk up/away is alright, but its a little annoying having to wait at times.
Like I said, those are just QoL things. You got somethin here and I look forward to it.
The scrolls being below the mirror is absolutely a bug. Thank you for pointing that out! I agree; “skip walking” or even “walking speed” would allow people to run the game at whatever pace they like best. I’m going to implement that at some point. Thank you for the feedback!
I'd love to see a gallery of all the transformations you see of the characters after transforming them with the potions! also i love how similar this is to papers please so maybe have some sort of timer or whatever and the faster you are the more money you make. love to see more!
Those are both extra features I’m considering later in the game development! Thank you for the feedback!
The right click button doesn't seem to be working for me, and it's causing a softlock on the second day.
Ah, it should go away when you right click on the Bell or the Scroll Skee just gave you, but I think I have a bug where it only registers if you right click on the scroll. Does it resume if you right-click on the new scroll on the shelf?
Right clicking on the scroll worked, thank you.
great concept!
some feedback, i know it's a lot of work but the little storylines for each adventurer is amazing, such as the tentacle lover magician. more of those please!
also i'd like to be able to pick at least 1 "wasted" potion without major punishments. i'd like more dynamically generated content depending on which potions you like picking, i like BE so it'd be cool of the adventurers acknowledging getting handed the same potion over and over.
This is exactly the type of feedback I’m looking for! Thank you so much!
Good news, there are MANY tiny storylines to come! This first “week” is just getting into the rhythm.
There will also be more longer-lasting effects of repeated potion use :) . (full disclosure, the game is going to cheat and assume you’ve been giving them the correct potions throughout. WAY too many combinations to account for, otherwise)
my idea was of dynamic content. the 3D asset combinations are already in the game so you'd only need dynamic dialogue and expressions according to which repeated optional potions are picked, maybe tailored for adventurer archetype even.
also i'd like potion magnification. i was VERY disappointed when i lost the cowgirl bras because i could keep making the boobs bigger with them. i'd love to somehow use stronger and stronger BE potions even when not needed.
Dynamic content is going to be a late stretch-goal. Things get exponentially more complicated when branching paths/choices are made that need to have knock-on effects throughout the game. I’m currently a one-man-team, so it’s important I don’t bite off more than I can chew. But, again, something I might look into when things are more complete. Will be darn cool if I manage it.
Good news: plenty of BE to come, with more triggers, and hitting much bigger sizes! We’re just starting.
Game looks pretty fun, wish it had a mobile version!
I think I found a typo on day four dialogue
I think it was meant to say "Spells that DON'T have long, complicated alakazammy words are powered by Orange or Red gems." It left out the "don't
I can see how I phrased that poorly! Thank you for pointing that out!
I am VERY much looking forward to seeing this be developed. Big fan of Wahee's art and the bit that is here gives a lot of hope to what will come to join it.
Also, pretty sure it's unintentional, but you can actually stop ringing the bell before the witch is max size and she won't take it, but you can still progress. Kinda funny but I can see that being the butterfly that causes a tornado if the intended inventory is ever max capacity
Also holding out hope for a potential futa potion to make adventurers susceptible to any succubi (or other penis-centric monsters) that might be introduced, I know Wahee's dabbled in that a bit so it's got me praying
Glad to hear it! And there is plenty more of DrWahee’s work to come!
You’re totally right, failing to get rid of that bell might absolutely overfill the inventory later. I had never considered it (never crossed my mind someone wanting to play this game WOULDN’T ring that bell for all it’s worth XD ). Thank you for pointing that out.
No futa in the works, I’m afraid (though using it to making succubi effective is a clever mechanic!).
Unfortunate but understandable. Also, the reason I didn't was to see if something else could potentially be done with the bell, or maybe we'd somehow get the cursed bra back, and I figure if it wasn't possible something would've stopped me, like the girl earlier saying she'd buy a potion once she got the bra off. A unique kind of greed, but figured I might as well check while the scope was more manageable to do so, and I had already beaten the final day at that point so I was experimenting
I getcha! Woefully, the game isn’t going to allow too many branching paths. I’m a solo developer, and there’s a lot of cool stuff to put in and I only have one manpower to do it with. Multiple-choice paths get really complicated really fast, so this game is going to be pretty linear. Need to make sure I don’t bite off more than I can chew. But I can promise that there is a LOT on the path to enjoy in the future!
Yeah, don't wanna end up folding to scope creep, and I'd hate to see this game die to such an insidious killer. It's rare to see a game so focused on expansion of such quality, even so early on in development and have it feel just, good. Really looking forward to seeing this fill out and wrap up with a neat little bow and all that
EXACTLY! You get it. Content creep and burnout have been the death of a many a promising game. And thank you! Means a lot. I hope to impress. I wanted to release the demo late enough that it properly showcases its feel, but early enough that I can integrate any feedback before doing so means undoing too much work.
Keep getting bugs, especially with multiclassing. Sometimes it'll say I wasted a potion when I account for their primary class while other times it'll say I missed a potion for not accounting for it.
Also, there needs to better clarification on who to feed to the mimic. As it, the way the mimic asks you send it those who *seem* ditzy makes it seem as though you're supposed to send them the adventurers who seem stupid on their own, not those who you give the brain potion to.
Are you watching the scrying scroll and paying attention to when you shouldn’t use potions? “Even if a warrior, don’t give them a red potion if they’re going to fight Gawkers” etc?
Thank you for the feedback!
i will complain about cloth color. it is unclear what constitutes "dark clothes" for the 2nd potion. for example, the all-gray attire is considered "dark".
I agree entirely! Latest update (V0.11), I have updated the right-click explanation on the potion to say “has mostly Black or Grey clothing”
So I had to go in the
%APPDATA%/Godot folder and delete the save folder to restart the game
"Potion seller, I'm going into battle, and I need only your strongest potions"
*Proceeds to give her every single ingredient mixed*
Fun, short little demo! I think my only complaint is that sizes aren't cumulative - like being able to grow a repeat customer a few times over, rather than having them go from flat to beachball-sized assets.
Glad you enjoyed! And don’t you worry! Later, prolonged potion use will eventually develop permanent effects, and greater sizes yet!
so when you get the mimic game over, you can't restart the game, the only options being restart the day or restart yesterday or quit the game and after giving each adventure on the prior day a ditzy potion and map still resulted in the game over and hitting quit did not restart the run and just loads that same day, [this is day 4 for me]
Thank you for telling me about this! I will start digging into this. In the meantime, while you are talking to the mimic, if you pause the game you should have a list with every day, and can use that list to re-load any day you want. Maybe I should include that list in the Game-Over screen.
Also note, you have you feed the mimic several times before it is full.
so the first time I saw the mimic I only gave maps to the adventures that got a ditzy potion, now I'll give maps to every adventure and try again
Hm. You did it right the first time. You should ONLY give maps to adventurers who get the ditzy potion, and any maps you give to adventurers who DON’T get the ditzy potion will count against the “correct” maps given, and send smart adventurers to the mimic, beat up the mimic, and cause the game over. So I need to dig around and find out what circumstance results in a failure even though you presumably gave maps to the correct people.
also is the monster report random? I had mages and adventures with magic books or not blue gems still fight zombies but the ditzy potion goes against the rules for zombies and ends up a wasted potion
I'm pretty sure the correct action in that case is to give them a regular healing potion if they're just a mage. Otherwise, give them the correct potion for their class.
The monster report IS random (usually), so any time they’re about to fight a zombie, you shouldn’t give them the ditzy potion. In retrospect, this is a slim chance that a person might get a day where they encounter nothing but zombies, and so you never give ditzy potions, and are kind of funneled into failing the mimic by dumb bad luck. Slim, but I will need to rectify that.
I might have solved the problem! It was counting points for the mimic based on the ANSWER SHEET of what you SHOULD have given the adventurer, not what you ACTUALLY gave the adventurer! Now, if you give an adventurer a ditzy potion and a map, it should score for the mimic, whether the ditzy potion was “supposed to be given” or not. Updated with V0.11
And how do you pause
By pressing ESC
Spectacular!! Can't wait to see what the next updates have in store!
Delighted to hear it! It will take some time, but there is a lot in store in the future!
Got to the day where the Kraken visits, asking for help but I don't have any way to help and end up softlocked, what's more is there is no way to start from fresh, not even deleting and re-installing the game (at least on the itch app)
Regardless of this one softlock I got to, the game is really fun and DrWahee's art is amazingly used
edit: even downloading it to a different hard drive carries over save progress so unless I'm missing something in day 5, I'm locked out of progression
oh my god, was just about to try this, thanks for the reply!
Looking forward to seeing how this game develops!
You’re very welcome! And very happy to hear it! Things only get crazier from here!
also is it safe to assume the punishment amulet isn't functional yet? tried using it with what seems to be the applicable npc and it just goes back to my inventory
Correct! That comes later! I can’t say when the next chunk will be completed, but it’ll be useful in the next major update.
Click for spoiler:
The mage who is obsessed with the Kraken; have you tried giving her the cowkini and ringing the bell?how to defeat a thief
Click for thief defeating spoiler:
Curse your money jar with the Hand of Discipline scroll
will there be an android version?
There are no plans for an android version at the moment. Might look into it when the game is complete.
Ok