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isHavvy

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A member registered Nov 09, 2016

Recent community posts

Bug: Fixed the Beast dream happening every night (it should only be a 10% chance!)

And here I thought this was intentional; *spoilers ahead* it makes the event that stops it really impactful.

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It's on the about page in game.

There are no glitch scenes. Only happy scenes. Where happy things happen.

Apologies aren't needed. Knowledge has been imparted and knowing the difficulty of anything in computing is _hard_. For example, an app that tells me where a picture of a bird was taken is pretty simple (as long as the picture saved its geospatial coordinates from GPS. On the other hand, telling me what kind of bird is a really difficult problem involving creating a neural network of a whole bunch of bird species and bird pictures and would be tremendously difficult (unless somebody has already made such a neural network already available; it's been years since I've seen this example, so somebody may have by now). It's alright to want things; you just have to be understanding if it cannot happen.

Given the way this is created, it would be impossible to add hairstyle variants and whatnot. The scenes are rendered on the creator's computer and then placed as assets into the game. So, to have two hairstyles, there would be twice the amount of renders. Two hairstyles for just five girls would require 32 separate renders for a scene that contains those five. The download would become huge and it'd take forever for the creator to do. Alternately, it would require client-side rendering which would require a lot more coding knowledge than the creator has to do so.

You have an entity issue during the Trusting the Family cutscene. "%S" is being turned into a TagQuotingDict object and then Python's ToString is showing the name of the object (and it's address in memory). You can probably fix it by doing "%%" there. Plus you probably want a space afterwards anyways. "100% strength" vs "100%strength".

Dumb request, but can you give us the option to change the cuss word the main character uses?

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I actually expected to have difficulty there, and other than a few jumps not registering (but not knocking me down to the bottom either), I actually got it pretty easily.

Edit: Actually, from a tweet of the section talked about, I was thinking of a different (even more narrow section) than the section shown. I had absolutely no issue with that section personally. *shrug*

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I saw a tweet asking for feedback, so here you go.

I can feel garbage collection pauses making jumping harder. If it isn't that, then something was eating up my inputs.

I like how switches once thrown stay thrown. It's very Dark Souls feeling and it gave me an immediate reason to go back and unlock the top path once I realized that it happened.

I had a little trouble with enemies but I figured out that running a bit back after a hit and then going for a forward attack was most effective. An odd tactic, but I can't just stay still because the enemy's attack is longer than mine by a pixel?

The physics felt like I was on ice the entire time. Not hard to deal with once I got used to it, but definitely didn't feel like I was actually able to walk. Most annoying towards the end when I had to jump out of a one block wide gap and kept hitting the ceiling.

Overall the challenges presented felt fun, if basic.

The chests felt unnecessary. They always have health drops, so why not just leave health drops there?

Edit: Wait, is this part of @eevee's game jam? If so, this is actually amazing for one week of work.