I'm not a big fan of futa, but I won't rule it out entirely. Maybe if a lot of people ask for it, or if I find a particular creature from folklore that suggests it. If so though, it'll likely only be the one.
I expect there will be some lesbian and/or threesome scenes though.
not a bad demo, though my tastes focus more on the management aspect than the visual novel (no offense, there are just. so. many.)
i have one criticism in that it's not really fun to generally wake up so early and have to wait one or two time periods. i suggest an option for wake up time when you go to sleep, (rest [current sleep, perhaps slightly shorter,] sleep till morning, and sleep till fully rested.)
i encountered two or three bugs. the possible one is that the talk menu tutorial played for a second time, and the tutorial conversation does not account for returning the earring previously, if repeated.
after completing the tutorial conversation a second time, the dialong box got stuck while empty, and the time of day changed. went to main menu and reloaded for the "oh, it's late" animation and text to play correctly.
after the "reward" scene, and the text after leaving the tent, the presumed end of the demo, another empty dialog box is stuck on screen. reloading from the menu does not fix it, which is why i presume it is the end of the demo.
i'll be watching this as it develops, and providing your steam plans do not preclude selling it here, i'll be buying it here.
Thanks, I'll look into those. They sound like the kind of bug that happens intermittently depending on your hardware, so they can be difficult to find and clear up.
I was thinking the same about sleeping, and am planning on adding a 'sleep until x' menu, so that should fix the other issue. It might have to be just 'until morning' or 'until night' (since some of the girls will be nocturnal) as the dialog box only has room for four options and there are six time periods.
now, take this with a grain of salt, because i personally hate programming UIs, but you are not really limited by the size of the dialog menu. instead of multiple buttons, you could use a single dropdown, for example. or a "slider" with several "notches."
Sure, and I've also considered having two 'columns' of options, a paginated approach with a 'next/previous' button or a 'Mass Effect' style response ring, but it's also about keeping things simple. Too many options can leave a player feeling overloaded with possibilities. But we'll see how it goes.
Right now, any extra UI is also extra development time, and even a small menu can be time-consuming to construct. If there's a lot of demand for a more fine-grained approach then I may implement it, but right now I'm concentrating on new areas, girls and content :)
A very short demo that shows the game mechanics and where and how it will be oriented, I liked it above all because I like the "Colony Management" genre even though this is a much lighter version with a Dating Sim focus.
Overall it looks good, I'll be on the lookout for future updates with content, although I'd like to know how much of a sandbox it will be, something light or you'll really need to use your head to reach certain goals.
PS: I just saw in the comments that there's a bug in the introduction to the dialogue system that goes into a perpetual loop and blocks you from the "spicy" scene, sad but it doesn't take away from everything I said before, it will be a good game.
The basis of the sandbox is that there can be multiple storylines going on at once, independently of one another. Each is divided into chapters that need to be done in order, but progress in one story will rarely be gated based on progress in another. Instead, you'll need to talk to the girls, experience key scenes by being in the right place at the right time, acquire items and resources, play mini-games, or upgrade the various projects.
For example, one of the planned key elements in progressing Melissa's storyline is building her a better office, which will require metal. To obtain that on the island, you'll need to upgrade the quarry to a proper mine.
If you really wanted to though, you could do it purely by trading logs and stone for metal at the docks, but that's going to be a pretty inefficient way of handling things - at least until I implement the tool shop so you can buy lumberjack upgrades, mining upgrades and the all-important Cornish Pasties!
I'm in two minds about whether to include a hint system. I think I'd prefer to handle it by talking to the girls and letting them give the hints.
There's currently just the one scene featuring some nudity, but not actual sex. It is animated though. Annoyingly, there seems to be a bug that might stop you from reaching it so keep an eye out for an update over the weekend.
After the Quarry was built the game got stuck in a loop where the 'Boss' told you the action plan every time you entered the cabin, the premises of the game looks promising - one to watch I guess
Hotfix is in. It was a silly little error. I forgot I'd been using a developer hack to test the last scene and the story wasn't advancing. Fixed by triggering the reward scene at the end of the conversation. Do it one last time and you should get your reward.
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Will there be optional futa?
I'm not a big fan of futa, but I won't rule it out entirely. Maybe if a lot of people ask for it, or if I find a particular creature from folklore that suggests it. If so though, it'll likely only be the one.
I expect there will be some lesbian and/or threesome scenes though.
not a bad demo, though my tastes focus more on the management aspect than the visual novel (no offense, there are just. so. many.)
i have one criticism in that it's not really fun to generally wake up so early and have to wait one or two time periods. i suggest an option for wake up time when you go to sleep, (rest [current sleep, perhaps slightly shorter,] sleep till morning, and sleep till fully rested.)
i encountered two or three bugs. the possible one is that the talk menu tutorial played for a second time, and the tutorial conversation does not account for returning the earring previously, if repeated.
after completing the tutorial conversation a second time, the dialong box got stuck while empty, and the time of day changed. went to main menu and reloaded for the "oh, it's late" animation and text to play correctly.
after the "reward" scene, and the text after leaving the tent, the presumed end of the demo, another empty dialog box is stuck on screen. reloading from the menu does not fix it, which is why i presume it is the end of the demo.
i'll be watching this as it develops, and providing your steam plans do not preclude selling it here, i'll be buying it here.
Thanks, I'll look into those. They sound like the kind of bug that happens intermittently depending on your hardware, so they can be difficult to find and clear up.
I was thinking the same about sleeping, and am planning on adding a 'sleep until x' menu, so that should fix the other issue. It might have to be just 'until morning' or 'until night' (since some of the girls will be nocturnal) as the dialog box only has room for four options and there are six time periods.
now, take this with a grain of salt, because i personally hate programming UIs, but you are not really limited by the size of the dialog menu. instead of multiple buttons, you could use a single dropdown, for example. or a "slider" with several "notches."
just the two options would be sufficient, though.
Sure, and I've also considered having two 'columns' of options, a paginated approach with a 'next/previous' button or a 'Mass Effect' style response ring, but it's also about keeping things simple. Too many options can leave a player feeling overloaded with possibilities. But we'll see how it goes.
Right now, any extra UI is also extra development time, and even a small menu can be time-consuming to construct. If there's a lot of demand for a more fine-grained approach then I may implement it, but right now I'm concentrating on new areas, girls and content :)
sure thing, boss, i get you 100%. like i said, programming UIs is my least favorite thing to do, lol.
I just played it and it's fine for a demo.
A very short demo that shows the game mechanics and where and how it will be oriented, I liked it above all because I like the "Colony Management" genre even though this is a much lighter version with a Dating Sim focus.
Overall it looks good, I'll be on the lookout for future updates with content, although I'd like to know how much of a sandbox it will be, something light or you'll really need to use your head to reach certain goals.
PS: I just saw in the comments that there's a bug in the introduction to the dialogue system that goes into a perpetual loop and blocks you from the "spicy" scene, sad but it doesn't take away from everything I said before, it will be a good game.
Thanks for the kind words!
The basis of the sandbox is that there can be multiple storylines going on at once, independently of one another. Each is divided into chapters that need to be done in order, but progress in one story will rarely be gated based on progress in another. Instead, you'll need to talk to the girls, experience key scenes by being in the right place at the right time, acquire items and resources, play mini-games, or upgrade the various projects.
For example, one of the planned key elements in progressing Melissa's storyline is building her a better office, which will require metal. To obtain that on the island, you'll need to upgrade the quarry to a proper mine.
If you really wanted to though, you could do it purely by trading logs and stone for metal at the docks, but that's going to be a pretty inefficient way of handling things - at least until I implement the tool shop so you can buy lumberjack upgrades, mining upgrades and the all-important Cornish Pasties!
I'm in two minds about whether to include a hint system. I think I'd prefer to handle it by talking to the girls and letting them give the hints.
Hotfix is in dude, thanks again!
Does the demo have an example scene for the animations?
There's currently just the one scene featuring some nudity, but not actual sex. It is animated though. Annoyingly, there seems to be a bug that might stop you from reaching it so keep an eye out for an update over the weekend.
After the Quarry was built the game got stuck in a loop where the 'Boss' told you the action plan every time you entered the cabin, the premises of the game looks promising - one to watch I guess
Thanks for letting me know, I think I can guess what that is. I'll make a note of that and try to put out a hot-fix over the weekend.
Hotfix is in. It was a silly little error. I forgot I'd been using a developer hack to test the last scene and the story wasn't advancing. Fixed by triggering the reward scene at the end of the conversation. Do it one last time and you should get your reward.