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RikuAotsuki

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A member registered Aug 10, 2020

Recent community posts

Man, I really enjoyed this. It's a niche I've always hoped to see explored, and there's a ton of ways it could get expanded upon.

I'll start with a bug report: I had an issue at the restaurant where the door didn't reset after a loss. The door was "open," but the button did nothing, and I think it was behaving as if the door was perma-closed? No one approached, though the purple thing was still able to get me. Might've affected the light too, but I could still use the button to turn it back off. Re-opening the game fixed it.

Next, a couple small criticisms: First, it might be worth tweaking the straps of Rex's tank top outfits. The one with the plain black tank and black shorts looks really good, but the other two tank tops look kinda awkward, like the straps stop at his shoulders instead of actually going over them. 


Second, XP gain slows down... a lot. By level 10 you're basically grinding the exercise minigame over and over because it feels like the only way to make progress, and it gets hard to tell what's actually earning XP and what isn't. Maybe leveling up could add options or expand various activities for more xp? Like more plants, levels for the shooter(is that endless, by the way? I couldn't tell), etc. Keep activities feeling more relevant and therefore less repetitive, basically. That said, this is the sort of thing that's entirely understandable for a game that's not complete; I mention it mostly because I couldn't tell for sure if I was missing a better way to get xp or not. 

For outright suggestions, I have a few. First, it'd be fun to be able to steal his hoodie and leave him in an undershirt or something until you reset his outfit. Feels like that'd fit right in.

Second, a sleep/nap mechanic, or just the option to do so. Bedroom, living room, camping... cuddly sleepytimes would be fun.

Third, because my horny side also has thoughts, an edging system could be really fun, or a system where Rex's lust ranks up instead of maxing out, getting him needier and needier.


I haven't exhausted the game yet, but like I said there's a lot of potential for it to do all sorts of things. I really look forward to see how it gets fleshed out.

It's been a while since I've played, but I noticed that the game doesn't remember spells for Lace anymore? I assume that's a side effect of the nested magic menu, though I haven't thought to check if Fucko's nested skills do the same thing.

Oh, sweet. I just played through for the first time a few days ago; I played the first build partway through, but at the time I'd just started really burning out on VNs.

Kept an eye on it though 'cause I thought it seemed really interesting from what I'd already played, and was pleasantly surprised to see just how much content had been added. I'm eager to see where things go!

I'd love to see a followup or expansion to this. It's really sweet, and 2002 isn't an era I see much set in. I think there's a lot to be explored in how Lukey could develop if he had someone that actually cared about him.

His current problem is his lack of capacity, Aside from expanding that, he needs to learn to channel mana through himself rather than from himself.

Converting images to .webp format (I think that's the one, anyway) might help the size issue. Shelter did that recently, and reduced the game's size quite a bit.

A revamp would definitely be nice. When you compare it to Dallan and Tate's routes, it feels a little lacking somehow.

Counterpoint to this: converting to VN is not always for the better, for multiple reasons. For one, it massively increases the required amount of art and the effort required for a distinct and unified aesthetic,requires a different narration style to work well, and while the potential audience is larger there's a LOT more competition.

Honestly, I've seen too many games lose a lot of their charm in that transition.

The abomination achievement might be bugged.

Also, how does combat actually WORK now? There's still a lot of stuff that refers to combos and the like, but there's no explanation that I can find about how any of that stuff is actually relevant anymore.

Damn, Abel got a redesign? That's a shame, makes him feel like a totally different character.

Try this: When you first start, arrange them in order of size. Tiny reds go to the far left edge, then pink, purple, yellow, rainbow, etc.

If you don't have the space, drop em as close as you can to where they should go. If you're paying attention, you should be able to get the first swirly candy at minimum before it becomes difficult to prevent the candies from stacking up.

Keep candies of similar size together, but don't cut them off. Don't cover a yellow with a purple, but drop it close. Try to keep dumping the smallest two sizes at one edge; the little reds especially can pretty reliably fall down to the bottom if you shake a couple times.

Lots of little stuff like that.

I'd honestly recommend making it a toggleable setting at the start rather than separating it into a win/lose situation. If you're playing a male character, and choose victory sex with a male enemy, it's kinda blindsiding to have them suddenly turn into a female.

See, I swear there was something you could do that would ultimately have him talk to you and acknowledge your symbiosis. Weird.

Queer originally meant weird, strange, or abnormal. a man interested in other men was a queer man.

The entire LGBT+ community is "queer." That said, you aren't even remotely in the minority in liking masculine guys. In fact, I'd call that pretty much baseline gay.

Might be going crazy, but wasn't there a way to actually speak to the Lost Naga at some point? It's been a while since I've played.

Not a programmer, but version numbering is actually pretty simple. Given XX.YY.ZZ:

XX is the major build number, which is 0 until a project moves out of beta and has a full release, at which point it becomes 1.

YY goes up with every revision of substance (it often gets started as 01 rather than 1 because of how computers alphabetize things), so that's the number that generally goes up with every build on itch.io.

ZZ is typically used for hotfixes, tweaks, and revisions, so v0.01.2 has the same content as v0.01, but is more stable/polished.


Hope that helps, even if you prefer linear numbering.

Oh man, you're gonna be working with Alpha0? Looks like I'm gonna be keeping an eye out xD

I can definitely relate to dissociation, too, and plurality to a lesser extent.

Really, I don't think enough people realize how many mental health struggles aren't something you "have," but what you don't.

Hell, I'm pretty sure there's been studies finding that depressed people actually have expectations more closely matching reality than non-depressed people. It doesn't make them pessimistic, it makes them lack optimism.

And yet somehow no one really talks about the void that can leave in a person.

I'm surprised no one has commented on this yet! I really like the writing and the vibe. As someone that struggles with anhedonia, it's also incredibly relatable. That feeling that some part of you has been missing for so long that you don't even know who you are, or if that person you used to be still even exists... It's not something that gets talked about.

After the slaver event at Nogas the text says someone new might be in town, but I'm not seeing anyone new to interact with. How do I find them?

Commenting because I have no idea if this was intended to be funny, but felt you needed to know that it was.

The entire "look at yourself in the mirror" section is amusing for striving to be as vague as possible, but what made me laugh was the last line.

"Looking great, tiger."

It just immediately made me go "wait..." and laugh, completely unable to tell if that phrasing was chosen to fuck with the player or not.

I noticed the Rolling Stone quest can be missed really easily; looks like it needs a scene at the bar to be triggered before it becomes available?

Might be a good idea to make it necessary to complete before Lothar sends you to the goat tribe, and maybe direct the player to the event needed for Rolling Stone to make things smoother.

It's honestly an issue with indie games in general. They're frequently very long-term passion projects, and when a creator's on their own or in a small group, it doesn't take much for a game to get left by the wayside.

That said, the furry game scene exploded with the pandemic, and circumstances have been changing rapidly for a lot of people in that time.

I do agree that acknowledgement would be really nice... but I also know that if I'm unable to, say, respond to a text message in a reasonable time frame, or spend a little too long away from a close-knit community somewhere online, anxiety rapidly snowballs until I can't bring myself to engage at all when I do manage to remember. So I get it, even if it sucks.

I somehow keep triggering an error that freezes the game. I've tried working around it, but so far it's unclear what's actually causing it. When it happens, there seems to be an invisible NPC to the right of the massage table; interacting with it makes the game freeze. When the NPC is there, I seem to have more issues getting clients to show up.

You might want to look over the image for the detention scene, with Aiden at the front desk. His legs look too far away from his torso, like he was meant to be leaning back and stretched out, rather than sitting up mostly straight with his legs on the desk.

I think the sketch handled the cuter styling better than the full example, honestly. Without the hair, the color version looks like he has a really tall head, and it makes his whole face look a bit awkward. In the sketch, the horns were set lower, so that  wasn't a problem.

I really like this game so far, and not just for the sake of horny.

For one, I actually think the lack of periods in dialogue works surprisingly well, though I don't know how intentional it is.

The main thing, though, is how... shameless things are. Aiden's anger/horny issues are a good example;  I love seeing a character wear their joys and desires on their sleeve, without feeling like they're putting on an act.

It sorta feels like it celebrates sexuality in and of itself, I guess you could say? And even most adult games don't actually do that.

Mouseover tooltips, yeah. I've seen them used in addition to the click functionality currently ingame, which usually seems to work well.

A pretty simple suggestion: Mention that the feral switch can be found in preferences during the tutorial fight. You're fighting a wolf, and you end up using seduce on it regardless of that setting, so I imagine that's part of what keeps confusing people.

Just finished (I think) playing what's currently available, and I have a couple things worth mentioning.

1) I restarted partway in (hadn't realized feral content was in preferences and assumed I did something wrong) and somehow wound up unable to interact with Saint; the button just never appeared. I haven't played around to see if I can figure out what did it, though.

2) Tired/Exhausted thresholds seem to be really close together? Even with ~14 str I can sleep, chop wood twice, and have both debuffs. It might be better to have a numerical threshold (i.e. at X Str you can work Y times in a 24-hr period) that contributes to the tiredness but can't cause it on its own. The debuffs could still prevent work, but it'd prevent people from having to either work right before sleeping or sleep randomly throughout the day to cope with the debuffs being so easily acquired.

3) A small QoL suggestion, dev notes in the questlog so it's easier to tell that you've done everything you currently can. You did this with talking to Rohan about repairs, but not with entering the outlaw stronghold. Bonus points for a counter in the corner that says how many quests are in your quest log vs how many exist in the game, at least when things get going enough that there'll be some that are easily missed.

4) Mouseover functionality in the menus for details; it's common enough that needing to click is going to be a difficult habit to form.

Finally coming back to this to play updates, and I'm actually struggling with the  squad, this time. Is it just me, or is the stress point threshold for the altercation less than the minimum required for Agares and Leraje to be in exile, plus having Raven, Max, and Rook stay?

I actually very much agree with this. It did trip me up, but it actually makes sense. Of course he's not happy you're brushing aside the thing he prides himself on to have an extremely awkward conversation, but if you don't have that conversation there's no way for him to realize how hurt you are that you've drifted so far apart.

Not sure why I haven't commented on this already, but I'm really liking it! I was actually a bit surprised to find that I really like the way you write the symbiote. He's adorable and I wanna hug him.

Sweet, I'll have to check out that prerelease!

Sorry to hear that you've burnt yourself out, though; that's never a fun time. Take your time; we can be patient. And while I certainly won't complain if you keep expanding it, fixing thing, adding cut or missing content, etc. after 1.1, make sure you do it because you want to, not just because we want to see it.

I have to agree. The original is softer, which makes all the difference. Sorta makes your heart skip a beat or three, and the new one doesn't quite elicit the same feeling.

Have to agree with other comments in that he might not be snake-like enough, but I think that's largely because he has an elephant's bulk, which doesn't really translate to "snake" very well. That said, I like the ear design of the first couple of versions; it reminds me of the markings on the back of a king cobra's hood.

Honestly, foxes have heavily fallen out of favor lately. Wolves are way more common now, and I think a lot of people are rooting for foxes again just because they're actually weirdly underrepresented in furry games after the boom in the past couple of years.

That said... is his name pronounced like in "unravel" or "ruh-vell" (rhymes with well)? Because if it's the latter I'm going to assume his theme song is Bolero until someone says otherwise.

I have to say, I really liked seeing Luke from... well, his own perspective through Rune's eyes. It was an eerily powerful moment, I think.

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Thanks for the response! I definitely can't fault you for prioritizing, but it's really nice to hear that you plan on adding a lot of stuff back in over time!

Edit: To elaborate now that I've woken up a bit:

1. Huh, I learned something new today.  It seemed too consistent to be a mistake  but I'd never seen the word before.

2. Glad to hear it'll get fixed; Raven's my favorite~

3. At least that wasn't a bug. I'll elaborate on the "postgame" thing farther down.

4.  That does make sense... Maybe you could implement something so that you "move slower" while traveling in a group? So when you're alone scavenging or wandering, you can move five tiles, but when on a quest with an npc it's only four? That'd make sense mechanically without disrupting the things reliant on the four-tile movement system, I think.

5. Good to know! Not sure what all you have planned for crafting in the long run but you could definitely manage some fun stuff with it.

6. Wolf dick is definitely best dick. And yeah, can't blame you for being hesitant to go all in on something like that... I'd definitely recommend doing a full wolf transformation at some point though, if only because there's already two pieces of it implemented. And to be fair, TF is something that's perfectly doable to implement a bit at a time.  Like, the easiest next step would be making wolf dick achievable without starting with it, and a second stage to the fur TF already ingame, since I'm pretty sure that doesn't really come up in conversation currently... though a full pelt would, ideally.

7. I definitely agree here. Dialogue's important for connecting with characters, but also for lore and understanding the world. Currently though? I'm not sure what lightrot is, how/when it appeared, or if gheists are actual aliens or just a race derived from lightrot-mutated humans that gets referred to as "alien." There's a lot of world here, and a lot of interesting details, but very little greater context given to understand it in.

8. Yeah, I was surprised by the number of non-repeatable/limited-time scenes too. The "postgame" thought was mostly an "endgame sandbox" suggestion though; a way to access the scenes once you've hit the end of the game, even without context. Something like a... temporary "fix" for the fact that at the very end, you're locked out of nearly all sex scenes due to both the humans and gheists being unavailable.