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You could add random encounters during after battle and before the next one such as adventures came across your camp (asking for food, attacks you, attempts to steal from you,) assassins attack (if you get far enough that perhaps people have heard of you) or even wild animals attack for whatever reason...

Also Mimics... You could add them...lol

This is similar to some of my far-off plans. There are supposed to be scenes and stories related to each of the boss monsters, but I've not even done those yet... lots of stuff to do.

Has the "quick search" mechanic been implemented yet?

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Quick search for exploration? It should pop up as 'collect all' when you go to a location that you've completed in a past life.

This has special content if Lani is in your party, but only on the first map (more scenes are planned, but I don't think I'll get the chance in this coming version). The second map is currently just a click followed by some code, and then you get your items and move on.

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I managed to get the second banner but it doesn't seem to work with either book icons or weight icons, so I'm wondering what it works with? Or is it's broken

It only doubles skill points earned outside of books. In this version, that only applies to nighttime sneaking.

I'd like to know if this part has actually beven implemented yet...

Not yet. 5-star dungeon rewards will include the ability to unlock the maximum skill level of a skill tree. These additional overflow points are saved by the game so that they can be spent on those future levels when the feature is available.

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I'd like to suggest a slight change to something (only cause I find it a bit annoying and insulting as the MC) My character has gourmet rank two or three and Lani is saying my food taste bad (because it's the same dialogue from the first time around) so please consider doing an alternate dialogue using a simple title check.  As I put this is only a suggestion but in my opinion it breaks immersion and not in a good way, I worked hard for that title it would be awesome for her to acknowledge it.

Like I said rank 2 or 3 in gourmet cooking...


This is another one that I'm actively working on. Cooking is planned for a (relatively small) dialogue update and some quality of life improvements (one-click recipes, an indicator of Lani's mood, etc). I'm also intending to add in some recipe status effects, like battle buffs or xp boosts. Eventually, hidden scenes will be attached to various recipes, but that will not be in the next version.

Did I miss an explanation on how to rise the magicians title or was there just not one there?

The magician title is locked and can't be maximized until the Academy update. The Academy is the next major development milestone, and will be labeled as version 0.4 (where we currently live is v0.3). Right now, it's possible to raise Magician to... I believe level 6 the usual way, and then up to level 8 using dungeon rewards.

How do you level it up to 6? (without dungeons)

I tried an entire "life" using nothing but magic attacks and it didn't get raised at all, the only way I found to raise the magic stat is the 2 books in the library and once I lucked out and one was worth 2 points for a lifetime max of 10. 

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I have the last reward (before newest update) from the 6 Star Dungeon core and neither can be equipped on me or Lani... and when I'm in the 6 star dungeon MC doesn't mention he has them to his friends so they can't use them either.

Meaning I can't use the to prevent the memory wipe of either of the girls.  Nor does the MC mention them so that Marla so that she will suggest to use them.


Yeah, this is the end of that storyline in this version (I know, it sucks... but I had to draw the line somewhere, as the dungeon story had taken an ungodly amount of time by this point).

Dungeon Tents are a large part of the next update, so I'm planning to lump in at least a small expansion to the succubus dungeon along with all of that new dungeon content. Hopefully we'll at least get to the point that players can equip the girls with the items.

If possible would you mind clarifying something for me...

Is it better to raise stats (Strength, Intelligence, Endurance, Agility) before leveling up or does it matter?

As in do the values get factored in as you gain them or when you level up.

For example if I'm level 1 and I have earned 1,500 strength when I reach level 2,  will I have more strength then if I reached level 2 and then raised my strength to 1,500 or would the result be identical?

(Sorry about all of the replies just very curious about this game have been playing it exclusively for the last 3 or 4 days) Not even my Normal games like Fallout 76...lol

Doesn't matter. Your final combat values are a calculation based on your stat points and your level independent of which was higher first.

Strategically, it would be better to up your stats before raising your level in order to gain a higher rank in the Challenger title so that you can fight stronger enemies in the future. If you've already maxed that title, then it's entirely up to personal preference.

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Also a bug in Regus Suck my Dick (1 Star Dungeon)

Of the 3 rewards 2 of them are upgrade a title one I have showing as that (says upgrade a title level 1 or higher but less then level 2) and the other shows as ??????? But if picked says "You don't have any titles that meet the requirements"

There are two title options for dungeon rewards: 'upgrade a specific title' and 'upgrade a random title' (and any reward that you've not selected in the past is hidden until you select it). In this instance, the ??? reward is likely the random title upgrade, but you don't currently have any level 1 titles to upgrade, so it sends back an error to select again.

Have you made upgrades for the titles that MC's Mother and Father have yet? I've almost doubled my stats (around 3k each now) and on a test none of those leveled this time.

All of the titles related to stats are maxed out once you get to 900. In the next version, there will be hidden scenes and conversations in various locations if you've exceeded that number (the highest required scene is locked behind endurance of 5020+), but in the current version, the only value of additional stats is combat.

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Okay I've made it to where I got "Night Watch", #1 but it doesn't seem to want to progress from there (I've played in the past and reached the point where everyone is on the same page so to speak) proved that I was doing "Night Watch" correctly.

I even tried adding multiple aphrodisiacs to help the situation... And nothing happens

Now 25 days straight off camping after leaving from the 1st "Night Watch"

So camp scene 6 (first scene requiring the upgraded tent, first mention of night watch), will flow directly into camp scene 7 without any outside conversations. Camp 8 requires a conversation outside of camping, as does 9, and then 10, and then 11, and so on.

(I have a much improved scene gallery and hint system in the alpha version, so hopefully confusion over how to get scenes will be a thing of the past)

Is this trap really supposed to be this lethal?


Meaning around 862 hp damage for a single trap? This is in a 2 star dungeon

Boulders can be rough, since they work on a percentage of the player's max health as a base number. The higher the star rating, the higher the percentage. When you add in elemental damage, it can roll out of control (pun intended).

Trap damage is still a work in progress, though. All of the battle numbers were recalibrated in the most recent release version, which includes trap damage. They'll be tweaked over the next few versions based on player feedback.

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Both flexible and rubber titles only reduce falling boulder damage by 1/2,

The same with potential protagonist and protagonist title... Only 1/2 damage off from each

Also sometimes if I do get defeated in a dungeon by myself where I would normally get the options for emergency response sometimes I get an error.

Post up a log or a screengrab of the error if you see it again, and I'll try to get it worked out. Maybe it's because you meet the qualifications for emergency response but don't actually have the items...?

I had the magic spell and mana requirements for the heal spell (which when I have a team mate is offered as emergency response) I'm still curious why the titles do the exact same between them.

So both arrow and boulder traps have two types of damage. If there is a magical element to it (like a fire boulder), the trap damage is calculated twice: once as a boulder and once as a magical trap. The physical title halves the physical damage, while the magical title halves the magical damage.

I get that the physical title reduces by 1/2 but shouldn't it be that the stronger physical title reduces it even further like to 1/4 damage?

I'd love to help you test the game out when you release updates, but I'm guessing you get volunteers all of the time.

I currently have a small group that has been testing with me for a little under a year now (and they're pretty great), so I'm not looking for any additional helpers at the moment. I do appreciate the offer, though.

I don't know if this is how the game is or if a map is missing, I have forest, forest 2 and dungeons. I've completed forest 2 (Orc Village) 100% but I thought I saw a message about a new area.

The 'new area' message is coded into everything once you finish and doesn't actually check if there is another area to unlock... I should probably change that... I'm hoping to add a 3rd exploration zone in this next update, but I'm not sure if I'll have time. It's at the bottom of the list.

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I realize this ask might be a bit of a hassle...

Could you change and add scenes when it comes to the initial training days with MC Father? As an example after every training right now I'm getting 60 points whether it be strength, endurance or agility... So after the first training with my characters father he should seem a lot more impressed and maybe decide that the huge pebble is the one I need to start with instead of the medium sized.  After all the way the character's father is speaking 20 is a normal adult strength so 60 should be something far beyond that, especially when by the second training those stats would be 120 each.

Yeah, I'm actually working on this today. I've prioritized expansion on the general daily activity conversations, and this has been mentioned as a necessary addition. There's also the impact of Vint's Blessing, which could have the player start on day 1 with over 100 stat points in each category.

I thought you should know on Android this text style maybe hard or impossible to read for some people



It is impossible for me but I'm near sighted with diabetes and a bit of double vision.

Possible bug


Changed into

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Possible bug went from Heart of Stone III To Man


 of Stone IV versus saying it evolved to Man of Stone instead of going through ranks I, II, III before reaching rank IV


It in turn Evolved into Man of Iron


Typo, good catch, I'll get it fixed.

Found a bug

either a bug or an evil clone

New scheduler corrects this problem of having people at 2 places at once. (sorry it took so long to reply, I forgot about Itch over the weekend)

I'm guessing this screen isn't updated until after you die?

The reason I'm guessing that is because this is my current stats

Yeah, all of the 'highest this or that' is calculated at the time of death and then used to reward titles.

I read that you plan on releasing for paying people first then two weeks later releasing here (for your next update) so I'm wondering when/if you plan on updating the free version here to the 3.2.4 international one?

Yeah, essentially everything will move to the higher version number at the same time. Once the paid version is updated to the newest version, the current paid version will become the free version. This is the plan for the foreseeable future.

Just curious are you willing to provide tips/hints on how to raise luck (literally at 5 and have been since I started) I know how to occasionally get magic increased... (1 location) Which makes leveling up Magician dreadfully slow. 

Luck is a locked stat at the moment (and doesnt get referenced in general gameplay at this point anyway... though it's supposed to impact lots of stuff in the future). Lani does get luck boosts, but it only lightly impacts her crit chance.

It is intended to have luck largely impacted only through equipment or temporary boosts (like potions or cooking).

If you'd like to manually alter it (and are on pc), you can open the console (shift + O) and type in: player.luk=50 to get 50 luck for Liam. Or any other number.

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You may also consider (just throwing this out there) an incentive program for people willing to bug test.

As an example in the game I've gotten to the point where I am told (for Marla) "try talking to her in the evenings" the only thing that happens is she wants to join me for a nap( instead of the implied event of her being at a lesson with my "mother" and staying behind to clean up )and I get some endurance points.  Versus the continuation of her path (as indicated by the game).  Further despite having beaten Lani in around 8 matches I am unable to unlock the massage scenes (it mentions affection has increased and wonder what will happen tonight). The reason I know about said massage is due to a previous round where I had "gotten all of the scenes currently available".

Now I am truly curious about two things, they don't say specifically either way, so I made sure (trying not to give spoilers) that we spoke to the family friend at the guild before any contact, she has made her feelings known... However there seems no way to actually respond to her feeling and reciprocate or not, without allowing for the camping scenes (so I'm left to wonder is there a way to acknowledge how you feel without that or is it mandatory?)

The other thing is in the statistics it counts the fight you have with her to have her join your party as you "Killing" Lani, even though she specifically mentions not even needing healing. 

 Just so you know when I mentioned heal spells earlier in the game I'm not talking any huge amount of hp, a potion would heal more then the spell and of course If you ran out of mana you'd still need potions anyway (in fact you could even add magic potions to be sold in the store) which would help for the guild to have more inventory, and with the buying title as well as the potion drinking title.  Just a thought

It might be helpful to either provide an NPC that can sell you recipes or at least give hints on possible dishes. Since after playing long enough to get all gods to level 5 the church to level 6,  the guild to level 6 and over 1,000 points in strength, endurance, intelligence, agility.  I've still only found out 2 of all of the recipes.  (not the real name as to not give hints hopefully enough for you to realize though Double trouble and Flora power).  Loved Lani's reaction to the recipe of the second one... I don't believe you I'll make it myself.... Yep it's real

I am a bit confused about some things though (stealth) how does it fool a cats nose?

(traps),  why can't I attempt to disarm them if they have been smelled out?

In the next version, i have a hint system in place to give players a better idea of what scenes require which interactions (and this also gives a listing of all scenes, so players know that there is or is not more content to find). This is an extension of a much-needed replay gallery.

The Lani kill count is an oddity that popped up because her left-facing version needs to be classified as an enemy and is populated into the kill list just like all of the other enemies. It made me giggle so I kept it in there.

Currently, there is no way to move forward with Lani other than the camping scenes (locked behind the various tent versions). The affection stats aren't currently implemented, so instead of quantity/quality of interactions, the relationship status of the characters is locked behind specific interactions. I intend to change this to affection points to better reflect title buffs and give more freedom and visibility to relationship status, but that's probably not coming in the next version.

The next version has recipes hidden in the library! I'm really happy to fibally have a magical recipe book available instead of just expecting players to guess stuff.

As for stealth... I'll say it fools noses the same way it fools visibility. The skill creates a physical boundary between the user and the outside world that blocks perception.

Liam should automatically start attempting to disable traps once he has the title for it. That title is a bit broken, though... it's fixed in Mt alpha code, but it won't increase level correctly in the current version. If you push the title level to 2 using dungeon rewards, it will start to level up correctly. 

the issue I'm having .. I have the second version of the tent. Finished with the 1st "Night Watch" Feet. But it doesn't progress. In one game I had it finished before the guild Master invited the family friend.. but the last two times it doesn't progress past either the 1st or 2nd "Night Watch" I've tried first 1 and 2 as well as guild quest requiring me to camp all with the 2nd tent.

Well you could optionally have a "duel" statistic and have it populated with Lani and maybe future challengers who fight MC to see their skill?

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A Camp Bug

The camping is slightly broken. I do 4 rounds of fighting...

My chance is "-8%" on my last round completed it says "Hidden Items are now 9% easier to find"  when I get back to camp it says "-7%" so how is 9% easier to find equal to a 1% increase chance of finding it?

Before going


While there


After returning


Note the days to verify number spent fighting

So, this is more a problem in communication (still a problem, though) .

The value shown in the camping window is your base % chance (it goes up by 1% ever day that you spend in that specific location).

The value given to you after every consecutive battle is in addition to this base number, but is not saved for the next day. So, with these screens as an example, the base search chance is -8% (so zero), and the consecutive battle modifier is 9, pushing the player up to 1%. After your last battle of the day, the game checks to see if you hit the 1% chance, tells you the result, and then promptly forgets your battle modifier ever existed. The increase you see on the camping screen after battle is the daily tick to increase the base percentage.

As I'm writing this, I'm wondering how to better explain the jist of it to the player, and I'm not entirely sure. Part of me wants to use Kermit to just explain things in plain language, but I don't want to over use him. I could potentially add a visual to the search code to physically show the numbers changing and then going away after the end of the fights. I'll think on it some more.

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I have a good question, if you die by poison you gain poison resistance but if you die by a flame boulder, flame arrows or flame pit you don't gain any fire resistance.  I'm wondering why not?  I mean you have that whole scene asking about fire resistance (at the camp stirring food)


 I think it would be funny if you had a scene where the MC saying, wait now that you mention it I do have a title like that... Also Blood magic (Since you have blood magic stones with a description of being a catalyst for blood magic) would be nice to be seen added to the game. You have water magic (for enemies), Blood magic (for enemies), decay magic (for enemies), shadow magic (for enemies) but the MC can only learn light magic? Please consider the repurposing that magic for use with the main character.

A good question. The statistics to calculate the fire resistance title are saved, but the title itself is not currently in the game (it was just cut because I was sick and tired of developing dungeons and wanted to boot that out the door even 10 seconds faster...). At this point, adding fire resistance isnt something that would take more than a few hours, so I'll pencil that into the schedule for the upcoming version. Honestly, I had forgotten all about it, so I appreciate the reminder.

Things like the blood stones and shadow stones are certainly planned to be future consumables for special-type magics (more skills will unlock as you use them, requiring more stones in turn). The issue on this one is really just a question of priority: do I spend my dev time expanding combat and dynamic content like additional dungeon types/explore locations, or do I spend it on story content? I'm trying to do small increments on both, but it sort of leaves every aspect of the game feeling unfinished, right? Questions and comments like these are largely what I use to help decide the priority on smaller game additions (smaller being new titles or quality of life changes, vs larger updates, like adding status effects to cooking).

Is there a discord for this game?

Yes! You're welcome to join, we have a very friendly group.

https://discord.com/invite/PAB4fpZnWQ

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not sure if this bug was reported but if you are in the dungeon and Lani is knocked out and you hurry and tap the red cross while walking like suring a cut scene (which if she is knocked out doesn't really make sense) you can give her a potion ams she will be fit for battle however she will be invisible for that point on until you either reach a healing spring or finish the dungeon however she is till able to attack. I'm also curious as to a few things such as how long till the alchemist shop opening and why a healing spell only is gained after all of that attack magic (most games have heal at a very low level like level 2) my biggest gripe is no way to leave a dungeon once you enter.  After all if I enter a dungeon if I need 12k to get behind a door it would be nice if I could leave raise the funds and return.  Oh yeah almost forgot dungeons... I've unlocked them in this play through but am being told "have not found any dungeons on this date"

You may want to also consider a way to remove items from the "Soul Box" in case someone accidentally puts something in it they didn't mean to or rethought their choices

Just remembered, I noticed that if I'm a a location (Forest as an example) and I've been there 5 days (increased my chances for loot to drop) leave, when I come back (even on the same play through) suddenly it has been reset to the default. 

Also the dude with "Variable Inventory" I bought all of his inventory on 1 day, 6 days later it hasn't restocked anything at all.

I also feel the dungeon drop rate is a bit low.  As an example one wanted 100 of an item and after 30 minutes I still didn't have 1 of it, nor did I meet an enemy that seemed like it should drop it.

You may want to add information on how to gain different magic (other then light) assuming there is currently a way.


Whew, ok, thank you for the feedback. I'm going to try to address all of these.

I am aware of Lani's disappearing act in combat, and I'll be fixing that in the next version.

Alchemy was initially intended to come in the next version change, but it's been pushed back in favorbof an earlier release date. I'm hoping to have it in version 0.3.4.

Healing magic is relatively rare in this world. Personally, I've never understood the justification for every beginning magician in the world being able to heal life-threatening wounds as their first ability. I also needed a money sink, so potions are the primary healing option in early and mid-game.

Dungeons only remain in one location for a few days and then moves on, so once you've found a dungeon, the game records the date, then makes that dungeon available to the player withing 5 days of that date in future play-throughs. It's possible to have infinite dates recorded for any of the dungeons as they move around.

Generally, dungeons are intended to be a semi-planned system. Not every door can be unlocked by the items available in It's dungeon, so the hope is that the player will see a door they can't open currently and collect those key items for future lives.

The soul box should definitely have an option to remove items. I'll look into that for the next one.

Currently, all of the search numbers are refreshed when leaving a location. I could probably save those... I'll pose the thought to the playtesters and see their opinions on it.

The beast merchant is still in his placeholder stage, but he's intended to have rotating inventory and time-specific items. Right now, he only has two inventory sets: days 1-10 and day 11+.

Light magic and sneak are currently the only skill sets available, but more are coming. One (Defence) is going to be readily available in the same way as Light, while the other currently planned branch is going to be semi-hidden until the player has progressed.

What is the max level for the temple and the guild? 

There is technically no limit (each new level will require 180% of the points required for the previous level until the end of numbers), but rewards stop after level 6. I intend to add more rewards in the next version, but it's not going to a huge expansion.

Does that include devout title? I grinded level 10 of the church and got no upgrade to my title

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How do i get to level 200 and go to the academy because i can not get past level 60 oh and I'm using android

The academy isn't in the game yet. For the rest of the 3.0 release milestone, the current content will be expanded. When we get to version 0.4, that will be the beginning of the academy content.

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So there is a kinda lore conflict going on between Lani and Marla regarding the cat race. In the "harem" route Marla feels more NTR in the afternoon nap scenes, Lani on multiple occasions states she is bonded to MC and should have a physical repulsion to Marla as she plays with her tail. Marla however is actively pushing the MC away from Lani and only really relenting cause of the Bond to Lani even though she could cause Lani to die with the things she is doing to her.

The way Mika explains it Lani should basically be experiencing nausea when Marla touches her sensitive areas or pulling away from her touch. Romantic Physical Affection between two females is different than between a male and female, things like heavy petting and foreplay is closer to Sex for a lesbian couple, where hetero sex represents one of the 3 penitrations (OAV).

Marla causing Lani to experience sexual release should have caused a negative effect on Lani if the MC had taken her virginity or she performed oral. Marla would basically need the MC to tell Lani he was ok with the act of them fooling around as his turn on to even have a chance at protecting her psyche from her feeling like she betrayed the MC because of the Magic involved. 


I appreciate your thought-out critique on this, as it's a concern for me.

The afternoon interactions are... we'll call them a work-in-progress. Some were initially added before deeper lore was finalized, and have been altered a few times since then to incorporate more consent (which is something I'm trying hard to include).

Some of your concerns revolving the lore and the racial curse will likely be alleviated once more of Lani's information is made known (things like Titles and Gifts that alter the effects of the racial curse specifically for her and those around her). On that same thought, I'm sure that some likely will not, which is something I need to think about. There are no scenes in the game that I'm fundamentally opposed to changing, so if you continue to play as the content is expanded and your concerns aren't corrected, please do contact me. My plans for an event log are requiring that I revisit every event in the game, so I'll take that opportunity to consider alterations.

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Can we actually do anything with the Clear Mind IX items we get from the dungeon, because I don’t seem to be able to have the girls wear them in any way?

Also just a heads up, the Sneak 10 skill invisibility kinda breaks the auto battle when using “use most expensive skill”. Whenever you fight a singular enemy Liam just keeps casting it on himself.

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Ha, good catch. I'll make a note to only use invisibility if you aren't currently invisible.

The dungeon items are, yet again, for the future. I'm hopeful that I'll actually be able to squeeze them in to the next update, but that's only if the dungeon tent stuff is ahead of schedule. 

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Sounds good! Just wanted to know so I don’t use my soul box slots for something I can’t use yet. I’ve been playing this game for 2 years now I think, and it’s really something special!

Keep up the good work!

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So, I just maxed out Light Magic and it says that I should look to the dungeons for a use for excess skill xp, but I can’t find anything in the dungeons that fit the bill. Any Advice?

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I plan to expand skills to extra levels using high level dungeon rewards, but the additional levels aren't implemented yet. The overflow experience is saved for future use.

Gotcha, one more question, Where do I get this dungeon tent Lani keeps Mentioning?

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Also a future addition. The dungeon tent (and accompanying content) is planned for the next version update.

Hey, when does the newest update/ combat and Goddess fluff become free so people can play without pay?

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It will shift to free once the next paid version is finished. I actually spent most of yesterday estimating the timeline for the next release, and it's currently planned for the end of June.

Alright, Thanks for  responding again.

what's the highest you can get for every title and what buffs do they give?

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Every title maxes at level 10. To see all of the effects, you can go into the mirror to see your titles. At the top of that list is a button to 'show all titles'.

alright thank you!!!

How do you level magician?

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There are no plans for either, no.

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quick question, I can see that there are higher levels to the Programmer title, but I couldn’t imagine a way to level it. Is it possible?

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It's only possible to level Programmer using dungeon rewards.

gotcha! Thanks!

Also, is there a way to increase Luck stat?

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Not for Liam right now (Lani increases as she levels). I intend to allow luck increases using things like potions (when alchemy is ready) and equipment bonuses in the future. 

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