Blacky Wrote:Thanks for the update, but i foud a bug.Spoiler (click to show/hide):
I really like your work, one of the best here.
I also had this problem.
Blacky Wrote:Thanks for the update, but i foud a bug.Spoiler (click to show/hide):
I really like your work, one of the best here.
Blacky Wrote:Thanks for the update, but i foud a bug.Spoiler (click to show/hide):
I really like your work, one of the best here.
pointohfour Wrote:Blacky Wrote:Thanks for the update, but i foud a bug.Spoiler (click to show/hide):
I really like your work, one of the best here.
I also had this problem.
Riplead Wrote:This is really neat! I love your art style in particular. It's so distinctive and different than what I'm used to seeing.
Space Cat Wrote:great game so far.
the art style really makes this game for me. flippin' perfect!
love how the guys are actually sexy!
would like to see some male on male but I'm guessing I'm a minority on that one.
will there be animal or mythical creature action anywhere?
it'd be neat if, when you get a certain amount of influence over the castle, you don't loose influence points while in jail. instead, the guards use you for teh buttsex each night you don't escape. Heh or something lol
where is the shop? what am I missing?
Wulfenheim Wrote:Great game so far. The art style is really something different, and I enjoy it immensely. Keep it up!
meinin Wrote:The musical game is impossible to do for me. I think you need to tweak it a little. The tolerance for error is too small. I mean, you have to press the button at the exact moment the note hits the top line of the target, and that's if the keyboard button responds, and the speed of the notes seem to be random too. One time you get easy one-note per second speed to start with, other times you get like 5 notes falling right on top of each other right from the beginning. Either make it slower, or increase the tolerance so you don't have to hit it at precisely that one pixel.
Space Cat Wrote:Meinin brings up an issue I have with a lot of games I've tried on LoKF (and alot of other on line games in general). Quick time events that require ANY decent level of accuracy, NEVER add anything but frustration to a game for me. This is because games never run the same on every computer. Most of the time, they run less than optimal, causing sluggish button response. Add to this, most people are playing on a key board and mouse, which makes it even worse. With the exception of peach's untold tail, I pretty much avoid platformers entirely these days because of this.
If you want a game to stay fun, don't incorporate quick time events or precise platforming. And, if you ARE going to have quick time events, for dick sake, make them easy. I know this might be a drag for game makers but seriously, I'll take a puzzle element and a turn based RPG event ANYDAY over something my comp will most likely not handle with ANY useful accuracy.
The quick time events to escape capture/get out of jail are at a tolerable level right now but only because I have guessed the response time of my comp and know how early to hit the button. I'd hate to have to tackle something faster or more complicated, like the music game apparently.
I really hope knotgames takes this into consideration, because I REALLY like this game so far. It would suck to have it ruined for me because it gets too frustrating to play on my comp.
Like people keep saying. It's a very unique game in how visually appealing it is. The art style. How attractive the characters/villagers are. How bright and uplifting the settings are. I honestly only disliked the house of worship. Even the jail looks nice. Yet it's all still very sexual and fantasiful, in a way that makes one think something was in those brownies.
On an off note. Will there ever be weather?
Knotgames Wrote:Blacky Wrote:Thanks for the update, but i foud a bug.Spoiler (click to show/hide):
I really like your work, one of the best here.pointohfour Wrote:Blacky Wrote:Thanks for the update, but i foud a bug.Spoiler (click to show/hide):
I really like your work, one of the best here.
I also had this problem.
Yes sorry, there are some links inside the game that when they are clicked inside this forum freezes the game. To avoid that you can download it here or play it on our blog. In the next update we will silence these links in the LOK forums for a better game experience.Riplead Wrote:This is really neat! I love your art style in particular. It's so distinctive and different than what I'm used to seeing.
Thanks ^^Space Cat Wrote:great game so far.
the art style really makes this game for me. flippin' perfect!
love how the guys are actually sexy!
would like to see some male on male but I'm guessing I'm a minority on that one.
will there be animal or mythical creature action anywhere?
it'd be neat if, when you get a certain amount of influence over the castle, you don't loose influence points while in jail. instead, the guards use you for teh buttsex each night you don't escape. Heh or something lol
where is the shop? what am I missing?
Thanks!
About the male on male not planned for now, we have a lot of things to do. Maybe in future if we see a lot of interest for this.
We will change some aspects of the game, influence too.It's good idea that loses less influence in jail if you had hight lvl of castle influence. If we'll include it, will be when the developement is more advanced, when we are going to balance everything.
For the shop you have to end Rala's events in the forest.Wulfenheim Wrote:Great game so far. The art style is really something different, and I enjoy it immensely. Keep it up!
Thank you we'll do !meinin Wrote:The musical game is impossible to do for me. I think you need to tweak it a little. The tolerance for error is too small. I mean, you have to press the button at the exact moment the note hits the top line of the target, and that's if the keyboard button responds, and the speed of the notes seem to be random too. One time you get easy one-note per second speed to start with, other times you get like 5 notes falling right on top of each other right from the beginning. Either make it slower, or increase the tolerance so you don't have to hit it at precisely that one pixel.
Space Cat Wrote:Meinin brings up an issue I have with a lot of games I've tried on LoKF (and alot of other on line games in general). Quick time events that require ANY decent level of accuracy, NEVER add anything but frustration to a game for me. This is because games never run the same on every computer. Most of the time, they run less than optimal, causing sluggish button response. Add to this, most people are playing on a key board and mouse, which makes it even worse. With the exception of peach's untold tail, I pretty much avoid platformers entirely these days because of this.
If you want a game to stay fun, don't incorporate quick time events or precise platforming. And, if you ARE going to have quick time events, for dick sake, make them easy. I know this might be a drag for game makers but seriously, I'll take a puzzle element and a turn based RPG event ANYDAY over something my comp will most likely not handle with ANY useful accuracy.
The quick time events to escape capture/get out of jail are at a tolerable level right now but only because I have guessed the response time of my comp and know how early to hit the button. I'd hate to have to tackle something faster or more complicated, like the music game apparently.
I really hope knotgames takes this into consideration, because I REALLY like this game so far. It would suck to have it ruined for me because it gets too frustrating to play on my comp.
Like people keep saying. It's a very unique game in how visually appealing it is. The art style. How attractive the characters/villagers are. How bright and uplifting the settings are. I honestly only disliked the house of worship. Even the jail looks nice. Yet it's all still very sexual and fantasiful, in a way that makes one think something was in those brownies.
On an off note. Will there ever be weather?
We are reducing the speed of the minigames (There is a couple more minigames in patreon version). Yes, they were a little difficult too.
Thanks! we don't have plans for the wather changes yet.
Qrr Wrote:Great work so far on the project. But there are a couple problems I have with the gameplay part of the game. I understand that it is not finished and in alfa, but this is a problem too big for me not to state it. (Add: I was writing this as of alpha 1.8. Unlimited energy increase mitigates small part of the problem, but not all)
Warning! Wall of text and math under the spoiler.Spoiler (click to show/hide):
To tl;dr the problem: there are no gameplay reason to use anything, but Rumors (maybe Winds for first 30%, but then Rumors non stop), because of too high energy cost of everything, too big risk on every high tier ability (witch with high cost also means high possibility of a big loss) and mana cost on magic, that will require energy to refill in full version (thou as I understand magic is there to get experience faster and more efficiently then using actions).
Possible fixes:Spoiler (click to show/hide):
But wait, there is more!
It is not a major problem, and maybe with the minigames it will not be so pressing, but there is no reason for energy and combat training to be under the training tab. It only adds 1 additional click to get to the thing you actually want, and that may very well piss some people off. And the more you piss people off - the less they enjoy your game - the less money they will give to you. There is enough room for 3 buttons and it is just good UI.
Anyways! Great project, want to see where this will go, will donate money as soon as I'll have some to spare. Keep up the good work!
PS: Sorry for any grammar or punctuation mistakes. English is not my fist language.
Lucky777 Wrote:I haven't played any new versions until you could actually reliably win in combat; I trust that you can in this version, since there is training available.
I'm hoping there's also 100% success probability stuff in this one, and it hasn't been capped at 99%, but when I play I shall find out.
...Well, I'll either make another post or edit this one when I have stuff to say.
The file's certainly a HELL of a fucking lot bigger than I remember.
Let's see how the game has changed.
Right so problem 1: it's not even remotely clear what the fuck is going on in combat training, if anything.
You're supposed to click on the icons, right?
It's not clear if you've been successful or not.
And the montage thing that happens after a while takes WAAAAAAAY too long.
What the actual fuck?
(Right, after trying again I see that the icons explode if you've been successful, and the "montage" shows as many outcomes as there were icons.
That montage should be much faster or completely skippable, no doubt.
There should probably also be a graphical representation of what success looks like, in the training-tutorial dialogue box, and one of what failure looks like.
Or y'know. The guy could just say "the icons explode if you click them successfully, and shrink to nothing if you fail.")
Lucky777 Wrote:Problem 2: The text-skipping is wonky. Clicking once should fill the bubble with the text that was GOING to be there. Clicking twice should advance.
That is, while the text is slowly filling in, clicking once should fill it in completely.
After the text is filled in, clicking should advance it.
Alternatively you could have the fill-speed be a setting in the options or something - and have one of the settings be "fucking instant".
Just because you don't want to sit and wait for an asinine slow-filling text balloon to fill up, that doesn't mean you don't want to read the text at all.
(Currently, you can click and hold, which instantly fills the balloon and then keeps the text there until you release the mouse-button.
But that's odd, and not optimal.)
Lucky777 Wrote:Problem 3: The "Study magic" minigame is riddled with problems as well.
The ball moves erratically and seems to skip over the click zone, more often than not.
Some of the blame for that is on my less than stellar computer, but a simple minigame should not by ANY MEANS be enough to tax this thing beyond its limit.
Maybe some programming will fix that.
Or maybe the solution is something different.
(And the stamina-bar readout isn't accurate either.
It can start completely empty and stay that way indefinitely; the training period doesn't end. [Edit: Sometimes it actually DOES end correctly though.])
Lucky777 Wrote:Problem 4: On defeat, it seems you have to click in order to move the scene forward. (You may or may not have to.)
But that click also automatically seems to fail an escape attempt before the escape attempt shows up on the screen.
Something should be done to make it completely impossible to fail an escape attempt before the bar SHOWS UP for that escape attempt.
Lucky777 Wrote:Problem 5: The most minor one, but the spellchecking in-game still needs work: "Masturbation" is spelled wrong, as are "energy" and "strength" in the training menu.
The positives, of course, continue to be that the game is sexy and the premise is awesome.
musical74 Wrote:I would say that the magic and strength minigames be a little more forgiving. The magic one I'm lucky enough to get one or two, but if I forget to click *I'm done* and run out of energy I lose the magic increase... that's pretty harsh, especially early on when you don't have all that much energy. I know you want to protect against mass spamming the magic/strength but make it slightly easier!
Barring that, I love this and love the new content!
Lucky777 Wrote:(Oh right, and when you click on the thought bubbles in the strength training, if you click repeatedly, they stick around instead of disappearing.
That too should be fixed.
One full click should be enough to make them disappear completely, regardless.
AND it'd be cool for the combat statement about how much damage you do to be accurately updated to reflect the results of your training.
After points going into damage, it still says that magic does 30 and punching does 10 damage.
It'd also be cool if the description for the moves was correct.
Fucktality doesn't "kill" instantly at all, and while that's obvious, a more accurate term like defeats should still be used.
And probably lastly for today, it'd be good if y'all had a gallery.
All animations that were seen, and all event-chains whose final form were seen, should be available in there.
When I say final form, I mean for example, if you see the 100% influence version of an event, or the end of a character event, all influence-levels should be available, and all stages of the character event should be available, for viewing.
And by all animations, I include the sexy minigame animations etc.
It'd be convenient, and take the RNG out of re-finding the best scenes. Much less of a waste of awesome scenes than the way things play out currently.)
Train1305 Wrote:Great game, looking forward for more updates.
iphokidi Wrote:Somehow at the Square. When Wet Pussy Girl portal pops up, I can't seem to get pass her. It keeps showing the same dialogue no matter which answer I get. Is it a bug or I have to do something to get pass that scene?
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