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Rule nr. 1:

No hard feelings. I will listen to any and all criticism without complaint.

Give me your feedback in the comments if you want to. I appreciate it and the game get's better as a result.

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Shark Tooth

I do, sort of wish. The MC would fuck Robin harder, when she is really in the mood. The sex animation while being quite pretty and fluid, also feels a little boring (it still has good angles and nice renders). It's more like he is slowly swaying than really giving it to her. There are some slushing sounds, that I feel, are a tad too loud, but I also greatly appreciate them. They are only part of the equation. Some smacking sounds as their flesh meet and is pounding together, would also help cement this lustful moment.

Shark Tooth

A thing I think, would be kind of cool is having the girls change/decorate the house as their relationships reach certain points. They feel better about the situaton and the house is a reflection of this. Nothing too big. With Robin it'd probably be a few more plants here and there. With Mia it'd probably be something goth in the start, but as she opens up and grows as a character, it could change to sweeter things. She's allowing herself to be "vulnurable". Everything she currently does in the house, seems to be a reaction to the feeling of powerlessness and loneliness she experienced in the lodge, as the others were killed or went away. Seeing she is gathering resources, it could be she took a liking to wood carving from the pieces of wood not suitable for defence. You also spelled "disaster" desaster.

Shark Tooth

Getting to 100% stamina reduction on heavy attacks is probably also a little too OP. A lvl cap of 10 is fine, it should probably just be of diminishing returns. Meaning the first level does indeed gives you 10% reduction. The next level gives you 9%, the next again 8% etc. etc. giving the player a 55% stamina reduction in the end—it's still really powerful.

395games

The Idea with further changes to their rooms is interesting. I'll keep it in mind. Regarding the stamina reduction, I want to wait for more feedback and see how things go. Making it a bit less strong might be the right approach, we'll see. And for the scenes, I actually want that aswell. They feel a bit weak as off now and the reason is pretty much that I am not getting the animations how I want them to be. I am working on that one though and I think I'll get it down soon.

Wirehead

Disclaimer: had written a first comment that seems to have vanished, probably because I did something wrong or pressed a wrong button like an idiot. If removing it was intended, however, I do apologize for posting this second, similar comment. I really enjoyed this update. I think the efforts made to polish the existing features and to pave the way for future content is neat. 3D models for various in-game elements (the jerrycan, the cable and knife during the training, the human shadow...) are great, and really add to the game. The render and animations for Robin and Mia are great, too, altough perfectible (for instance, the very last bit of the last Mia scene is anatomically weird, as Mia doesn't have a perineum anymore). Gameplay wise, I think the "curse meter" is a nice touch. It's a simple and easily manageable mechanism that doesn't add much, yet it makes a good job at reminding the player of an important plot point and can be used as a starting point for new scene or quests. I may agree with an above comment about the "training" part, however (mostly the stealth training). The system is neat, simple and effective, but I feel it might be a tad OP. Especially since I think a lot of the game pacing revolves around the stealth/stamina, and how far the player can go (or how many action he can takes) before having to head back home. I think what makes it OP is that you can grind the levels at the lake super easily. Lure shadows by the handfuls, dispatch them easily because there's no human shadows among them, rake xp. Leveling up through regular expeditions feels more natural and balance, but heh, I guess it left to the discretion of the player. Story wise enjoyed the pacing. The player always have a short term goal to work on, but the ominous interaction with "the eye" keep the mystery up and going and give a long term goal. It's a nice touch. What I think may need to be looked at is the weird "talk" option. It seems now to exist only as a relic of a previous update: For Robin, it still only exist to "talk about her day" (and the dialogue never changes) or "talk about the past" (same). For Mia, it leads up to no option at all. It's a bit inconsistent because it's basically never used in the quest objectives, where the dialogue is always a contextual button somewhere in the house or a dialogue that automatically triggers where conditions are met. But all and all, I think the update was more than worth the wait, keep up the good work.

395games

Yeah, the talk option is weird. I'll have to fix or remove it. I just tried to dodge that one as long as possible^^. And for the skillsystem I would definitely agree with you. I did always try to limit the options through the available ressources. How far you could go was an indicator for how far the story was. I wanted to make this system in a way that would allow you to ignore it and just slowly level up through normal playing or farm the levels if you think the game is too hard. Maybe I listened too much to the voices on F95 that said it was too difficult and should have stayed more on my original course. It definitely seems like I will have to take a look at it for the next update. And no, I didn't remove anything.

Wirehead

I really don't have that much beef with the skill training system: it's a decent system per se, really. It provides a sense of progression and accomplishment and ease up your travels. I just don't know how tricky it will be for you to balance the game progression around that. "How far you could go was an indicator for how far the story was" is a system that is easier to manage if all players are equal in their "movement range". But really, it's more on problem "on your hand" (because it's harder for you to balance) than on players hand. For the player it's a neat system because it's optional: Grind a bit if you want an easier time, or just level it normally if you don't mind the challenge. For the player, it's fine. For the developer, I don't know. Maybe it will turn out just fine, maybe it will prove to be a bit more challenging to balance. In any case, good work, I'm sure you'll sort in out just fine if you realize some things need to be adjusted. And maybe it's just a matter of tweaking it a little bit and make the bonus less strong, or different. Maybe the stealth could simply make it so you attract less dangerous shadows or whatever (please note that I have no clue on how to design game, so I don't think anybody should ever get advice from me)

Adolerak Sandau

If to start from 11%, it will lead to 66% on lvl 11. 2/3 energy cost off is very good. And fair. Imo.

EmblaOTN

I very minor problem, Is it possible to lock the house locations screen so they don't change places?

395games

You mean that the screen stays open so you don't have to click so often?

EmblaOTN

No not quite, I mean the locations inside the house moves around, Say that master bedroom is top right, Next time might be lower center. It would be nice if they had a locked order.

395games

They should have a fixed order. At least they have on my pc. Does that happen every single time you open the screen or only when a new room get's added?