Another game that somehow hit me so deep into the soul that i almost got depressed) I like this game so much and i am willing to see what will happen at the end) (i wish for more furry guys tbh)) Really good game and i wish you luck!
idk how I forgot to check but I wanted to say whatever was added in the recent update let the game be played on my PC, so thank you. also this is fucking PEAK and the hunter is top ten favorite characters idk why I fucking love him with all my heart
so, i finished the 3.0 version of the game, just about done with(almost) all the content. here's some of my observations: the pacing and side stories are very good overall, I actually like almost every charachter in the game. That said there are a few things i'd like to talk about:
-dialogue:nothing much to say other than that I really like the various attitudes that the Mc can adopt to flourish the discourse, only minor gripe is that it requires a lot of inputs going through some scenes, especially if there are multiple charachters involved and the Mc is not the focus (shopkeeper inside tavern and carp and forge scenes).
-currency: while the ether given by combat is quite generous it's also quite hard to balance between levelups and skill training wich require similar amounts of the same resource. I admit that to satisfy my ocd for skill collecting I focused most on those, having to grind for late game figths...
-combat: speaking of, it has the most gripes I have on this game, it feels fine early in the game but the overall feeling is that it's too fast and hectic (especially in three particular fights). Enemies have perfect turns and action economy AND they scale with the level of your group(levelling feels counterproductive and less useful). The combat also could last even less of the time it takes you to parse through dialogue, making successive defeats due to bad rng feel very aggravating. it's not all as bad as it seems( tho, I might also be bad) but there are a couple of problematic fights i'd like to point out.
-locke second quest: if aoe misses, you missclick once or you get unfortunate targeting the fight is over a couple tendrils resurrections. Second phase is sligtly easier but still hard.
-shade first phase: you need to be levelled (8/9) and rushing her is the only viable strategy, and even then you could simply automatically lose to rng if she hits either hunter or you first. felt like gambling, if she hit knave ( the only one she does not one shot) twice during an attemp it felt doable. The other phases were fine.
-plantwolf third form: is this guy even reasonably beatable?
with everything said and done, I love this game and I am excited for it's future releases.
- Balancing narrative pacing is a challenge for sure! The ability to make all text propagate at once helps with fatigue a bit, but I have no intention of removing the two-factor button presses to progress to the next block of text.
- Skills will be earned at pathway rank thresholds in a future update to better guarantee early skill power without needing a trainer. These skills will be unique to each pathway. This should better 'buff' the value of rank ups.
- Early feedback was to speed up the pace of combat because it felt too slow. 'Fast and hectic' shouldn't be the baseline, for sure, and it should never feel like raw RNG or grinding events you've already exhausted are your only pathways forward. This boils down to two things: 1. better balancing and 2. more content for your current power level.
- Locke's difficulty jump between questlines is too steep. Either I put a level requirement lock between quest steps, or I lower the requirement. Either way, the end of his questline will still be locked behind Act 2 (same as plantwolf).
- Shade's currently overtuned. Better balancing will take place with playtesting of the other narratives - each taking place concurrently w/ the Den story (estate + cultist questlines). I'm also just not satisfied with the complexity of the fights boiling down to 'rush her hp down before she rushes yours down'. It should have another layer of play to it.
- Plantwolf's final stage isn't intended to be beatable at current power levels. Victory against the foe will only have importance after Act 1 concludes (for the same reason Locke's is gated). Having early narrative threads like these with stark challenges should act as motivations to get stronger. The problem ultimately lies in there not being enough new content to do in the meantime.
Ancient Woods & the Estate are my next primary objectives up until v0.4.0. Hopefully your existing issues with combat pacing feel smoothed over by future releases!
I would definitely say that combat is to fast right now. Once I got 3 party members I pretty much never had time to look and see what the enemies were even doing or what my attacks did to them. My recommendation would be to put in a combat speed slider in the options. That way if someone has difficulties with a harder fight they can slow it down and take they're time figuring out the best battle plan. While with farming essence they can crank the speed up for enemies they know they can blitz through.
Another suggestion since I'm here: I think the after battle regeneration should be buffed or changed. As is, I found myself having to go back to camp to heal after every "late game" plant fight. I see a few ways you could do this. You could just increase the max regen either by default, through an upgrade (like the teleport), or via level up. You could also make it so instead of healing to a set value every time, you instead heal a certain amount every time. The last possibility I can think of is to just regen to max every time, after all it's not really hard to move back to camp every fight right now, just tedious.
Suggestions aside, I really love Aftersoul! Keep up the good work.
yep yep! combat speed button is scheduled for the overhaul to the combat UI (which is sorely lacking). the overall speed of combat currently slows down with each active party member added, though it doesnt feel like a fully polished implementation yet. additionally, there are two active defensive layers in the game that have yet to be added. health potions should increase your viability to stay in the fight for longer, acting as single target heals/resurrections within combat and full heals outside of combat - as well as a manual defend button that blocks all incoming damage for a few seconds. both should dramatically increase the time you can spend away from a sigil, and reward 'active play'
I love how much foreshadowing of possible things you can have later down the line. For one, I want traitor to be able to join the party later down the line. At least depending on your actions with traitor. Possibly being able to give him a proper 'thank you' for his help.
Is there any content that can be missed depending on how you go about things? Just want to make sure I don't miss content for certain characters and party members. I want to at the very least understand what branching paths there are.
Only branching major decision right now is the direction you can take plantwolf. beyond that, there are only a few 'hidden' scenes i can think of off the top of my head, and they're in the prologue before you get your first companion. the first is that you can submit to tendrils enough without going back to camp and you'll get to see a series of plantwolf shenanigans. the second is that you beat Knave in a fight and meet up with him again to discuss the Thief's disappearance. This should also lead to an optional scene when exploring in the Ancient Woods, where you can run into the Thief again. Going back to explain this all to the Knave will result in a final few scene - nothing major!
Ah okay. As for another question, more related to combat, is it better to focus on the bonus effects of a pathway or to go all into a single pathway? Also, will certain pathways have max values or not for balancing purposes? If they do it should be based on the story act I think.
In my experience so far, the buff to ether arrow is very noticable. The passive skill for the protagonist is very very busted, even with a fixed chance. Especially when you have multiple enemies attacking the protagonist. Speed is a very very sacred stat more so than mana.
Until enemies start having damage type resistances, fights are likely to be one-sided. Not that it's a bad thing since you can get easily outclassed.
I aim for much higher overall HP stats for higher level enemies, and also to add a penalization to repeated healing from skills. Mana refilling every round is something I'm considering removing to also make it more of a valued stat. Potions and a way to 'shield' attacks with spacebar are two active forms of mitigation and resource management I'm working on, to make active and engaged play feel like it can take on 'tougher' foes. Additionally, Damage Resistance vs Physical or Magical is indeed coming to enemy design to add some complexity - it just doesn't feel that fun until you have more options later down the game's lifespan. Trigger skills are also valuable, but not readily stackable (only one On Hit trigger should be randomly chosen if you have more than one on). I'm excited to get to the point where people can put one move on auto and have the other three trigger skills be unique conditionals (on skill use, on mana use, when struck, etc). Ultimately, I want the feeling of a growth game to lean into feeling like you're 'breaking the game' with synergies. Things should feel strong with enough fixation/investment - it's okay to outscale, as long as there is a bigger HP bar on the horizon to eventually tackle.
Pathways will have unique skills unlock at certain level thresholds to guarantee some form of scaling. Incentives to mix and match come down to build ingenuity - especially to those that want to min/max substats. I'm not against overleveling, but I plan on having unique scenes occur upon reaching certain thresholds of pathway ranks - things that will ultimately change how your character develops/grows/looks. These developments (such as scenes and unique forms) will also be locked behind story act structure.
I'm excited to see how this all turns out. Especially the pathways. I would imagine depending on stats, you can pretty much choose your species type or what skills you can learn. I'll admit this game is awesome and the unique leveling system interests me.
So I haven't done everything so far but I have done a lot. Are we going to be able to top sometime besides the lady? Or is this mostly bottom focused. A shame we get such a cute companion and even his scene so far is us getting him off.
I definitely haven't been going into the writing mindset thinking about catering towards 'top' or 'bottom' in what I write. From a limitation standpoint, more active MC involvement (especially in panels) will have to wait for when we start getting him comfortable with existing beyond that cloak of his. That narrative wall should end at Act 1, and give rise to an increasingly involved MC through the course of Act 2. If it helps, think of this like a slow burn. We'll get to enjoying our cute companion, but the 'small steps' along the way have to happen, first!
intended! hp stays at its value at the end of fights now, and only tops up to a minimum of 20hp. you need to go to a sigil (camp) to automatically fully heal all the way up. this should make healing skills more valuable!
oh, well then i'd tune down the plants difficulty in the second Locke's quest, a wave of reviving plants even with having 2 whack options doesn't allow to kill them fast enough
if the game is intended to be mainly smut, yes your the same as those who read smut for plot. if this game intends to be serious and has a story it wants to share, your part of the norm.
I've seen reports like this before. Plenty could be causing it. I'll be providing an alternate download for v0.3.0 that's built with DirectX11. Hopefully that version is more optimized as well! Both could help solve your issue.
When I opened it I was asked to download C++ is anyone else having this issue? I'm kinda paranoid about anything that asks me to download something else.
C++ is a standard file needed to play many games on Windows. It's annoying cause some games need an older version of it or they will stop working. It is safe to install it.
1. Unlock the Wolven Vendor's shop. 2. Buy a cool sword from him! 3. Talk with the Wolven Guard enough before he sends you off for a proper harness. 4. Go to the Blacksmith in Greyhaven and have a chat! 5. Chat with the Wolven Guard again and see the rest of the training through!
It looks like the shopkeep needs to restock his inventory before he opens up shop! That's part of Carp's production questline. Unlock the quest, and then go see Carp at the Marketplace! That is likely the prerequisite.
how do I know i unlocked the quest. I just need to fix the windmill water thing. That's all I gotta do. After that is when the quesg opens or no. Sorry for all my questions.
The production quests from Carp come in batches. It might be after that one! The quest journal will be implemented in v0.3.0, so hopefully that will smooth things over!
Games absolutely amazing. Love the story, the characters, the lore, the combat. Traitor and Hunter are really interesting characters, and i love how Traitors lore dropping you without lore dropping you. (There is no dragon ON the island) speaking of dragons...the story in the sanctum of the guy who went from hating the dragon to being it lover was cute as hell. totally definitly unrelated to dragons but are we going to be un-hooded in the future?
Throughout Act I our main character will remain hooded. Act II will have a much greater focus on dragon related shenanigans! Thank you for the wonderful comment, and I'm glad you're enjoying!
Very good start of a game. Liked mechanics, overall story and dialogues, also game isn't very hard, which is also +.
However i still don't understand two, well, one thing. MC being in begging suspicious/wary of a dragon and Traitor can be explained that while he is in blank state, mc still has background knowledge. Like irl amnesia when human doesn't remember anything personal but still remembers what is un, grass, cars, etc
But closer to end of build MC can read a bit about lore in Healing Sanctum about Demons, corruption, dragons and Traitor. It is from somewhat view of Order but still has very important and useful information in it which leads to certain conclusions. After reading it i expected dialogues with Traitor(from MC side) like "Dumbledore asked calmly; in book" but got "Dumbledore asked calmly; in cinema". Which is quite strange. Why?
Well, here's my analysis about ingame situation in the world and possible paths for MC. I will write from the information which is available before asking Traitor about newly discovered facts. Currently exist three major factions, two open and one undercover: 1. Order
2. Demon Princes
3. Traitor aka Prince of Venom
They oppose each other and first two both have some kind of civil war. In order to survive in this world with almost zero knowledge MC must join one. Order is out of question due to MC nature, also Order is really fucked up fanatic cult. Why so? IRL history had many dark pages but still, it wasn't as bad - no one started a war "For sport", always for resources, both human and ground, domination, influence but never "for sport". I guess sigils and their resurrection ability helped.
Result: Order needs to be eradicated. If not completely, but on 95-99% for sure.
Demon Princes. "Allying" with them is another way to commit suicide. Also they are pretty bad, yup.
Last choice which remains is Traitor. What we know of him:
1. Enemy of Order and Demon Princes(explained in lore texts)
2. Has enigmatic motives 3. Neutral-benevolent to MC
Seems like Traitor is safest bet for MC and being with him gives best chances for MC, maybe for world isn't but it is unknown, unlike for Order and Demon Princes which both have nothing good for the world. That's why i expected new dialogue options to be mostly calm and balanced, or at least to have opposite paths(angry, calm) player can choose during dialogue. But no, except info about dragon, all options pretty vanilla with MC shouting on a Traitor :/
I'll take a look at a lot of the writing before v0.3.0! It is important for me to display distrust in Traitor, but perhaps there is room for this to be better expressed - thank you for the comment!
Probably not for the time being! The most I can think of at the moment will be more emphasis on the 'quick start' mechanic for new games to skip progression and start with a good amount of ether + available trainers.
Hi - this is a graphics/drivers issue, which could stem from a few sources. The goal would be for me to provide an alternate download in the next update for Direct X 11. Beyond that, it could be a hardware issue. I've been dabbling in optimization behind the scenes as well, so I hope next public release is more stable!
I tried to run the game and all it did was say I ran out of memory before the game even gets past the first black screen nor would it load after I closed everything else. it just kept on giving me that error, is it my computer being bad or is there a chance it's a bug?
There are several things I'm attempting in future builds to ensure it boots up fine. I'm hoping a directx11 version will fix things - but if its giving you memory issues it could come down to your hardware. I'll be attempting some more optimizations!
I'm really enjoying this new RPG story game. It would be less complicated if there was a quest window or something that would give me a hint what to do. Right now I'm aimlessly going back and forth looking for something that I might have missed.
Also, loving the Boss wolf, hoping to see him more (and bigger :3
Is there a way to modify the save files, I tried messing around in a few programs but nothing could fully process their info. I would just like to beat that super boss without grinding for hours, I intend to use a regular save for the rest of the game as it come out
I am unsure of how to edit unreal saves. At this stage of development, there is not much that follows after Plantwolf's current final stage beyond a teaser of what happens next. That content will likely remain at the stage throughout all of v0.3.0 - so I wouldn't worry about seeing some pretty minor dialogue!
There might be some way to do so inside of the games files - but I'll be honest, I don't have a solution offhand. best case scenario is that I produce future versions to have better download, to solve some scenarios (such as a DirectX11 version, as many are reporting problems with DX12). Apologies that the current version isn't running for you!
I like this game and was looking into being a patreon, but I gotta say $12 a month for the latest update is steep compared to other developers on patreon. I'm patreon of other visual novel games and before this, the highest charge I saw for getting a updated game on patreon was $10. You may want to consider redoing your tiers.
I hear you on that - the choice was intentional. I also understand that I could appeal to more people with a lower price point. The number I chose was to account for several things - but it predominantly boils down to this: adjusting the price of my patreon years from now to accommodate for economical changes is not something I want to do. I'd rather see people balk at the door now, than have to deal with the price being adjusted over the years to come.
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Another game that somehow hit me so deep into the soul that i almost got depressed)
I like this game so much and i am willing to see what will happen at the end) (i wish for more furry guys tbh))
Really good game and i wish you luck!
idk how I forgot to check but I wanted to say whatever was added in the recent update let the game be played on my PC, so thank you. also this is fucking PEAK and the hunter is top ten favorite characters idk why I fucking love him with all my heart
i need some confirmation if we can customize character here?
I have 2 questions: 1. Is their a second companion? and 2. How do I get Hunter to stay in his wolf form? I dream of a harem.
The wolven pack quest is the only thing that make me getting annoyed, cause i can't find them
so, i finished the 3.0 version of the game, just about done with(almost) all the content. here's some of my observations: the pacing and side stories are very good overall, I actually like almost every charachter in the game. That said there are a few things i'd like to talk about:
-dialogue:nothing much to say other than that I really like the various attitudes that the Mc can adopt to flourish the discourse, only minor gripe is that it requires a lot of inputs going through some scenes, especially if there are multiple charachters involved and the Mc is not the focus (shopkeeper inside tavern and carp and forge scenes).
-currency: while the ether given by combat is quite generous it's also quite hard to balance between levelups and skill training wich require similar amounts of the same resource. I admit that to satisfy my ocd for skill collecting I focused most on those, having to grind for late game figths...
-combat: speaking of, it has the most gripes I have on this game, it feels fine early in the game but the overall feeling is that it's too fast and hectic (especially in three particular fights). Enemies have perfect turns and action economy AND they scale with the level of your group(levelling feels counterproductive and less useful). The combat also could last even less of the time it takes you to parse through dialogue, making successive defeats due to bad rng feel very aggravating. it's not all as bad as it seems( tho, I might also be bad) but there are a couple of problematic fights i'd like to point out.
-locke second quest: if aoe misses, you missclick once or you get unfortunate targeting the fight is over a couple tendrils resurrections. Second phase is sligtly easier but still hard.
-shade first phase: you need to be levelled (8/9) and rushing her is the only viable strategy, and even then you could simply automatically lose to rng if she hits either hunter or you first. felt like gambling, if she hit knave ( the only one she does not one shot) twice during an attemp it felt doable. The other phases were fine.
-plantwolf third form: is this guy even reasonably beatable?
with everything said and done, I love this game and I am excited for it's future releases.
- Balancing narrative pacing is a challenge for sure! The ability to make all text propagate at once helps with fatigue a bit, but I have no intention of removing the two-factor button presses to progress to the next block of text.
- Skills will be earned at pathway rank thresholds in a future update to better guarantee early skill power without needing a trainer. These skills will be unique to each pathway. This should better 'buff' the value of rank ups.
- Early feedback was to speed up the pace of combat because it felt too slow. 'Fast and hectic' shouldn't be the baseline, for sure, and it should never feel like raw RNG or grinding events you've already exhausted are your only pathways forward. This boils down to two things: 1. better balancing and 2. more content for your current power level.
- Locke's difficulty jump between questlines is too steep. Either I put a level requirement lock between quest steps, or I lower the requirement. Either way, the end of his questline will still be locked behind Act 2 (same as plantwolf).
- Shade's currently overtuned. Better balancing will take place with playtesting of the other narratives - each taking place concurrently w/ the Den story (estate + cultist questlines). I'm also just not satisfied with the complexity of the fights boiling down to 'rush her hp down before she rushes yours down'. It should have another layer of play to it.
- Plantwolf's final stage isn't intended to be beatable at current power levels. Victory against the foe will only have importance after Act 1 concludes (for the same reason Locke's is gated). Having early narrative threads like these with stark challenges should act as motivations to get stronger. The problem ultimately lies in there not being enough new content to do in the meantime.
Ancient Woods & the Estate are my next primary objectives up until v0.4.0. Hopefully your existing issues with combat pacing feel smoothed over by future releases!
I would definitely say that combat is to fast right now. Once I got 3 party members I pretty much never had time to look and see what the enemies were even doing or what my attacks did to them. My recommendation would be to put in a combat speed slider in the options. That way if someone has difficulties with a harder fight they can slow it down and take they're time figuring out the best battle plan. While with farming essence they can crank the speed up for enemies they know they can blitz through.
Another suggestion since I'm here: I think the after battle regeneration should be buffed or changed. As is, I found myself having to go back to camp to heal after every "late game" plant fight. I see a few ways you could do this. You could just increase the max regen either by default, through an upgrade (like the teleport), or via level up. You could also make it so instead of healing to a set value every time, you instead heal a certain amount every time. The last possibility I can think of is to just regen to max every time, after all it's not really hard to move back to camp every fight right now, just tedious.
Suggestions aside, I really love Aftersoul! Keep up the good work.
yep yep! combat speed button is scheduled for the overhaul to the combat UI (which is sorely lacking). the overall speed of combat currently slows down with each active party member added, though it doesnt feel like a fully polished implementation yet. additionally, there are two active defensive layers in the game that have yet to be added. health potions should increase your viability to stay in the fight for longer, acting as single target heals/resurrections within combat and full heals outside of combat - as well as a manual defend button that blocks all incoming damage for a few seconds. both should dramatically increase the time you can spend away from a sigil, and reward 'active play'
absolutely adore the artstyle and monochrome theme, UI is sleek and game plays well. keep up the good work genuinely stoked for future updates
I love how much foreshadowing of possible things you can have later down the line. For one, I want traitor to be able to join the party later down the line. At least depending on your actions with traitor. Possibly being able to give him a proper 'thank you' for his help.
Is there any content that can be missed depending on how you go about things? Just want to make sure I don't miss content for certain characters and party members. I want to at the very least understand what branching paths there are.
Only branching major decision right now is the direction you can take plantwolf. beyond that, there are only a few 'hidden' scenes i can think of off the top of my head, and they're in the prologue before you get your first companion. the first is that you can submit to tendrils enough without going back to camp and you'll get to see a series of plantwolf shenanigans. the second is that you beat Knave in a fight and meet up with him again to discuss the Thief's disappearance. This should also lead to an optional scene when exploring in the Ancient Woods, where you can run into the Thief again. Going back to explain this all to the Knave will result in a final few scene - nothing major!
Ah okay. As for another question, more related to combat, is it better to focus on the bonus effects of a pathway or to go all into a single pathway? Also, will certain pathways have max values or not for balancing purposes? If they do it should be based on the story act I think.
In my experience so far, the buff to ether arrow is very noticable. The passive skill for the protagonist is very very busted, even with a fixed chance. Especially when you have multiple enemies attacking the protagonist. Speed is a very very sacred stat more so than mana.
Until enemies start having damage type resistances, fights are likely to be one-sided. Not that it's a bad thing since you can get easily outclassed.
I aim for much higher overall HP stats for higher level enemies, and also to add a penalization to repeated healing from skills. Mana refilling every round is something I'm considering removing to also make it more of a valued stat. Potions and a way to 'shield' attacks with spacebar are two active forms of mitigation and resource management I'm working on, to make active and engaged play feel like it can take on 'tougher' foes. Additionally, Damage Resistance vs Physical or Magical is indeed coming to enemy design to add some complexity - it just doesn't feel that fun until you have more options later down the game's lifespan. Trigger skills are also valuable, but not readily stackable (only one On Hit trigger should be randomly chosen if you have more than one on). I'm excited to get to the point where people can put one move on auto and have the other three trigger skills be unique conditionals (on skill use, on mana use, when struck, etc). Ultimately, I want the feeling of a growth game to lean into feeling like you're 'breaking the game' with synergies. Things should feel strong with enough fixation/investment - it's okay to outscale, as long as there is a bigger HP bar on the horizon to eventually tackle.
Pathways will have unique skills unlock at certain level thresholds to guarantee some form of scaling. Incentives to mix and match come down to build ingenuity - especially to those that want to min/max substats. I'm not against overleveling, but I plan on having unique scenes occur upon reaching certain thresholds of pathway ranks - things that will ultimately change how your character develops/grows/looks. These developments (such as scenes and unique forms) will also be locked behind story act structure.
I'm excited to see how this all turns out. Especially the pathways. I would imagine depending on stats, you can pretty much choose your species type or what skills you can learn. I'll admit this game is awesome and the unique leveling system interests me.
So I haven't done everything so far but I have done a lot. Are we going to be able to top sometime besides the lady? Or is this mostly bottom focused. A shame we get such a cute companion and even his scene so far is us getting him off.
I definitely haven't been going into the writing mindset thinking about catering towards 'top' or 'bottom' in what I write. From a limitation standpoint, more active MC involvement (especially in panels) will have to wait for when we start getting him comfortable with existing beyond that cloak of his. That narrative wall should end at Act 1, and give rise to an increasingly involved MC through the course of Act 2. If it helps, think of this like a slow burn. We'll get to enjoying our cute companion, but the 'small steps' along the way have to happen, first!
I see, that makes alot of sense. Thank you
i think something messed up with hp system, despite me leveling up the strength, every battle i start with 20 hp
intended! hp stays at its value at the end of fights now, and only tops up to a minimum of 20hp. you need to go to a sigil (camp) to automatically fully heal all the way up. this should make healing skills more valuable!
oh, well then i'd tune down the plants difficulty in the second Locke's quest, a wave of reviving plants even with having 2 whack options doesn't allow to kill them fast enough
do you think that youll make a mac version?
im keeping development to just windows for the time being - my apologies!
Babe wake up, new Aftersoul build just dropped (8 hours ago...).
will we be able to flirt with the library twink?
eventually! i aim to give him some more content throughout the next few updates. he'll have more in v0.4.0 for sure!
hell yeah! love the art, was hoping for more twinks or less bulky characters ahah
Where are the saves located?
Reports are mixed. Common locations are: %USERPROFILE%\AppData\LocalLow %APPDATA%\Aftersoul %LOCALAPPDATA% %USERPROFILE%\Documents\My Games
wait, we dont have anroid ver ?
i cant wait to see what yall add to the game so far i think its a lot of fun
wait i played this for the adventure part of this and less for the NSFW would that be the same as reading smut but the plot? or am i still norm :/
if the game is intended to be mainly smut, yes your the same as those who read smut for plot. if this game intends to be serious and has a story it wants to share, your part of the norm.
Is it possible that Hunter will grow into big himbo boy?
Hiya - been working on optimizing a lot of the game - hopefully the next public build is playable on your laptop!
Alright thanks a lot dude
Android version?
I have fun playing this game. But i hope you will add Objective Tab to show players what to do next or if there is tasks that we haven't finished.
Good luck to the developer :)
Developed! A quest tracker is implemented and will be available in the public v0.3.0 release.
Um... I need some help and ive downloaded the C++
I've seen reports like this before. Plenty could be causing it. I'll be providing an alternate download for v0.3.0 that's built with DirectX11. Hopefully that version is more optimized as well! Both could help solve your issue.
I'm so excited for the next update I love this game the combat is fun the characters are cool the story is interesting
I try to run the game and nothing happens, even running it as administrator nothing happens.
When I opened it I was asked to download C++ is anyone else having this issue? I'm kinda paranoid about anything that asks me to download something else.
C++ is a standard file needed to play many games on Windows. It's annoying cause some games need an older version of it or they will stop working. It is safe to install it.
anyone know how to train with the wolf guard. im trying to train with him
1. Unlock the Wolven Vendor's shop.
2. Buy a cool sword from him!
3. Talk with the Wolven Guard enough before he sends you off for a proper harness.
4. Go to the Blacksmith in Greyhaven and have a chat!
5. Chat with the Wolven Guard again and see the rest of the training through!
ok thank you
ok so i think im stuck. the shop keeper keeps saying he doesnt have anything
It looks like the shopkeep needs to restock his inventory before he opens up shop! That's part of Carp's production questline. Unlock the quest, and then go see Carp at the Marketplace! That is likely the prerequisite.
how do I know i unlocked the quest. I just need to fix the windmill water thing. That's all I gotta do. After that is when the quesg opens or no. Sorry for all my questions.
The production quests from Carp come in batches. It might be after that one! The quest journal will be implemented in v0.3.0, so hopefully that will smooth things over!
plz make better saveing system
Games absolutely amazing. Love the story, the characters, the lore, the combat. Traitor and Hunter are really interesting characters, and i love how Traitors lore dropping you without lore dropping you. (There is no dragon ON the island) speaking of dragons...the story in the sanctum of the guy who went from hating the dragon to being it lover was cute as hell. totally definitly unrelated to dragons but are we going to be un-hooded in the future?
Throughout Act I our main character will remain hooded. Act II will have a much greater focus on dragon related shenanigans! Thank you for the wonderful comment, and I'm glad you're enjoying!
Very good start of a game. Liked mechanics, overall story and dialogues, also game isn't very hard, which is also +.
However i still don't understand two, well, one thing. MC being in begging suspicious/wary of a dragon and Traitor can be explained that while he is in blank state, mc still has background knowledge. Like irl amnesia when human doesn't remember anything personal but still remembers what is un, grass, cars, etc
But closer to end of build MC can read a bit about lore in Healing Sanctum about Demons, corruption, dragons and Traitor. It is from somewhat view of Order but still has very important and useful information in it which leads to certain conclusions. After reading it i expected dialogues with Traitor(from MC side) like "Dumbledore asked calmly; in book" but got "Dumbledore asked calmly; in cinema". Which is quite strange. Why?
Well, here's my analysis about ingame situation in the world and possible paths for MC. I will write from the information which is available before asking Traitor about newly discovered facts.
Currently exist three major factions, two open and one undercover:
1. Order
2. Demon Princes
3. Traitor aka Prince of Venom
They oppose each other and first two both have some kind of civil war. In order to survive in this world with almost zero knowledge MC must join one.
Order is out of question due to MC nature, also Order is really fucked up fanatic cult. Why so? IRL history had many dark pages but still, it wasn't as bad - no one started a war "For sport", always for resources, both human and ground, domination, influence but never "for sport". I guess sigils and their resurrection ability helped.
Result: Order needs to be eradicated. If not completely, but on 95-99% for sure.
Demon Princes. "Allying" with them is another way to commit suicide. Also they are pretty bad, yup.
Last choice which remains is Traitor. What we know of him:
1. Enemy of Order and Demon Princes(explained in lore texts)
2. Has enigmatic motives
3. Neutral-benevolent to MC
Seems like Traitor is safest bet for MC and being with him gives best chances for MC, maybe for world isn't but it is unknown, unlike for Order and Demon Princes which both have nothing good for the world.
That's why i expected new dialogue options to be mostly calm and balanced, or at least to have opposite paths(angry, calm) player can choose during dialogue. But no, except info about dragon, all options pretty vanilla with MC shouting on a Traitor :/
P.S. Sorry for bad English. Not native
I'll take a look at a lot of the writing before v0.3.0! It is important for me to display distrust in Traitor, but perhaps there is room for this to be better expressed - thank you for the comment!
10/10 game but do you plan to add in any cheats in the future even if it's only for people who pay for Patreon access?
Probably not for the time being! The most I can think of at the moment will be more emphasis on the 'quick start' mechanic for new games to skip progression and start with a good amount of ether + available trainers.
Is it just me that have this problem? Anyone know why this happened?
Hi - this is a graphics/drivers issue, which could stem from a few sources. The goal would be for me to provide an alternate download in the next update for Direct X 11. Beyond that, it could be a hardware issue. I've been dabbling in optimization behind the scenes as well, so I hope next public release is more stable!
is there gonna be a version for mac?
Nope - apologies! My focus is on windows support only for the entirety of development.
out of curiosity what is the max ether cap?
there should be no current cap at this stage of development!
Is a version for android ever going to be possible?
It is not currently slated as a possibility - my apologies!
I tried to run the game and all it did was say I ran out of memory before the game even gets past the first black screen nor would it load after I closed everything else. it just kept on giving me that error, is it my computer being bad or is there a chance it's a bug?
There are several things I'm attempting in future builds to ensure it boots up fine. I'm hoping a directx11 version will fix things - but if its giving you memory issues it could come down to your hardware. I'll be attempting some more optimizations!
aight, thanks for responding!
I'm really enjoying this new RPG story game. It would be less complicated if there was a quest window or something that would give me a hint what to do. Right now I'm aimlessly going back and forth looking for something that I might have missed.
Also, loving the Boss wolf, hoping to see him more (and bigger :3
Great news for you, then - the next big focus is on getting a Quest Log incorporated, as well as more Boss content!
Is there a way to modify the save files, I tried messing around in a few programs but nothing could fully process their info. I would just like to beat that super boss without grinding for hours, I intend to use a regular save for the rest of the game as it come out
I am unsure of how to edit unreal saves. At this stage of development, there is not much that follows after Plantwolf's current final stage beyond a teaser of what happens next. That content will likely remain at the stage throughout all of v0.3.0 - so I wouldn't worry about seeing some pretty minor dialogue!
ahh thanks for the heads up, looking forward to your work as it comes!
is there a way to change resolution without going inside the game since for me it just black screens after opening
There might be some way to do so inside of the games files - but I'll be honest, I don't have a solution offhand. best case scenario is that I produce future versions to have better download, to solve some scenarios (such as a DirectX11 version, as many are reporting problems with DX12). Apologies that the current version isn't running for you!
will the game support browser play?
no, apologies - the game is scoped to be too large for browser support!
I like this game and was looking into being a patreon, but I gotta say $12 a month for the latest update is steep compared to other developers on patreon. I'm patreon of other visual novel games and before this, the highest charge I saw for getting a updated game on patreon was $10. You may want to consider redoing your tiers.
I hear you on that - the choice was intentional. I also understand that I could appeal to more people with a lower price point. The number I chose was to account for several things - but it predominantly boils down to this: adjusting the price of my patreon years from now to accommodate for economical changes is not something I want to do. I'd rather see people balk at the door now, than have to deal with the price being adjusted over the years to come.