dunno if this is a known bug but the first interaction with Traitor where you unlock level ups and the spell Singe seemed to bug out as i was not actually granted the spell, i ran back through a second time though and choosing to skip the lore granted me the spell
I'm a little confused as to how to build the things for Carp beyond the hot spring, I can't seem to acquire the resource. Maybe I misunderstood the tutorial?
All the woof stuff are sooooo good makes me horny all the time,and that's really a good game to werewolf complex like me
BIG MUSCULAR WILD FURRY HOT JUICY THICK MUSKY CUTE WAGGING SEXY DROOLING WEREWOLVES I'M YOUR OMEGA PUP FEED ME BREED ME CLAIM ME I'LL ALWAYS GOOD AT YOUR SERVICE
Hey, I had a lot of trouble finding this game because it doesn't have an LGBT or Gay tag, I recommend you include one of these tags to attract more people to your game.
Is this a yaoi game? It doesn’t mention so anywhere but the degree of bara men I’ve seen makes me wonder before I delve deeper, I’d been hoping for something with a bit more variety, some lesbian stuff and/or character customization
In an actual piece of feedback, you really need some SFX and maybe some music, your combat scenes feel incredibly strange being so animated without any sound effects punctuating combat or victory
And a way to Search specifically for an enemy encounter would be nice, so you can grind without having to slowly navigate past Thief & Knave and Pent Wolf repeatedly, since skipping through repeat dialogue is very slow due to the menu formatting
Yeah, no character customization - MC is a fixed perspective. I'm mainly sticking to dudes n' gayness, and attempting to tell a story from a fixed character background. Additionally there's only one female character right now. Audio will come along as I continue to develop - looking forward to when I get to tackle that! I'll be keeping my eye out on how to streamline 'explore' prompts to be less grindy.
Thank you~ I absolutely understand the decision, I was just unsure what I should be expecting since there was little information on the page, and didn’t wanna get wrong hopes ahead of myself
I think the biggest thing you could do to streamline exploring, is to add a one-button “leave” option to encounters you’ve seen before that you can safely leave, such as Pent Wolf and encounter Thief & Knave in the prologue, when they tell you to fuck off or Knave will be forced to make you, since to leave Thief & Knave right now I have to
Talk > Some form of Hi
Thief says Leave, Knave says Yeah Go
Leave > Leave
Since game actions use those drop downs, its a lot of unnecessary feeling clicking for basic decisions(and in the case of those two, after your first meeting you should know they wanna be left alone and be allowed to just walk away when you find them without the song and dance)
Heya, just finished the momentarily available content and like the game so far, but after a short grinding run, I'd like to recommend a way to turn on the combat's automatic ability casting in a faster manner. I'm not sure if there actually is a better way to do it, but I only know about pressing the mouse button twice while holding it after the second press. And yeah... It really slows down the whole thing and is pretty annoying, something like a middle button press or shift + click or something like that to set it to auto-cast instantly would really make it way more fluid. If there already is another and faster way, I'd like to know about it.
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
Major character customization isn't a high priority for this game, to help limit scope. I look forward to future projects where more of my time can be put into that. For now, our MC primarily has one trajectory, with a handful of 'flavors' - none of which are incorporated as of yet!
Agreed that it needs some help smoothing over - too many things need to occur in specific order without wiggle room. I will attempt to smooth this over in time!
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!
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Oh my, this game and Lustful Desires surely are my favorite text-based VNs ever♥
dunno if this is a known bug but the first interaction with Traitor where you unlock level ups and the spell Singe seemed to bug out as i was not actually granted the spell, i ran back through a second time though and choosing to skip the lore granted me the spell
how the Pathway UI is unlocked?
is Shade needed to be defeated to unlock it
Will there be a mobile version? I want to play this on my phone 😁
I'm a little confused as to how to build the things for Carp beyond the hot spring, I can't seem to acquire the resource. Maybe I misunderstood the tutorial?
winning a fight should give you production resource equal to your production rank! building things increases your rank! hope that helps!
Will there be a mobile port?
100/10 REALLY GOOD GAME
All the woof stuff are sooooo good makes me horny all the time,and that's really a good game to werewolf complex like me
BIG MUSCULAR WILD FURRY HOT JUICY THICK MUSKY CUTE WAGGING SEXY DROOLING WEREWOLVES I'M YOUR OMEGA PUP FEED ME BREED ME CLAIM ME I'LL ALWAYS GOOD AT YOUR SERVICE
woofwoofwoofwoofwoofwoofwoofwoofwoof
Hey, I had a lot of trouble finding this game because it doesn't have an LGBT or Gay tag, I recommend you include one of these tags to attract more people to your game.
Is this a yaoi game? It doesn’t mention so anywhere but the degree of bara men I’ve seen makes me wonder before I delve deeper, I’d been hoping for something with a bit more variety, some lesbian stuff and/or character customization
In an actual piece of feedback, you really need some SFX and maybe some music, your combat scenes feel incredibly strange being so animated without any sound effects punctuating combat or victory And a way to Search specifically for an enemy encounter would be nice, so you can grind without having to slowly navigate past Thief & Knave and Pent Wolf repeatedly, since skipping through repeat dialogue is very slow due to the menu formatting
Yeah, no character customization - MC is a fixed perspective. I'm mainly sticking to dudes n' gayness, and attempting to tell a story from a fixed character background. Additionally there's only one female character right now. Audio will come along as I continue to develop - looking forward to when I get to tackle that! I'll be keeping my eye out on how to streamline 'explore' prompts to be less grindy.
Thank you~ I absolutely understand the decision, I was just unsure what I should be expecting since there was little information on the page, and didn’t wanna get wrong hopes ahead of myself
I think the biggest thing you could do to streamline exploring, is to add a one-button “leave” option to encounters you’ve seen before that you can safely leave, such as Pent Wolf and encounter Thief & Knave in the prologue, when they tell you to fuck off or Knave will be forced to make you, since to leave Thief & Knave right now I have to Talk > Some form of Hi Thief says Leave, Knave says Yeah Go Leave > Leave Since game actions use those drop downs, its a lot of unnecessary feeling clicking for basic decisions(and in the case of those two, after your first meeting you should know they wanna be left alone and be allowed to just walk away when you find them without the song and dance)
Android version?
Heya, just finished the momentarily available content and like the game so far, but after a short grinding run, I'd like to recommend a way to turn on the combat's automatic ability casting in a faster manner. I'm not sure if there actually is a better way to do it, but I only know about pressing the mouse button twice while holding it after the second press. And yeah... It really slows down the whole thing and is pretty annoying, something like a middle button press or shift + click or something like that to set it to auto-cast instantly would really make it way more fluid. If there already is another and faster way, I'd like to know about it.
Good feedback - I'll take that into consideration when addressing button mapping overall!
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
Glad to hear that optimization efforts are paying off!
i need some confirmation if we can customize character here?
Major character customization isn't a high priority for this game, to help limit scope. I look forward to future projects where more of my time can be put into that. For now, our MC primarily has one trajectory, with a handful of 'flavors' - none of which are incorporated as of yet!
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.
Buy jewelry from wolven vendor and then chat with the Knave! Hunter wolf form is attached to the wolfpack related questline.
Thank You!
The wolven pack quest is the only thing that make me getting annoyed, cause i can't find them
Agreed that it needs some help smoothing over - too many things need to occur in specific order without wiggle room. I will attempt to smooth this over in time!
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!