Querido creador, ¿podrías por favor arreglar los errores del juego que siguen apareciendo y no me dejes progresar en el juego, también por qué cuando estoy cerca de recoger todos los ingredientes para la bruja no aparecen?
I've beaten it. The new wedge you can get from the spider queen was my main damage source (if you keep the Bad Poison at 2+ it will start dealing 50 damage per turn) and then just spam lots of shielding and healing, but most importantly debuff her so she does half damage.
just downloaded the game it keep saying error cannot read property 'scale' of undefined and i can’t play the game. is there something i need to do to fix this ?
Hey, the achievement update doesn't seem to apply retroactively and the tracking of game stats with Charles lists 0's across the board despite having beaten the game and most definitely unlocked a majority of vore-based wedges.
The stats for the cards and times you've favoured have not grand-fathered in as those variables didn't exsist. But currently getting those trophies doesnt unlock anything special.
The sidequests should grant their respective trophies on a refight. And that allows you to get the queen wedges.
The secret boss for all nodes may well have to be something you have to redo on a re-run unfortunately.
got superboss to spawn in on completed file (achievement update version of game, haven't yet tested with most recent version) by just revisiting all the kingdoms and leaving the airship
100%(?) the game last night at ~14 hours, here's a fairly exhaustive review on my thoughts with the game. Buckle in, this could get long
EDIT 9/17/24: Most of the Gameplay nitpicks and bugs mentioned in this post have since been fixed! massive kudos to the dev for going and getting these done.
The good
Extremely charming graphics, makes stellar use of bouncing and stretching sprites to give motion to everything without having to animate every single attack and gesture (and there are a LOT).
Writing and soundtrack that synergize together to set a wide variety of moods from intimate to silly to suspenseful, with minimal need for suspension of disbelief.
The magnitude of options presented to the player, it wasn't until the final world that I realized that each loss to any standard or boss enemy nets a random and unique new ability to use. And it was at that point that I realized I'd only scratched the surface of what options the game had on offer.
Extremely tasteful implementation of the fetish, as the player can almost entirely avoid it if desired (besides two story-related instances), And its presence in gameplay is otherwise unobtrusive, neither being thrust upon the player nor being an afterthought.
A varied and interesting selection of minigames tied to side quests, which necessitate some notable brain power in a few cases.
A wealth of optional bosses to test your moveset building skills against at for each stage of the game.
The world has a lot of stuff going on, such that a sequel is absolutely possible without some "mysterious new threat we somehow didn't know about" emerging.
The bad
Great difficulty curve, right up until it isn't. It felt as if things were getting progressively and meaningfully harder right up until the fifth world. After that, the regular enemy difficulty inexplicably drops as enemies spend their whole turn inflicting 1 turn, easily ignored debuffs and their general DPS also drops compared to previous worlds. The game does still get harder past this point, but the player keeps powering up the whole time and pulls too far ahead. It feels like if there wasn't that one step back that the game would be perfect in that regard.
A few too many instances where button mashing was needed
Inconsistent use of vore scene replay interactables; all optional bosses can be refought infinitely, but only the first and last optional bosses seem to have dedicated interactables to see their vore scene if you didn't lose to them once first, necessitating an intentional loss otherwise.
Vore scene wedges absolutely can break the game in half. Take for example that the best healing per turn you have access to through shops/loot is 45 hp per turn (which is enough strictly speaking to get through the game and optional bosses, but requires smart use of things like damage debuffs or respin wedges into stuns), but a basic enemy drops a wedge allowing for 150 hp healed per turn with no strings attached, which far and away out heals literally every enemy in the game.
No fast travel until basically the very end of the game where its likely no longer useful.
Theres a few fetch quests requiring you to grind for a specific enemy encounter.
The disappointing (a few gameplay-related nitpicks/potential bug reports)
Several wedges that don't indicate they're non-functional outside of battle do nothing outside of battle, such as coin chance wedges, the aforementioned healing wedge (lava glob), or shield wedges (which sometimes do and sometimes don't, it seems inconsistent).
Shield health stacks when enemies get shield while already having shield, whereas the player gets their old shield value overridden with the new one (potentially causing them to lose shield in the process).
Burn probably shouldn't apply the same damage to the player and enemies, 3 damage per turn is negligible vs the player's health pool, whereas poison does actually deal different damage to the player and enemies to keep it relevant vs both.
Getting vored removes any shield hp you have, even if you don't actually take any damage after getting eaten, which seems bizarre.
Respin wedges allow for many of the most completely broken builds (again, lava glob letting you heal 150 hp), while also counting as 3 turns for summons and for the forgotten sword. Jaques' buff potion move also stacks for an extra turn each time he uses it, allowing respin wedges to let you stack many turns of damage buff.
Some things that are definitely bugs
When Lucky hammer is used, both the animation and effects for greenwing bow are used instead.
Rock Paper Rouletta only seems to use scissors.
Cider doesn't seem to actually cause self-inflicted debuffs to tick faster
Desperate solution's damage buff ticks right after your turn ends, so you never get to actually use it.
Now for those of you who won't read further (because explicit names and spoilers will come after this) please don't confuse all this to mean that I dislike the game, I LOVE this game, 8/10, genuinely had so much fun playing through it and was sad when I ran out of things to do, I just think that the best way to improve is through criticism, and I want this game to be the best version of itself possible. Play the game, even if you're not into vore, still play the game, its great on its own merits.
FINAL WARNING, END GAME SPOILERS BELOW
Probably not something that can be easily remedied, but I find it a bit disappointing that when the moral of the game and the final speech before defeating the final boss is about being ok with not knowing the outcome of something, that the seemingly best strat in the game is building a very specific combo out and then spamming cards, either temporal or normal, to get off the combo with certainty.
Wrapping around to the damage sponge issue. I feel like this is a result of the Lord Varis fight. He's got a very large health pool for that point, but that's okay in context because Jaques is there to help (and oh boy does he help a lot), but it feels like the bosses from Snasda Sharptounge onward all didn't take this context when creating their hp pools, leading to some battles, particularly the Orange Jaw optional boss and Badrem (unless you abuse said optional boss' ancient sword reward) being kind of a slog with the colossal health pools. I think it's gone on too long when I've memorized their attack pattern cycle without having to write it down.
Why is it that there's seemingly no way whatsoever to refight Elspeth and the final boss? Both seemingly would have vore scenes on loss, but neither have a memory stone or any way to just refight and lose on purpose once you've beaten them.
And to end this all on a lighter note, damn did the romance side story line feel nice to watch, just loved how organic it was, A+ for that.
Interesting, I agree with most of what you said. Except about fast travel, I rarely play games with 2D systems and RPG Maker, so I ran the entire game trying to defeat all the castles, and when I got to the last level I noticed that it was impossible to continue, so I received fast travel and traveled through all the kingdoms clearing all the sidequests and vore scenes, for me, who rushed the game, fast travel at the end was perfect, because if it weren't, I would give up on finishing it, it came at the end when I realized that I needed to travel through the worlds.
I played more or less 10 hours of the game, and I beat it once, just one thing to say WONDERFUL, I love it when a game has a good story and Vore is just for entertainment, since the focus of the game is defeating enemies and being devoured is a bonus to get more skills, I would love it if my preds remembered that I was devoured and reformed, I would also find it interesting when the count of 250 struggles reaches the pred digest and burp the cape like the godness did.
One thing I need to complain about... BADREM!
I played 9 hours of the game and went through difficult bosses. I needed a lot of strategy to defeat them, I accumulated power, but to kill Badrem, I just kept pressing Z and Random... Badrem has to be stronger and need have a mode two or a power advance or something like that! he was too easy, after everything I went through, the badrem was going to be the one I use all my developed skills, but no... he was the weakest of the enemies, I studied his moves and such and defeated him the first time, I had to go back to the save and let him devour me on purpose because I couldn't lose normally.
Well, it's still a 10 rating game, S rank, 5 stars 100% from metacritic, as soon as I have some money left over I'll support your projects, thank you for these 10 hours of gameplay, I loved it!
Thanks for the wonderful comment, really encouraging. And yes, it was always a challenge to balance enemies to be tough and strong but also make every enemy somewhat easy because I realized that the main mechanic of the wheel of the game would be fighting against you everytime you roll onto something you didn't expect or didn't want.
i need say that my Wheel love especially slot 1 a lot haha, well i love all the enemies, i just want badrem lil more dificculd, cuz i love bad dragons beiang a challange to beat out, i will be looking for new projects, and try win wighout geting the bonus wedges after vore to a new difficult lv
Hey very good game! Just wanted to let you know I've bumped into a few glitches with wedges. The tigress doesn't stick around the entire fight which I think she's suposed to based on Atlas' dialogue. I don't know if this is due to me using chakrams and them messing with how turns are calculated or something because the skeleton summon also leaves after 5 wheel spins rather than 5 whole turns. Lucky hammer doesn't seem to function right and will play the nature bow animation and deal 0 damage or poison. Some characters don't display their talking animation despite having one (sorry I peeked). Also I think during somewhere between the village in blue pearl and the castle the skip cutscene image showed up and didn't leave till I started the cutscene in the castle. Not even restarting the game made it go away till starting a new cutscene so I don't know what was up with that.
Anyway you made a really good game and the combat is really fun to experiment with and try new things :) I'm gonna let some friends know about this because it's really really fun
playing rn and it’s fun and I love the vore scenes and the only thing is that there’s no give up button to die fast so you have to keep spinning the wheel just to lose and get eaten
I don’t know if this shows up later or something I’m not too far in the game
just use the death tarot to 'give up', i have a full tarot wheel (emperor op, 16 damage per hit is busted) so i can just... favor red when i want to get eaten by a specific opponent since death tarot instakills the user (it does have a 1% chance to instant-win any fight, ever.)
the music idle i can hear someone talking in the lines, mmmnhn curious, but what i want talk is Why the Grass Slug don't show up! i need kill them to get the gras i am traying to 2 hours and no one appers!!
hello, I've been playing the game for a bit and completed the first level. got to the second area of the silverswords location and for the life of me can't get the puzzle. I know I only have 7 turns to work with but the combination eludes me.
The silver sword enemies drop code pieces, after beating 3 of them you should have a completed code paper that'll show up to help you do the puzzle! I hope this helps pie 34 :)
Thanks so much for the lovely comment! Please spread the game around to everyone you think might be interested in playing it! And yes! Everyone that was a patreon or just reacted to the discord messege in my server got in the credits. It's so hard to get any sort of attention or recognition on the internet these days, so just simply being interested in my project goes such a long way, so thank you ObesusFoxxo :)
there's a bug with the final boss were if you lose you have t0 restart the game I don't mean start all over I mean just restart and reload to your last save
Thanks for the report, if you could tell me a few more specifics that'd be nice! Do you mean the purple dragon or Badrem? What happens when it softlocks? A crash, do you get an error messege?
the Purple Titan it tells me TypeError: mesh.dispose is not function at object.mv3d.clearmodelcache (mv3d.js:16677:10) object.clearmap (mv3d.js:432748:10) scene_map.onmaploaded (mv3d.js:429482:7) scene_map.maploaded (z_imagecache.js:93:43) scene_map.isready (rpg_scenes.js:561:14) scene_map.isready (mv3d.js:429540:28) function.scenemanager.updateScene (rpg_managers.js:2018:48) function.scenemanager.updateScene (Z_videosimple.js:21:47) function.scenemanager.updateMain [as updatemainfluidtimestep] (rpg_managers.js:1983:18) function.scenemanger.updateMain (YEP_FpsSynchOption.js:201:12) and then to hit F5 to restart
And with that, I have completed the game 100% I believe (Unless there is any post game content). Honestly, it's a great game and is overall fun. I do hope to see a possible continuation on Roulleta's adventures in the possible future, or even other RPG adventures like this with different mechanics. Till then, hope to see more from you.
Recently played Paper Mario The Thousand Year Door and an idea came to mind. This might be a concept for a sequel if one were to ever happen but what if Rouletta could level up and choose to either expand her HP pool or to make her roulette wheel bigger. A bigger health pool means you can take more hits but you loose access to more wedges while having more wedges opens more possibilities but makes it so you can eat less hits and could make rolling the wedge you want or need more challenging without equipping multiple of the same. On that note what if like Mario's badges in the Paper Mario games stronger wedges took up more slots meaning you have to manage your wedges instead of just slapping on the strongest ones as soon as you get them, especially if you've been neglecting to upgrade your roulette. Idk, just sharing an idea one of my new favorite games sparked within me.
Thanks so much for the cool ideas Roboticendermanx! I did toy around with the concept of larger HP pools. There was originally a collectable icon, like the wedges you find in game right now but for expanding your max health pool. But I didn't want those pickups to feel needed or like the players needed to get to them to win at the game. So they were left out
idk if you gonna read this or not but a funny little idea i had was, what if you added some customization to the game? like, being able to change the colors of what ever Rouletta wears or something? like from a red color, to like, green, or brown, or what ever
I thought about this, how customized would you want this system to be though? Would you want the changes on overworld only? Otherwise it'd mean making an extra version of every battle sprite rouletta has! That's over 100 pictures to redraw XD
it could work like, you make anything that would change to basically be transparent or something in a way, just, easily changeable if possible, then the colors would be something to put over, then bam, and if you make patterns, would look a little funny but it would work, and it would add some customizability to Rouletta, plus it would be funny and cool to have diffrent colors on her besides just red, it might take awhile, but it would work
but yea, custom colors might not work, but a selector of colors would, the player just does what ever to change their color, and from a few select colors, they can change the color, like for starters, you could easily just have the options be Red, Orange, Yellow, Green, Blue, and Purple, and as you make the game, you can add more and more colors
Damnit it! I wish I still had my laptop. I sold it for a Ps5. Now all these cool indie games are coming out on PC. I'm starting to regret my purchase. I've played almost all your games. The retale series and the lil Mac vore game where you play as a smart mouthed kangaroo and the dlc sequel to it. I've been waiting so long for this game all to find out you releaseed it over 2 weeks ago. I'm sure this game will be awesome when I eventually get my hands on it.
Me and my friend can't work out how it would of wiped all 18 of your save files. We were theorizing last night how it could have happened. A lot of strange things would have had to have happened all at once
U think u can add an option to be digested by npcs that U ask to eat u? Or maybe a digestion animation for when defeated in battle and devoured? Even if its just their belly slowly shrinking.
Hmm. It would be a lot of extra art for such a thing. There's about 42 different scenes in game which means a shrinking belly scene for all of them! I'll keep it pegged as something people want though :)
it's a pretty fun game. would be interesting to see a dedicated place to discuss the game or other projects the dev might've made (other then itch comments)
So... Lil bit of a Bug but uh... After dying due to the Pirate Queen's Special Attack, the screen goes and stays black. Like, I can't see anything anymore and navigating is impossible...
This is aware, I did try to fix this bug but people are still having issues. In the next patch I might just have to go ahead and delete the fade out and in transition.
So, I think I have a lacking trust when a game that features my fetish has a lot of story because of one big bad experience with this one game that was overly political and didn't even have likable characters. I was nervous about getting into this game and didn't know if I could really enjoy it. I think this game is amazing, and no, thank you! I enjoyed the philosophical concepts without being beaten over the head with a shovel to think what's right, I enjoyed... mostly... the gameplay and the Random Chance stuff. It also felt a bit like a deck builder, and I love the card system. I even actually started just hunting down chances to see what the characters would say rather than just farming down the vore scenes. Game Good 4.5
Aww thank you so much RagsTheRat! I did try and keep it mostly light on story and philosophy but with some depth there! I'm so glad you took the time to play it, I really treasure everyone that spends the time to play my stuff! Spent ages trying to make the battle system feel good!
Oh yeah, I liked the RNG system most of the time and how cards were handled. There are a few issues I do have to bring up about it, for instance, I had most of my support options on blue and attack options on red, and sometimes the RNG would land on the one attack or support option that I put on the other side 3times in a row, like the game recognized the one thing I didn't want it to land on, it made me a little sour, but 1/4 is still a 25% chance which is higher than you'd think. That's just a general feel of RNG though, it will always be a minor issue because Random Chance is random chance, however, the combo Items that specify which slot they go to may be an abusable problem, because I exploited the hell out of the 1 2 3 Chakrams, not just because they were an easy combo to 9 damage (18 with a boost if you're willing to fight with tedious methods as I am), but it's rather easy to combo into itself for permanent cards. I mean I enjoyed using them, and I'm not one to suggest it's a bad thing I can just use a card and immediately regain said card I used, but it can be a balance issue if someone were to grind a while and cheese a boss by power boosting a canon into a boss 4 times, like what I did, because I thought it was funny. Those were really just the problems I found with the system, but as a whole, it works rather well.
I like how the main character is actually chaotic but ordered in their nature, I don't know if that was on purpose or not, with the whole order and chaos stuff, but I found it interesting none the less, and if it weren't for my aversion to reading books, I'd probably read more in that spooky library, the lore is rather good, even if I missed some of it (I'm going to now question how I can read miles of dialog but not a book that does the same thing). I can probably talk a mile more on things I like, the respawn animations, the artwork in general, the easy to get into story, the characters, the final boss (No Spoilers), optional bosses, optional struggle wedges that can be better items than what's in shop, losing to enemies was fun for dialogue and artwork. It's a really good game and you should be proud.
noticed a thing, not sure if it's a bug, feature or consequence of the way i have the wheel set up, but i've got nearly infinitely scaling damage while farming the same level over and over looking for honey. (the scale broke when encountering joy. other than that all i've done is spam enter the past 8-10 mins and now am reliably hitting for 400+ with a move that should do 3 and reroll the wheel) (addition: moving between levels, worlds, or even going in and out of conversations with npc's doesn't stop the scaling of damage either. only an encounter with that fox breaks this as encountering the bold that mugs you doesn't break the cycle no matter how you handle him)(second addition: going through a willing vore scene/replaying an old one you've seen doesn't reset the cycle either.)
I enjoyed the game it was really fun to play. I have some questions. Is there something to do after u beat the main story and do all the side quests? Cause there is something bout a personal quarters and when talking to the npc he tells u that u still have a quest to do but I did all the side quests and the main story. And my other question is there a wedge for rouletta to eat her opponent or not?
No current end-game stuff in the game. There was a wedge planned to eat the enemy but if I added it into the game I wanted it to be polished anad have multiple graphics
Found a bug - ducks on the pirate ship won't disappear for some reason, it took me 3 tries of the whole ship segment to finally get through them, maybe talking to npc or replaying mini-games causes this.
Actually, I think I ran into that too. I played the Duck minigame once and even after it said I was clear, it didn't clear the Ducks, after playing a second time clearing every duck possible, I was then granted access. Hope this helps.
it seems like theres a softlock in the beer game if you try to replay it after beating it, is there a way to recover from this because if not I just lost 8 hours of gameplay x.x
Good news there was a way out of the softlock, Idk how but I managed to regain movement and realized I was still able to talk to some of the npcs so re-started the game which caused it to immediately fail letting me move
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Querido creador, ¿podrías por favor arreglar los errores del juego que siguen apareciendo y no me dejes progresar en el juego, también por qué cuando estoy cerca de recoger todos los ingredientes para la bruja no aparecen?
Is the superboss even defeatable? What wedges shouldI be using to fight it?
It's beatable and has been beaten by other people. I think people like to use high shield style wedges to beat it.
Oh also debuff wedges.
I've beaten it. The new wedge you can get from the spider queen was my main damage source (if you keep the Bad Poison at 2+ it will start dealing 50 damage per turn) and then just spam lots of shielding and healing, but most importantly debuff her so she does half damage.
An endless combination? Sir, yes, sir
"fetishes such as vore" does that include things like wg or things along those lines or more specifically tailored toward vore?
just downloaded the game it keep saying error cannot read property 'scale' of undefined and i can’t play the game. is there something i need to do to fix this ?
Is your computer good or bad? In either case make sure you've locked the game to 60FPS with your graphics card
Hey, the achievement update doesn't seem to apply retroactively and the tracking of game stats with Charles lists 0's across the board despite having beaten the game and most definitely unlocked a majority of vore-based wedges.
Otherwise, game still awesome <3
The stats for the cards and times you've favoured have not grand-fathered in as those variables didn't exsist. But currently getting those trophies doesnt unlock anything special.
The sidequests should grant their respective trophies on a refight. And that allows you to get the queen wedges.
The secret boss for all nodes may well have to be something you have to redo on a re-run unfortunately.
Beating all level nodes unlocks the secret boss, I believe this requires a game replay however. I couldn't find a way to grandfather this in.
got superboss to spawn in on completed file (achievement update version of game, haven't yet tested with most recent version) by just revisiting all the kingdoms and leaving the airship
Thanks for the confirmation Kpdiddy
YO Updates to one of my favorites!
Hell yeah
NOOOOO I thought I could be eaten by the rogue street vendor... I even used the Tarot death and nothing ;-;
Link is gone?
I had to update the game as there was a major bug that made all vore scenes link to the new vore scene. Link should be up now.
oh i Search the game on steam, and found a strange Wheel of Fades there irrghh
Its not up yet
oh sorry ;-;
Thats okay! thanks for being interested!
This is so cute! I love everyone I meet!
100%(?) the game last night at ~14 hours, here's a fairly exhaustive review on my thoughts with the game. Buckle in, this could get long
EDIT 9/17/24: Most of the Gameplay nitpicks and bugs mentioned in this post have since been fixed! massive kudos to the dev for going and getting these done.
The good
Extremely charming graphics, makes stellar use of bouncing and stretching sprites to give motion to everything without having to animate every single attack and gesture (and there are a LOT).
Writing and soundtrack that synergize together to set a wide variety of moods from intimate to silly to suspenseful, with minimal need for suspension of disbelief.
The magnitude of options presented to the player, it wasn't until the final world that I realized that each loss to any standard or boss enemy nets a random and unique new ability to use. And it was at that point that I realized I'd only scratched the surface of what options the game had on offer.
Extremely tasteful implementation of the fetish, as the player can almost entirely avoid it if desired (besides two story-related instances), And its presence in gameplay is otherwise unobtrusive, neither being thrust upon the player nor being an afterthought.
A varied and interesting selection of minigames tied to side quests, which necessitate some notable brain power in a few cases.
A wealth of optional bosses to test your moveset building skills against at for each stage of the game.
The world has a lot of stuff going on, such that a sequel is absolutely possible without some "mysterious new threat we somehow didn't know about" emerging.
The bad
Great difficulty curve, right up until it isn't. It felt as if things were getting progressively and meaningfully harder right up until the fifth world. After that, the regular enemy difficulty inexplicably drops as enemies spend their whole turn inflicting 1 turn, easily ignored debuffs and their general DPS also drops compared to previous worlds. The game does still get harder past this point, but the player keeps powering up the whole time and pulls too far ahead. It feels like if there wasn't that one step back that the game would be perfect in that regard.
A few too many instances where button mashing was needed
Inconsistent use of vore scene replay interactables; all optional bosses can be refought infinitely, but only the first and last optional bosses seem to have dedicated interactables to see their vore scene if you didn't lose to them once first, necessitating an intentional loss otherwise.
Vore scene wedges absolutely can break the game in half. Take for example that the best healing per turn you have access to through shops/loot is 45 hp per turn (which is enough strictly speaking to get through the game and optional bosses, but requires smart use of things like damage debuffs or respin wedges into stuns), but a basic enemy drops a wedge allowing for 150 hp healed per turn with no strings attached, which far and away out heals literally every enemy in the game.
No fast travel until basically the very end of the game where its likely no longer useful.
Theres a few fetch quests requiring you to grind for a specific enemy encounter.
The disappointing (a few gameplay-related nitpicks/potential bug reports)
Several wedges that don't indicate they're non-functional outside of battle do nothing outside of battle, such as coin chance wedges, the aforementioned healing wedge (lava glob), or shield wedges (which sometimes do and sometimes don't, it seems inconsistent).
Shield health stacks when enemies get shield while already having shield, whereas the player gets their old shield value overridden with the new one (potentially causing them to lose shield in the process).
Burn probably shouldn't apply the same damage to the player and enemies, 3 damage per turn is negligible vs the player's health pool, whereas poison does actually deal different damage to the player and enemies to keep it relevant vs both.
Getting vored removes any shield hp you have, even if you don't actually take any damage after getting eaten, which seems bizarre.
Respin wedges allow for many of the most completely broken builds (again, lava glob letting you heal 150 hp), while also counting as 3 turns for summons and for the forgotten sword. Jaques' buff potion move also stacks for an extra turn each time he uses it, allowing respin wedges to let you stack many turns of damage buff.
Some things that are definitely bugs
When Lucky hammer is used, both the animation and effects for greenwing bow are used instead.
Rock Paper Rouletta only seems to use scissors.
Cider doesn't seem to actually cause self-inflicted debuffs to tick faster
Desperate solution's damage buff ticks right after your turn ends, so you never get to actually use it.
Now for those of you who won't read further (because explicit names and spoilers will come after this) please don't confuse all this to mean that I dislike the game, I LOVE this game, 8/10, genuinely had so much fun playing through it and was sad when I ran out of things to do, I just think that the best way to improve is through criticism, and I want this game to be the best version of itself possible. Play the game, even if you're not into vore, still play the game, its great on its own merits.
FINAL WARNING, END GAME SPOILERS BELOW
Probably not something that can be easily remedied, but I find it a bit disappointing that when the moral of the game and the final speech before defeating the final boss is about being ok with not knowing the outcome of something, that the seemingly best strat in the game is building a very specific combo out and then spamming cards, either temporal or normal, to get off the combo with certainty.
Wrapping around to the damage sponge issue. I feel like this is a result of the Lord Varis fight. He's got a very large health pool for that point, but that's okay in context because Jaques is there to help (and oh boy does he help a lot), but it feels like the bosses from Snasda Sharptounge onward all didn't take this context when creating their hp pools, leading to some battles, particularly the Orange Jaw optional boss and Badrem (unless you abuse said optional boss' ancient sword reward) being kind of a slog with the colossal health pools. I think it's gone on too long when I've memorized their attack pattern cycle without having to write it down.
Why is it that there's seemingly no way whatsoever to refight Elspeth and the final boss? Both seemingly would have vore scenes on loss, but neither have a memory stone or any way to just refight and lose on purpose once you've beaten them.
And to end this all on a lighter note, damn did the romance side story line feel nice to watch, just loved how organic it was, A+ for that.
Interesting, I agree with most of what you said. Except about fast travel, I rarely play games with 2D systems and RPG Maker, so I ran the entire game trying to defeat all the castles, and when I got to the last level I noticed that it was impossible to continue, so I received fast travel and traveled through all the kingdoms clearing all the sidequests and vore scenes, for me, who rushed the game, fast travel at the end was perfect, because if it weren't, I would give up on finishing it, it came at the end when I realized that I needed to travel through the worlds.
I played more or less 10 hours of the game, and I beat it once, just one thing to say WONDERFUL, I love it when a game has a good story and Vore is just for entertainment, since the focus of the game is defeating enemies and being devoured is a bonus to get more skills, I would love it if my preds remembered that I was devoured and reformed, I would also find it interesting when the count of 250 struggles reaches the pred digest and burp the cape like the godness did.
One thing I need to complain about... BADREM!
I played 9 hours of the game and went through difficult bosses. I needed a lot of strategy to defeat them, I accumulated power, but to kill Badrem, I just kept pressing Z and Random... Badrem has to be stronger and need have a mode two or a power advance or something like that! he was too easy, after everything I went through, the badrem was going to be the one I use all my developed skills, but no... he was the weakest of the enemies, I studied his moves and such and defeated him the first time, I had to go back to the save and let him devour me on purpose because I couldn't lose normally.
Well, it's still a 10 rating game, S rank, 5 stars 100% from metacritic, as soon as I have some money left over I'll support your projects, thank you for these 10 hours of gameplay, I loved it!
Thanks for the wonderful comment, really encouraging. And yes, it was always a challenge to balance enemies to be tough and strong but also make every enemy somewhat easy because I realized that the main mechanic of the wheel of the game would be fighting against you everytime you roll onto something you didn't expect or didn't want.
i need say that my Wheel love especially slot 1 a lot haha, well i love all the enemies, i just want badrem lil more dificculd, cuz i love bad dragons beiang a challange to beat out, i will be looking for new projects, and try win wighout geting the bonus wedges after vore to a new difficult lv
Hey very good game!
Just wanted to let you know I've bumped into a few glitches with wedges.
The tigress doesn't stick around the entire fight which I think she's suposed to based on Atlas' dialogue. I don't know if this is due to me using chakrams and them messing with how turns are calculated or something because the skeleton summon also leaves after 5 wheel spins rather than 5 whole turns.
Lucky hammer doesn't seem to function right and will play the nature bow animation and deal 0 damage or poison.
Some characters don't display their talking animation despite having one (sorry I peeked).
Also I think during somewhere between the village in blue pearl and the castle the skip cutscene image showed up and didn't leave till I started the cutscene in the castle. Not even restarting the game made it go away till starting a new cutscene so I don't know what was up with that.
Anyway you made a really good game and the combat is really fun to experiment with and try new things :)
I'm gonna let some friends know about this because it's really really fun
Thanks for the reports! And thanks for the lovely comment!
playing rn and it’s fun and I love the vore scenes and the only thing is that there’s no give up button to die fast so you have to keep spinning the wheel just to lose and get eaten
I don’t know if this shows up later or something I’m not too far in the game
just use the death tarot to 'give up', i have a full tarot wheel (emperor op, 16 damage per hit is busted) so i can just... favor red when i want to get eaten by a specific opponent since death tarot instakills the user (it does have a 1% chance to instant-win any fight, ever.)
yeah I just found it
the music idle i can hear someone talking in the lines, mmmnhn curious, but what i want talk is Why the Grass Slug don't show up! i need kill them to get the gras i am traying to 2 hours and no one appers!!
hello, I've been playing the game for a bit and completed the first level. got to the second area of the silverswords location and for the life of me can't get the puzzle. I know I only have 7 turns to work with but the combination eludes me.
The silver sword enemies drop code pieces, after beating 3 of them you should have a completed code paper that'll show up to help you do the puzzle! I hope this helps pie 34 :)
thank you, I'll be sure to look for them!
Thanks so much for the lovely comment! Please spread the game around to everyone you think might be interested in playing it! And yes! Everyone that was a patreon or just reacted to the discord messege in my server got in the credits. It's so hard to get any sort of attention or recognition on the internet these days, so just simply being interested in my project goes such a long way, so thank you ObesusFoxxo :)
RPG Maker MV! I'm willing to teach anyone willing to listen to use it and the plugins I use to make it 3D and such!
there's a bug with the final boss were if you lose you have t0 restart the game I don't mean start all over I mean just restart and reload to your last save
Thanks for the report, if you could tell me a few more specifics that'd be nice! Do you mean the purple dragon or Badrem? What happens when it softlocks? A crash, do you get an error messege?
the Purple Titan it tells me TypeError: mesh.dispose is not function at object.mv3d.clearmodelcache (mv3d.js:16677:10) object.clearmap (mv3d.js:432748:10) scene_map.onmaploaded (mv3d.js:429482:7) scene_map.maploaded (z_imagecache.js:93:43) scene_map.isready (rpg_scenes.js:561:14) scene_map.isready (mv3d.js:429540:28) function.scenemanager.updateScene (rpg_managers.js:2018:48) function.scenemanager.updateScene (Z_videosimple.js:21:47) function.scenemanager.updateMain [as updatemainfluidtimestep] (rpg_managers.js:1983:18) function.scenemanger.updateMain (YEP_FpsSynchOption.js:201:12) and then to hit F5 to restart
And with that, I have completed the game 100% I believe (Unless there is any post game content). Honestly, it's a great game and is overall fun. I do hope to see a possible continuation on Roulleta's adventures in the possible future, or even other RPG adventures like this with different mechanics. Till then, hope to see more from you.
Thanks so much for playing and the encouraging comment Ghostie :)
No problem. :>
Recently played Paper Mario The Thousand Year Door and an idea came to mind. This might be a concept for a sequel if one were to ever happen but what if Rouletta could level up and choose to either expand her HP pool or to make her roulette wheel bigger. A bigger health pool means you can take more hits but you loose access to more wedges while having more wedges opens more possibilities but makes it so you can eat less hits and could make rolling the wedge you want or need more challenging without equipping multiple of the same. On that note what if like Mario's badges in the Paper Mario games stronger wedges took up more slots meaning you have to manage your wedges instead of just slapping on the strongest ones as soon as you get them, especially if you've been neglecting to upgrade your roulette. Idk, just sharing an idea one of my new favorite games sparked within me.
Thanks so much for the cool ideas Roboticendermanx! I did toy around with the concept of larger HP pools. There was originally a collectable icon, like the wedges you find in game right now but for expanding your max health pool. But I didn't want those pickups to feel needed or like the players needed to get to them to win at the game. So they were left out
idk if you gonna read this or not but a funny little idea i had was, what if you added some customization to the game? like, being able to change the colors of what ever Rouletta wears or something? like from a red color, to like, green, or brown, or what ever
I was thinking of making her the Green Unit.
I thought about this, how customized would you want this system to be though? Would you want the changes on overworld only? Otherwise it'd mean making an extra version of every battle sprite rouletta has! That's over 100 pictures to redraw XD
it could work like, you make anything that would change to basically be transparent or something in a way, just, easily changeable if possible, then the colors would be something to put over, then bam, and if you make patterns, would look a little funny but it would work, and it would add some customizability to Rouletta, plus it would be funny and cool to have diffrent colors on her besides just red, it might take awhile, but it would work
but yea, custom colors might not work, but a selector of colors would, the player just does what ever to change their color, and from a few select colors, they can change the color, like for starters, you could easily just have the options be Red, Orange, Yellow, Green, Blue, and Purple, and as you make the game, you can add more and more colors
I like this game.
Funny and chilling.
Thank you!
Damnit it! I wish I still had my laptop. I sold it for a Ps5. Now all these cool indie games are coming out on PC. I'm starting to regret my purchase. I've played almost all your games. The retale series and the lil Mac vore game where you play as a smart mouthed kangaroo and the dlc sequel to it. I've been waiting so long for this game all to find out you releaseed it over 2 weeks ago. I'm sure this game will be awesome when I eventually get my hands on it.
Aww I'm sorry Furtis!
Really good game! had a lot of fun playing it up until the final boss where, upon defeat, crashed the game and deleted all 18 of my saves :/
Christ! It deleted all 18? Did you unzip the game first? Im not sure how that could happen!
I did. I kinda don't wanna go through all that again (plus the 500 health boss beforehand that took me 40 minutes to beat) so...got any pointers
Me and my friend can't work out how it would of wiped all 18 of your save files. We were theorizing last night how it could have happened. A lot of strange things would have had to have happened all at once
I don't even know myself. This just sucks :<
I really like Saphire and Summoner Tigeress!
Could you please add some vore scenes about them?
U think u can add an option to be digested by npcs that U ask to eat u? Or maybe a digestion animation for when defeated in battle and devoured? Even if its just their belly slowly shrinking.
Hmm. It would be a lot of extra art for such a thing. There's about 42 different scenes in game which means a shrinking belly scene for all of them! I'll keep it pegged as something people want though :)
it's a pretty fun game.
would be interesting to see a dedicated place to discuss the game or other projects the dev might've made (other then itch comments)
Yeah! I have a discord server you can find through the socials link in the game :)
ahhhh, the links in the game not in the itch page
thanks for the clarification <3
So... Lil bit of a Bug but uh... After dying due to the Pirate Queen's Special Attack, the screen goes and stays black. Like, I can't see anything anymore and navigating is impossible...
This is aware, I did try to fix this bug but people are still having issues. In the next patch I might just have to go ahead and delete the fade out and in transition.
So, I think I have a lacking trust when a game that features my fetish has a lot of story because of one big bad experience with this one game that was overly political and didn't even have likable characters. I was nervous about getting into this game and didn't know if I could really enjoy it. I think this game is amazing, and no, thank you! I enjoyed the philosophical concepts without being beaten over the head with a shovel to think what's right, I enjoyed... mostly... the gameplay and the Random Chance stuff. It also felt a bit like a deck builder, and I love the card system. I even actually started just hunting down chances to see what the characters would say rather than just farming down the vore scenes. Game Good 4.5
Aww thank you so much RagsTheRat! I did try and keep it mostly light on story and philosophy but with some depth there! I'm so glad you took the time to play it, I really treasure everyone that spends the time to play my stuff! Spent ages trying to make the battle system feel good!
Oh yeah, I liked the RNG system most of the time and how cards were handled. There are a few issues I do have to bring up about it, for instance, I had most of my support options on blue and attack options on red, and sometimes the RNG would land on the one attack or support option that I put on the other side 3times in a row, like the game recognized the one thing I didn't want it to land on, it made me a little sour, but 1/4 is still a 25% chance which is higher than you'd think. That's just a general feel of RNG though, it will always be a minor issue because Random Chance is random chance, however, the combo Items that specify which slot they go to may be an abusable problem, because I exploited the hell out of the 1 2 3 Chakrams, not just because they were an easy combo to 9 damage (18 with a boost if you're willing to fight with tedious methods as I am), but it's rather easy to combo into itself for permanent cards. I mean I enjoyed using them, and I'm not one to suggest it's a bad thing I can just use a card and immediately regain said card I used, but it can be a balance issue if someone were to grind a while and cheese a boss by power boosting a canon into a boss 4 times, like what I did, because I thought it was funny. Those were really just the problems I found with the system, but as a whole, it works rather well.
I like how the main character is actually chaotic but ordered in their nature, I don't know if that was on purpose or not, with the whole order and chaos stuff, but I found it interesting none the less, and if it weren't for my aversion to reading books, I'd probably read more in that spooky library, the lore is rather good, even if I missed some of it (I'm going to now question how I can read miles of dialog but not a book that does the same thing). I can probably talk a mile more on things I like, the respawn animations, the artwork in general, the easy to get into story, the characters, the final boss (No Spoilers), optional bosses, optional struggle wedges that can be better items than what's in shop, losing to enemies was fun for dialogue and artwork. It's a really good game and you should be proud.
noticed a thing, not sure if it's a bug, feature or consequence of the way i have the wheel set up, but i've got nearly infinitely scaling damage while farming the same level over and over looking for honey. (the scale broke when encountering joy. other than that all i've done is spam enter the past 8-10 mins and now am reliably hitting for 400+ with a move that should do 3 and reroll the wheel) (addition: moving between levels, worlds, or even going in and out of conversations with npc's doesn't stop the scaling of damage either. only an encounter with that fox breaks this as encountering the bold that mugs you doesn't break the cycle no matter how you handle him)(second addition: going through a willing vore scene/replaying an old one you've seen doesn't reset the cycle either.)
and yes. i can take the buffed broke damage into a boss fight and one shot them using it. 75 hp boss? meet 2.2k potion bottle.
This is known, theres a variable that doesn't get reset for some reason and will be in the next patch
After playing for about an hour... I can safely say "Contains themes of Fantasy, Romance, and Fetishes such as vore." means "Just vore"
The game is roughly 10-14 hours long with side content. I'm not sure how much that's a fair assumption.
I have cleared the customs, hope to update soon, hope to add a vore skill to the protagonist, I am already looking forward to the follow-up!
Thanks !
I enjoyed the game it was really fun to play. I have some questions. Is there something to do after u beat the main story and do all the side quests? Cause there is something bout a personal quarters and when talking to the npc he tells u that u still have a quest to do but I did all the side quests and the main story. And my other question is there a wedge for rouletta to eat her opponent or not?
No current end-game stuff in the game. There was a wedge planned to eat the enemy but if I added it into the game I wanted it to be polished anad have multiple graphics
I think such a wedge would be fun to see added
Found a bug - ducks on the pirate ship won't disappear for some reason, it took me 3 tries of the whole ship segment to finally get through them, maybe talking to npc or replaying mini-games causes this.
Thanks for the report, not sure why that was happening
Actually, I think I ran into that too. I played the Duck minigame once and even after it said I was clear, it didn't clear the Ducks, after playing a second time clearing every duck possible, I was then granted access. Hope this helps.
I know what you mean but I found out on my 3rd try that you're supposed to directly click on the ducks not move the cannon and try to align the shots.
hey, i think i found a bug, i died to blaze and somehow kept the temporal wedges from the battle on my bag
Noted thanks!
it seems like theres a softlock in the beer game if you try to replay it after beating it, is there a way to recover from this because if not I just lost 8 hours of gameplay x.x
Good news there was a way out of the softlock, Idk how but I managed to regain movement and realized I was still able to talk to some of the npcs so re-started the game which caused it to immediately fail letting me move
Glad it fixed itself! Someone else reported this but I've been struggling to replicate it
I faund a bug. When you use "death" wedge with fox, youfind yourself in infinite loop of loading animation.
Wil look into this thanks Sqare1!
Can saves from previous versions be transferred to the new versions or nah?
Yes, like any other file on your computer you can drag your save file from the save folder from the old project into the new one, I hope this helps!
cool, for some games it makes the game be like, glitchy or otherwise broken due to what is changed so I just wanted to check.