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
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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!