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Will this come to steam?

No plans for a Steam release at the moment! Is there any particular reason you'd like it on the platform?

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I like to keep all my games in one place. There are so many adult games out there that it's hard to keep track of. If you keep it on Itch I'll still buy it.

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A very interesting game, keep up the good work,  I am content with the plot and development and would love to see the amazing ideas you bring to this game, I'm playing this on joiplay so.... The map is a bit hard, (no offence) I mean it's fun to explore but to do it often, I'm just to lazy for that. Either way it's a good game 

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So im not sure if anyone has suggested/asked this already, but it would be nice if a gallery was added to rewatch scenes. Otherwise the game itself is really good so far.

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Hey there. 

Its a solid story and i rly rly like it.

But i have a but the map movement is a pain :D but otherwise the game is super cool :) 

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Ok love what I see so far and still blown away that you say this will always be free. How the hell are you supposed to make any money?

Anyways two complaints one of which has already been mentioned.

The map system needs a serious overhaul. The idea of a maze is fine but having to click the top right corner over and over again to sort through different menus is monotonous.

You have a great story here but you also have dialogue that infers additional choices. But those additional choices are not there. Maybe this is something you are just filling in as you go along but right now it seems like the narrative goes a specific direction (which is fine) but often implies other things that aren't there. For instance the main character asking if they should help and then they just do. Clearly that is an A B route even if the other route is a game over. I assume this is something you plan on filling in later. As you have the trust and disdain system but I have yet to find a way to get "disdain" points from anyone.

There were also a few instances where a line of dialogue pops up and then leaves right away I only encountered this a handful of times and finally found that if I went in the history I could read it that way (mouse wheel back through dialogue still didn't work it was like it autoskipped (the line doesn't display on screen for more than 1/10 a second it looked like.

Lastly I found an issue where the game crashed when I tried to talk to Varska in the casino once the game crashed to renpy screen but I was able to press whatever the button is in the bottom left corner "reload or something like that"


I love the narrative you really have a diverse range of characters with very different personality traits. I have high hopes for your game :)

Thanks for the feedback! Glad you're enjoying it so far. I do have a Patreon that I'll start promoting next update in the hopes that people like the project enough to support its growth. 

At the moment, dialogue choices are either only for flavor or affecting character relationships. Rather than changing the course of the story, they're simply different ways to justify going in that direction. I'm hoping to give players more agency over the story in the future, but the main story will follow a planned course for the most part.

 There are a few options that increase disdain at the moment, but they'll only have an effect in future updates. As for the text auto-scrolling, that was a stylistic choice that I'll probably end up changing, since it evidently can seem more confusing than effective.

Investigated that crash with Varsha and fixed the cause on my end, thanks for letting me know about it!

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Wow what a quick reply! All great information and I am all for following a main text. When you make a story too non-linear it is hard to keep players on the main thread of the plot or they deviate too often and then you have to write additional dialogue for the many different possible outcomes and happy/sad text for each character in each interaction. I COMPLETELY understand and support you not wanting to go that route.

I was more saying the way certain scenes are phrased make it explicitly seem like you have an A or B path so as great as the dialogue is you may want to tweak it a little bit "the context I mean" in those specific instances. They didn't occur often but when they did it wasn't subtle at all. Should I save them?    What do I do next? (but then the game just "does" its own thing. When you as a first person perspective narrator in charge of the story say those things it is important to have the right context. 95% of the time you hit the nail on the head but there are literal "Do I open Box A or Box B?" type dialogue where the character then just goes and opens box B. Its like umm what?

You may have misunderstood my criticism about the auto wheel text scrolling. I have no problem with that nothing needs to be changed there at all. That seems to be the defacto standard for every visual novel big and small alike now. No what I am saying is there are specific instances in the game where the text box jumps to the next line and you CANT scroll back. Its an actual bug. I have always thought of making a game like this but I don't have the patience or attention span but just from what little I can glean from Renpy and RPG MAKER type stuff in the past.

Your text box dialogue JUMPS to the next line usually a character "talks" at a specific text speed right? maybe it is adjustable maybe it isn't it could be a 3 or a 7 or 0 maybe you have an auto mode maybe you don't. I think what your intent is stylistically as you mention is for characters to be "talking over eachother) and I do NOT know the correct way to do this. Or to interrupt. Overlapping dialogue boxes I guess?

But what happens and I only encountered 3 or 4 times (but each line when looking through the text history once realizing I could seems important. Its like a character explaining something or yelling at another person comedically I think? The text "appears" but then its gone. And I don't mean the text "speaks as the character does but too quickly" I mean it literally "Flashes" on the screen. It never fully forms. its just an imprint in the eye. It was only the first last time I saw it tha tI realized oh I can look at the text history and then I could read it but before that.

You mousewheel to reread previous dialogue right? This doesn't allow you to get that line back. Its like you have line a then b then c then d. But C comes up in a half step between b and d so when you try to mousewheel back to it you physically can't. it flickers on screen and goes to b or d you can't read C scrolling to it and you don't see it in the actual text window. It "flashes" kind of like a strobe light but just once and then disappears.

Its hard to explain but ya its some kind of text based input timing thing I think. I don't know the right term for it. But I think it is two lines of dialogue from two characters trying to use the same dialogue window and one cancels the other out somehow. I have never actually seen it in a visual novel before but I only recently started playing indie visual novels (and have seen FAR FAR MORE GLARING REN'PY RPGMAKER issues in previous games you only notice this because the story is good and you are following along with the dialogue.

(+1)

So far the game is really intriguing to me! Have lots of fun looking around, though you could make a simpler mapping system so that we shouldn't be stressed about looking for e.g. pool/gym. That's just a suggestion, so far the story is really good so keep it up!

By the way, I know this is too early to ask but is there any specific time/date for the update?

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Glad to hear you like it! A proper map is currently in the works for the next update, which you can expect on June 26th at the latest. I'm planning to implement it side by side with the current navigation system so players can choose what kind of gameplay they'd prefer.

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Sweet! Will be waiting for the update to drop!

Oh, again this is just me being an impatient ass that ask a lot... but how many minutes/hours of gameplay of the update that we would expect? Or is it just minor/major mechanics update? Which is also fine by me to be honest.

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I'm aiming for at least 2-3 hours of content each update, which will of course vary depending on how quickly you can read through it. I'm gonna be trying to keep up that pace until the main storyline is complete.

(+2)

Awesome! Thanks for all the info! Definitely worth to wait since you are the type of creator that engages with the users :)

Cheerio!

(+2)

Looks great.. MC is cute! Would you ever consider making this for android too? Just a thought, thanks <3

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Thanks for your support! Little to no experience in android packaging just yet, but I'll definitely be pushing for an android release in the future.

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sounds great! Tysm for replying❤

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So far incredible great job and I cant wait to see what you do with it keep up the great work

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so far loving it. more then i was expecting for a 0.1 release, keep it up. my only advice would be to steam line the movement system a bit more but even the way it is now still is good.

Thanks for the feedback, glad you're liking it! I wanted Sanctus to feel a bit like a maze to familiarize with, but I'll definitely look into making navigation more convenient in the future.

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the way its set up is good, and i dont know much about set up of a game its but the having to move to the top click the button then select a location seems kinda sluggish is that makes sense. maybe im just spoiled from other movement systems like, but i do love the maze idea dont change that.

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Looks interesting, unfortunately I couldn't download it as the Google Drive Quota was exceeded. So many people viewed and/or downloaded it that it's unable to be viewed/downloaded at the moment.

Might be worth having other downloads available, through Mega for example.

Fixed up some Mega links, thanks for informing me!

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