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dGameBoy101b

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A member registered Mar 04, 2017

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Maybe that debt comes with a payment plan you need to fulfill. Miss too many payments and the mob come after you and game over.

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You can click on the terminal while in driving mode and it'll accept the Jessie job no matter where you click. Probably want to disable that interaction while in driving mode.

Also space bar both raises the ship upward but also advances the dialogue which has lea to me accidentally skipping dialogue when I instinctively use space to fly upwards. Probably want to separate those controls to different buttons like space to go up and only clicking to advance the dialogue.

Speaking of the dialogue, a click to continue indicator would nice to have so I know when the dialogue is waiting for me rather than pausing for effect.

Also, using the mouse to select dialogue options while driving also steers the ship at the same time which is very confusing. Maybe try just locking the cursor while driving and using the scroll wheel to select different dialogue options which are then confirmed by clicking.

The q and e buttons can be used to roll the ship but only by a degree or 2 which seems a little odd. Is there any particular reason why there's not full roll control? Only reason I can think of is that narratively these passenger ships are designed to self stabilise like that but that reasoning falls apart when you crash into something that rolls the ship and you can use the roll controls to freeze the roll angle at something far greater than you can normally achieve.

It'd also be helpful if you could add some kind of on screen compass that points to the next landing location so it easier to find when you can't see the beacon.


As for a much broader suggestion, I think adding a daily expenses feature would be a cool antagonistic force encouraging you to complete rides quickly or even do some dubious deals with passengers. I think it could be a gameplay feature that results in some interesting narrative choices and implications. You could probably expand further so that things you do while driving can influence the pay you get for completing the job e.g.: crashing into buildings would incur a penalty, while flying by places your passengers might enjoy could earn a tip.

A pretty neat concept. I'm interested to see what you do with it next.

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Broke the tutorial sequence by pre-emptively pushing all the batteries into their sockets then stepping into my designated spot in the second room. This broke the movements of the other robots where they wouldn't line up properly but it still allowed me to continue to the next room eventually. But then I couldn't complete that room on my own since the purple battery could not be pushed or even collided with. And I couldn't pick it up either since my interaction system was not enabled.


Tutorial also breaks when pre-emptively pushing the batteries in the third room into their sockets; this causes the other robots to freeze after trying to pick up a battery that's no longer there.

Yeah there's supposed to be an event then but the game can get stuck because it has a lot to load then or something if its not running in the right environment. Make sure you follow the read me instructions included in the files to get the game running properly. 

I came to this issue as well which was apparently caused by the game being located in a folder starting with a dot, and it was there because I downloaded it through the itch desktop app. So make sure you download it through a separate browser and then run it from your downloads folder or something.

This is flash my guy; very old game.

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My strongest theory on this topic is that Tyr, seemingly the head research physicist or something, accidently created a wormhole while testing a new gravity generator, which the protagonist got pulled into. 

It's mentioned that a bunch of high priority maintenance orders went out to prepare the power system for a big surge which would be indicative of the huge amount of energy needed to kick start that kind of gravity generator. 

Additionally, some descriptions of the events following that test include:

  • erratic pulses of gravity which threw people and objects around, due to a malfunction in the gravity generator; 
  • widespread power failures, probably due to the massive power drawn by the experimental gravity generator or the chaos caused by the gravity changes; 
  • and even large hull breaches, likely caused by those erratic gravity pulses putting undue stress on it. 

All of these would line up with a gravity generator experiment gone wrong. 

As for the motivation as to why Tyr would conduct such an experiment, I guess it would be to try and replicate or improve the one-of-a-kind gravity generator that powers most of the station. 

In terms of the timeline and how it matches up with the events in the story, I would guess the emergency lights came on when the hull ruptured.

However, considering the creative liberties that can be taken with wormholes as holes in spacetime and their theorised implications with mirror universes, confirming the use of wormholes doesn't rule out any time travel or universe hopping.

Well I don't know what antivirus you have so try searching for it online

the real strategy is to just ignore the busy work of placating the girls and instead just speed run your missions, especially once you unlock bonfie

probably an issue with your antivirus. try whitelisting the executable or overriding the antivirus.

The new life ending flows into the dialogue of another ending rather than ending the game. It seems the return keyword was accidentally included in the dialogue.

The second version is unlocked once you beat the 6th night.

On higher difficulties she can attack as soon as 4am. As for the door closure, it doesn't have to be closed the whole time, just every so often to delay her. But this generally only necessary on the 6th night and 4/20.

Just hit the more info button first then a run anyway button will appear.

it's a bit of a coin flip there, sometimes she leaves as soon as you close the door and other times she'll camp that door for a good half an in game hour. Luckily at higher AI levels, bonnie actually stays at the door for shorter periods of time, it's just the frequency of her visits that increases.

Then you're going to love the nights that come after. Easiest way to save power is to spend as little time as possible in the cameras by learning the sound cues of each girl's movement.

Looking at her in the cams only delays her movement slightly if at all (i'm not sure myself). Just listen for laugh when she moves and periodically shut the right door once she reaches the kitchen at the end of her path.

Well you ask for questions so I shall provide! I'm new to the story (my first reading is the 10th build) so I apologise for any repeat questions in advance; feel free to just direct me to the relevant answers. And for anybody reading this who hasn't already read this masterpiece, go read it instead of this because there will likely be spoilers and it's definitely worth it to keep the mystery intact.

Is that a Rook cameo I spy?! So now I'm curious about how and why you pick the people you feature as cameos (I'm pretty sure there's more I just don't recognise)? In particular, whether there's a conversation between yourself and those you insert into the background?

What other types of Abilities are there? As far as I can remember, there's only really been mention of cryomancy and a few other things that could be speculatively connected to Abilities.

Has there been much research into Abilities? Nat was supposedly, an expert about Abilities but she mostly just talks about how the scientific community don't know much other than that Abilities started popping up after the Shift and that they have yet to be able to measure them effectively. Considering they have the technology to interface with yuuman brains, surely they've tried measuring the brain activity of people while they use their Abilities? And what about the capacities of particular Abilities? Such as seeing how cold a cryomancer can make a room, how quickly this occurs, and working out what happens to the heat energy from the room. I guess I'm just generally curious about the details of the experiments that have been performed regarding Abilities. 

Also, minor note: when a scientist uses the term "theory" they mean an explanation of a phenomenon that has a lot of solid evidence supporting it which is why you'll never hear a scientist dismiss an idea as "just a theory". A better term to use, for during that water cooler conversation in the lab, might be "hypothesis" which is a meaningful explanation which can make predictions that can be proven false with an experiment. Just a little lesson in scientific literacy, free of charge!

Here's a more speculative question, is that shade an Ability user?! Because we know it can have physical form and even converse with multiple people at once who have the same perceptions of it, such as in the train with Daphne. Those times it appears, such as the protagonist's investigation of Daphne and Apollo's family photo, can be explained with the protagonist not being a perfect narrator since Bradbury can also seemingly appear out of no where as well. The vision distortions it causes could also potentially explained by being some kind of Ability that manipulate people's perceptions which may even carry over to androids if their perception works in a similar enough way to yuumans. And considering the shade has bright red eyes like Daphne, seems to only show up when Daphne is around, and the mysterious circumstances surrounding her parents (likely involving trauma), the shade could be someone related to her and watching over her.

What is the distinction between C-Grade and B-Grade AI? The main difference I can find is that B-Grade AI have the ability to initiate conversations. Such as how Arthur, a B-Grade AI, could interrupt the protagonist while they were doing something else, in contrast to the C-Grade AI guarding George's house which only responds when the protagonist engages the intercom (or otherwise attempts to enter the house).

Where did the title of The Owners come from and when was it first used? Most companies refer to the people who own company shares as shareholders, investors, or stakeholders, so I'm curious what triggered the granting of this title? Eccentricity of wealthy people I guess?

I'm also very curious about what the modifications made to Harlan's black box are. Because I feel like any changes to the super secure component that holds a Transferred yuuman's mind/soul would be very important. One modification I can think of that the FBI might want, is to allow them to look into it while it works thus turning it into a grey or white box. This is of course so they can make sure it's still Harlan in there and nothing else that Pandora might of put in there. Another could be to introduce more loyalty or obedience into the personality of the new Harlan. Although, I'm less certain about this modification since I'm pretty sure the old Harlan is an old veteran friend of Bradbury's rather than some kind of useful criminal I initially thought he was.

Here's another history question, when and why was the no violence for no reason whatsoever law passed? I'm particularly curious about the kinds of arguments that were made to particularly exclude self defence as an exception to it. Since, as far as I can reason, not allowing self defence unreasonably burdens the targets of attacks and thus emboldens initiators. Consider that anyone being attacked have only three initial options: attempt to flee, which is the only right option according to this law and could fail due to the environment, and the skills of the attacker and target; take the beating without fighting back, which could result in death and is guaranteed to be painful, and then report the attacker, if able, to get some semblance of justice; and defending themselves which doesn't stop the attacker from attacking someone else without also punishing the defender when reporting the fight. Now consider these outcomes from an attacker's perspective, who has the advantage of choosing the location and method of attack, and is already willing to risk becoming a target for law enforcement: if their target flees they either catch them, which allows the attacker to continue with their plan, or they escape which means no fight occurred and thus the attacker is not punished; if their target takes the beating, the attacker's plan can continue as intended; and if their target does fight back, they can disengage without the worry of the target reporting the fight since that would punish them both. So not exempting self defence from a no violence law mostly serves to hide fights rather than deter them.

Anyway, regardless of whether these question that I have posed get answered or even considered, if you couldn't tell, I'm very invested in this great story and I'm glad to have stumbled upon it. Keep up the good work!

Try reloading from an earlier save, that worked for me.

Well the story so far has me excited and intrigued both for the events that will unfold the interactions between characters. Great work so far!


I would recommend getting a proofread or two of what you've got so far because the tense is all over the place which made it difficult to read and parse the meaning.


Also here's another pro-tip: You can split the script into multiple files to make it easier to manage. I recommend splitting it into the chapters you already have marked (making sure you label them so you can jump to the next chapter at the end of the previous chapter). I can also recommend separating out all the setup (like defining characters, images, and sounds) into yet another script file which is in an init block (this tells Ren'Py to do all the setup before jumping to the start label).


And finally, there are plenty of platforms where you can ask for help developing a visual novel or using Ren'Py if you want it. The main ones I know about are the Lemma Soft Forums and the official Discord server for Ren'Py. Plenty of great and helpful people on there!

Be proud of what you've accomplished so far! And take your time resting up so you can come back stronger than before!

I've loved every moment of this game so far! The characters are so well designed and written that they feel very dynamic and real (well as real as fantasy characters can get). I love who the story just evolves so quickly with each of the main characters clashing and crossing over frequently enough to be exciting but still getting their own one-on-one time to deepen their connections with the world, the past, and the protagonist. I also love the quality of life features included as well such as the signals screen and event tracker which can give you hints on what to do next (definitely saves me time looking up walkthroughs that I've had to do for other openworld-ish games). And I'm very excited to see more updates of this game; the previews of upcoming features have me very interested.

I've also loved the music selection so much that I've been trawling the web for them so I can listen to them outside of the game. And I've managed to find almost all of them that are listed in the credits. The only one I'm missing is "Persian Violin Beat" which I think is the one played in Cleos's room. So if anyone reading this has any idea where I could get it, please reply.

On last thing, to the developer Zimon, a part from thanking you for all the hard work that you've evidently put into this, I would like to point out that a blank name is allowed and really confused me initially. (I usually like to leave those kinds of type-your-name-here prompts blank in the hope that a default name is set so the creator gets to name the protagonist.)

A neat and cute little game; loved the bit where Emily put on all of the clothes and the other bit where Frazer had an infinite supply of paintings to give. Jokes aside, this is a pretty good first attempt that shows some room for improvement. Keep up the good work!

Why must you torture me with an imposible puzzle? I replayed so many times to try and save everyone only to realise that the first puzzle is completely impossible. (That's why there's only 8 endings.)

2) So does that mean the other minor characters will get more images?

3) We could make a bio page for each character that could include names, ages, genders, species, apperance descriptions, personality discriptions, and maybe some trivia or little secrets about them.

3.1) I'm just wondering who actually renames the MC in any VNs? I like to stick with the default names because I trust the writer to pick a good name for the MC and I suck at naming chacters.

4) The character selection portion of the VN is denoted by the CS in the top right corner (the day counter during the prologue).

4.1) Also another bug I found is that during Jun's character selection if you right click at the first dicision (usually to open the save menu) you're skipped forwards to the next character selection screen. After this occured I finished Jun's selection (filling in all the empty hearts) and was able to begin, but not quite finish, Kei's character selection. This doen't seem to be intended as when I replayed to the VN to get saves for the other characters, the character selection portion of the VN finished once I had completed one person's selection.

6) The save files for all Ren'Py games (at least for mac) are located at /Users/<username>/Library/RenPy where there is a folder for each game named by the VN name and its id separated by a hyphen (I don't know what the windows equivalent would be). So most of the time, new saves should not be needed unless the id or name is changed. Hence, when you redownload the game to update it, your old saves are usually still there.

7) The log is where recent dialogue is stored so dialogue can be reviewed even if rollback has been disabled or blocked. It's very useful for reading bits of dialogue that has been automatically skipped through (like when Jun starts really panicking). To access the log in Tennis Ace you just need to click the button on the bottom of the screen that has an open book on it.

I know this isn't adressed to me but I would like to answer a few of your qestions/comments and give my opinions on some of the things you've commented on.

1) I've also noticed that some of the characters tend to change clothes a bit erratically sometimes. Also their images beside their spoken text occasionally don't match their on-screen appearance.

2) The placeholder characters come in male and female variations. The male placeholder is a silhouette of Ryoli while the female placeholder is a silhouette of Kyoko. So I don't think they indicate a characters official/final apperance.

3) We chould start up a fandom page or something about the game including pages on each of the characters and sift through the VN for the info. Jun's full name is Jun Kobayashi and is aged 19 years old.

4) It would appear that the VN isn't finished yet looking at the various placeholder images for some characters and how all the non-dateable chacters only have one image. Also, I too hope that it remains free to play.

5) If by "EA" you mean the visual novel Extracurricular Activities, here's a link to the itch.io page( https://dynewulf.itch.io/extracurricular-activities ).

6) If you follow a creator, new games they release and updates they post for their existing games should appear in your itch.io feed. So if you follow WOTB you should be notified about updates for Tennis Ace and be able to redownload the VN.

7) I've also enjoyed Tennis Ace. The humour was on point. There was a great variety of well-developed characters. The quick-time events spiced things up nicely (although you can kinda cheat by reversing time with scrolling). The sound track was amazing. You weren't kidding about the long prologue (took me two days to finish the prologue: but I'm a slow reader). I look forward to seeing it develop.

8) Shoichi is a husky dog. This is alluded to a number of times in the VN ("musky husky").

9) I would also like to add that the log is very buggy and that I would would like to see a credit page in game so I could look at who did what and lokk up their other work.