It can’t be found quite yet, I’m sorry. Honestly leaving that quest unfinished is probably the worst red herring I’ve ever done iit’s left a lot of people confused hehe
Oh I see, so the game ends where Olive, Lance and Platinum start to raid the next dungeon right?
yess precisely.
also that hole that the lamp man opens will be shrunk closed in the next update so don’t look underground for the lamp. I don’t know what I was thinking putting that there, old men do not go underground hehe
Hehe, I understand. Oh, and about the tower where the skeletal remains are, and the dying girl we helped recover by stuffing herself with food, and she ended up gaining a lot of weight and ending up bedridden. Can that tower be brought in? And how much food should I bring to Olive’s friends so they can gain weight? Of course, it’s possible. -w-
you just gave me an excellent idea.
Or cool, which would it be? And something else in the future update, can we access the Goblyn Olive models, or the Olive who ends up too full because of the baker? Like the skill that’s accessible at the end of the update. Also, at the end, the item highlighted when we accept the baker’s thanks isn’t accessible throughout the entire game, right?
Im gonna keep the idea a secret for the future cuz im sure i can get it done for this update.
There prolly wont be anything that lets you access those again unless i think of another funny thing that happens, like if olive finds a funny mirror that lets you waddle around as any previous forms for a room or whatever, but i dont super really wanna include that cuz it throws canon into the question and for some reason i find that important and sacred despite it being a fuckin fetish game hehe
As for the funny flashing item in the baker’s basement, it’s something for the future (i did a lot of setup for future things for some reason)
I understand, well I hope you get that idea for the next update -w-
Oooo I see, so that item is accessible, but not yet? Well then, wait and see what it will be, hehe -w-
Should confess I enjoyed the game way more than I thought I would. Made me smile a few times. I appreciated humour and light-hearted writing as well as some actual game mechanics aside of walking simulator that were introduced.
My suggestions will be:
- Mention in the quest journal what the Brewhuck is. This is a city inn\bar. This could be mentioned. Because if you do not read all the signs, you can suggest it is another city that also has a library and a gift shop, and you will be looking for it forever.
- There is a dungeon in the desert, where you get a Rotund Statuette. The way out of the final location is not well-marked enough. It’s a terrible design that creates a lot of unnecessary confusion.
what? which desert dungeon? because the one is in that big desert that I got lost in for like more than 4 hours to see if there were more things in that big place, part of the boy with his tent, the three lost adventurers and the old man from the cave meditating, I found a door that Lance won’t let me in, then there’s the other one that’s next to the chicken at the save point, and the goblin mission that I did like a lot and I would have liked to explore the place more, but I don’t remember any dungeon where you get a round figurine, where is it?
I should advise y’all to use spoiler tags for the 5 year old game hehe
That’s definitely something I could’ve done, I’ll see to that in the next update. I’m sure the pawnmaster can even specify his mention of it, so there are multiple things I can do to remedy this.
In my own defense, that tomb was super rushed cuz I was at the end of my motivation for that update. I have also only used that method to indicate pathways a couple times before but those were mostly for side stuff/not mandatory things, if it’s the only way out I should prolly put more effort into showing it.
I am so sorry. putting collectibles in the middle of the fuck-allest of nowheres is probably the most egregiously awful design choice I’ve ever made. I’ll have to figure out a way to desentivize that (prolly just getting rid of the random chests or signifying them better)
eeeeeh if that part is a bit weird and if it would be good if you rearrange it a bit, or well do not make it so big that is what it seemed to me when exploring it without the bell that the instructor gives you, because the truth was a good item to at least carry that part for the story, I think it would be interesting to use that item to help the player find those Easter Eggs or chests in that area to make it more passable, and accommodate the entrances a bit, because I was able to find the dungeon that has the save point and the place where we find the beach girl with a kind of bug when entering an area, I entered several times and when I left I did not leave where I entered but on the other side of the map or I entered another location of the decree that is connected to that great decree that I missed, it was very strange the truth, I do not know if it happened only to me
Yeah, the wasteland teleports you everywhere if you wander into a few places. Not to mention the secret passageways that also teleport you everywhere. It’s designed to be confusing so players don’t feel the need to explore it without the tools that make it bearable, like the bell or the guide.
As much as it makes sense to have the wastes be specifically a roadblock and not just a confusing mess, the confusing mess still enables the players who do derive enjoyment from pushing against the struggle, and it lets them find their own way through it. That kind of open-endedness is what I want for the later game, when all of your choices amount to the path you’re currently taking.
That being said, me putting chests there is the worst idea, since it sorta incentivizes everyone to do the whole ‘torture yourself for some bucket bucks’ thing.
oooo I understand, I understand, I see, well the first time I entered the wasteland I used what you left and I found it somewhat easy and confusing at the same time to reach the story objective, then I used the bell to explore more and found both the chest and the door that is lost there, and in the end I ended up exploring the entire area on my own when I saw that I couldn’t do anything else in that area, taking a long time to find the old man, the camper and the lost group, just out of curiosity and just in case I opened more chests there too hehehehee.
But hey, since you mention the decisions and the direction you take, a suggestion for the future (of course, if you like the idea): why don’t you make a static leveling system? that only goes up in important parts of the plot and in bosses themselves, so that when a player decides or not something also affects their levels, two examples that occur to me that can be highlighted would be, both at the beginning when Olive helps the goblin who was attacked by plant monsters, and also when she goes to help the old man but runs into the goblin wizard, if one decides or not to agree affects the story but not much because it is a slight detour but that detour can reward the player to level up or it can cause a slight penalty if she fails, and if she ignores it then nothing happens, she will level up in the next boss or event that helps her go up, it is so that she is not out of square with the levels of Lance or Platinum that by accident when I met them I already had like 4 or 5 levels higher than them hahaha, and of course this way you give the players a challenge because they arrive with a fixed level and not a super high level that defeats the boss in one hit (that’s what that explosive would be for that we find in the first place that Olive stays at the beginning of the game -w-), I don’t know if you think it’s a good idea
I was thinking about experimenting with ‘milestone’ leveling so the minor fights could be cut, and while I like the idea of side bosses rewarding you in that sorta way, it does kinda lock players to a certain power level before fighting something. Grinding isn’t a good thing but if someone’s having difficulty with something it’s good to have open options, and if I’ve learned anything trying to balance conbat, it’s that we have a very wide variety of skill levels here on weight gaming (and balancing combat is hard). And then if I don’t cut minor fights then I might as well just make bosses’ exp counts large enough to account for a full level according to when you’d fight it.
So for minor bosses, their rewards are already lots of XP and specific gear, but also I just didn’t give the goblin mage anything for some reason? I’ll change that next update for sure, but as of now I think there are plenty of rewards in the existing side content. At least I think, I still haven’t really figured out the ratio of fights and consumables? or if I’m giving enough gold out? that’s a side effect of me just never using items in RPGs though, and being familiar enough with how things work internally (which I should prolly show and tell that better than how I’m currently doing it which is like barely at all).
But, again, I can still experiment with it and see what might work for it. Maybe I’ll veto levels entirely and just teach moves after specific battles, with static stats and you have to plan your gear loadouts n item usage accordingly. iunno.
Stop stop stop, is there really an update planned? I’m happy
I understand, I understand, because that last thing you mentioned would be interesting, really. And about the boss abilities, it would be good, but it would have to be looked at in detail, both in terms of gameplay and story. What ability each boss would leave behind or what it left behind.
Regarding the amount of gold and resources, I honestly haven’t really noticed much because I was relying on the potions you left in chests and the weapons and armor I found throughout the story to survive. In addition, I was trying to use the characters’ abilities in combat, such as adrenaline or dual attack, which are somewhat cheap and beneficial techniques for combat. Almost no character died on me, unless I let myself win to see a bad ending. The same goes for wizards, but I got around it with spells that seemed strong to me, soul focus, and adrenaline. I didn’t even buy potions or food to recover health because I always skipped the random enemies that came out. Until recently, little that I bought the bed potion, apart from that I couldn’t buy any armor or weapons with the blacksmith in town because he kicked me out and I couldn’t enter the whole story, and the shopkeeper where the waters are to remember bad endings also doesn’t sell anything, so all I collected was the goblin’s food to see what happens if I give them to my companions, although not much happens to be honest.
Y’know I might as well do a near-the-end-of-the-month progress log, a lot’s gotten done and I’m still planning on adding more. So, here’s a quick recap of what’s been cooking so far:
All the quests that were previously uncompletable? Completable, with a lil added extra to boot. This means those pesky pixies, that lamp, goldengl3am, the works.
Main story progress? All the way up to the introduction of the next ‘chapter’.
Additional quests? okay so there’s the three and then the one that goes to that one and there’s that if all that’s done and her and I think that- Like seven. Seven whole. AND STILL (some) MORE PLANNED I am BURNING through my notebook.
What would these additional quests be? Fighter’s College Dormmates! Mermaids! That weird baker fella! Remember that creepy mausoleum? Remember the lumberjack’s house?? I haven’t done that one yet but I’ll get to it. Another Fighter’s College Class!! I haven’t done that one either. BUT I’LL GET TO THAT ONE TOO! And I feel like I’m still forgetting some. I just checked and I’m not, that’s it.
Any tweaks? Complete stat overhauls for each of the characters, weapon/armor rebalancing to make it so that each one can find their own use and none become obsolete since there’s nowhere to sell them, I’m editing that damn awful boat cuz it’s ugly as hell and way too large, there are other minor sprite tweaks as well, also I kinda half-retconned/gave different context to certain things so things make a little more sense from my perspective.
Anything else you should look forward to? You can fucking skip ahead now. Yeah, that thing I was so vehemently against and still am? I understand its importance at a beta testing standpoint and I will NEVER make someone play a four hour game over again just so they can see fifteen minutes of new content. Although I still have to add if you’ve done certain side things or not cuz if it just assumes you’ve been on the main path the whole time then that won’t be great for testing purposes.
Now, I still have to bug test a lot of this and tweak it so that it feels nice, and I’ve still got plenty of content that I really wanna include in this update too, which is what the two more months are for. As long as I can force myself to finish like, 6 sprites? maybe 8? probably way more than that? we’re golden. Until then…
All this and (maybe) more by the time September comes around, for the anniversary of Olive’s journey! Thank you all again for sticking around for so long, and have good days!!!
So… Maybe we’re getting fatter sprites for the MC?
yyeah about that… if you’re looking for a game where the MC progressively gets larger as you go and by the end of it they’re absolutely massive or sumthn, iit’s not gonna be this game. It’s mostly cuz the nature of the game is an adventure, and if she’s that size and more throughout, she’s not really gonna be able to explore let alone walk like that…
Not to say she won’t ever gain anything again, but that’s more than likely gonna be a temporary gain if anything. Most of the weight gain in the game happens through her influence affecting others, or through a bed ending scene where it can be applied. (cuz some bad ends wouldn’t make sense, like with the golem. I will never fill someone with sand, I’ve read marvel zombies.)
But when the time comes I’d like to explore the possibilities of longer stretches of time when she’s a larger size, that might be difficult considering she’s already immediately massive by more basic standards, but I’d still like to do it. I just gotta figure out a good way to mesh it in, y’know?
If I’m completely misinterpreting what you’re saying though, yeah there are gonna be more funny olive get bigger moments. I have noticed I’ve reused some sprites from past moments though, I kinda wanna remedy that. it’ll help make each moment that use em feel more special that way. (I also kinda wanna update the bakery sprites cuz I’ve never been a huge fan of using them, they’re not even in her shape so I gotta put more effort into those.) Iunno, as I speak I’m putting more on my plate, hehehe