1) This is a year after I left the comment, so the context is completely lost (and I don't remember, anyway)
2) I'm not joining your Discord. Thanks for the invite, have a nice life.
Great Tetris-based game. I think I got to the "end" (since there's no real "winning" when the game is meant to go on forever), and loved the result. That, and, true-to-form Chloe commentary. (She'll never learn, will she? I selfishly hope not)
Quick tip: The blocks always appear in the same orientation (long blocks/chocolate bars will always be horizontal) when they show up. Seeing which one she's about to eat also helps, giving a heads-up on what to expect next. Oh, and you can only swap (store) one block before dropping, probably to prevent you from buying more time by spamming them back and forth.
It could use a lot of fine-tuning on the line-drawing, and how quickly the foods move; with how the lines work, and the fact that there are some already drawn, it can be a pain to keep track at the rate things go. The liked/disliked food thing is a bit murky, but I think I got it (Spicy is always bad, along with disliked?)
This is more a personal preference/quality of life matter, but I hope you don't mind me asking for a reduction (or removal) of screen-shake. I've always associated that with taking damage (which isn't always the case, here) and it doesn't seem to add anything to the game. It's mainly a distraction.
You'd get a lot more insight by actually trying it, rather than making snap judgements based on what's visible without actually touching on the content. Something about judging a book by its cover and all that.
You might be pleasantly surprised to find there's more substance than just what you're focusing on. In my experience, there are more than a few games with a theme or focus that's unmistakably on the mature side, but that are relatively deep and well-written. Then again, I'm just a random commenter on the internet; my word's not worth much, so you may as well find out firsthand instead, right?
Yeah...that's... Nope, I'm in the dark, too. This is pretty much how it's described in the game. I still don't get how they work. If you could dumb it down a few notches (or provide a visual guide?) that might help.
I have no idea what the "logic" behind these things is (I never was good with computers) so it's even more confusing when you introduce the inspector panels. All I understand is that they show a value (like how much of something, such as fuel, is in a certain place), but that's it.
I have to agree with Tutorial; they should really add more options, more variety, when they get around to completing this game. It'd be a lot more interesting, and I'd be able to immerse myself better if they did. After all, it was kinda limited, and I wasn't able to follow the route I wanted to—
Please note: The above is intended as a joke, though I did think it was kind of sweet for Tutorial to be that devoted to her job. Very well done; I was a little miffed at first (since I hate when the screen shakes, in general), but got more used to things as I went along, and caught on to how it was going to go. Interesting concept, and well played! I didn't expect that ending, to avoid spoiling it, but it was a good way of handling things. Self-aware games (Visual Novels, especially) are quite the tricky subject, and you handled this one well.
Anyone who can handle the seventh puzzle and beyond without stressing, kudos to you. I quit on the eight, realizing that I'd be a masochist to continue. The addition of the timed mechanisms to already-difficult puzzles made it all but impossible. That, and the annoyance (I don't get grossed out easily) of the characters screaming and being sawed in half didn't help matters...
Two bits of advice: Each mouse button sends amoebas to the respective side (they're not all sent to one, as I'd originally believed); and if you can, use an actual mouse, not a mousepad, since they're a lot more limited and take a lot more mental/digital (finger) dexterity to handle for this quick of a game.
Nothing is explained clearly. The character moves slowly, in a seeming abyss; the expanse just makes it more apparent how bleak things are. The one NPC I met was incomprehensible, because the key that I was supposed to press to open my inventory did nothing...if I was even pressing the right one. I have no idea, because I couldn't see it clearly; I couldn't make heads or tails of whether that was a J, an L, whatever. And then I got stuck talking to them again.
Poor controls, no apparent direction, no way of telling what's what.
The options were a bit limited, for conversation, but playing your cards right will guarantee a *very* nice dinner, indeed, with a pleasant hostess. Beautiful work—and I do mean that, in the sense of aesthetics—on both Keya and Lady Umbra alike. If it ever got expanded-upon, I would love to have a bit more freedom in the flow of things, where it comes to dialogue options. Sorry, I know I'm making suggestions/requests on a project that's freely available; it's horribly rude of me (as a guest in your domain) to do so. Please, forgive my rash behavior, moving forward.
You may need to wait another day or two. And in order to sleep, it has to be night time; use the little arrow in the bottom-right to change the time of day, and then go right to bed. That'll do it. (Just make sure you've had your "fun" in the breeding pen for the day beforehand, or you'll waste what energy you have left)
I heartily disagree, personally. And even so, paying for quality is a matter of respect; showing the dev some love and getting rewarded for it? What a quaint and novel concept. Making it free-to-play *at all* is kind of a big risk, all things considered. But that's just my 2¢. Make of it what you will.
The only thing I can think of is to report them, and select the appropriate option. Adding a comment that explains what they're doing helps, I'm sure; when someone reviews it, they'll be able to home in on the problem more efficiently, rather than sifting through chaff. Unfortunately, some people will do whatever they can—going to any length—just to get their way.
I'm with kiss—complaining about something not being available is immature. If you support the development, then you can *politely request* something. Depending on the dev, they might be more or less open to your suggestion. Otherwise, you're just being rude, and not doing anything to help the process.
Guys, quit asking for updates. The dev will give us a heads-up when it's time. Besides, it's not like this is the only project on the docket—pretty ambitious, I have to say—and there's plenty to be done on all of the games in-the-works. Patience is key. The wait will make the weight worthwhile, right? (Or vice versa, perhaps)