The game needs a map more than ever: specifically, it needs a map that shows all the restaurants, and especially which ones are open. It's infuriating having an empty hunger meter at night and not being able to do anything about it. It'd be nice to have a place to sleep until they open. I'd also like it if writing papers didn't pay pocket change. A multiplier over 15 and it's still worth less than a pound?!
I apologise for some parts of the game still being more obtuse than I anticipated ^^;
You can go to near where you spawned in the city to return to the hubmap where you can find the door to her house to sleep (it's on the other side of the building behind you when you first spawn when starting the game).
The lack of money might be to do with not having fulfilled the "requirements" on the left. You can still make money without them, but you get significantly less. I'm revamping this system in the next version to fix the lack of clarity there in addition to other things about it.
I'll definitely try to address the clarity issues with nighttime and sleeping in the next build, especially as it does intersect with the gameplay changes/additions I'm working on
Once again I apologize for how obtuse it is, it sort of slipped my mind while I was working on the core gameplay systems ^^;
The little minigame to clear your inflation is still broken, it flickers the blue color for somewhere around 0.05-0.1 seconds on average, maybe a frame or two. The stretching minigame is fine, though. If the tiny window of success is a feature and not a bug, then can we get a little line on the bar to help us time it instead of relying on luck or superhuman reflexes? (Windows 10, playing with both a controller and KB+M, v3.1.0, both in town and in the starting zone, RTX 2070 Super, all settings maxed.)
I do hear everyone's pain about the deflation minigame, and I am looking into changing it to work differently (possibly as a random timed button sequence) so it doesn't appear as buggy (though I've been prioritizing nailing down more fundamental gameplay aspects/systems first, which I'll explain why shortly). There is a bit of a fundamental issue with it in the design side that's not so trivial to fix and that is the fact that I don't want the deflation to be too easy to do straight away as I want the experience to be having to deal with the inflation as and when it comes, which being able to deflate too soon and/or too easily ends up working against, since you'd be able to too easily just deflate to only have to experience your favorite moveset without consequnce/risk. So because I've still been hammering away at fundamentals of the game's overall structure, I've decided to leave the deflation be (although partly because I keep forgetting about too because never feel the need to use it myself even in long sessions) until some parts of gameplay are figured out so I can properly slot in all the different ways to deflate without fear of them not fitting into the game (I am already getting pretty near to another milestone for that, so it hopefully wont be that much longer until I can properly address the deflation mechanics). I do understand that this isn't really the most satisfactory explanation on what's going on with the deflation minigame, but hopefully you'll understand a bit of why it's taken so long to fix ^^;
Also, could you explain what you mean by "deflation is mandatory now with how the game is played?" ^^;
I don't really understand how any of the changes to the gameplay would make being inflated significantly harder than previously? Is it the new movement system/movesets (I made the inflation movesets have similar capabilities (lateral and vertical wall jumping especially) now, including spherical)? Is it the way that money is made now?
I was referring more to how being spherical prevents you from using most of your moveset and what counts as "tricks", keeping you from doing as well as you could during the rated trick sections. Getting money and doing tricks during the other shapes seems fine, though.
Unrelated side note, suggestions: 1. A little glowing/dim OPEN sign for shops that are currently open/closed. 2. Some kind of change to how the text above the little trick block things appears; they're hard to read unless you get the camera really close. 3. Maybe a taunt/trick button that can be hit mid-trick to earn a little bonus points?
That makes sense that the spherical feels that way at the moment, it is a lot harder to get the hang of, though it is possible to wall jump like normal if you charge the jump long enough and release close to a wall but not too close to the ground, which can get you a lot of speed that can earn you a massive number of points if done (though again it is a bit tricky to get the hang of). I'll definitely need to add in more tutorials once things are more settled ^^;
1. I'll definitely be considering adding a more outward visual indicator of the state of the shops so you don't have to check (or some way to get the opening times otherwise)
2. I am going to be replacing the cubes with more unique custom models for each once I'm able to get the chance to make them ^^
3. I'm definitely considering adding a trick button like that, especially since it could be fun to see how she tries to do them when inflated in various ways xD
From the videos I’ve seen on Twitter, 3.1.0 looks like it’ll be a lot of fun, and personally I can’t wait to try it. Though I still like the gameplay of 3.0.0, maybe it could be remade into an extra story mode of some kind perhaps? I feel that with a few tweaks it could be made into a fun side story where Ebony goes about her job dealing with the curse, and over the days slowly comes to terms with it, allowing her to reach higher max inflation sizes as the weeks go by. Then again, that’s just my idea, I’ll be happy with whatever gameplay these demos have to offer.
I am considering having something like the current job gameplay become some sort of minigame in the future, like she takes on the job for a day or two ^^
I've gotta say, the criticism I see so far seems valid with this current version. I'm sure you're working hard on it, but as it stands for the public release, it's very easy to just get softlocked by Ebony's body when you get to spherical size because not only can you not access food/mood-boosting activities if you get trapped somewhere, the deflation bar turns into a pixel guessing-game because it goes too fast. I'd suggest changing the "bar" part of it to instead be like... a button sequence, so there's less RNG involved and more just... taking a second to breathe, which is what it feels like she should do when she gets too bloated and stressed out. That, and maybe increasing the individual "3 B's" sizes before they culminate in a spherical state.
I know that this is just a demo, but this is a really fun game as it. Though as mentioned in a previous comment, the deflate bar goes way too fast. But a little suggestion for v4 would probably be a minimap of some kind because it's very easy to get lost when looking for boxes to deliver. But besides that, a very solid and fun game so far
I'm glad you're finding the game fun so far! I will try to see what I can do about the deflation bar. I'll think about a minimap, but it might not be relevant to newer version of the game
This game is pretty good, but there's a glitch with the deflate button. The blue zone you're supposed to stop at when the deflation bar is filling up appears and disappears way too fast, to the point that I often don't even see it. It makes the game impossible to progress as Floe just gets too big too quickly with no way of shrinking back down. Other than that, this game has fantastic potential, though I do hope the glitch is fixed in v4. You've really got something good going here, dude!
I'm going to be doing a rethink of how the deflate works, though due to the significant changes I've done to the gameplay at this point internally I don't know if it will be of immediate relevance anyway ^^;
Ok then. As long as there is a deflation option at all by the end, I'm okay with it. Again, you have a really fun game going on here. Keep doing what you're doing, because it is top notch.
Hi, is the game still being developed? The last update was so long ago, and nobody writes in the comments. I hope this game will be updated so we need just wait
The reason it's taking so long is because I've been struggling for months trying to figure out the additional core mechanics I need to make a good solid foundation to build off of (which is why it may have perpetually seemed like it was "nearly ready soon" every time someone asked to seemingly no avail). But now I've figured out a good design for that which I'm in the process of building out, though I'm also trying to work on adding a bit more polish to the game because of how long this update has taken ^^;
I still can't say how long it will take, especially because I'll need to figure out how best to balance rewarding my subscribers on subscribestar for their extreme patience, but it really is coming along now at last at least. So it really shouldn't be too long now. ^^
I do greatly regret how long it's taken, but hopefully it will be worth the wait!
When performing a grounded dive in partial-sphere mode, your state isn't updated to "not-grounded". This means you can do infinite dives and ascend to the sky, along with single + double jumping out of a dive.
Pausing doesn't pause any of the status bars, and your mood, hunger, health, and inflation potential still change while paused. The visual part of the bars will snap to the updated values once you unpause.
Other than that, very fun as a neat little platformer. It's very interesting having different movement abilities available to you depending on inflation state.
I've fixed the first bug in my internal build already by turning it into a feature (with limitations of up to five air dives in a row), I'll look into the second one ^^
Looking forward to seeing this develop! I am curious, though; when going into full spherical mode, the degree to which Ebony becomes spherical seems randomized (ie. Sometimes her head is engulfed into her body and other times not). Is there a game mechanic that determines this or is it actually random?
Perhaps eating different foods could affect Ebony in different ways to set that up? Example: Donuts trigger butt, milkshakes trigger breasts, and increasingly fattening meals trigger increasingly rounder sphere modes.
Hello, I like your game and your idea, but i have one question. Can Ebony pop? Will be there a popping mechanic either from overinflating due to the curse or something like that? Just curious :) Well, the game is good, and i like the idea anyway :)
Honestly, this has to be one of my favorite games of this genre. I only have two problems with it.
1. The auto camera rotation. I understand why it's there, but it becomes a bit annoying trying to look around while I walk.
2. (The biggest of the two) I have trouble finding the items to pick up and deliever. Finding the delivery point is perfect. It's just finding the items to start with is hard. I quickly ended up losing the approval rate (& time) just trying to find a new item. While I understand the idea behind it not being a specific item like in v2, maybe it could have an arrow that points to the nearest item? (idk how hard that could be to code; sry, just an idea)
Aside from those two problems, it's a great game and I look forward to seeing it expand and grow. (pun-intended)
I am looking into multiple possible avenues to fix/improve the auto camera, though I'm currently working on the second issue that you mentioned rn. Currently, I've already got a new system working where the player can freely take on odd-jobs given by NPCs throughout the map, which should hopefully make things a bit less stressful overall even in situations when things are unclear ^^
First off, I want to say that I like your work. I've enjoyed seeing this game develop and I look forward to seeing where this progresses.
Secondly, I was playing the V3 demo and I found an interesting glitch I thought was worth sharing. If Ebony is experiencing partial spherical inflation, where she's smaller than a full sphere but big enough for her arms to stick outward, she can fly if you rapidly spam the shift (dive) key. I included a video of it here:
Just thought it was interesting and worth sharing.
Ah yes, I'm aware of this ^^ In fact I've at this point turned it into a feature in the latest internal build (though with a limit of five consecutive air dives) xD
Thanks for taking the time to report it though! :D
Great stuff! Really cool to still see you develop something so ambitious!
The only gripe I have with the update is the new camera automatically focusing on what's in front of you. Because of that, I find myself fighting the camera often, any chance for an option to turn on full manual camera?
But, that's basically it, all the new mechanics are really neat additions and I can't wait to see what you have next for the game!
I wanted to ask something from a long time, and since I'm not that great with computers, I was hoping if you could help me but I fear it might be even worse...
So, whenever I try to open this version, the screen stays in black, and all the background sounds can be heard, but a few seconds later, this error message appears:
LowLevelFatalError [File:Unknown] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006-'HUNG')
One of my internal testers keeps having this bug as well, and unfortunately it's both a hardware specific issue as well as an issue with the particular unreal engine version itself. The only way for it to be fixed is to either upgrade your hardware (which I'm aware is not particularly feasible rn for most people, just listing the option), or for Epic Games (the developers of the engine) to fix the bug themselves (they have done so before from what I've read, so hopefully a future engine version will have a fix at some point). They have released a newer version of the engine (v4.27 over the current v4.26) along with hotfixes for it, so I will probably be upgrading the game to that. Hopefully they will have fixed it in 4.27, but I don't think it'll be guaranteed, unfortunately :( We shall see
Are there any suggestions what will be added in the near future? Honestly, I would really like to see saves in the game, so that at the end of each working day you can save the game. It would make this game more interesting.
You scoundrel! You lure me in with a fetish game and I'm left with a mechanically solid 3D platformer that does a great job emphasizing speed and is also a great fetish game! The mechanics work really well so that you're forced to deal with the inflation while doing an otherwise simple task (Like being encouraged to look at ! points to increase approval or to stretch to increase mood), and even without the inflation stuff it's honestly just fun to go from rooftop to rooftop. Not to mention how expressive the title character is.
I do have a few critiques, however (I'll try to avoid anything clearly related to the game being an early build).
Butt expansion's differences feel unnoticeable
Sphere inflation feels totally crippling, even if it's only partially. The higher jumps don't let you reach almost any jumps you couldn't before. And when you're fully spherical, while the helplessness if part of the fetish appeal, you literally just need to wait since your mood goes down too fast in the town, meaning you can't even really try to deliver anything.
The camera tries to go behind Ebony all the time, which makes it hard to wall run between two walls properly.
Edit: I saw in one of the clips that you could jump while fully spherical. Didn't realize that, that actually makes my #2 complaint not that bad. Mood still goes down a little bit too fast tho.
Wow! I'm really happy to see you're loving it so much! I'm glad that the overall set of mechanics work so well for you ^^
1. I do realise that butt really doesn't have anything making it stand out at all, but I'm really struggling to come up with anything else for it to do that doesn't just feel weird
2. I will try to make the mood drain on the sphere a bit less drastic
3. I will be trying to find ways to refine the camera to be a bit less annoying in certain situations where I can
I was wondering if there is a button to just straight up inflate her? like I found it in the older versions I don't know if you want to tell me or not.
Love this so far! I like seeing this cutie at even bigger sizes, and am excited to see more of this game! And hopefully more of Ebony, too. Happy to see another version come out.
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Enjoying the game a lot. Thank you for your continued development. I can't wait to see more!
I'm glad you're enjoying the game a lot despite its still slightly rough state ^^
Hopefully now that more of the game's design is worked out I can put out updates a fair bit more frequently! ^^
The game needs a map more than ever: specifically, it needs a map that shows all the restaurants, and especially which ones are open. It's infuriating having an empty hunger meter at night and not being able to do anything about it. It'd be nice to have a place to sleep until they open. I'd also like it if writing papers didn't pay pocket change. A multiplier over 15 and it's still worth less than a pound?!
I apologise for some parts of the game still being more obtuse than I anticipated ^^;
You can go to near where you spawned in the city to return to the hubmap where you can find the door to her house to sleep (it's on the other side of the building behind you when you first spawn when starting the game).
The lack of money might be to do with not having fulfilled the "requirements" on the left. You can still make money without them, but you get significantly less. I'm revamping this system in the next version to fix the lack of clarity there in addition to other things about it.
I'll definitely try to address the clarity issues with nighttime and sleeping in the next build, especially as it does intersect with the gameplay changes/additions I'm working on
Once again I apologize for how obtuse it is, it sort of slipped my mind while I was working on the core gameplay systems ^^;
Now that 3.1's out, bug report:
The little minigame to clear your inflation is still broken, it flickers the blue color for somewhere around 0.05-0.1 seconds on average, maybe a frame or two. The stretching minigame is fine, though.
If the tiny window of success is a feature and not a bug, then can we get a little line on the bar to help us time it instead of relying on luck or superhuman reflexes?
(Windows 10, playing with both a controller and KB+M, v3.1.0, both in town and in the starting zone, RTX 2070 Super, all settings maxed.)
I do hear everyone's pain about the deflation minigame, and I am looking into changing it to work differently (possibly as a random timed button sequence) so it doesn't appear as buggy (though I've been prioritizing nailing down more fundamental gameplay aspects/systems first, which I'll explain why shortly). There is a bit of a fundamental issue with it in the design side that's not so trivial to fix and that is the fact that I don't want the deflation to be too easy to do straight away as I want the experience to be having to deal with the inflation as and when it comes, which being able to deflate too soon and/or too easily ends up working against, since you'd be able to too easily just deflate to only have to experience your favorite moveset without consequnce/risk. So because I've still been hammering away at fundamentals of the game's overall structure, I've decided to leave the deflation be (although partly because I keep forgetting about too because never feel the need to use it myself even in long sessions) until some parts of gameplay are figured out so I can properly slot in all the different ways to deflate without fear of them not fitting into the game (I am already getting pretty near to another milestone for that, so it hopefully wont be that much longer until I can properly address the deflation mechanics). I do understand that this isn't really the most satisfactory explanation on what's going on with the deflation minigame, but hopefully you'll understand a bit of why it's taken so long to fix ^^;
Also, could you explain what you mean by "deflation is mandatory now with how the game is played?" ^^;
I don't really understand how any of the changes to the gameplay would make being inflated significantly harder than previously? Is it the new movement system/movesets (I made the inflation movesets have similar capabilities (lateral and vertical wall jumping especially) now, including spherical)? Is it the way that money is made now?
I was referring more to how being spherical prevents you from using most of your moveset and what counts as "tricks", keeping you from doing as well as you could during the rated trick sections.
Getting money and doing tricks during the other shapes seems fine, though.
Unrelated side note, suggestions:
1. A little glowing/dim OPEN sign for shops that are currently open/closed.
2. Some kind of change to how the text above the little trick block things appears; they're hard to read unless you get the camera really close.
3. Maybe a taunt/trick button that can be hit mid-trick to earn a little bonus points?
Thanks for getting back to me! ^^
That makes sense that the spherical feels that way at the moment, it is a lot harder to get the hang of, though it is possible to wall jump like normal if you charge the jump long enough and release close to a wall but not too close to the ground, which can get you a lot of speed that can earn you a massive number of points if done (though again it is a bit tricky to get the hang of). I'll definitely need to add in more tutorials once things are more settled ^^;
1. I'll definitely be considering adding a more outward visual indicator of the state of the shops so you don't have to check (or some way to get the opening times otherwise)
2. I am going to be replacing the cubes with more unique custom models for each once I'm able to get the chance to make them ^^
3. I'm definitely considering adding a trick button like that, especially since it could be fun to see how she tries to do them when inflated in various ways xD
I read somewhere 3.1 is going public soon, is that true?
Yes it is, it will be coming on around the 23rd ^^
From the videos I’ve seen on Twitter, 3.1.0 looks like it’ll be a lot of fun, and personally I can’t wait to try it. Though I still like the gameplay of 3.0.0, maybe it could be remade into an extra story mode of some kind perhaps? I feel that with a few tweaks it could be made into a fun side story where Ebony goes about her job dealing with the curse, and over the days slowly comes to terms with it, allowing her to reach higher max inflation sizes as the weeks go by. Then again, that’s just my idea, I’ll be happy with whatever gameplay these demos have to offer.
I am considering having something like the current job gameplay become some sort of minigame in the future, like she takes on the job for a day or two ^^
Hi, will there be the debug keys in the next update?
Unfortunately, the debug keys wont be coming back in any future versions ^^;
I've gotta say, the criticism I see so far seems valid with this current version. I'm sure you're working hard on it, but as it stands for the public release, it's very easy to just get softlocked by Ebony's body when you get to spherical size because not only can you not access food/mood-boosting activities if you get trapped somewhere, the deflation bar turns into a pixel guessing-game because it goes too fast. I'd suggest changing the "bar" part of it to instead be like... a button sequence, so there's less RNG involved and more just... taking a second to breathe, which is what it feels like she should do when she gets too bloated and stressed out. That, and maybe increasing the individual "3 B's" sizes before they culminate in a spherical state.
I look into making it a button sequence minigame when I have the chance, as it does sound like a good idea
I know that this is just a demo, but this is a really fun game as it. Though as mentioned in a previous comment, the deflate bar goes way too fast. But a little suggestion for v4 would probably be a minimap of some kind because it's very easy to get lost when looking for boxes to deliver. But besides that, a very solid and fun game so far
I'm glad you're finding the game fun so far! I will try to see what I can do about the deflation bar. I'll think about a minimap, but it might not be relevant to newer version of the game
This game is pretty good, but there's a glitch with the deflate button. The blue zone you're supposed to stop at when the deflation bar is filling up appears and disappears way too fast, to the point that I often don't even see it. It makes the game impossible to progress as Floe just gets too big too quickly with no way of shrinking back down. Other than that, this game has fantastic potential, though I do hope the glitch is fixed in v4. You've really got something good going here, dude!
I'm going to be doing a rethink of how the deflate works, though due to the significant changes I've done to the gameplay at this point internally I don't know if it will be of immediate relevance anyway ^^;
Ok then. As long as there is a deflation option at all by the end, I'm okay with it. Again, you have a really fun game going on here. Keep doing what you're doing, because it is top notch.
Hi, is the game still being developed? The last update was so long ago, and nobody writes in the comments. I hope this game will be updated so we need just wait
Yes, the game is still being updated! ^^
The reason it's taking so long is because I've been struggling for months trying to figure out the additional core mechanics I need to make a good solid foundation to build off of (which is why it may have perpetually seemed like it was "nearly ready soon" every time someone asked to seemingly no avail). But now I've figured out a good design for that which I'm in the process of building out, though I'm also trying to work on adding a bit more polish to the game because of how long this update has taken ^^;
I still can't say how long it will take, especially because I'll need to figure out how best to balance rewarding my subscribers on subscribestar for their extreme patience, but it really is coming along now at last at least. So it really shouldn't be too long now. ^^
I do greatly regret how long it's taken, but hopefully it will be worth the wait!
Glad to hear it. I was worried too, but I didn't want to nag you out of fear it'd annoy you into dropping the project.
the deflate button us not workin
I can't seem to find any artifacts. Maybe use that arrow to point to the nearest one, or add a minimap that shows them?
I'm actually in the middle of revamping a lot of how the game works, so this will probably be fixed/be irrelevant once I release the next version ^^
Two quick bugs to point out:
When performing a grounded dive in partial-sphere mode, your state isn't updated to "not-grounded". This means you can do infinite dives and ascend to the sky, along with single + double jumping out of a dive.
Pausing doesn't pause any of the status bars, and your mood, hunger, health, and inflation potential still change while paused. The visual part of the bars will snap to the updated values once you unpause.
Other than that, very fun as a neat little platformer. It's very interesting having different movement abilities available to you depending on inflation state.
Thanks for the heads up!
I've fixed the first bug in my internal build already by turning it into a feature (with limitations of up to five air dives in a row), I'll look into the second one ^^
Looking forward to seeing this develop! I am curious, though; when going into full spherical mode, the degree to which Ebony becomes spherical seems randomized (ie. Sometimes her head is engulfed into her body and other times not). Is there a game mechanic that determines this or is it actually random?
At the moment it's just random. I have vague possible plans to have a way to influence it, but I don't have any guarantees at the moment ^^;
Perhaps eating different foods could affect Ebony in different ways to set that up? Example: Donuts trigger butt, milkshakes trigger breasts, and increasingly fattening meals trigger increasingly rounder sphere modes.
Something like that could work, I'll think about it! ^^
Alternatively, you could have the degrees of spherical progress as she grows.
Hello, I like your game and your idea, but i have one question. Can Ebony pop? Will be there a popping mechanic either from overinflating due to the curse or something like that? Just curious :) Well, the game is good, and i like the idea anyway :)
Sorry for taking so long to reply ^^;
I'm glad you like my game~ I do plan to add popping to the game at some point ^^
Ok :) Thanks for replying :) By the way, the game is awesome :)
so i am still new and dont know the button controls of it like the buttons t inflate partical body parts exist?
sorry for the late reply ^^;
I'm afraid I've removed the inflation debug controls from this and future public builds ^^;
I always end up losing a lot of time just to find one item and the approval rate always feels like its plummeting down too quick
I've been hard at work making the new job system that will basically circumvent this, so hopefully I'll be able to release that update fairly soon ^^
Honestly, this has to be one of my favorite games of this genre. I only have two problems with it.
1. The auto camera rotation. I understand why it's there, but it becomes a bit annoying trying to look around while I walk.
2. (The biggest of the two) I have trouble finding the items to pick up and deliever. Finding the delivery point is perfect. It's just finding the items to start with is hard. I quickly ended up losing the approval rate (& time) just trying to find a new item. While I understand the idea behind it not being a specific item like in v2, maybe it could have an arrow that points to the nearest item? (idk how hard that could be to code; sry, just an idea)
Aside from those two problems, it's a great game and I look forward to seeing it expand and grow. (pun-intended)
Thanks for the feedback! ^^
I am looking into multiple possible avenues to fix/improve the auto camera, though I'm currently working on the second issue that you mentioned rn. Currently, I've already got a new system working where the player can freely take on odd-jobs given by NPCs throughout the map, which should hopefully make things a bit less stressful overall even in situations when things are unclear ^^
Hey!
First off, I want to say that I like your work. I've enjoyed seeing this game develop and I look forward to seeing where this progresses.
Secondly, I was playing the V3 demo and I found an interesting glitch I thought was worth sharing. If Ebony is experiencing partial spherical inflation, where she's smaller than a full sphere but big enough for her arms to stick outward, she can fly if you rapidly spam the shift (dive) key. I included a video of it here:
Just thought it was interesting and worth sharing.Thank you very much!
Ah yes, I'm aware of this ^^
In fact I've at this point turned it into a feature in the latest internal build (though with a limit of five consecutive air dives) xD
Thanks for taking the time to report it though! :D
Great stuff! Really cool to still see you develop something so ambitious!
The only gripe I have with the update is the new camera automatically focusing on what's in front of you. Because of that, I find myself fighting the camera often, any chance for an option to turn on full manual camera?
But, that's basically it, all the new mechanics are really neat additions and I can't wait to see what you have next for the game!
Sorry for the late reply ^^;
I'm really glad you like it so far ^^
I will be trying to refine the camera where I can, I may add the option to turn off the auto camera at some point
Greetings, I really hope you've been doing well.
I wanted to ask something from a long time, and since I'm not that great with computers, I was hoping if you could help me
but I fear it might be even worse...So, whenever I try to open this version, the screen stays in black, and all the background sounds can be heard, but a few seconds later, this error message appears:
LowLevelFatalError [File:Unknown] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006-'HUNG')
I really hope you can help me.
Take care, and the best of wishes for you :)
Sorry for the late reply
One of my internal testers keeps having this bug as well, and unfortunately it's both a hardware specific issue as well as an issue with the particular unreal engine version itself. The only way for it to be fixed is to either upgrade your hardware (which I'm aware is not particularly feasible rn for most people, just listing the option), or for Epic Games (the developers of the engine) to fix the bug themselves (they have done so before from what I've read, so hopefully a future engine version will have a fix at some point). They have released a newer version of the engine (v4.27 over the current v4.26) along with hotfixes for it, so I will probably be upgrading the game to that. Hopefully they will have fixed it in 4.27, but I don't think it'll be guaranteed, unfortunately :(
We shall see
It's ok, as long you're aware of this issue, I can't really complain.
So let's hope for the best.
Thanks for the clarifying (is that how it is said?...), take care, and the best of wishes for you ;)
hey, where are u? Im still waiting for updates and any news!
I'm currently working on updating the game, it should get to a presentable state soonish
Are there any suggestions what will be added in the near future? Honestly, I would really like to see saves in the game, so that at the end of each working day you can save the game. It would make this game more interesting.
I do intend to add in a save game feature at some point, mainly once I have some story elements in the game ^^
You scoundrel! You lure me in with a fetish game and I'm left with a mechanically solid 3D platformer that does a great job emphasizing speed and is also a great fetish game! The mechanics work really well so that you're forced to deal with the inflation while doing an otherwise simple task (Like being encouraged to look at ! points to increase approval or to stretch to increase mood), and even without the inflation stuff it's honestly just fun to go from rooftop to rooftop. Not to mention how expressive the title character is.
I do have a few critiques, however (I'll try to avoid anything clearly related to the game being an early build).
Edit: I saw in one of the clips that you could jump while fully spherical. Didn't realize that, that actually makes my #2 complaint not that bad. Mood still goes down a little bit too fast tho.
Wow! I'm really happy to see you're loving it so much! I'm glad that the overall set of mechanics work so well for you ^^
1. I do realise that butt really doesn't have anything making it stand out at all, but I'm really struggling to come up with anything else for it to do that doesn't just feel weird
2. I will try to make the mood drain on the sphere a bit less drastic
3. I will be trying to find ways to refine the camera to be a bit less annoying in certain situations where I can
How are you meant to deflate when your spherical, every time I try, it doesn't turn blue and the inflation continues
The best thing to do is try to wait a while and then try again
I am looking into tweaking the balance of the minigame a bit
I was wondering if there is a button to just straight up inflate her? like I found it in the older versions I don't know if you want to tell me or not.
Unfortunately I've removed those debug buttons in this version ^^;
Love this so far! I like seeing this cutie at even bigger sizes, and am excited to see more of this game! And hopefully more of Ebony, too. Happy to see another version come out.
Thanks! I'm glad you love it so far ^^
I'm continuing to work hard on improving the game, so hopefully there will be even more improvements as time goes on~ ^^
I was wondering if there is a debug button/ way to get to the area where you can choose how Ebony inflates like with V2
Unfortunately both of those have been removed in this new version ^^;