I'll likely be doing some GDScript and Twine (Sugarcube) stuff to help other folks out, but anything I'm taking the lead on will be in Unity with C#.
SnepShark
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I have have had deer on the mind to an extreme degree for the past few weeks and my next project will definitely be focused on transformation (for this upcoming game jam!), but I don't think it'll be directly connected to this one. Maybe I need to give this concept another go sometime though!
I'll probably be asking around about what teams are forming before making any firm commitments, but I think collaborating with folks sounds fun!
I'm SnepShark on discord, and I have very broad taste for TF and experience in
- 3D Art, some 2D art - https://www.furaffinity.net/gallery/snepshark/
- TF story writing/editing
- C#, Python, C++, Sugarcube, visual shader editing, HTML/CSS
- Unity & Twine game development, some Godot
My reply is four years late, but ompuco posted a tutorial for achieving a large part of this effect here! https://ompuco.wordpress.com/2018/03/21/9/
Glad you enjoyed it despite the frustration! I'm sure you can handle the rest though, the two puzzles at the start are easily the hardest part (which comes as a result of the fact that the original version of the game was made as a school project, and the graders needed to see the more complex rooms early in the game, haha)
(moving my other comment to the end of the thread):
There's a few other ways to get the solution to that puzzle! (Alternatively, the math-y puzzle that's the other direction from the entrance leads to the same location!)
In total, there are seven distinct correct solutions to get past the puzzles, though I'm not sure if the walkthrough has all of them listed. (If you haven't tried guessing incorrectly in both of them a few times, I suggest trying that, as they provide hints!)
You can (encoded with rot13.com, paste this there to see the solutions):
- Uvtuyvtug gur "vaivfvoyr vax" ng gur obggbz bs gur cntr gung gur punenpgre uvagf ng, nyybjvat lbh gb ernq gur anzr. (Uvggvat PGEY-N vf na rnfl jnl gb svaq vg, ohg lbhe zbhfr jbexf gbb!)
- Erpbtavmr gur "Ehzcyrfgvygfxva" snvel gnyr naq chg gbtrgure gung lbh arrq gb glcr uvf anzr onpxjneqf, yvxr va gur tnzr Xvat'f Dhrfg.
- Erpbtavmr gur Xvat'f Dhrfg ersrerapr, naq ragre gur zvfcryyrq anzr hfrq va gung tnzr.
- Gur cerivbhf gjb zrgubqf nyfb jbex vs lbh hfr n "onpxjneqf nycunorg" vafgrnq bs syvccvat gur jbeq, jvgu n=m, o=l, p=k, rgp.
- Fbyir gur zngu chmmyr, ol rvgure hfvat zbqhyb be qenjvat vg bhg ba cncre.
- Gel gur zngu chmmyr n srj gvzrf. Lbhe punenpgre jvyy oehgr sbepr gur fbyhgvba nsgre lbh trg vg jebat n pbhcyr gvzrf.
It's great to see a new made-for-VR TF game!
Some feedback:
- It would be really nice to have a "Restart from ending/checkpoint/crystal" button at the end of the game. Skipping right to the part where you make the decisions which decide the ending would reduce the tedium of replaying the game for all of the endings/final forms.
- I played on Quest 2, and I had some issues with shadows. They were rendered differently in each eye and frequently flashed in uncomfortable ways (especially when looking at the center pedestal, but also the wall the pot is sitting on). Fixing them would be ideal, but adding the ability to disable them would likely be a good enough band-aid fix if it's not impacting most players.
Congrats!!! Sounds like people are really enjoying it, and it's nice to see that your traffic/sales are holding strong a week later! The Sapphire Safari collaboration in particular seems like a great idea while both games are topping the charts.
I'm definitely looking forwards to your next project, whatever that ends up being! (I imagine you can guess which of the ideas I'm most interested in, but don't let me sway you too much, haha. They all sound good!)
Here's a very unoptimized speedrun of the demo!
Some points of feedback beyond the Google Form's questions:
- There are some really nice touches scattered throughout! Tarp physics, clear feedback when enemies are dead when their masks pop off, and the music during the credits all stand out.
It would be nice if the demo was labeled as being compatible with Windows in the Itch metadata so that the Itch.io desktop app could manage installations for it.(Addressed!)A way to restart at the beginning of the combat trial without needing to sit through the couple of TV sequences that aren't skipped by the "skip intro" button would make it easier to try out the whole arsenal of weapons.(Addressed w/ version 2!)- I'll second DancingEngie's comment on the AI and level design feeling a bit torn between aiming for very fast/slow gameplay on a first playthrough. (I'm not really able to judge whether this was addressed in v2 as I'm not coming at it with fresh eyes, but hopefully the reaction time changes help!)
In my work-in-progress version, I've added a border around the bottom domino face and moved all of the dominoes with zeroes to the back of the deck, allowing you to easily filter the dominoes down to function as a triangular deck. For example, looking at the last WIP version I shared, cards 0-54 could be a 1-10 triangular deck by looking at the upper (non-bordered) domino face. This was technically possible in 1.3 as well, but it wasn't convenient enough, IMO.
The update is free. There should be a "You own this game" banner at the top of the page with a link to the downloads if you're logged in.
You can also access the downloads for any game you own on Itch through your library, which is located in the dropdown menu in the upper right, or through the Itch.io desktop app.
Or, hey, you could also access the downloads from the receipt you get in your email as well, but that seems a bit harder than the other options.
When making this I was thinking that the answers to those would be yes, no, and no, but I was far from having a very firm idea of how those answers would actually play out in the game’s story.
Though really, if you'd prefer to imagine that she's stuck like this, or that the reindeer that was meant to be brought in would have also been anthropomorphic or something, definitely feel free, haha
(...as for a sequel, well, I was strongly considering expanding this a bit after the jam to offer a few different endings based on choices in a short exploration segment set in the barn, but I'm not sure whether people would prefer that vs moving on to another project)
Thanks for spotting the "howp" typo in there!
As for why I tagged it as horror, while I know that a large portion of the people who follow me here would love to be in Anna's position, I felt like the average person clicking on this would think of her situation as something that's at least a little unsettling to be in, haha. I can totally remove the tag if you think it's misleading though!
Probably not super soon, my schoolwork has been preventing me from making very fast progress on it (and while I am on break right now, I'm currently trying to use all the stuff I've learned while making Dogress to build a tiny game for 7DFPS). My plans have progressed quite a bit since I wrote this post though:
I wrote a post a while back detailing my switch to a lowpoly 3D artstyle, and I've recently made a lot of progress on making shaders for easily controllable animated transformations on 3D models. (also, if you follow my account, Itch will notify you when I'm finished!)
Itch only takes 10% by default and you can set that to any percentage you want, all the way down to 0%, in your settings page.
The low payout was probably due to the $3 fee to pay for the tax interview service, which is taken out of your first payout. You can check how the money was split in your dashboard.
(Ofc, the credit card/PayPal fees ($0.30 +2.9%) are here too, but that happens on Patreon as well.)
Bug: The music's volume is controlled by the window's size. At 1440P, it's inaudible even with the in-game slider maxed out, but it gets increasingly louder as the window is scaled down.
It looks like your AudioStreamPlayer2D node is set to fade out as it approaches 2000 pixels from wherever the listener is. Using an AudioStreamPlayer node instead seems like it'd fix that
(I'm not super familiar with Godot, but it seems like the listener is defaulting to being located (0,0), so just putting the node there might also work?)
There's secretly a fourth option for each of the questions at the end, though, having just replayed it now, the way it's coded really should be changed to allow for stuff other than 0 to trigger it, like in the python version.
The secret combinations that currently work are 0,0,0 or 3,0,0: No mind or body, 3,1,0: Humanoid inflatable, 3,2,0: Fox fursuit, and 3,3,0: Fox plush.
Yep, the game isn't marked as being compatible with Windows, so the Itch client doesn't think there are any files available to install that are compatible with your OS.
It's an easy thing to fix from the developer side (edit game -> uploads -> tick the Windows checkbox next to pseudoregalia_1.041.zip), but it's also super easy to forget to do that.
If you'd like to make your game installable through the Itch desktop app, you can tick the relevant operating system boxes in the project editor that are next to each file. (labeling the files as something other than an executable would also make them downloadable if I'm remembering correctly, but that wouldn't be the best method here)
It's randomly generated on each playthrough. For clarity, it leads to the same location as the name guessing puzzle, so if you've already solved that one, you might not need to solve this one as well.
If you guess incorrectly, the game will give you more hints for how to do the math required to solve the puzzle.
The solution is (Number of turns) modulo (total number of notches) = (dial setting). Remember! The zero notch counts, so a 0-9 notched dial has 10 total notches. There are a few other ways to get to the right answer as well, but that's the easiest one to plug into a calculator.
(BTW, if you guess incorrectly a bunch of times your character will decide to just brute-force the combination, allowing you to pass the door without doing any math)
Sorry, I'm not quite sure what you mean by that. If you're talking about the final door, your character should open it automatically if you have all 3 secret keys in your inventory when entering the final room in the web version of the game.
(If you're playing the Python version instead of the web version, I'm pretty sure the command is "unlock," but I don't quite remember. The "help" command should list it though.)
The door has holes for three keys, two of which are hidden a bit more than the rest of the game’s items.
Hints: Backtracking is required to get through the door! Mind the time limit, though.
Look at the map for any places you may have missed!
Ogollo (the shopkeeper) has a required item at both of their stalls.
Solutions: (Paste this into a ROT13 translator, or download the walkthrough.txt file from the downloads section)
Gur svefg xrl vf va ebbz (2,5) oruvaq gur qbbe lbh jrera’g noyr gb bcra va gur obff ebbz (2,4). Btbyyb tvirf lbh gur xrl gb gung qbbe gur svefg gvzr lbh zrrg gurz.
Gur frpbaq xrl vf va gur ebbz jvgu gur guerr ybpxf (1,3). Lbh cvpx vg hc nhgbzngvpnyyl jura ragrevat gur ebbz. Vg’f nyfb gur xrl gb gur purfg Btbyyb unq ng gurve frpbaq fgnyy. Onpxgenpx gb ebbz (3,3) naq trg gur svany xrl!