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Hi everyone! New minor update here.

On this update, I made some minor gameplay changes and balance adjustments based on feedback since the last update. Overall, the talent update seems to be well received by the community.

Anyway, one of the most requested features is a "skill reset" button on the Skill Tree so here ya go:

You can reset your skills here:

New public exclusive: The Healer

The Healer is now available in both the $9.99 and $24.99 versions of the game! She comes with 8 animations, including the one in the picture above.

New exclusive: The Jewel Mage

Similar to the Healer, the Jewel Mage comes with 8 animations as well.

The Jewel Mage is only currently available on the Naughty tier of our Patreon.

Stay tuned for new updates soon!

Downloads

As always, the latest download files are available here:

STRANGE (updated)

NAUGHTY (updated)

If you encounter more issues, I'll fix it as soon as I can. :) Enjoy!!

Files

Comments

Anonymous

How often is the game updated?

Tail tail

Not exactly a bug report as the game is pretty stable (MacOS), but I do have a few main suggestions. 1) Grey out the unusable skills. Let's face it, unless it's made as a challenge mode, not knowing what you are able to do isn't all that fun. If you're going to make it a challenge, at least scramble the skills position so it implies you need to remember what you have. 2) Add a time based system As we have it right now, the game is practically an endless runner. Although I don't mind it, the fact that you are able to get a maxed out skill before you get a lower level skill makes the endless style feel a bit counter-intuitive. My main suggestion for this is to make a primary time-sensitive objective to work towards. This will make the idea of skipping lower level skills for higher level skills much more interesting as you have to weigh whether those skills and that beyond it are worth it as efficiency becomes a necessity. Though if this skill point system isn't doing what you intended, you could swap it over to a skill point system or a level lockout system. This time limit can also be incorporated into the story. For example: After every 60 days, students are on holiday for a week, only faculty and guards will roam in these halls. It's the winter time, gym pool will be closed for 90 days for mandatory maintenance. It's the flu season, students are more likely to visit the Nurse Room for 30 days. It's the month of rest, for 30 days, the school will be closed, the amount of lust you have accumulated within the last 15 days will determine whether you are able to stay. Your goal is to take full control of this school with 500 days, it's not just about the lockers either, you need the full support of the students and faculty to truly reach the end. With these examples in mind, a calendar icon would also be a great edition for the Area selection screen as you could plan where you should take you focus. Though obviously, this is a big system to worry about, so I guess making a smaller variant like time attack, would be a good way to test the game out with this idea. 3) Separate Skills and Talent Abilities. The fact that the hallway usually spawn on average 3 talent girls is already hard enough as each could get away because of the crowd, but what makes it more difficult the fact that each one provides only one talent points. Unfortunately because I couldn't gather these talent points reliably I would end up going back to the Nurse Room to drop my alert meter and level up there to gather skill points. By day 23 I have effectively beaten the game, but I only used basic lockers for most of the game because that's all I could do. I have unlocked 3 locker types, but by that point I have already covered the gym pool in basic lockers. My idea is either increase the talent points from these talent girls or to have the level up system to have it's own skill tree format. The new skill tree format idea is more about using levels to determine what type of lockers you want to unlock. This way I could use the locker types much like the older days more often as I won't be so limited by luck, but by skill. The Talent tree could also stay the same, but instead the Skills icon can be used as a lock so certain paths could be open when you unlock said Skills from the Skill tree. Also as a side-note, I would like the option when incubating a locker, to choose a specialty locker to form, so when it's ready I could actually be able to use those special locker rather than just spamming basic lockers to get to the next area. With that said, these are just ideas, and although they may seem like good ideas to me, it's still your call on what to do next. My issues of gameplay are there for you to read, but in terms of bugs, there is none that I'm aware. I do hope this proves useful.