Kobold Festival 0.0.29.0
Hello.
Yeahh, after some deliberating, I've decided to rewrite Festival Day 2. One of the reasons is that it's a beach day and the main character hasn't bonded with the other kobolds yet so it's way too early.
The latest build v 0.0.29 now has the same story content as the last version made in tyranobuilder minus the daydream. Some quality-of-life updates have been added which hopefully improve player experience.
From the last build's feedback, I understand the card battles are confusing and yeahh, I'm still trying to figure out how to make it make sense myself, but the next builds should focus on the story and adding more systems like the shops and the quest log.
Feedback's needed and feel free to report any bugs, thanks.
Files
Get Kobold Festival
Kobold Festival
Here be gay fuzzy kobolds.
Status | In development |
Author | MouseSix |
Genre | Visual Novel, Card Game |
Tags | Adult, Dating Sim, Furry, Gay, LGBT, Singleplayer, TyranoBuilder |
Languages | English |
More posts
- Still working on itApr 30, 2024
- Life UpdateFeb 01, 2024
- v 0.0.3.165Nov 17, 2023
- v 0.0.3.163Oct 16, 2023
- v 0.0.3.15Sep 25, 2023
- v 0.0.3.1xAug 26, 2023
- updateAug 05, 2023
- v 0.0.3.01Jul 16, 2023
- Current Progress v0.0.3.1Jul 05, 2023
- Kobold Festival 0.0.3Jun 28, 2023
Comments
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Bugs:
- After unlocking the checkmark the notification appeared through the rest of the conversation.
- During the dream sequence in the turnip fight, an asset for the map was a layer over the creature art.
-In customization changing the color for tight fit bottoms also changes the color for loose fit bottoms.
- Not exactly a bug, but during the Day 1 lunch conversations each segment removes all check marks even when the result of selecting the topic would be unchanged. Would be good quality of life to keep the check marks.
Feedback:
- I'd suggest a tutorial for the combat system, making a turnip fight mandatory or finding something abouts in town. For example sparring with a dummy at a training ground next to the watcher HQ, perhaps as a flashback to when Leeg first learned with Yon. As for the "how" of the matter just play it step by step with darkening the screen outside of select areas to explain what each part means, give a few fixed outcomes and forced decisions to make sure everything goes, end with letting the players try it for themselves, and most importantly include an option to skip.
Also, depending on how grindy you expect the combat to get an auto-play might be something to consider implementing.
- Rapport has potential, but I question its necessity. My concern is feature creep, which has been the downfall of many a game development. With the expanded conversation and character customization systems from the last updates and the assumption of more complex dungeon crawling in the future I worry that trying to take even more mechanics into account will spread you too thin.
thanks for trying out the game~
What did you mean by the checkmark notification? Is that the one during lunch with Yon and Swolis?
Yeah, for the dungeoncrawling and card battles I'm still thinking of whether I should keep them or not. I can use the code made for dungeon crawling for the player to move around areas like the bar and other locations at least but I'm still on the fence with the card battles. I shouldn't improve it or add tutorials for it right now since I haven't committed to the mechanics and how it's gonna look like yet but you definitely give good advice.
I wasn't sure what the term for it was but yeah, feature creep sounds right to what's happening. I'll keep it in mind, thanks.
Ye got me hooked man. There isn’t a single part of the game I’m not looking forward to.
The checkmark notification is indeed for lunch with Yon and Swolis. Once unlocked it will play after each dialogue action taken to let you know how to end the conversation again and again.
I for one like the card battle system. While it is confusing to figure out once I had done so I was able to win the turnip fight efficiently. The only thing I’d recommend would be clear dividing lines for where to put the cards to attack what sides, and perhaps the ability to meld cards to clear up the battleboard when there’ll be a lot of cards on the field. If you were to overhaul it I’d suggest making it a single lane and removing the overwhelm mechanic, making it so both sides attacks hit each others defenses every time, though the lane mechanic could still work in the context of multiple enemies.