Are there any characters in this game that can be possessed? I have acquired all the necessary skills and attempted to possess Alice, but when I look at the image and the time, the perspective does not change to Alice's. The “attempt possession” option is not activated.
It was done just great, amazing. So many functions, features, convenient operation. It all comes down to the shortcomings of the neural network. When disabling various features, the memory is reset... So, for example, I used "total control", did a couple of actions, wanted to see the character's reaction without my control, disabled this feature and the dialogue just returned to the very beginning.
Literally:
"NARRATOR: <<............ She looks at the man, her red eyes wide, and whispers, 'What... happened?'>>
(I have disabled all enabled features here)
USER: You are unable to directly communicate with your host. They act without your input.
NARRATOR: Rumia, drawn by the fading warmth of the dying bonfire, approaches the campsite, her darkness sphere casting eerie shadows on the tents. The travelers, deep in slumber, remain oblivious to her presence. As she nears a tent, her simple mind fixates on the faint scent of human sweat and fear emanating from within............."
But I think it all depends on the capabilities of the neural network and the memory of the free model or something. Although, maybe I'm silly and I don't understand something... But I expected that disabling the features would allow the story to continue on its own, without my participation, and to watch the events unfold when the character finds himself in a stalemate after disabling my control. You, in turn, have done a herculean job of setting it up, for which thank you very much. But otherwise it's just super! It's brilliantly done)
I really liked it.
Sorry if I didn't describe the problem clearly enough, unfortunately English is not my native language, I use a translator... So yes.
Testing it out now but damn, this game is peak. If you know a little bit about the source (which is not needed because there are descriptions everywhere) and common with roleplay stuff, then there is literally infinite ways to approach this game.
Although it would be cool to have some Abilities permanent on girls, like grown dick leaving behind (maybe if certain conditions met? Like collecting a ton of energy or special currency to make change a part of character description), because it is important, if you build up corruption around her new body part addiction, and reapplying it everytime... Feels confusing especially when you hop out of this host for a long time.
I am not certain how such AI games work, but if game could make characters interact with each other even on the most basic manners (through logs and status changes, wia pool of some actions), allowing you to witness how your presence changed girls then it would be mindblowing. But even now game looks very promising, because such level of interactivity with AI-powered NPC's I could witness only with Mantella mod on Skyrim. So many ways to build story is making my imagination run wild.
Edit: also it would be nice to have phone-adjusted game version in future (at least interactable buttons in abilities), as for me personally it's easier to play text games on my phone.
Thanks for the kind words. This is very much a demo currently, so I'd like to add more features based on user feedback.
Persistent abilities for characters are already implemented, just not for body changes, so this can definitely be added to the skill tree.
Can you expand on what you're envisaging with character interaction? Currently, every period (advance time), each character decides to either undertake one of about 25 solo or 12 pair activities, and this is recorded in their activity history and is remembered by characters when they interact with you. Are you imagining a fully fleshed out AI narration for each pair and period? That would be too computationally expensive to do with an LLM. I could, however, flesh out the nature of the interaction with some tags and modular descriptors that can be assigned based on the character's stats and gamestate.
For phone--I'm focused on building out the base game first, but I'll add phone-friendly UI later.
The endgame isn't implemented yet--I'm trying to get feedback on the systems before finalizing anything--but it will involve a showdown with Reimu.
What did you find unintuitive about the NPCs? This game has the most complex systems of any I've made and I need feedback on how to streamline the experience.
Seriously, Can't get anywhere. A, Reimu is a fucking bloodhound, no hiding, B, everyone goes to the skies where Reimu is circling like a fucking police helicopter.
If i understand this correctly, you should not have lots of energy. There is a perk to supress your aura in the yellow tree. There are 2 perks in the blue tree that lower suspicious of your host. You should be fine if you get thos.. but yes, the beginning is hard RNG and you should save more often.
I've pushed a patch to prevent Reimu from moving for 2 days. Additionally, I've adjusted the NPC logic to make characters less likely to hang out in the skies (though you'll need to start a new game for the latter)
there is a bug where clicking abilities is really inconsistent sometimes i can click to open abilities sometimes i cant whether i can is individual to abilities and sometimes zooming in fixes it sometimes not
So when you click buttons in the Abilities screen sometimes it opens a popup and sometimes there is no response? Is that correct? What kind of device are you using? Has this been a problem from the start? I'm not able to replicate the bug, so any details would be helpful.
It looks like Brave's Fingerprint Blocking doesn't play nicely with the Konva library, which I use to build the canvas for that screen. The noise it adds can block click detection. I'll try to make it compatible, but the short term solution is to disable Fingerprint Blocking.
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do you think its possible to add GIFS to your games? or is it a LLM problem?
Are there any characters in this game that can be possessed? I have acquired all the necessary skills and attempted to possess Alice, but when I look at the image and the time, the perspective does not change to Alice's. The “attempt possession” option is not activated.
It was done just great, amazing. So many functions, features, convenient operation. It all comes down to the shortcomings of the neural network. When disabling various features, the memory is reset... So, for example, I used "total control", did a couple of actions, wanted to see the character's reaction without my control, disabled this feature and the dialogue just returned to the very beginning.
Literally:
"NARRATOR: <<............ She looks at the man, her red eyes wide, and whispers, 'What... happened?'>>
(I have disabled all enabled features here)
USER: You are unable to directly communicate with your host. They act without your input.
NARRATOR: Rumia, drawn by the fading warmth of the dying bonfire, approaches the campsite, her darkness sphere casting eerie shadows on the tents. The travelers, deep in slumber, remain oblivious to her presence. As she nears a tent, her simple mind fixates on the faint scent of human sweat and fear emanating from within............."
But I think it all depends on the capabilities of the neural network and the memory of the free model or something. Although, maybe I'm silly and I don't understand something... But I expected that disabling the features would allow the story to continue on its own, without my participation, and to watch the events unfold when the character finds himself in a stalemate after disabling my control. You, in turn, have done a herculean job of setting it up, for which thank you very much.
But otherwise it's just super! It's brilliantly done)
I really liked it.
Sorry if I didn't describe the problem clearly enough, unfortunately English is not my native language, I use a translator... So yes.
Testing it out now but damn, this game is peak. If you know a little bit about the source (which is not needed because there are descriptions everywhere) and common with roleplay stuff, then there is literally infinite ways to approach this game.
Although it would be cool to have some Abilities permanent on girls, like grown dick leaving behind (maybe if certain conditions met? Like collecting a ton of energy or special currency to make change a part of character description), because it is important, if you build up corruption around her new body part addiction, and reapplying it everytime... Feels confusing especially when you hop out of this host for a long time.
I am not certain how such AI games work, but if game could make characters interact with each other even on the most basic manners (through logs and status changes, wia pool of some actions), allowing you to witness how your presence changed girls then it would be mindblowing. But even now game looks very promising, because such level of interactivity with AI-powered NPC's I could witness only with Mantella mod on Skyrim. So many ways to build story is making my imagination run wild.
Edit: also it would be nice to have phone-adjusted game version in future (at least interactable buttons in abilities), as for me personally it's easier to play text games on my phone.
Thanks for the kind words. This is very much a demo currently, so I'd like to add more features based on user feedback.
Persistent abilities for characters are already implemented, just not for body changes, so this can definitely be added to the skill tree.
Can you expand on what you're envisaging with character interaction? Currently, every period (advance time), each character decides to either undertake one of about 25 solo or 12 pair activities, and this is recorded in their activity history and is remembered by characters when they interact with you. Are you imagining a fully fleshed out AI narration for each pair and period? That would be too computationally expensive to do with an LLM. I could, however, flesh out the nature of the interaction with some tags and modular descriptors that can be assigned based on the character's stats and gamestate.
For phone--I'm focused on building out the base game first, but I'll add phone-friendly UI later.
it's not a bad game but it has no clear goal and is hard to understand how other NPCs work
The endgame isn't implemented yet--I'm trying to get feedback on the systems before finalizing anything--but it will involve a showdown with Reimu.
What did you find unintuitive about the NPCs? This game has the most complex systems of any I've made and I need feedback on how to streamline the experience.
Seriously, Can't get anywhere. A, Reimu is a fucking bloodhound, no hiding, B, everyone goes to the skies where Reimu is circling like a fucking police helicopter.
If i understand this correctly, you should not have lots of energy. There is a perk to supress your aura in the yellow tree. There are 2 perks in the blue tree that lower suspicious of your host.
You should be fine if you get thos.. but yes, the beginning is hard RNG and you should save more often.
I've pushed a patch to prevent Reimu from moving for 2 days. Additionally, I've adjusted the NPC logic to make characters less likely to hang out in the skies (though you'll need to start a new game for the latter)
damn, this ain't easy, I seem to get hunted down before I can really do anything.
there is a bug where clicking abilities is really inconsistent sometimes i can click to open abilities sometimes i cant whether i can is individual to abilities and sometimes zooming in fixes it sometimes not
So when you click buttons in the Abilities screen sometimes it opens a popup and sometimes there is no response? Is that correct? What kind of device are you using? Has this been a problem from the start? I'm not able to replicate the bug, so any details would be helpful.
problem from the start, pc brave browser
It looks like Brave's Fingerprint Blocking doesn't play nicely with the Konva library, which I use to build the canvas for that screen. The noise it adds can block click detection. I'll try to make it compatible, but the short term solution is to disable Fingerprint Blocking.