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Fun Facts & Behind the Scenes - CoG v0.4.x

🕑 Added 2024-09-19 06:00:04 +0000 UTC

Comments

Oak Fells

1) Ah, in that case, that is definitely a temporary limit for now while the game is in development! 2) I'm not sure I understand, but it's actually the player that always gets to play first (since there's no priority determination at the start of battle). Because the statuses tick down at the start of either participants turn, they should last the same amount of time for both you and your opponent. For example: - when you activate So Greedy , it starts at 2, but you still have to finish the rest of your turn. Once you do, it ticks down to 1, and your Opponent gets to play, and that's when they will likely trigger its effects. After their turn is done and they pass it to you, the status ticks down to 0 and is disabled. - same thing happens when the opponent uses So Greedy on their turn: it starts at 2, then they finish their turn and pass it over to you, at which point the status ticks down to 1. You get to play and the effect activates every time you draw a card. After your turn is done, you pass it to the opponent, and the status ticks down to 0 and is disabled. In both cases, the status lasts so long so that its target has to play with it active, and then once they finish, the status is turned off.

Casual Munch

No worries! Thanks for your diligent replies! 1) For ticking clock I mean 'The game will finish on x date in this current version'. I understand this is currently due to the fact the game is a work in progress, but I'm wondering if it will ever open to just being a continuous romp through the countryside to 'build' your characters deck until you're ready to meet certain objectives to continue onto the next part of the storyline. 2) Oh I see. That explains why 'so greedy' only really lasts "one turn" as even though it's technically two turns, the opponent cannot draw cards during the current turn. Does the opponent typically always go first in a turn? That would explain why it feels like their statuses always seem to last longer than mine. 3) Ah. Ok. Yeah the money was basically for clothes. For some reason intended or unintended I 'lost' the black shirt on this replay and lacked the money to buy another due to other purchases I had made in the month and I just thought 'oh no now I'm going to have to fish for money but I have so much other stuff to do!' 4) Ok understood. I do love the one sided battles, they're great haha. Perhaps there could be a 'reason' why we could fatten up the townfolk. Like they know the secret about the fatteners and the only way to stop them from telling everyone is to get them too fat to leave town haha. Anyway, thanks once again. Really enjoying your hard work and I hope you're proud of yourself for making something so fun and novel :-)

Oak Fells

Thanks for all the feedback! 1) Could you specify what you mean by "ticking clock elements"? If you mean missable events, then there isn't actually anything in the game like that! Sometimes event markers will seem to disappear off the map, but that just means they will reappear later when you fulfill the conditions again. 2) This is an issue with the keywording that I haven't quite figured out yet. There are two ways the word "turn" can be understood: - one round, after *both* you and opponent have gotten to play - or, every time someone finishes playing their cards (i.e. 2 turns have passed after you and your opponent got to play once) The first definition, while more intuitive, doesn't quite work because every status would count down at a different time depending on if it was caused by the player or opponent, which would be very confusing. And so I settled on the second option. Since statuses were added later to the game, there isn't really any place in the game where this is explained... other than the Game Rules, which is tucked away deep inside the pause menu. I'll probably have to add a more clear-cut tutorial on statuses somewhere. 3) The fishing money was added *before* the monthly paycheck and was just meant to be a cute little bonus. I still haven't quite figured out how I want money accrual and spending to work (since realistically, the only thing you *really* need to spend money on in the game so far is clothes, alongside the gym, which is a given), so for now I decided the monthly paycheck was enough. 4) That's a neat idea! Though unfortunately it doesn't quite work with the format of the game, as most of the battles are scripted, unique, one-time encounters with a full narrative written around them. I've been pretty careful with the few One-sided battles I added to the game so far, because if the player was allowed to just freely attack people willy nilly, it would very quickly lead to the game just abruptly ending, as the Stout Group wouldn't tolerate that kind of behavior.

Casual Munch

I'm really enjoying this new update. I'm playing it from the start and there's quite a lot of new stuff you've added in. It's been a project I've been very happy to support because let's be honest, there's nothing like this out there to this degree of quality so you're actually producing something pretty groundbreaking. I had a couple of questions/suggestions. Please don't take them as me telling you what to do with your own game, it's just a bit of fun so take from it what you will. I also don't understand the limitations of the software program you're using, so you might just think "pffft, that won't work". 1) Do you plan on removing the ticking clock element at some stage in the game? This is obviously not feasible at this point due to the timed quests, but perhaps later so we are able to get those energy zests and consumables for the cards we'd like to build our decks with without fear of missing out events? 2) Status reduction times: I've noticed that when using certain status cards they expire faster than specified. For example 'so greedy' which is supposed to last two turns. Is this an oversight? 3) I've noticed the only way you can accrue money is to fish. And it's not reliable. Perhaps a 'sell' feature from goods you grow in the garden could help that. 4) I enjoy playing a bit of an 'evil feeder' sometimes and enjoy the fattening the townsfolk scenes you've put in. Perhaps once of the daily choices we could make (to help add as much fattening content as possible) is an area where we could go and fatten a rotating roster of townsfolk. If we fatten them to capacity, we could get some sort of reward, like money or items or cards or whatever. Anyway, love what you're doing just the way it is, and thanks for creating such a fun game :-)

ArtyMoobs

I honestly can not put down this game! Thank you for all your hard work!

Oak Fells

The entire park location and jogging minigame are very much afterthoughts from very early in the game's development, so it will likely be completely overhauled in the future, at which point there will probably be a storyline to go alongside it!

L.K.

I really appreciated these insights! It's a phenomenal game on its face, but being able to peek behind the curtain of how it's designed is extra gratifying.

PanDemonics

I absolutely love the dedication and love you put into your craft!

Eduardo Nuñez

This is very gratifying I like it. I would like to make a contribution, when you go to the park at night the game mentions "nothing to do here" or something like that, could you add a mini event in which you get assaulted or something if you go during the night without care Well, not that they just attack you like that, but something funny or interesting to fill out the game and also remove the time limit for saving games please T-T

Turmeric Watercress

Ah fair enough, phew! I was worried I had missed content

Oak Fells

Ah, the wording might've been a bit misleading! I was referring to the battle text at the end of the battle if you lose. This was back from when I still put most of the aftermath text in there, rather than into fully-fledged dialogue scenes like in the farm encounter!

Turmeric Watercress

Wait! there is a chance for a sexy scene with Arnold if you lose?! I thought that only happens if you win and go to the back room! How do you trigger that coz I always get told off by egar and black out

M. Anthony Horne-Williams

This is awesome and was a lot of fun to read. I really appreciate how much time, attention, and detail you are putting into this project. It keeps me coming back to it and wanting to replay it/search for branches/events that I may have missed. Can't wait to see the v.05 fun facts. That update was a ton of fun. Thank you, thank you, THANK YOU!

Guybee

Reading through all of this, your respect to detail is amazing and I really appreciate it from a player perspective. It allows flexibility as one of the biggest fears when it came to playing / reviewing the game was missing bits so being railroaded is appreciated so I can see all the content. (Also the guides written in previous updates were very nice) I just know I would totally be doing something similar if I were in this position so it's actually really nice to hear the process from someone else. Regardless, once again your effort is so appreciated, try not to get your head into a spin too much! Remember to have fun and always looking forward to seeing whatever you end up cooking up. (also interested in seeing the v0.5 fun facts!)


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