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Winterfire

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A member registered Dec 01, 2019 · View creator page →

Creator of

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Hello, just wanted to confirm that I've found the option, so future versions (starting from R10) should work fine.

Higher Dexterity = Higher chances to dodge an enemy's attack.

You get Dexterity Excelia by successfully dodging an enemy's attack, if you eat at the Hostess of Fertility before heading to the Dungeon, your excelia's quality will increase a bit (you'll gain more), but the best quality is from a stronger enemy than you, so dodging goblin's attacks as a level two wouldn't give you as much Excelia.

The game is currently mostly complete (99%), I am developing the last release (R36) before calling it complete, as there is a lot of stuff to refine and fix before I am happy with calling this game complete, you can follow the progress here: https://pastebin.com/tanaPpZF

The game currently covers the first 8 volumes, the sequel will cover the rest but it'll be a different genre. You can read more about it here: https://www.patreon.com/posts/future-of-legacy-76603389

Once this game is completed, I'll make a public poll where people can vote what game they'd like to see next, one of the choices will include a sequel to this game.

This is the link to my Discord Server: https://discord.gg/usyhE2k

Thank you so much for letting me know, I thought I was already doing an universal APK, and most likely thought 32bit could be ran on 64bit phones as well. Still haven't looked at the project settings, but it should be easy enough to fix as you've said. I release monthly, so next release shouldn't have any issue. I'll reply this thread again once the new version will be available so you can also confirm whether it works or not.

Can you tell me what error shows up when trying to install the APK? Is it completely impossible to install and run, or is it just a message box you have to accept and it'll run anyway?

The elixir is the one potion that completely refills your health to full, there's also a watered down version that refills 50% of your health. If you don't see them available for sale in the blue pharmacy it's because they're unlocked after you do a side quests for them, it should be in your journal.

You can purchase elixirs which refill your health. If you're out of valis, you can sell your loot at the guild (and also pick up some quests to gain extra valis)

That prompt is not automatic, but it happens when you click on the campfire icon (the quickslot in the Dungeon). I think the controller is somehow highlighting and triggering it OR the campfire key is mapped to the same key.

While controller is supported (tested with mine without any issue), it can be a bit buggy due to my inexperience back when I handled the input system.

It would help to know exactly why it's happening (same mapped key or highlighting by mistake) so I can attempt to fix it, but in general I suggest using Keyboard and Mouse for the best experience.

Regardless, I'll note the issue down so I can consider the buttons from highlighting since they're mapped to the gamepad anyway. Not sure if that'll fix the issue though, just my theory of what's happening.

That's the choice you make on a new game. The great majority of the content is available on "Visual Novel Mode", but there's some content only available in the other modes, such as the harem route or other content that is tied to gameplay elements.

I plan to remaster this game in future, yes. I have improved a lot since I made this game, so I feel like a remaster of this would be nice. It'll be much different than this game though, including a way more 2D look.

However, having a more 2D look and better quality takes more time (per CG) so it makes more sense to me to put all that effort and time into the main heroines, at the very least they'll have the initial majority of scenes, the rest will be left up to my supporters.

It won't be an update to this game (This game is completed), it'll be a new project I'll release in the far future.

Wouldn't the current status more favorable then? In future, when battles are available, you'll be able to skip by consuming FPs too, just like minigames. Granted there'll be more ways to gain FPs, too (Another reason why having battles currently wouldn't be a good for those that want a pure Visual Novel experience).

Anyways, I'll start overhauling and add missing features, including battles, after R11 (After Episode 11).

For now, yes. I have a monthly update schedule (max 1 month, never beyond it), so I have to be picky on which features to spend said time on, and what to postpone.

This is first and foremost a hentai game, so my focus (and what the majority of my supporters look forward to) is hentai scenes, so my current objective is to reach the confession episode (Episode 11) where I can create the hentai scenes for the first two main heroines (Asia and Rias), after I reach that point I can finally focus on other features.

Battles are not the only postponed thing: There are missing sounds, missing features (Achievements, dating sim in the hub, etc.), some CGs that need to be redone (currently used as placeholders), and much more.

The game is designed so that battles can be optional for those who do not want to do them (including minigames) as this is mainly a Visual Novel. Since the game will require multiple playthroughs to unlock everything, you can simply do a playthrough without battles (taking advantage of the Free skipping), then replay once battles are added. Alternatively you could also make a save on each battle, and reload that save once battles are added (old saves will always be supported), or you can simply wait.

Glad it works now, if you experience any other issue, let me know and I'll try my best to fix it. Thanks for trying out the game!

I ended up adding bigger buttons for the quickslot (almost twice as big) on R8. Even with my phone cover getting a little in the way, I managed to tap the options I wanted without any issue.

On R8, I made the quickslot buttons almost twice as big. Even with my phone cover getting a little in the way on the lower part of the screen, I still managed to tap on them. The other buttons such as the stat screen are smaller, but I still managed to raise the stats I wanted without ever misclicking them.

I think this counts as a ping. I just published R8, which should have fixed both the Android build not working on Android 14, but also the WebGL build. I tested the minigame on my phone from the web, and it worked fine, although I had a much better experience from the Android app.

I just published R8, both Mac and Android should work fine now.

I'm attempting to fix this one.
One question first: If you right click on Vox Gremory App and select "Show Package Contents" then go on Contents/MacOS does it show as "document" or "Unix Executable File"?
My guess for your issue is that zipping on Windows before distributing messes the format up. I'll be trying to archive the app on Mac, and distribute it this way to see if the issue will be fixed. I'll be uploading R8 today. Let me know if the issues are fixed once the new build is released, thanks!

Do you have Android 14? If so, that issue will be fixed on the next upcoming release.

The phone is accessible only through your room, not during the visual novel part. Once you are in your room, simply click the phone button on top right corner of the screen.

She runs off to floor 7 and that's where you'll find her. 

Thanks for letting me know, I made some research and found some things that might be creating the issue, so I'll try to attempt a fix on the next release (This month), but won't be able to test if it works until it's actually updated here.

This means it might take a few months of tries before the issue is finally solved, starting with this: https://itch.io/post/1987680 since I'm indeed using the incompatible one (Didn't know about it), changing the settings might solve the issue, unless it's related to something else as well.

Are you sure you didn't erase the data by mistake? I'm also not sure how it'd work if you played in incognito. Just in case, I'll add it to my notes and investigate the issue to see if there's any bug that needs to be fixed. Thanks for letting me know!

Which platform did you play on?

I've looked on google and found this: https://xdaforums.com/t/how-to-install-old-apps-in-android-14.4625641/ so if that's the issue, I'll try to increase the compatibility level to Android 7 and above, this might solve the issue. It's likely I'll fix either (or both) issues on R9, as R8 has already been built. However, if I am sure that either fix works (At the very least WebGL on phone since I can test it myself) I might push it to R8. I'll reply to this thread again once a solution to the issue has been found, thanks for letting me know!

Why it didn't work? What error did it give? Anyway yes, I think I understand the issue now. I think I may have forgotten to put Mobile Controls in the WebGL as they were made in two different times. Either way, I'll test the WebGL in my phone and try to fix the issue in future releases. However, I'd also like to attempt to fix whatever issue you're having with your Android App if you could tell me more information about it. Thanks!

Are you playing from WebGL or using the android app? If you're using the android app, what's your android version? Maybe it's some sort of compatibility issue.

Of course you didn't offend me, feedback and opinions are always welcome in my games! =) However, this game has been completed a long time ago and I don't plan on releasing new builds.

You tap your screen on both minigames. Have you tried? I tried on my android phone before releasing, and they worked just fine.

The game (despite being in early stages) already features some branching choices, either direct or indirect ones. I don't have the game open right now to check, but considering the point where you are right now, I think it's due to the fact you had (or hadn't) 20 magic. There's a different outcome (and CGs) when using the magic circle depending on your magic stat. Locked CGs in your gallery are a good indicator that there's a different choice you haven't seen yet.

Thank you! I hope you enjoy it. The Android build is still kind of experimental, so if you have any feedback, let me know. In future android builds I'll be making the quickslot buttons bigger so they're easier to press.

That's okay, I'll be adding bigger buttons for the dialogue box on R9. If you have other suggestions or feedback regarding the android build, do let me know and I'll implement them!

You mean the quickslot buttons under the dialogue box?

You need to go in mind down state, so you need to use magic enough to run out of mana and go in negative.

It's an issue only on WebGL currently, it'll be fixed on the next build. In the meantime, it works on all other platforms.

The issue has been fixed on R7, which is currently live on Patreon but will become available on itch.io this month.

R7 (only available on Patreon as of the time of writing this) will start to feature an android build as well. 

If I recall correctly, that happens only if you use spacebar. It'll be fixed on the next build. In the meantime you can use the mouse, and I believe enter key also works fine.

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I tested on WebGL and encountered the same issue, I'll look into it and try to solve the bug.

Thanks for letting me know!

I tested on Windows build and it works fine (Both with spacebar and right click), unfortunately the webgl build stores save data differently so I'll have to play through the game up to that point to test out if it's an issue occuring only on WebGL. I'll let you know once I have tested it. In the meantime, make sure you're not somehow alt tabbing out of the game's window since the game stops running when it's out of focus. If you tried with spacebar, try with right click instead and see if it makes any difference (Use fullscreen too, and in general make sure the game's window is in focus).

The LN is more serious, whereas the anime is pretty much fan service. I'm planning an android build as well at some point, but it doesn't exist yet.