Hey again, I just wanted to say I'm loving the new update! Just wondering if there was a way to play future updates without having to restart my entire play through, as much as I like the game I've replayed too much to count for updates. Again, keep up the good work, it's really cool to see how your game is coming along!
Yeah it's been a pain I know! Currently however I am not planning to have any more updates until right before the full release later this year. The bad news is save data between 1.0 and the 2.0 launch will absolutely not work. But the good news is that save data from the 2.0 demo and full release (plus any future updates at that time of course.) will be compatible. And of course the game will be quite a bit different to justify one more restart I think!
This page will continue to get monthly devlogs showcasing what's being worked on as well so you can still get an idea of what stuff occurs in the later chapters. Thanks for you interest and kind words!
You aren't the first to report issues with the Mac version being laggy. I've never experienced issues outside of running OBS alongside the game but I just downloaded the demo to my 2016 laptop to be thorough and it ran pretty smooth so I can't really understand where the issues are coming from. I've never been able to replicate this for myself so I'm uncertain what the issue could be unfortunately.
There's currently no official walkthroughs since content is still subject to change. But I can give you some direction in case you didn't finish yet. The main ingredients are just drops from the Slime and Shroom enemy. The specific flower you need though is located past the broken bridge. So if you haven't cleared the slime boss you just need to progress the main story. If you have then the flower is located to the right of Cheshire's shop. You might want to save as there's an optional lewd scene that can occur depending on how you pick the flower.
But after you make the medicine the quest will stall out and you won't be able to progress as the remaining parts of it take place in later chapters that the demo doesn't cover. Hope that helped! And glad you're enjoying the game despite the issues.
Hey, thanks for making this game, I really liked it!
(This is going to be really long, sorry if it's a lot)
I'd like to report some bugs I noticed:
1. The bodies you find in the cellar with Scarecrow are still there even after interacting with them and triggering the cutscene, and interacting with them triggers the scene again. Even after chapter change they're still there (but Scarecrow won't be there so Red talks to empty air lol).
2. In the same house, you can get onto the ladder to the attic from the area in front of it by walking backwards onto it.
3. The iron fence that blocks off the Crow's Den has collision at the locked gate, but no collision on the rest of the fence, I can just walk through it and into the area. Hati isn't there but Red's dialogue about the corpses still triggers.
4. Some enemies become Wyren corpses when they die, happens to imps, plague rats, and I think the golem. I don't remember if it happens to other enemies. Also the poison shroom's corpse is called a hound corpse (even though it still drops a root rather than what a hound would drop).
5. The blacksmith claims that I don't have the materials for a silver bullet when I try to craft one, even though I do. He'll craft a regular bullet just fine, though.
6. With the blood god, and I think the unknown goddess as well (not sure about this one though), I managed to trigger enough favorability events to the point where it said I unlocked a new tier of spells, but nothing ever unlocked. My memory's vague on when exactly this happened though, sorry.
7. Super minor grammar nitpick: The shopkeep says in reply to ask for work, "If we we're back in town there'd be plenty of work for ya", it should be were instead of we're.
8. Also super minor: the campfire next to the witch can't be interacted with from the right of it.
9. While I was spamming the campfire next to the witch to see the ran out of time ending I noticed that Red seems to say "Time to get to work" twice. Also, after the dialogue for the ending and before it faded to the black-red Dead End screen, pressing interact again managed to bring up the interact choices for the campfire.
Also just other stuff I was thinking:
1. Is blowing yourself up with the basket/letting poison or other DoT effects bring you down to 1 hp outside of battle supposed to unlock evoke actions and basically allow infinite healing from Ichor of Life?
2. Ichor of Life works outside of battle but doesn't seem to do anything in battle?
3. I can't figure how to get info from the Broomhill Inn? There's only talk and ask for work options when talking to the innkeeper, both of which lead nowhere.
4. Will you add a way to view the crafting recipe for something without actually crafting it if you already have the needed materials? Also, will there be a way to forge regular bullets into silver bullets, considering that they're pretty much the same except silver bullet is +1 silver ore? Or would that be impossible for the sake of balance? (A werewolf who ran away after 1 silver bullet is probably not going to tank over 18 of them ...)
5. Will there be a way added to get back stuff you sold to merchants, or is it lost forever?
6. Enemies feel kind of underpowered? (Except when I forget I'm on 1 hp and get one shot when entering battle lol). Basic enemies are easy to stun and then wipe out once you know their weakness, and bosses fold after using a tarot card and spamming whatever they're weak to. Even the graveyard boss pretty much died to spamming slash after using 2 tarot cards. Of course, maybe this is a symptom of having killed literally every enemy I could find in the map, but considering that the level cap exists, the power differential still feels too high.
Also, do the tentacles have a weakness? It feels like I tried everything but I can't figure it out.
7. I sold a bunch of the botanical remains needed for the sick guy's medicine and I only have 2 left. Problem is I also completionisted the entire map and killed pretty much every single enemy I could find so there's no mushroom enemies left. Am I cooked? Do I have to reload an earlier save if I want to do the quest?
Oh wow, thanks so much for the in depth feedback! It's much appreciated! I'll look into fixing those bugs but I'll try to respond to the rest of your thoughts here for now.
1. Using the basket in particular is actually going to be necessary for unlocking a gag ending in the full game.
2. This is a bug! Or maybe a quirk. It's supposed to have unique art like the other Evocation but since I never made it the event is unfinished and doesn't trigger properly in combat. Once the games story content is completed this will get cleaned up as well.
3. Hmmm, And you're playing the most recent version correct? I just double checked the game files and the Intel option is listed alongside talk and ask for work. I'm not sure how it would have happened but it's possible the demo was exported with an older version of his event? I no longer have that build on hand but that'd be my bad if that's indeed the case! Sorry about that!
4. Crafting was pretty last minute so yeah it's lacking in some quality of life features. I expect the full game to have a much more user friendly experience. In regards to bullets though...I must confess somehow the idea of converting existing bullets to silver ones just didn't cross my mind haha. Maybe I WILL add that.
5. Sold items are indeed lost forever, though I try to make it impossible to soft lock yourself by making important items impossible to sell.
6. Yes I completely agree with you. I won't go into much detail here but a major overhaul to combat and related mechanics is already being worked on. The new systems that are planned will greatly shake up the way every encounter is approached along with adding tons of new variables to consider. Please look forward to it!
7. If you sold them all and also used harvest on the corpses then yeah you're kind of cooked lol. However that quest line doesn't really conclude in the demo so you're not really missing anything. Maybe just one scene with two more lines from Red? I definitely don't think it's something you need to reload to see haha.
Again thanks for taking the time to leave your thoughts! I'm glad you're enjoying Project Red and hope you'll look forward to future updates!
Is there any difference in the story or abilities if you do different things throughout the prologue or the differences in the choices like the color of your soul and stuff? Tried playing the first few chapters after the prologue a few times choosing different stuff each time but I didnt really notice a difference.
Also as a person who likes exploring everything and doing everything, collecting everything etc etc. even if I dont really seem to be "running out of time" it feels like every choice I make is a question of "is it worth doing, what if I come across something cooler later" etc. and while the game is super good it really takes away from the I WANNA DO EVERYTHING (because the game is really good) feeling :/
So the section in chapter 2 where you make a variety of choices will effectively alter the starting items Red has as well as her affinities and skill points (This part you won't really be able to tell of course.). Every question, including the optional ones with the other butterflies will have at least one answer that "rewards" you in some way. Of these the soul color is the most unique as each color correlates to a piece of Armor Red will start the game with, and these armors have a variety of different but useful effects.
As for time, I'm aware that it's unfortunately lead to some negative reactions from players. All I can really say is that you most definitely have enough time to safely see all the content in the demo and still take advantage of saving or bathing or other activities that can cost time. I encourage you to try and do everything!
Thanks for the feedback and compliments. I hope you continue to enjoy your time with my game!
Been playing a bit and I really like the game so far, but I find the combat to be a breeze, and you can easily get way too much gold through mining at the start.
I think there needs to be some way to stop the player from stunlocking every monster they come across. Maybe monsters could get resistance to stuns after recovering from one, or monster encounters could have more than one type of monster, to prevent crazy chain stuns. Getting a free turn upon hitting a monsters weakness allows for some crazy chain stuns too.
I never had any trouble with regular enemies, since I could just use an AOE spell/skill that hit every enemies weakness, and it'd be over without taking a single point of damage. The boss enemies were more fun to fight, since I had to strategize a bit more about what i was going to do.
I also think that some of the free turns you get in combat are a bit much (lust skills, items that don't use a turn, etc.)
I also found myself drowning in gold after getting the pickaxe, since the abandoned caves have so much gold and silver ore, that I was able to easily get over 10,000 gold, and I could buy anything I wanted.
Other than these gripes with combat and money, I've been really enjoying the game. Love the visuals, story and the voice acting.
Thanks for taking the time to share your thoughts! Yeah combat seems to be a bit of a mixed bag. I've seen a lot of people struggle with it but I also totally agree with you in the sense that, once you know what to do, there no longer is any real challenge to standard encounters.
In truth I've been working on a major overhaul behind the scenes that I think will be the secret ingredient to bringing together the various systems in a more cohesive way and bring a lot more strategy and complexity to combat.
In regards to the money however the demo is absolutely skewed in your favor compared to the plans for the final game. Especially since human enemies that drop gold didn't exist for quite a while so you didn't have many options.
I'm glad you've been enjoying the game and I hope you look forward to future updates!
Really promising game, but there is just THIS i simply have to rant about
I have to do the thief part at least 4 times,
The first time i got the position of the card in the chest wrong
The second time I got it right but thought I'll go deal with the firespitter first before saving and then I got a bit too curious with a certain tree(Also losing the 2 ritual candles i got)
The third time I went for the firespitter(It was 10 pm in game time after I got to the merchant camp and I haven't saved ever since) and after 10 seconds i realized im not strong enough so i ran away but the game won't let me(Like it seemingly let me run but the dragon immediately catches up) and i have to watch as it killed me
I haven't started my forth attempt at the time of typing this comment
Just wanna say the mechanics of the game with events like this made it very frustrating(Not to mention i have to deal with a ton of hounds in the meantime -THE WORST TYPE enemy in this game which only made this whole process even more painful)
P.S- Also im playing on mac and the entire game is very laggy for some reason
Feedback is always appreciated so thank you for taking the time to right up your thoughts.
1. I hope you aren't resetting your run over locked treasures! Just to be perfectly clear tarot card chests are entirely randomized loot. You will never miss a unique magic ring or story item from them. They are simply chances to get some more expensive items, like bullets, for free.
2. In regards to the Firespitter, and all enemies in general really, escaping from battle is pretty hit or miss at the moment. Some enemies are properly programmed to stand still and allow you to walk through them and some are not. This is simply because enemy behaviors are not fully fleshed out and it is kind of a luck of the draw as to if I copy and pasted a default enemy with those settings properly set up or not. This is also why many enemies reuse tarot cards or show the incorrect death sprite. This will absolutely be fixed by the time of the full release, but has not been a high priority yet unfortunately.
3. In regards to Mac I myself do all my play testing and development on a mac. I can't say I typically experience any performance errors when running the game however. The only times I can recall the entire game becoming laggy was when I was trying to capture footage and running OBS or other such applications. Wish I could offer more help than that!
Thank you for playing and I hope you enjoy your time with Red!
sorry if my request bothers you but could there be a mode without time even if it's a separate difficulty or just something simpler? i play more to relax and having this time mechanic where i can't save at will because i spend 30 minutes makes me feel a bit anxious, the game is pretty cool i still haven't left chapter 1 due to what i mentioned earlier
Doesn't bother me at all, I'm always open to feedback.
In regards to time I understand that it's more or less the most contested mechanic when it comes to Project Red. The 1.8 demo nearly did launch with an easy mode that had the clock starting at 6pm instead of 9 however since I didn't have time to throughly test it I left it out rather than have people potentially have a rough buggy first run.
That being said, there ARE other ways to save beyond resting at camp fires. Ritual Candles can be used at Goddess Statues to save without moving time forward at all. Reaching new chapters will also prompt you if you'd like to save your progress, again with no time cost. And in Chapter 5 you'll have the option to make a permanent free use save point.
The more you play and explore your options in the game the more you'll likely realize that time is barely a factor to consider, especially in this demo. I can tell you for a fact that there's enough time to do every lewd event and save at camp fires a few times while still reaching the end of the demo with time to spare, so try not to worry about it so much. The idea for time is simply to be another type of currency that you can choose to spend as you need it. Do you want an easy way to heal and save? Spend time at a camp fire. Do you want to fast track your relationship with the Goddess Eros or make money quickly? Spend time on lewd requests. Do you want to wash blood off yourself and get some buffs? Spend time on a bath. But all of these things can be done without spending time. Healing items and spells as well as level ups restoring your HP and MP to full. Side Quests can give you money without having you spend in game time. Blood can be washed off by items or having wholesome experiences in the story. That is a long winded way to say that, time is a currency that you are encouraged to spend on whatever you feel you need, when you need it. While failing to reach the end by 6am nets you a unique ending, there is literally no advantage to reaching the end with several in game hours left on the table. So do spend your time.
i still dont test the new Version i played the 1.6 only and then dowload this game becuse, having no much time to play everthing i want, and banners in gacha games
1. If you're referring to the monument outside, then yes it can not be activated in the demo.
2. I'm not entirely sure what exactly you're referring to with this one. If you mean the special items that Red can wake up with then yes, you will wake up with one of the 3 special items depending on the answer you give in chapter 2 to a particular question.
3. The medicine quest can not be fully completed until chapter 7. So in the demo you can only get as far as making it and then finding the man has vanished.
I wouldn't exactly call it bondage, though there are events involving Red being restrained in some fashion. Mostly more so involving tentacles than actual restraints of any sort.
That's correct. Since it's just for reviewing already seen CG's it hasn't been a top priority for me over new content so far. Especially since the first two chapters were absent and I'd have to restructure anything I did make once they were added. Now that they are here though I'd say it's much more likely to be implemented sooner rather than later.
Hey. I'm gonna repeat what's probably a really familiar and overdone request, but it's to add in a save function, or at least make it optional.
Especialy while it's in development, having to lose progress to certain scenes and checkpoints due to non-compatible saves between versions is punishing enough. My latest save loaded near the first fountain, and my character just walked into the bench forever, probably because a new variable saw it was "the first time I was there" and tried to do the intro movement ;(
There are many ways around the non-saving aspect. It's just cumbersome to do.
Hey, I appreciate the feedback. That being said I'm a little uncertain about what it is you're asking for, as the phrasing "add in a save function" makes it sound like the game doesn't already have multiple ways to save.
I ASSUME you're suggesting I add an option to the pause screen so forgive me if I'm just totally misunderstanding. But assuming that was what you meant I will not be adding that as a feature to any build. The game was just never built with the idea of saving anywhere in mind and several features and mechanics would be completely undermined if I were to include that.
As for the cutscene breaking your game that you mentioned, that's definitely just a bug caused by my oversight and I'm glad you mentioned it. I'll be sure to fix it for the future.
However I'd like to mention that there aren't likely to be more demo updates from here on. With the games first two chapters now included there simply is no more content left to be squeezed out of the early sections so you shouldn't have to worry about restarting or losing any progress for a good long while.
Hello there! There is also a bug when mining. After you get the pickaxe from the guy and youn start mining for the first time, It loads the Chapter name and not the mining CG. The picture never shows up. After mining 2 rocks, the game reports an error of the image not loading and then the game doesn't respond even thpugh I click Retry.
EDIT: I think I figured out the issue. Should be fixed in an upcoming patch. Thanks for the report!
Hmmmmm. Could you give me any more details? Was this the statue at the rest spot or the second one found by the sick man? It's definitely strange for the skill locks to not show up properly. I checked the games master file and it worked fine for me there so maybe something's off with the demo. I'll download the demo and see if I can recreate this for myself but if you can think of any other information that might be relevant leave me a message!
Hey! Really love this game, love the new updates. Just wondering if you ever plan on adding a feature where you can wear panties? Like actual underwear. Again keep up the great work!
Glad you're enjoying it! As for your question, earlier builds (Pre 1.0) DID include proper equipable underwear beyond what is currently in the game. You'll also find proper panties in chapter 2 if you check the status screen. But this has not returned simply because I'm prioritizing making more brand new content rather than having to do all the variant arts that came with underwear (alt versions of certain sprites, battle cgs, event cgs etc.). Eventually it will likely return but that will probably be off near the very end of the dev cycle.
played the current content a couple weeks ago but wanted to post that this is an amazing project and one of the most engaging h games I have played in a while keep up the great work.
The game looks pretty interesting. The clear inspirations from Alice in Wonderland and Little Red Riding Hood, among other fairy tales and eldritch elements, are a joy. The MC is beautiful, the art is amazing, and the story is engaging. I can see that the creator has a strong vision for the game.
One aspect that’s good but could be improved is the “choose your path” element. The MC can choose to be more violent, lustful, or neutral/good, and she interacts with the world and people around her (like corruption), differently based on those choices. Alternatively, she can choose to act a certain way in specific scenarios.
I’m not sure if combat sex will be added, but combat animations—like swinging a weapon, shooting, or casting—would definitely be a plus. They’d add more flair to the flow of combat.
Speaking of combat, the game has that Fear and Hunger vibe, especially with the tarot cards (though I feel like most of the cards always seem to be reversed).
Overall, a great experience! I’m looking forward to seeing more in the future. Just a quick review and some shower thoughts about the game—love your work!
Thanks so much for the kind words and feedback! It's very much appreciated. I'm glad you enjoyed the demo.
1. Unfortunately I don't think the demo will ever REALLY sell the choice/consequence system since the demo effectively ends after the Bloody route is first introduced as a concept. But I'm confident that the full game will satisfy players when it comes to unique interactions, variant events and alternate endings that their choices can enable and influence.
2. As much as I'd love to have more proper animations of any kind, I don't think I have the skill to pull that off at a quality that I would be satisfied with. But never say never!
3. Yes I do love me some Funger haha. Though fun fact I didn't even know it existed until after I had completed the games original alpha build. It was definitely a big part of me actually deciding to revamp the game and completely redo all of the art and sprite work so I'll forever be grateful to that franchise for saving my little game. It quite literally changed my life.
It depends which scene in specific you're looking for, but I believe the only Slime related scenes at current are for losing a battle against the Cute Slime or Slime King. I don't believe the Evolved Slimes or Rocky Slimes have any unique loss event in the current build.
Took a look at the files and it looks like there was a priority issue with how the event was set up so that the SFW version would always overwrite the NSFW version. Surprised that hasn't be reported sooner but I'll have it fixed for this months update. Thanks for the find!
I don't know why, but the game uses only a small part of the computer's resources (up to 15% of the CPU and up to 10% of the video card), and the game itself runs at 12 fps. There is no such problem in the menu and everything is at 60 fps.
And another thing I noticed is that if the game window is not selected, the use of computer resources increases, especially the video card (jumps from 0 to 42%).
Huh, that's definitely strange. Unfortunately I can't come up with any reason why that should be happening. Nor have I seen anyone else report a similar issue from what I can recall so I don't even know what to suggest.
Ok, maybe my pc is too weak. I had experience playing with lower FPS, so I'll be able to play anyway. It's just unexpected that the game on RPG Maker can slow down.
Yeah I wouldn't expect it to run so sluggishly on account of being RPG Maker. Do let me know if anything changes though. If it's just certain maps or areas maybe I can pinpoint what the core issue is.
As I understand it, you were inspired by Undertale and Oneshot (in battles you can interact with monsters to end the fight without killing them, and the player also acts as a voice guiding Red). I also noticed that in the leveling menu, when moving between items vertically, the cursor moves quickly and moves while the up or down keys are held down, which makes it difficult to get to the desired one. skill. When moving horizontally, everything is fine.
Yeah the menu issues are on my list of things to fix for the upcoming update. Appreciate the report though. Undertale was definitely an influence for me but I wouldn't say that shows up in the battle system too much. You CAN interact with enemies but you'll be disappointed if you're expecting to be able to non violently end most encounters lol. That just isn't really a mechanic here. Oneshot however I'm only really vaguely aware of so I can't say I really know much about it.
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Hey again, I just wanted to say I'm loving the new update! Just wondering if there was a way to play future updates without having to restart my entire play through, as much as I like the game I've replayed too much to count for updates. Again, keep up the good work, it's really cool to see how your game is coming along!
Yeah it's been a pain I know! Currently however I am not planning to have any more updates until right before the full release later this year. The bad news is save data between 1.0 and the 2.0 launch will absolutely not work. But the good news is that save data from the 2.0 demo and full release (plus any future updates at that time of course.) will be compatible. And of course the game will be quite a bit different to justify one more restart I think!
This page will continue to get monthly devlogs showcasing what's being worked on as well so you can still get an idea of what stuff occurs in the later chapters. Thanks for you interest and kind words!
Very Laggy on Mac M2, it average 13 Fps
You aren't the first to report issues with the Mac version being laggy. I've never experienced issues outside of running OBS alongside the game but I just downloaded the demo to my 2016 laptop to be thorough and it ran pretty smooth so I can't really understand where the issues are coming from. I've never been able to replicate this for myself so I'm uncertain what the issue could be unfortunately.
do u have a walkthrough? im struggling to make the medicine game is great btw even if its 13-24fps
There's currently no official walkthroughs since content is still subject to change. But I can give you some direction in case you didn't finish yet. The main ingredients are just drops from the Slime and Shroom enemy. The specific flower you need though is located past the broken bridge. So if you haven't cleared the slime boss you just need to progress the main story. If you have then the flower is located to the right of Cheshire's shop. You might want to save as there's an optional lewd scene that can occur depending on how you pick the flower.
But after you make the medicine the quest will stall out and you won't be able to progress as the remaining parts of it take place in later chapters that the demo doesn't cover. Hope that helped! And glad you're enjoying the game despite the issues.
Hey, thanks for making this game, I really liked it!
(This is going to be really long, sorry if it's a lot)
I'd like to report some bugs I noticed:
1. The bodies you find in the cellar with Scarecrow are still there even after interacting with them and triggering the cutscene, and interacting with them triggers the scene again. Even after chapter change they're still there (but Scarecrow won't be there so Red talks to empty air lol).
2. In the same house, you can get onto the ladder to the attic from the area in front of it by walking backwards onto it.
3. The iron fence that blocks off the Crow's Den has collision at the locked gate, but no collision on the rest of the fence, I can just walk through it and into the area. Hati isn't there but Red's dialogue about the corpses still triggers.
4. Some enemies become Wyren corpses when they die, happens to imps, plague rats, and I think the golem. I don't remember if it happens to other enemies. Also the poison shroom's corpse is called a hound corpse (even though it still drops a root rather than what a hound would drop).
5. The blacksmith claims that I don't have the materials for a silver bullet when I try to craft one, even though I do. He'll craft a regular bullet just fine, though.
6. With the blood god, and I think the unknown goddess as well (not sure about this one though), I managed to trigger enough favorability events to the point where it said I unlocked a new tier of spells, but nothing ever unlocked. My memory's vague on when exactly this happened though, sorry.
7. Super minor grammar nitpick: The shopkeep says in reply to ask for work, "If we we're back in town there'd be plenty of work for ya", it should be were instead of we're.
8. Also super minor: the campfire next to the witch can't be interacted with from the right of it.
9. While I was spamming the campfire next to the witch to see the ran out of time ending I noticed that Red seems to say "Time to get to work" twice. Also, after the dialogue for the ending and before it faded to the black-red Dead End screen, pressing interact again managed to bring up the interact choices for the campfire.
Also just other stuff I was thinking:
1. Is blowing yourself up with the basket/letting poison or other DoT effects bring you down to 1 hp outside of battle supposed to unlock evoke actions and basically allow infinite healing from Ichor of Life?
2. Ichor of Life works outside of battle but doesn't seem to do anything in battle?
3. I can't figure how to get info from the Broomhill Inn? There's only talk and ask for work options when talking to the innkeeper, both of which lead nowhere.
4. Will you add a way to view the crafting recipe for something without actually crafting it if you already have the needed materials? Also, will there be a way to forge regular bullets into silver bullets, considering that they're pretty much the same except silver bullet is +1 silver ore? Or would that be impossible for the sake of balance? (A werewolf who ran away after 1 silver bullet is probably not going to tank over 18 of them ...)
5. Will there be a way added to get back stuff you sold to merchants, or is it lost forever?
6. Enemies feel kind of underpowered? (Except when I forget I'm on 1 hp and get one shot when entering battle lol). Basic enemies are easy to stun and then wipe out once you know their weakness, and bosses fold after using a tarot card and spamming whatever they're weak to. Even the graveyard boss pretty much died to spamming slash after using 2 tarot cards. Of course, maybe this is a symptom of having killed literally every enemy I could find in the map, but considering that the level cap exists, the power differential still feels too high.
Also, do the tentacles have a weakness? It feels like I tried everything but I can't figure it out.
7. I sold a bunch of the botanical remains needed for the sick guy's medicine and I only have 2 left. Problem is I also completionisted the entire map and killed pretty much every single enemy I could find so there's no mushroom enemies left. Am I cooked? Do I have to reload an earlier save if I want to do the quest?
Oh wow, thanks so much for the in depth feedback! It's much appreciated! I'll look into fixing those bugs but I'll try to respond to the rest of your thoughts here for now.
1. Using the basket in particular is actually going to be necessary for unlocking a gag ending in the full game.
2. This is a bug! Or maybe a quirk. It's supposed to have unique art like the other Evocation but since I never made it the event is unfinished and doesn't trigger properly in combat. Once the games story content is completed this will get cleaned up as well.
3. Hmmm, And you're playing the most recent version correct? I just double checked the game files and the Intel option is listed alongside talk and ask for work. I'm not sure how it would have happened but it's possible the demo was exported with an older version of his event? I no longer have that build on hand but that'd be my bad if that's indeed the case! Sorry about that!
4. Crafting was pretty last minute so yeah it's lacking in some quality of life features. I expect the full game to have a much more user friendly experience. In regards to bullets though...I must confess somehow the idea of converting existing bullets to silver ones just didn't cross my mind haha. Maybe I WILL add that.
5. Sold items are indeed lost forever, though I try to make it impossible to soft lock yourself by making important items impossible to sell.
6. Yes I completely agree with you. I won't go into much detail here but a major overhaul to combat and related mechanics is already being worked on. The new systems that are planned will greatly shake up the way every encounter is approached along with adding tons of new variables to consider. Please look forward to it!
7. If you sold them all and also used harvest on the corpses then yeah you're kind of cooked lol. However that quest line doesn't really conclude in the demo so you're not really missing anything. Maybe just one scene with two more lines from Red? I definitely don't think it's something you need to reload to see haha.
Again thanks for taking the time to leave your thoughts! I'm glad you're enjoying Project Red and hope you'll look forward to future updates!
1. Masochists applaud, lol
2. I see. Is it intended behavior that it unlocks on reaching 1 health?
3. Yeah, Version 1.81 (I think this is the most recent?)
5. Mm, fair enough.
7. Yeah in that case I'll probably wait for the full version lol.
4, 6. Alright, looking forward to it!
I will await future updates with great excitement : )
Is there any difference in the story or abilities if you do different things throughout the prologue or the differences in the choices like the color of your soul and stuff? Tried playing the first few chapters after the prologue a few times choosing different stuff each time but I didnt really notice a difference.
Also as a person who likes exploring everything and doing everything, collecting everything etc etc. even if I dont really seem to be "running out of time" it feels like every choice I make is a question of "is it worth doing, what if I come across something cooler later" etc. and while the game is super good it really takes away from the I WANNA DO EVERYTHING (because the game is really good) feeling :/
So the section in chapter 2 where you make a variety of choices will effectively alter the starting items Red has as well as her affinities and skill points (This part you won't really be able to tell of course.). Every question, including the optional ones with the other butterflies will have at least one answer that "rewards" you in some way. Of these the soul color is the most unique as each color correlates to a piece of Armor Red will start the game with, and these armors have a variety of different but useful effects.
As for time, I'm aware that it's unfortunately lead to some negative reactions from players. All I can really say is that you most definitely have enough time to safely see all the content in the demo and still take advantage of saving or bathing or other activities that can cost time. I encourage you to try and do everything!
Thanks for the feedback and compliments. I hope you continue to enjoy your time with my game!
Aha, items right yeah I didnt check that thanks!
Been playing a bit and I really like the game so far, but I find the combat to be a breeze, and you can easily get way too much gold through mining at the start.
I think there needs to be some way to stop the player from stunlocking every monster they come across. Maybe monsters could get resistance to stuns after recovering from one, or monster encounters could have more than one type of monster, to prevent crazy chain stuns. Getting a free turn upon hitting a monsters weakness allows for some crazy chain stuns too.
I never had any trouble with regular enemies, since I could just use an AOE spell/skill that hit every enemies weakness, and it'd be over without taking a single point of damage. The boss enemies were more fun to fight, since I had to strategize a bit more about what i was going to do.
I also think that some of the free turns you get in combat are a bit much (lust skills, items that don't use a turn, etc.)
I also found myself drowning in gold after getting the pickaxe, since the abandoned caves have so much gold and silver ore, that I was able to easily get over 10,000 gold, and I could buy anything I wanted.
Other than these gripes with combat and money, I've been really enjoying the game. Love the visuals, story and the voice acting.
Thanks for taking the time to share your thoughts! Yeah combat seems to be a bit of a mixed bag. I've seen a lot of people struggle with it but I also totally agree with you in the sense that, once you know what to do, there no longer is any real challenge to standard encounters.
In truth I've been working on a major overhaul behind the scenes that I think will be the secret ingredient to bringing together the various systems in a more cohesive way and bring a lot more strategy and complexity to combat.
In regards to the money however the demo is absolutely skewed in your favor compared to the plans for the final game. Especially since human enemies that drop gold didn't exist for quite a while so you didn't have many options.
I'm glad you've been enjoying the game and I hope you look forward to future updates!
Really promising game, but there is just THIS i simply have to rant about
I have to do the thief part at least 4 times,
The first time i got the position of the card in the chest wrong
The second time I got it right but thought I'll go deal with the firespitter first before saving and then I got a bit too curious with a certain tree(Also losing the 2 ritual candles i got)
The third time I went for the firespitter(It was 10 pm in game time after I got to the merchant camp and I haven't saved ever since) and after 10 seconds i realized im not strong enough so i ran away but the game won't let me(Like it seemingly let me run but the dragon immediately catches up) and i have to watch as it killed me
I haven't started my forth attempt at the time of typing this comment
Just wanna say the mechanics of the game with events like this made it very frustrating(Not to mention i have to deal with a ton of hounds in the meantime -THE WORST TYPE enemy in this game which only made this whole process even more painful)
P.S- Also im playing on mac and the entire game is very laggy for some reason
Feedback is always appreciated so thank you for taking the time to right up your thoughts.
1. I hope you aren't resetting your run over locked treasures! Just to be perfectly clear tarot card chests are entirely randomized loot. You will never miss a unique magic ring or story item from them. They are simply chances to get some more expensive items, like bullets, for free.
2. In regards to the Firespitter, and all enemies in general really, escaping from battle is pretty hit or miss at the moment. Some enemies are properly programmed to stand still and allow you to walk through them and some are not. This is simply because enemy behaviors are not fully fleshed out and it is kind of a luck of the draw as to if I copy and pasted a default enemy with those settings properly set up or not. This is also why many enemies reuse tarot cards or show the incorrect death sprite. This will absolutely be fixed by the time of the full release, but has not been a high priority yet unfortunately.
3. In regards to Mac I myself do all my play testing and development on a mac. I can't say I typically experience any performance errors when running the game however. The only times I can recall the entire game becoming laggy was when I was trying to capture footage and running OBS or other such applications. Wish I could offer more help than that!
Thank you for playing and I hope you enjoy your time with Red!
sorry if my request bothers you but could there be a mode without time even if it's a separate difficulty or just something simpler? i play more to relax and having this time mechanic where i can't save at will because i spend 30 minutes makes me feel a bit anxious, the game is pretty cool i still haven't left chapter 1 due to what i mentioned earlier
Doesn't bother me at all, I'm always open to feedback.
In regards to time I understand that it's more or less the most contested mechanic when it comes to Project Red. The 1.8 demo nearly did launch with an easy mode that had the clock starting at 6pm instead of 9 however since I didn't have time to throughly test it I left it out rather than have people potentially have a rough buggy first run.
That being said, there ARE other ways to save beyond resting at camp fires. Ritual Candles can be used at Goddess Statues to save without moving time forward at all. Reaching new chapters will also prompt you if you'd like to save your progress, again with no time cost. And in Chapter 5 you'll have the option to make a permanent free use save point.
The more you play and explore your options in the game the more you'll likely realize that time is barely a factor to consider, especially in this demo. I can tell you for a fact that there's enough time to do every lewd event and save at camp fires a few times while still reaching the end of the demo with time to spare, so try not to worry about it so much. The idea for time is simply to be another type of currency that you can choose to spend as you need it. Do you want an easy way to heal and save? Spend time at a camp fire. Do you want to fast track your relationship with the Goddess Eros or make money quickly? Spend time on lewd requests. Do you want to wash blood off yourself and get some buffs? Spend time on a bath. But all of these things can be done without spending time. Healing items and spells as well as level ups restoring your HP and MP to full. Side Quests can give you money without having you spend in game time. Blood can be washed off by items or having wholesome experiences in the story. That is a long winded way to say that, time is a currency that you are encouraged to spend on whatever you feel you need, when you need it. While failing to reach the end by 6am nets you a unique ending, there is literally no advantage to reaching the end with several in game hours left on the table. So do spend your time.
Thanks for your feedback, and I hope this helps!
i still dont test the new Version i played the 1.6 only and then dowload this game becuse, having no much time to play everthing i want, and banners in gacha games
But i will test this now having more time
Gotcha. Yeah a lot has changed from version to version but this is the demo that's gonna stick around for the next few months at least.
I've just finished the current demo and just to see if I've done everything possible, here are a few questions:
Is that strange stone in the witch's house still useless?
Can you only get 3 souvenirs?
Is there no way to finish the Medicine quest?
1. If you're referring to the monument outside, then yes it can not be activated in the demo.
2. I'm not entirely sure what exactly you're referring to with this one. If you mean the special items that Red can wake up with then yes, you will wake up with one of the 3 special items depending on the answer you give in chapter 2 to a particular question.
3. The medicine quest can not be fully completed until chapter 7. So in the demo you can only get as far as making it and then finding the man has vanished.
Does this game have any bondage or similar such kinky stuff?
I wouldn't exactly call it bondage, though there are events involving Red being restrained in some fashion. Mostly more so involving tentacles than actual restraints of any sort.
That's correct. Since it's just for reviewing already seen CG's it hasn't been a top priority for me over new content so far. Especially since the first two chapters were absent and I'd have to restructure anything I did make once they were added. Now that they are here though I'd say it's much more likely to be implemented sooner rather than later.
Sorry too mention this after the patch but I think the sewing kit is bugged. Every time I use it, I cant move and have to reload a save.
No worries. This issue seems to keep popping up so I'll set aside some time to go back over the whole system and see what's going on.
Hey. I'm gonna repeat what's probably a really familiar and overdone request, but it's to add in a save function, or at least make it optional.
Especialy while it's in development, having to lose progress to certain scenes and checkpoints due to non-compatible saves between versions is punishing enough. My latest save loaded near the first fountain, and my character just walked into the bench forever, probably because a new variable saw it was "the first time I was there" and tried to do the intro movement ;(
There are many ways around the non-saving aspect. It's just cumbersome to do.
Hey, I appreciate the feedback. That being said I'm a little uncertain about what it is you're asking for, as the phrasing "add in a save function" makes it sound like the game doesn't already have multiple ways to save.
I ASSUME you're suggesting I add an option to the pause screen so forgive me if I'm just totally misunderstanding. But assuming that was what you meant I will not be adding that as a feature to any build. The game was just never built with the idea of saving anywhere in mind and several features and mechanics would be completely undermined if I were to include that.
As for the cutscene breaking your game that you mentioned, that's definitely just a bug caused by my oversight and I'm glad you mentioned it. I'll be sure to fix it for the future.
However I'd like to mention that there aren't likely to be more demo updates from here on. With the games first two chapters now included there simply is no more content left to be squeezed out of the early sections so you shouldn't have to worry about restarting or losing any progress for a good long while.
Hello there! There is also a bug when mining. After you get the pickaxe from the guy and youn start mining for the first time, It loads the Chapter name and not the mining CG. The picture never shows up. After mining 2 rocks, the game reports an error of the image not loading and then the game doesn't respond even thpugh I click Retry.
Thanks!
Looks like that image got lost while I was compressing files. I'll slot it back in for the upcoming patch. Appreciate the report!
Hey Danny, I found a glitch where I can't level up or exit. I was heading the the thief's cabin, decided to level up and then this happened.
Also I have to say, I can not move the circle and can not get out. I've tried many times to load the previous save but the error keeps happening
EDIT: I think I figured out the issue. Should be fixed in an upcoming patch. Thanks for the report!
Hmmmmm. Could you give me any more details? Was this the statue at the rest spot or the second one found by the sick man? It's definitely strange for the skill locks to not show up properly. I checked the games master file and it worked fine for me there so maybe something's off with the demo. I'll download the demo and see if I can recreate this for myself but if you can think of any other information that might be relevant leave me a message!
Yeah, it was the rest spot, thanks you for the help
Hey! Really love this game, love the new updates. Just wondering if you ever plan on adding a feature where you can wear panties? Like actual underwear. Again keep up the great work!
Glad you're enjoying it! As for your question, earlier builds (Pre 1.0) DID include proper equipable underwear beyond what is currently in the game. You'll also find proper panties in chapter 2 if you check the status screen. But this has not returned simply because I'm prioritizing making more brand new content rather than having to do all the variant arts that came with underwear (alt versions of certain sprites, battle cgs, event cgs etc.). Eventually it will likely return but that will probably be off near the very end of the dev cycle.
played the current content a couple weeks ago but wanted to post that this is an amazing project and one of the most engaging h games I have played in a while keep up the great work.
Happy to hear you've been enjoying it! Please look forward to the next substantial update coming later this month.
The game looks pretty interesting. The clear inspirations from Alice in Wonderland and Little Red Riding Hood, among other fairy tales and eldritch elements, are a joy. The MC is beautiful, the art is amazing, and the story is engaging. I can see that the creator has a strong vision for the game.
One aspect that’s good but could be improved is the “choose your path” element. The MC can choose to be more violent, lustful, or neutral/good, and she interacts with the world and people around her (like corruption), differently based on those choices. Alternatively, she can choose to act a certain way in specific scenarios.
I’m not sure if combat sex will be added, but combat animations—like swinging a weapon, shooting, or casting—would definitely be a plus. They’d add more flair to the flow of combat.
Speaking of combat, the game has that Fear and Hunger vibe, especially with the tarot cards (though I feel like most of the cards always seem to be reversed).
Overall, a great experience! I’m looking forward to seeing more in the future. Just a quick review and some shower thoughts about the game—love your work!
Thanks so much for the kind words and feedback! It's very much appreciated. I'm glad you enjoyed the demo.
1. Unfortunately I don't think the demo will ever REALLY sell the choice/consequence system since the demo effectively ends after the Bloody route is first introduced as a concept. But I'm confident that the full game will satisfy players when it comes to unique interactions, variant events and alternate endings that their choices can enable and influence.
2. As much as I'd love to have more proper animations of any kind, I don't think I have the skill to pull that off at a quality that I would be satisfied with. But never say never!
3. Yes I do love me some Funger haha. Though fun fact I didn't even know it existed until after I had completed the games original alpha build. It was definitely a big part of me actually deciding to revamp the game and completely redo all of the art and sprite work so I'll forever be grateful to that franchise for saving my little game. It quite literally changed my life.
how do you get the slime scene
It depends which scene in specific you're looking for, but I believe the only Slime related scenes at current are for losing a battle against the Cute Slime or Slime King. I don't believe the Evolved Slimes or Rocky Slimes have any unique loss event in the current build.
Slime king one, so far only got the text that ends with her dead
Took a look at the files and it looks like there was a priority issue with how the event was set up so that the SFW version would always overwrite the NSFW version. Surprised that hasn't be reported sooner but I'll have it fixed for this months update. Thanks for the find!
I don't know why, but the game uses only a small part of the computer's resources (up to 15% of the CPU and up to 10% of the video card), and the game itself runs at 12 fps. There is no such problem in the menu and everything is at 60 fps.
And another thing I noticed is that if the game window is not selected, the use of computer resources increases, especially the video card (jumps from 0 to 42%).
Huh, that's definitely strange. Unfortunately I can't come up with any reason why that should be happening. Nor have I seen anyone else report a similar issue from what I can recall so I don't even know what to suggest.
Ok, maybe my pc is too weak. I had experience playing with lower FPS, so I'll be able to play anyway. It's just unexpected that the game on RPG Maker can slow down.
Yeah I wouldn't expect it to run so sluggishly on account of being RPG Maker. Do let me know if anything changes though. If it's just certain maps or areas maybe I can pinpoint what the core issue is.
As I understand it, you were inspired by Undertale and Oneshot (in battles you can interact with monsters to end the fight without killing them, and the player also acts as a voice guiding Red). I also noticed that in the leveling menu, when moving between items vertically, the cursor moves quickly and moves while the up or down keys are held down, which makes it difficult to get to the desired one. skill. When moving horizontally, everything is fine.
Yeah the menu issues are on my list of things to fix for the upcoming update. Appreciate the report though.
Undertale was definitely an influence for me but I wouldn't say that shows up in the battle system too much. You CAN interact with enemies but you'll be disappointed if you're expecting to be able to non violently end most encounters lol. That just isn't really a mechanic here.
Oneshot however I'm only really vaguely aware of so I can't say I really know much about it.