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On 1/24/2022 at 4:09 PM, MrKabooble said:

any way to full screen or such?

The game should open in your browser, which you can maximize to full screen. There isn't a way to modify how the game looks apart from your browser's window size.

Depending on your screen size, the game might have overlapping text or otherwise look funny; it's meant to be played on a desktop PC. I've been adding some adapted layouts to hopefully fix screen issues for laptops and such with the next release. If you send me a screenshot of how it looks and let me know your resolution, I could look into a fix for it.

On 1/25/2022 at 10:21 AM, jas419 said:

Glad to see you posted it here, there's so little ABDL content these days. I was tracking over on the FTT forums. 

Thanks jas, good to see you here! I've lurked omo org forever but haven't been a poster.. figured it'd be worth a shot to share it here as well 🙂

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1 hour ago, Solomorashin said:

Is there a way to save the game? Or are there save points?

Not in the current demo build, but there will be a save/load system in the next update! I have built it and tested it already, just a few kinks to work out and it'll be ready to go for April! Between that and keyboard-based text skipping, gameplay will be a lot smoother soon. 🙂

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4 hours ago, Rukako said:

I seem to be unable to properly access the adventures tab. The tab opens but when I click on the 'adventure' a sound plays and nothing else happens. 

Thanks for the heads up! The adventure system is only partially implemented in the demo, so definitely good to know about that bug. That's another thing I've been working on a bunch, as it's the backbone of how you'll progress in the game! The fully implemented adventure system will track what adventures you have in that tab, and you can click on them to get a short description of what you need to do (I guess I had the sound there, but forgot the text- whoops!).

When you finish an adventure, Kiera will lose some XP and lose/gain stats. Once you level down, she'll be able to unlock Traits and Skills that allow you to customize her (or "make your baby," if you will.)

Anyway, sorry for the bug. Stay tuned for a lot more in the adventure system 🙂

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I'd like to give some feedback, in particular some bugs you may not be aware of
As a developer myself I know how useful that can be to hear from users

The event with the 3 boys where you walk in front of the TV, sometimes, breaks
I have no idea what causes it, but in one of my playthroughs, it broke
Instead of displaying the normal event, it displayed "choices" "Yes" "No" and then kicked you out
You were then able to sit through these windows every step and eventually get to the rest of the board

What happens then is the random events aren't flagged, so you never end up needing to use the bathroom, and of course this blocks the player off from alot of events, and probably alot more in future versions

Therefore, this bug is very game breaking if it does occur. I'm sorry I wasn't able to reliably produce it, if I had been able to I may have been able to give a cause for the bug

In that same playthrough the game froze when I spoke to the boy in the room above the changing area

And one more thing. In Stats, at the moment, the middle stat is unable to be invested into. I did take notice that at the moment these stats change nothing, but its worth mentioning since it will obviously serve a purpose in the future

_____

Now with the bugs out of the way, some feedback from me as a player
I recognize the game is unfinished, like the stats not doing much
And of course the potty event not being finished. I kinda felt betrayed there ngl, and almost think you left it unfinished in the released demo on purpose to troll your players

But overall, I think you have a good skeleton for what could be a great game
I mean you got all the makings of a multi-ended player driven story
You got stats driven by skill points like an old school RPG, some things that look like the player may be able to choose not to end up in diapers if they don't want to, personality stats so the player can play as a brat, be more timid, or be just a star child. I personally enjoy games that give the player that level of freedom, and because your game is text based, thats not too much more work on the dev's hands

I saw alot of features that while unfished I'm very excited to try out. Like the pacifier, your player refuses to use it, but I imagine if her regression stat was lower she wouldn't do that. And the quest board... Just all of its great

Its abit too early for me to think of many suggestions, but I do have one, that may be abit much because it would require more assets
But giving the player more customization options for the character could be cool. It doesn't even have to be anything crazy, it could just be hair color, eye, color, and skin color. 

Well I'll shut up before this gets too long

 

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2 hours ago, Kayla369 said:

I'd like to give some feedback, in particular some bugs you may not be aware of...

Thank you very much for the thoughtful feedback! There are definitely a few game-breaking bugs in the game right now, so I appreciate the help finding them. I have looked into it, and that freeze bug with the boys should be fixed in the next update.

It's great to hear that you're excited to try out more! Basically, I wanted to put out a demo to get some feedback before going too deep- I had been building it from the ground up for about 8 months and wanted to see if I was on a track that interested people. So stuff like this is very helpful to get a sense of what I should focus on. I know there's some teasing of ideas that ends up being a bit disappointing! I've set strict deadlines for myself and am releasing no matter what on certain dates- it motivates me to get as much done as I can, but leaves some unfortunate loose ends. Didn't mean to troll with the potty, haha! But yeah, I'm glad you like the ideas- most of the things that are lacking will have much more to them soon.

As far as customization, that may be something I look into at one point, but probably not a priority for now. There will be a bit of customization with paci or thumb sucking, maybe some items you can carry around (similar to the spoon), and of course the thickness of your undies. Hopefully I can get deeper customization someday. Thanks a lot for your thoughts!

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On 1/28/2022 at 9:36 PM, punkdoesvoices said:

how do I do actions with the "!"s ive hit every key and can't sem to get it working 😞

If you get close enough to the "!", it should make a noise and turn yellow. Once that happens, try using the "E" key to interact with it. If that doesn't work, something has gone terribly wrong!

On 1/28/2022 at 9:58 PM, punkdoesvoices said:

where do i find the bathroom? or is that not a option

There is no bathroom per se, just the potty room which is on the lower side of the daycare, to the left of the changing room. I wanted to put together some desperation animations before having potty use available, and there are a lot of variables/outfits to cover, so it wasn't quite ready for this release. Kiera will be able to use the potty when this is updated in April (I know that's a long time for her to be going in her pants- sorry!)

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17 hours ago, baboon said:

Thank you very much for the thoughtful feedback! There are definitely a few game-breaking bugs in the game right now, so I appreciate the help finding them. I have looked into it, and that freeze bug with the boys should be fixed in the next update.

It's great to hear that you're excited to try out more! Basically, I wanted to put out a demo to get some feedback before going too deep- I had been building it from the ground up for about 8 months and wanted to see if I was on a track that interested people. So stuff like this is very helpful to get a sense of what I should focus on. I know there's some teasing of ideas that ends up being a bit disappointing! I've set strict deadlines for myself and am releasing no matter what on certain dates- it motivates me to get as much done as I can, but leaves some unfortunate loose ends. Didn't mean to troll with the potty, haha! But yeah, I'm glad you like the ideas- most of the things that are lacking will have much more to them soon.

As far as customization, that may be something I look into at one point, but probably not a priority for now. There will be a bit of customization with paci or thumb sucking, maybe some items you can carry around (similar to the spoon), and of course the thickness of your undies. Hopefully I can get deeper customization someday. Thanks a lot for your thoughts!

I really thought you were trolling just because of the phrasing
"If only this event were finished, then you could actually use the potty. Whoops, sorry" or something like that
Like that sounds alot like it was intentional to troll the players so it makes sense why I thought so

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So there is one glitch is the game that randomly makes your controls no longer "wads" but rather the arrow keys which also takes away the abliity to use the E button to interact with the game causing a game breaking bug. I love your game and would love to do art for it good luck! ❤️

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20 hours ago, Kawaiiomo said:

So there is one glitch is the game that randomly makes your controls no longer "wads" but rather the arrow keys which also takes away the abliity to use the E button to interact with the game causing a game breaking bug. I love your game and would love to do art for it good luck! ❤️

Ohh that's a weird bug, I will look into it. I'm excited that you like the game, getting art for it would be amazing, especially from an awesome artist like you! ❤️ I'm not able to commission stuff right now, but will definitely let you know if we get there 😄 Thanks for your interest!

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On 2/5/2022 at 5:46 AM, Dragrako said:

Interesting little game so far. Can't wait for the April update and hope to see even bigger messes. Maybe even hyper?

Glad you're enjoying it! I'll consider adding bigger messes at some point, but probably not for the next update. There will be a lot more to the potty system, though!

On 2/5/2022 at 2:09 PM, sorrow said:

how do i open the file after i download it

After you unzip the file, look for the file called "index.html." You can double click it or right click and press open. It should open in your web browser!

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On 2/6/2022 at 2:26 PM, baboon said:

Glad you're enjoying it! I'll consider adding bigger messes at some point, but probably not for the next update. There will be a lot more to the potty system, though!

Well that's good. as far as ABDL games go this is probably the most well animated with the best visuals. Most I've played are either Text-Based or use Pokemon style sprites that don't animate in as much detail as your game does.

Most of the better ones are also abandoned too, unfortunately

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I was curious, there was a huge amount of javascript files, how does the animation work in this? It's impressive no matter what, but it'd be insane if you wrote all of this from scratch >___>;

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19 hours ago, jas419 said:

I was curious, there was a huge amount of javascript files, how does the animation work in this? It's impressive no matter what, but it'd be insane if you wrote all of this from scratch >___>;

Wow, awesome question!

The code for the game is 99% written from scratch, though I did snag some code to get it to the point of being able to move a sprite around a screen with WASD (which was a huge part of getting animation to work). I don't think I am good at explaining things but I have written a wall of text about this and am not sure if it's helpful or not. Hopefully it is!

The game 'screen'- the area in which you can move Kiera around and interact with things- is wedged inside an HTML element called 'canvas'- aptly named because it is a canvas upon which you can 'paint' things into your browser, and is widely used when trying to do things like animating sprites in a browser. In this case, we are painting a background image and foreground sprites onto the canvas.

In order to animate sprites on the screen, I have a function called "animate" that is constantly running in the background, refreshing what appears on the screen.  It's at around line 960 in index.JS if you want to check it out. The function checks repeatedly to see if time has passed by comparing Date/time calls, then clears the canvas, then draws the canvas again immediately. At each re-render of the canvas, there are conditional statements that check which map you are on, in order to paint the background and determine which sprites to show on the screen. It also checks to see what state each sprite on the current map is in, to determine which sprite should be used, which frame of the sprite should be used, and what the position of the sprite should be relative to the background.

There are 3 types of animation in the game: Movement, 'true' animation, and swapping of sprites during cutscenes.

The game listens for keyboard input to execute sprite movement (wasd, arrows). It might help to explain this with an image to accompany it, so root out img > Sprites > Jeans > Panties > Content-BIG.png to see a basic sprite sheet. Any animated sprites are drawn from an image like this, composed of multiple X- and Y- frames. This is just like any sprite sheet you'd find in an RPG maker game. To draw a sprite on the canvas, I call on a function called "drawSprite" (you can find this in the index.JS file). This function creates an object that defines a few things: First, which image file I'm pulling the sprite from; second, the current frameX/frameY of the sprite; third, the width & height of each frame; and lastly, its x & y position on the screen. If you look at the Content-BIG.png file, you can see that there are 16 total frames, 4 high and 4 wide. "FrameX" is composed of 4 values, 0-3 (counting from left to right), and frameY is composed of 4 values, 0-3 (counting from top to bottom). When the frameX value changes in the code, that's the image swapping to the next frame over- with this, you get a sense of sprite movement. When the frameY value changes in the code, that would be a change in which direction the sprite is facing.

The function "movePlayerInit" in index.js is responsible for the next bit:

In order to execute movement, say walking up, the game will listen for when you press the "W" key. When that happens, the game will state "frameY=0," to make Kiera face upwards. Then, as long as the key is held down, the game will repaint the canvas with your character moving up by a certain number of y-pixels (changing the sprite object's y-value), and bounce between frameX values to simulate her movement (using a loop). The base image is what will determine whether she's in jeans, pull-ups, diapers, etc.

Next is 'true' animation- ie, when the game is refusing input while an animation plays (during accidents, for example). You can check out img > Sprites > Jeans > Panties > Pee > PeeAccident.png for this one. This was an interesting thing to figure out. I had started with a whole bunch of single images, which I would plop in an array, and then cycle through them all. But I discovered that every time I swap image files, there's a chance for a blip in the sprite, where Kiera would disappear from the screen for a split second! (You can still see this happen when the image file is changed, but not nearly as much). So the solution was to create image files that are sort of like an old roll of film- only one frame high. So it has a lot of frameX values to loop through, but just one consistent frameY value. For each animation, I create an empty array that matches the number of frames in the animation's image, then loop through the frameX values to play the animation. The function wetAnimationDesp in accidents.JS can show you how this works. I have a setTimeout (a time-based loop) that iterates every ~200 milliseconds. With each iteration, frameX of the image file is +1'd, while conditional statements handle whatever text changes and rude sound effects need to occur at each frame (if frameX == 10, play sound gasp, if frameX == 20, play sound fart.. etc).

Finally, there is the swapping of sprites during cutscenes. Not really animation, but if you're interested in this, you can check out Jeans > Panties > LoadingSprites.png. In order to avoid the aforementioned sprite clipping, there is a biiiiig image file for each outfit that Kiera has, that references the different facial expressions and such that she can have during a cutscene. Each cutscene is an array of strings, that's composed of the text that displays on the screen, as well as sprite changes, sound effects, etc. (You can find examples of these in any of the "text.....js" files). When you hit the '...' button during a cutscene, you go to the next item in the array, which is either a pure text string, or a string prefaced with something like "mood.." or "cutscene..". The game detects when a string starts with "mood.." or "cutscene.." and instead of printing the text, updates the frameX and frameY of the character sheet to display another sprite from the LoadingSprites file. Once the cutscene is done, the code determines what sprite image Kiera should be returned to, and plops her back into that to allow movement again.

So.. Hopefully that helps explain a bit? Sorry if it doesn't. Happy to chat more if you have further questions!

Edited by baboon (see edit history)
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12 hours ago, hypnotize said:

I was extremely impressed by this are you willing to have investors

Thanks so much, I'm glad you're enjoying it! If you'd like to support the project, I have a patreon at LINK. Any support is much appreciated! ❤️

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Would you mind sharing ta discord link or is it for Patrons only? I can't afford to fund you but I'd like to keep track of progress either way

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