Tried to play web version with firefox and got some locks.
1. When Helen try to open doors at "entry hall" game suggest save, so save and try open doors got nothing. Sometimes it work, but i can't repeat.
2. When Jaycie defeat armor, control transfer back to Helen, than with Winchester go to stairs, to defeat gost, but every time I got "
...Well- step two, but it's still not getting her anywhere! She throws her arms up and mutters, retreating from the stairs for now." and return to hall. No more doors could be open and nothing happened.
I haven't received any other reports of lockouts in either of these areas.
1. There are 5 exits in the entry hall. After checking all 5 (4 doors and the stairs), Helen will be attacked and the plot will continue.
2. I'm having trouble understanding #2, sorry. After the Armour is defeated, Helen is able to access the southwest door, and an item there allows for access to the eastern door afterwards and the next fight.
It sounds like something may not have initialized correctly, which is extremely rare but can happen on very slow computers (a couple of people had issues like this back in MERCANOID that I could not replicate).
Helen go southwest found "key item", go east, fight with pixie, swap with Jackie, Jackie fight with armor, swap back and what next Helen could do? I am lost here. Is there some secret, bug or not implemented path? Or Helen should defeat ghost earlier to allow move forward?
Really enjoyed the game! The main heroines were cool, and I'd love seeing them pop up in future projects of yours if you decide to bring them back. I was also a fan of the possession scene. Easily my favorite of the Bad Ends. Loved the impersonation and sexy body theivery. I'd love to see more like it in your future games!
I'm glad you enjoyed! ♥ Helen and Jaycie likely won't star again, but they may appear in smaller roles in another game in the Hahazrd Heroines series, depending on where I take it!
Tried to play and got softlocked in the intro because I'm unable to switch between the different inventories. It says that the buttons to do so are underneath the inventory but that's at the bottom of my screen and I'm unable to scroll down any further.
As stated on the game's page, it is designed for a 1080p screen minimum, and it is not designed with Android or other mobile devices in mind unless they have the resolution required to play the game in landscape (ie, a tablet). If you are on a 1080p screen, you may need to check if your system's display setting are defaulting to a zoom-in (some laptops do this, defaulting to 125%). You can also manually adjust the game's zoom by whatever method your browser supports; usually ctrl+scroll.
If, however, you are on an Android device, then the page will have warned in advance that it is unlikely to work.
Just saw the other day that this was up, so now I've played through it. Here's my notes. First, the lone typo I spotted: in the pre-fight between Helen and the Pixie, you write "her eyes aren't as usual" rather than "as useful". Second, a bug: when I picked up the super evil knife, it went into the key items rather than weapons pocket, and then when I returned to Jaycie it had vanished. There wasn't any text about like, the other knives ganging up on it, so I assume that's not intended behavior.
The big critique I have is just that, while a boss rush with light puzzling is fun, it doesn't give you much opportunity to experiment with Helen or Jaycie's kits before you need to apply it. Some abilities do and some do not mention what dice they roll, and the evil knives didn't tell me how much damage they did either, and while I never did lose a fight I think some replenishing encounters to test things out on would have been nice. (Also, I like attrition being a challenge, and with the medikits it wasn't, though I fully admit that's a me preference and it worked fine without.) I'd have liked a bit more on Amy's deal, but that may well have dragged, and I would also have liked the last thing that happens to her to be a choice but I'm not really losing sleep over it.
Okay, that's all the negative I've got. Positive: I love these girls. Helen and Jaycie are good, and Darla is very relatable for me in particular, though I'm not as hung as her. They were fun to play in combat and to read their thoughts in exploring, and the narrative stutter makes me smile when that happens. Your writing is still real good, really evocative, and I liked that the girls were emotionally intelligent enough to know what's best but still emotional enough to feel things and get a bit caught up in them. The accessibility options were greatly appreciated too, as were the content filters. And, of course, I would have liked more, but it was great as is.
Thank you so much for your detailed thoughts! - Typo; found and fixed. Thank you! - Bug regarding the Incredible Evil Knife: Uh!... I have literally no idea how that could have happened. I just went back and checked, and the code is set up correctly, and when I picked it up it went into Subweapons as expected. Are you sure you checked the Subweapons section, not the Weapons section? I'm trying to think of how this could have happened, but nothing logical is springing to mind. Both girls get one gear upgrade of each type each, though they need to swap the weapons using the dumbwaiter.
- I agree with the critiques! They more or less all stem from the time limit I put myself under to create the game, the 30 day challenge - save for Helen and Jaycie's kits and the time you have to figure them out. I think the issue there is that there's two of 'em! Sharing the spotlight made it pretty tricky to figure out balance and progression for the pair, and they also had to share my limited time budget for inventory and gear creations. If I made this same length of game but with just one protagonist, I think I would've had a far easier time balancing them out from start to finish. I also didn't have time to balance the game nearly as well as I would have liked, so the original slow march of attrition idea became, as you say, a bossrush with each fight balanced around you being at 100%. I will say that while this was a compromise, a lot of people have been more favourable on it than they were on MERCANOID's approach, so it leaves me pretty torn. ^^; - I'm going to be reworking some combat things further in 1.1, including an overhaul of the status effects system to make it less generic and more interactive.
A variety. Hazard Heroines is intended to be a series, as the name implies, and these will be an anthology of heroines - super or otherwise - getting in over their heads. Content for these games is intended to be a little kinkier than my main series, The Glowing World, which my earlier release MERCANOID is part of. I still intend on making games in that setting, but they should be larger in scope and contain the full suite of my RPG mechanics, as opposed to these smaller streamlined games.
The other remaining setting I want to make is Vore-centric, but it is its own setting for the sake of quarantining its niche away from those squeamish within my core audience. ^^; That will also be a series, and the first of which is going to be the next game after I finish this game's 1.1 update, with some more framework overhauling and the Codex inclusion.
Ultimately, I want to do those two alternate settings as small release valve projects while I work on larger ones in my main world. Even if a game is 'focused' on a kink, it will still include other content I enjoy writing.
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Tried to play web version with firefox and got some locks.
1. When Helen try to open doors at "entry hall" game suggest save, so save and try open doors got nothing. Sometimes it work, but i can't repeat.
2. When Jaycie defeat armor, control transfer back to Helen, than with Winchester go to stairs, to defeat gost, but every time I got "
...Well- step two, but it's still not getting her anywhere! She throws her arms up and mutters, retreating from the stairs for now." and return to hall. No more doors could be open and nothing happened.
I haven't received any other reports of lockouts in either of these areas.
1. There are 5 exits in the entry hall. After checking all 5 (4 doors and the stairs), Helen will be attacked and the plot will continue.
2. I'm having trouble understanding #2, sorry. After the Armour is defeated, Helen is able to access the southwest door, and an item there allows for access to the eastern door afterwards and the next fight.
It sounds like something may not have initialized correctly, which is extremely rare but can happen on very slow computers (a couple of people had issues like this back in MERCANOID that I could not replicate).
Helen go southwest found "key item", go east, fight with pixie, swap with Jackie, Jackie fight with armor, swap back and what next Helen could do? I am lost here. Is there some secret, bug or not implemented path? Or Helen should defeat ghost earlier to allow move forward?
I try another browser - same result(
looks like i need to defeat ghost at first and plot will continue. Sorry for bother.
Wait, were you able to go through the Dining Room hall door before fighting Daria/The Ghost? If so, something's gone seriously wrong.
yes, try to fight, surrender or lost, choose return before battle and not go into battle
Really enjoyed the game! The main heroines were cool, and I'd love seeing them pop up in future projects of yours if you decide to bring them back. I was also a fan of the possession scene. Easily my favorite of the Bad Ends. Loved the impersonation and sexy body theivery. I'd love to see more like it in your future games!
I'm glad you enjoyed! ♥ Helen and Jaycie likely won't star again, but they may appear in smaller roles in another game in the Hahazrd Heroines series, depending on where I take it!
Tried to play and got softlocked in the intro because I'm unable to switch between the different inventories. It says that the buttons to do so are underneath the inventory but that's at the bottom of my screen and I'm unable to scroll down any further.
As stated on the game's page, it is designed for a 1080p screen minimum, and it is not designed with Android or other mobile devices in mind unless they have the resolution required to play the game in landscape (ie, a tablet). If you are on a 1080p screen, you may need to check if your system's display setting are defaulting to a zoom-in (some laptops do this, defaulting to 125%). You can also manually adjust the game's zoom by whatever method your browser supports; usually ctrl+scroll.
If, however, you are on an Android device, then the page will have warned in advance that it is unlikely to work.
Just saw the other day that this was up, so now I've played through it. Here's my notes. First, the lone typo I spotted: in the pre-fight between Helen and the Pixie, you write "her eyes aren't as usual" rather than "as useful". Second, a bug: when I picked up the super evil knife, it went into the key items rather than weapons pocket, and then when I returned to Jaycie it had vanished. There wasn't any text about like, the other knives ganging up on it, so I assume that's not intended behavior.
The big critique I have is just that, while a boss rush with light puzzling is fun, it doesn't give you much opportunity to experiment with Helen or Jaycie's kits before you need to apply it. Some abilities do and some do not mention what dice they roll, and the evil knives didn't tell me how much damage they did either, and while I never did lose a fight I think some replenishing encounters to test things out on would have been nice. (Also, I like attrition being a challenge, and with the medikits it wasn't, though I fully admit that's a me preference and it worked fine without.) I'd have liked a bit more on Amy's deal, but that may well have dragged, and I would also have liked the last thing that happens to her to be a choice but I'm not really losing sleep over it.
Okay, that's all the negative I've got. Positive: I love these girls. Helen and Jaycie are good, and Darla is very relatable for me in particular, though I'm not as hung as her. They were fun to play in combat and to read their thoughts in exploring, and the narrative stutter makes me smile when that happens. Your writing is still real good, really evocative, and I liked that the girls were emotionally intelligent enough to know what's best but still emotional enough to feel things and get a bit caught up in them. The accessibility options were greatly appreciated too, as were the content filters. And, of course, I would have liked more, but it was great as is.
That's all I got. Hope you're doing well.
Thank you so much for your detailed thoughts!
- Typo; found and fixed. Thank you!
- Bug regarding the Incredible Evil Knife: Uh!... I have literally no idea how that could have happened. I just went back and checked, and the code is set up correctly, and when I picked it up it went into Subweapons as expected. Are you sure you checked the Subweapons section, not the Weapons section? I'm trying to think of how this could have happened, but nothing logical is springing to mind. Both girls get one gear upgrade of each type each, though they need to swap the weapons using the dumbwaiter.
- I agree with the critiques! They more or less all stem from the time limit I put myself under to create the game, the 30 day challenge - save for Helen and Jaycie's kits and the time you have to figure them out. I think the issue there is that there's two of 'em! Sharing the spotlight made it pretty tricky to figure out balance and progression for the pair, and they also had to share my limited time budget for inventory and gear creations. If I made this same length of game but with just one protagonist, I think I would've had a far easier time balancing them out from start to finish. I also didn't have time to balance the game nearly as well as I would have liked, so the original slow march of attrition idea became, as you say, a bossrush with each fight balanced around you being at 100%. I will say that while this was a compromise, a lot of people have been more favourable on it than they were on MERCANOID's approach, so it leaves me pretty torn. ^^;
- I'm going to be reworking some combat things further in 1.1, including an overhaul of the status effects system to make it less generic and more interactive.
- Thank you for the positives. ^^
Is there a hologram display main protagonist in game?
No. No there is not.
Love this game! Writing is superb !
Thank you! ♥
This is excellent, truly excellent. You should be proud!
I can only say that I'm hungry for more.
I'm glad you enjoyed it! I've got more games in the pipeline~.
What kinds of games? What will be the focus?
A variety. Hazard Heroines is intended to be a series, as the name implies, and these will be an anthology of heroines - super or otherwise - getting in over their heads. Content for these games is intended to be a little kinkier than my main series, The Glowing World, which my earlier release MERCANOID is part of. I still intend on making games in that setting, but they should be larger in scope and contain the full suite of my RPG mechanics, as opposed to these smaller streamlined games.
The other remaining setting I want to make is Vore-centric, but it is its own setting for the sake of quarantining its niche away from those squeamish within my core audience. ^^; That will also be a series, and the first of which is going to be the next game after I finish this game's 1.1 update, with some more framework overhauling and the Codex inclusion.
Ultimately, I want to do those two alternate settings as small release valve projects while I work on larger ones in my main world. Even if a game is 'focused' on a kink, it will still include other content I enjoy writing.
Ohhh so there will be more releases under the name Hazzard Heroines? Will there also be multiple Main Characters?
Will the vore in your new small game be the soft version like the Gulper and Travesty bad ends in MERCANOID?
really like this style of game, good job on this one. hope to see more from you. always love ghost and monster. even more so when there are bad ends.
I'm thrilled you enjoyed it! ♥
Comments are open, folks!