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BBBen

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Jul 6, 2018
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made that discovery.

How do you end Iku's scene? She has left the bedroom, but when I type DRESS, it says "not yet, I want to see this through some more" or something to that affect. Yet, Kenji is alone in the bedroom, having exhausted his orgasm points.

edit: prolly not how you're supposed to end the scene (they were multiple like this starting with and following Iku's scene), but I saved the game, then loaded that save, and the girl(s) were then gone and I could exit the room/area.

1st play...got the Fumi/Hana/Iku ending. Good game and yeah, I'll be playing it again and doing a lil different here and there. See what happens.
Glad you're enjoying it! Sounds like you found an obscure bug with the scene ending; probably a command that shouldn't have been usable at the time.
 

dmmt

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May 8, 2020
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to be honest, probably the result of excessive cheat code entries. lol

Got the Iku/Fumi/Hana ending. (I think there was 7 options presented from which I had to pick 1)

2nd play through, no cheat codes...only option presented at the end was Kimiko.
 

BBBen

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Jul 6, 2018
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to be honest, probably the result of excessive cheat code entries. lol

Got the Iku/Fumi/Hana ending. (I think there was 7 options presented from which I had to pick 1)

2nd play through, no cheat codes...only option presented at the end was Kimiko.
You can get much better results by doing things efficiently - making sure to align your actions with the skills you've levelled up by seeking out combat. Keeping an eye on the girl's preferred stat and their current mood is also useful.

It's possible to get almost a full harem run-through without using the harem code, although harem mode itself changes some things...
 

T51bwinterized

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Oct 17, 2017
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Hey Ben, you bastard I finally spent time to finish this. I'm so glad you've given up on games with text writing mechanics. Shit's clunky.
 
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MrDL

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Nov 11, 2017
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I actually liked text games (and in some ways still prefer them) as long as they were done well and avoided most of the "guess the verb" issues, granted made it really hard if English wasn't your primary language at times, on the other end it depended on the writer having a good grasp of English too and there were plenty of examples of those who tried making games AIF but did not, VNs are much more forgiving. I kind of miss somewhat detailed descriptions where your imagination could fill in the blanks.
 
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BBBen

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Jul 6, 2018
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I actually liked text games (and in some ways still prefer them) as long as they were done well and avoided most of the "guess the verb" issues, granted made it really hard if English wasn't your primary language at times, on the other end it depended on the writer having a good grasp of English too and there were plenty of examples of those who tried making games AIF but did not, VNs are much more forgiving. I kind of miss somewhat detailed descriptions where your imagination could fill in the blanks.
clunky but i find it oddly fun :ROFLMAO:
Well, if we're taking it seriously from a design perspective, one huge thing I miss about text games is how easy and practical it is for me to allow the player to type almost anything I can think of. It allows a staggering amount of hidden content and a lot of freedom for the player.
 

mrttao

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Jun 11, 2021
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It allows a staggering amount of hidden content
yes
and a lot of freedom for the player.
only in the most robust team based text parsers which have programmed 50 different ways to perform the same action based on possible alternative phrasing used by the player
in reality in 99.99% of text parser games it allows very little to no freedom for the player. As they "know" that almost anything they type will not be parsed, they give up and instead resort to very specific common verbs.
this is why you had the point and click adventures who for a time had a 9 button palette with 9 common verbs such as "pick" "drop" "use" "open" "close" etc.

Nothing saps your feeling of "freedom" as a player like typing a bunch of variants of an action before finally getting one that works, that is functionally identical to the others but had to be phrased at EXACTLY the right way to trigger the limited text parser.
 

BBBen

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Jul 6, 2018
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only in the most robust team based text parsers which have programmed 50 different ways to perform the same action based on possible alternative phrasing used by the player
in reality in 99.99% of text parser games it allows very little to no freedom for the player. As they "know" that almost anything they type will not be parsed, they give up and instead resort to very specific common verbs.
this is why you had the point and click adventures who for a time had a 9 button palette with 9 common verbs such as "pick" "drop" "use" "open" "close" etc.

Nothing saps your feeling of "freedom" as a player like typing a bunch of variants of an action before finally getting one that works, that is functionally identical to the others but had to be phrased at EXACTLY the right way to trigger the limited text parser.
A nice thing about Adrift, however, is that since it's not entirely parser-based the game designer is free to define responses as they want. That's possible in other engines too, of course, but the strictly defined parsers tend to lead people to more restricted design. The developer obviously still has to write an awful lot of responses to allow for any freedom, of course.

Even within the confines of a strict parser approach, though, I'd say you can allow for a lot of surprising possibilities for the player to try. If anything, I think the biggest limitation on player choice (as your comment also suggests) is the paralysis of choice.
 
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mrttao

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Jun 11, 2021
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A nice thing about Adrift, however, is that since it's not entirely parser-based the game designer is free to define responses as they want. That's possible in other engines too, of course, but the strictly defined parsers tend to lead people to more restricted design. The developer obviously still has to write an awful lot of responses to allow for any freedom, of course.
Yes, it was a nice hybrid engine compromise that lets you do some stuff through GUI while still having text parsing.
it is a shame that adrift got abandoned
Even within the confines of a strict parser approach, though, I'd say you can allow for a lot of surprising possibilities for the player to try.
you can, hypothetically, do so.
my point is that in practice devs do not have the time and budget to do so
 
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afex

New Member
Jun 13, 2018
10
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Is it possible that we get any update on this game?
Maybe little patch for 'after trouble' life in the mansion or to deal with something else? Like discovering they are trapped in a parallel universe or something like that, so many possibilities even with new characters. That mansion and music, sure gives some strange and time lost vibes.
Or PAL 2 ?

Still my favourite game (y)
 
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BBBen

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Jul 6, 2018
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Is it possible that we get any update on this game?
Maybe little patch for 'after trouble' life in the mansion or to deal with something else? Like discovering they are trapped in a parallel universe or something like that, so many possibilities even with new characters. That mansion and music, sure gives some strange and time lost vibes.
Or PAL 2 ?

Still my favourite game (y)
Actually, what I've been doing recently is making a comic series on my Patreon for $12 patrons, with a story that builds on the existing one and plays off the things learned in the harem ending. I've been enjoying doing it and I think it's turning out pretty well.

I'll probably release the first issue free once we get into the second issue on the Patreon (although after that I don't know - I think I might keep the rest as an exclusive for patrons).

The series throws some unexpected developments into the mix to explore some different ways the characters might interact.
 
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BBBen

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Jul 6, 2018
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Can't find a working runner for this thing on Mac, any advice?
Sadly it seems like people have been having more and more trouble running the blorb version on Mac effectively. Mac has been making a lot of stuff obsolete recently.

The most effective strategy seems to be running it on a virtual PC, which I know is a hassle, but at least the game doesn't really take a lot of hardware power to run.
 

taler

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Oct 5, 2017
1,489
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Sadly it seems like people have been having more and more trouble running the blorb version on Mac effectively. Mac has been making a lot of stuff obsolete recently.

The most effective strategy seems to be running it on a virtual PC, which I know is a hassle, but at least the game doesn't really take a lot of hardware power to run.
Thanks yeah I've been using a VM, just the whole process of booting up the VM takes a while and gets fanspeeds up :( But still worth it to play good content like this.
 
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hrmf

Member
Sep 15, 2016
103
64
Can't find a working runner for this thing on Mac, any advice?
I never got it working, the mono runner with the blorb never worked for me and honestly seems like an abandonded project. No luck with wine either, but it's def. worth firing up a Windows for this.
 

BBBen

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Jul 6, 2018
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I never got it working, the mono runner with the blorb never worked for me and honestly seems like an abandonded project. No luck with wine either, but it's def. worth firing up a Windows for this.
Not an abandoned project - a completed project. I finished the game several years ago and it's as done as I ever really intended it to be. I am sorry to hear you couldn't get it working, though.

When it comes to the technical issues getting it to run on Mac, unfortunately there's just not really anything I'd be able to do about it; it's a problem with the engine and the fact that Mac just doesn't support that kind of thing very well any more.
 
4.40 star(s) 20 Votes