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RPG [nergalsnest] Zombie's Life (RPG Patreon game) RPGMaker


Re: Zombie's Life (RPG Patreon game)

Starting with a higher Sense gives what kind of advantage, do you get less Nothing when scavenging or is there another advantage to that?

Higher Sense only gives better chance at finding stuff (less "Nothing")

Other than Strength and Agility there hasn't been much I have seen that makes choosing the stats that important when starting?

STR > Carry more
AGI > Search goes faster
END > +1 HP/point spent
Talk > Useless (probably had a better use in the older versions where you farmed stats by talking to them)
SEN > Less chance of finding "Nothing" (not sure if it's % based on points spent)

Were there any changes to Officer Blaze or Ms Perez or were the scenes only for the family and Isabelle?

0.4 is only 2.5 new scenes with mom (1 scene has 2 CGs) and go deeper with Isabelle (pun intended).
 
Re: Zombie's Life (RPG Patreon game)

Wow. I thought talk would help me bed the ladies faster. I put like 5 points into it. Talk about gimping yourself.
 
Re: Zombie's Life (RPG Patreon game)

It gives more HP for the "zombies-space invader" phases. Not like they are hard to begin with...
 
Re: Zombie's Life (RPG Patreon game)

Yeah, Talk is pretty much useless (I know there's a song lyric in there...), and I think even Nergal's guide advises putting little, if any, starting stat into that one.

Btw, here are my thoughts on v0.4 for Nergal:

Here's my notes:

Pros
I like that you make use out of those annoying car blockades.
New scenes are great. The Aunt reverse cowgirl pic could use some anim, of course.
Definitely glad you added the cheat room.
Thanks for fixing the Isabelle trade logic, that was annoying. Now for giving bulk items...
It's a small thing, but I really enjoy the fact that you put extra effort into changing the dialogue for the second time the kid has sex with any woman in any particular scene. It changes the experience a bit, as the women start to become more corrupted/accepting of the shota/incest.

Thoughts
--I was initially against the sentimentality of Isabelle's most recent ring-return quest, but the symbolism is appropriate. Still, it's sort of logic-defying, because the kid could just pocket the ring/give it to his mother, without Isabelle ever knowing. Eh, more of a nitpick, however.
--I think you could've given better hints regarding fuel. Yes, it's somewhat common sense to search cars, but maybe having the kid's internal monologue suggesting specifically to search cars could've been helpful. I myself was looking for gas/fuel pumps. -__-'
--Was hoping to see progress on Perez and Sonja. Guess I'll have to wait a bit longer. :/

Suggestions:
--After you talk to each girl initially, the "talk" option is useless. I personally like it, even if it's just random chatter. Maybe consider keeping some of that dialogue (e.g. between the kid and his mother about him being her new husband?). I'd especially love it if the "talk" could be a progressive thing; it doesn't necessarily need to advance your relationships, but could show the progression IN the relationships?
--Batteries are utterly useless for me. Maybe you could introduce an enemy that would actually necessitate the flashlight? (like, a night critter afraid of the light?)
--Combat/Enemies weren't improved at all. I suppose that's a work in progress. Already suggested a few ideas and mentioned my criticisms in previous posts.
--Still hoping the R-scenes and/or "dark" version of the game comes out, but it looks like that's an unpopular opinion.
--A few unused or unfinished areas (e.g. the bathrooms/offices in the store, the entire library, cafeteria/far left wing of the school, and the uppermost section of the police station map).
--As discussed in previous posts, a companion or danger for the women in having them search would open up more possibilities.
--The girls are getting cummed inside quite a bit. Isabelle mentions the kid may be infertile, but do you have pregnancy fetishes in store? Just curious. Might widen your demographic. :)

A few bugs:
--Every time there's a new version and I retain my old saves, I find that on the select screen, the selection cursor gets stuck on someone (in v.3, it was the mom, in v.4 it is the aunt) whenever I need to heal or whatever. Restarting seems like the only way to fix this, which is pretty annoying. Also stuck with the key gift items on my menu screen, which means I'll probably have to restart regardless.
--My problem with restarting, even with the cheat room, is that a lot of the quests can take quite a while to manifest (e.g. Isabelle's search/retrieve quests), and same thing for getting the relationship up for the women.
I guess I could always grab a save from the other ULMF users, but if possible, I'd much rather get a new version and have my saves work with that. I get there's likely a technical issue in thinking that, but wishful thinking.
--There is a clipping error in the garage area of the store; you can walk through the uppermost middle walls next to the large but unenterable hole.
--Previously killed zombies in an area will have "ghosts"; they'll respawn for a second when encountered and then disappear.
 
Re: Zombie's Life (RPG Patreon game)

^ For that "ghost zombie" thingy : hit A to shuffle inventory between MC/base, it'll "refresh" the screen with whatever you picked up in between A inputs and the "ghosts" vanish instantly, instead of waiting and still get hit by them.
 
Re: Zombie's Life (RPG Patreon game)

--My problem with restarting, even with the cheat room, is that a lot of the quests can take quite a while to manifest (e.g. Isabelle's search/retrieve quests), and same thing for getting the relationship up for the women.

Actually, not at all. Nothing in the game is related to how much time has elapsed (except some events requiring to pass one day). With the cheat room, you can enter the Isabelle house on day 1.

If you need help, there is a complete guide for 0.4 around.
 
Re: Zombie's Life (RPG Patreon game)

^ Around as in the Help folder ;)
 
Re: Zombie's Life (RPG Patreon game)

--As discussed in previous posts, a companion or danger for the women in having them search would open up more possibilities.

--Every time there's a new version and I retain my old saves, I find that on the select screen, the selection cursor gets stuck on someone (in v.3, it was the mom, in v.4 it is the aunt) whenever I need to heal or whatever. Restarting seems like the only way to fix this, which is pretty annoying. Also stuck with the key gift items on my menu screen, which means I'll probably have to restart regardless.
Just on these two points (they are not really spoilerific

a) Agreed, but at least if you send them out they should actually scavenge up some items

b) I saw this issue as well, to get around outside of a restart, when not using an item, go to the menu, select 'Status' and select your own portrait. Then next time you use an item your own portrait will be selected
 
Re: Zombie's Life (RPG Patreon game)

Actually, not at all. Nothing in the game is related to how much time has elapsed (except some events requiring to pass one day). With the cheat room, you can enter the Isabelle house on day 1.

If you need help, there is a complete guide for 0.4 around.

Really?

The 'help' part isn't necessary (I've used the help file/flowchart and played the game without it so many times I've memorized the how the game progresses). However, it's annoying AF to restart the game constantly due to a new bug occurring during every version iteration. I haven't used the cheat room though (I just assumed, from its description, that it would do things like buff stats or items), and if it actually allows you to "timewarp", so to speak, it would be much more helpful than my initial understanding. Still, if you understand, it's a bit sad to lose my progress and my stockpiled items...yes, I can cheat to get them, but it's the lost hard work invested into getting them that I'll feel a sense of...I dunno, emptiness? I hope someone who's played an RPG and who has put in time but has lost progress and is forced to cheat their way back can understand how I feel.

I also hope you understand where I'm coming from in terms of WHAT progress I'm losing and WHAT needing to undergo, btw. Obviously, there's no timer in the game. It's more needing to go through all the progress points and quests. I'll just try the cheat room with a new save to see what happens.

^ For that "ghost zombie" thingy : hit A to shuffle inventory between MC/base, it'll "refresh" the screen with whatever you picked up in between A inputs and the "ghosts" vanish instantly, instead of waiting and still get hit by them.

a) Agreed, but at least if you send them out they should actually scavenge up some items

b) I saw this issue as well, to get around outside of a restart, when not using an item, go to the menu, select 'Status' and select your own portrait. Then next time you use an item your own portrait will be selected

Ah, I'll try those. Hopefully they're permanent fixes, because neither are necessarily game-breaking bugs...just annoying and if they persist throughout newer game versions in my saves, it's worth a restart to remove them. Thanks!

As for sending the ladies out, yeaaaaah I think a few of us had some conflicting ideas on that (e.g. protecting them or actually having a reason in sending them out other than for an H-scene or them getting ONE random item). My problem isn't just that they don't really scavenge much, but it's a fairly unless mechanic after the H-scenes are achieved. It's a recurring theme I'm noticing in Nergal's work: After some part of the game is used (e.g. Talk--the option or the stat, the Scavenge option, various tools, and even certain locations) for a specific purpose, they cease to be important RoG. It might be food for thought for Nergal to consider reusing certain functions or at least making them somewhat relevant through the game.
 
Re: Zombie's Life (RPG Patreon game)

As for sending the ladies out, yeaaaaah I think a few of us had some conflicting ideas on that (e.g. protecting them or actually having a reason in sending them out other than for an H-scene or them getting ONE random item). My problem isn't just that they don't really scavenge much, but it's a fairly unless mechanic after the H-scenes are achieved. It's a recurring theme I'm noticing in Nergal's work: After some part of the game is used (e.g. Talk--the option or the stat, the Scavenge option, various tools, and even certain locations) for a specific purpose, they cease to be important RoG. It might be food for thought for Nergal to consider reusing certain functions or at least making them somewhat relevant through the game.

On that note, I just started another replay of the last public version and noticed something else struck me as a little strange. Maybe as a hold-over from when they were going to actually at risk from the zombies, but the fact that they have individual health stats seems so underutilized at this point— especially since I'm usually DROWNING in medicine. You can trade scrap for bullets, and food for supplies, but there's no such thing yet for functionally converting excess medicine into something more useful.

Like, in a perfect world, that seems like it would be such a good way to buff the scavenging beyond its current state of "not literally useless, but pretty close" once you've gone through the required conversations, while at the same time, gating off the content that some people don't want to see without any random chance to worry about and keeping that from completely breaking the game's loot balance. Every scavenging run ticks off one heart from their health stat, and it only regenerates every three days like supplies. So for them, it's less a representation of "health" than it is "exhaustion", like each heart is them having enough energy left to run away. Send them without enough health to make it back, and you get a game over H-scene as a reward/consolation prize! Just like when the main character runs out of health, but ya know... ~sexier~.

It would also color the characters a bit more outside of the dialog. The athletic sister can make multiple runs per day without running too low on health, while the mother— taking into account her initial hesitation when asked to go scavenging— draws a LOT more attention from the zombies (I wonder why? :rolleyes:) and can only risk one or two before needing a break. And if you really need some extra loot right away, you can pump them full of medicine to get a few more scavenging runs.


Then again, maybe Nergal still has plans for a different health mechanic in the future; I just can't think of anything that wouldn't purely serve as more tedium without having an H-scene. I mean, you could theoretically do the same thing with a generic game over... but that doesn't seem like it would be a worthwhile addition.
 
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Re: Zombie's Life (RPG Patreon game)

but there's no such thing yet for functionally converting excess medicine into something more useful.

Well you can trade Medicine to Isabelle for bullets. While grinding for Scrap I filled up on Batteries and Medicine, trading most of the Medicine for bullets, which gave me more than enough to eliminate the zombies from all the scavenge areas.

I just wish there was something for excess batteries...
 
Re: Zombie's Life (RPG Patreon game)

On that note, I just started another replay of the last public version and noticed something else struck me as a little strange. Maybe as a hold-over from when they were going to actually at risk from the zombies, but the fact that they have individual health stats seems so underutilized at this point— especially since I'm usually DROWNING in medicine. You can trade scrap for bullets, and food for supplies, but there's no such thing yet for functionally converting excess medicine into something more useful.

Like, in a perfect world, that seems like it would be such a good way to buff the scavenging beyond its current state of "not literally useless, but pretty close" once you've gone through the required conversations, while at the same time, gating off the content that some people don't want to see without any random chance to worry about and keeping that from completely breaking the game's loot balance. Every scavenging run ticks off one heart from their health stat, and it only regenerates every three days like supplies. So for them, it's less a representation of "health" than it is "exhaustion", like each heart is them having enough energy left to run away. Send them without enough health to make it back, and you get a game over H-scene as a reward/consolation prize! Just like when the main character runs out of health, but ya know... ~sexier~.

It would also color the characters a bit more outside of the dialog. The athletic sister can make multiple runs per day without running too low on health, while the mother— taking into account her initial hesitation when asked to go scavenging— draws a LOT more attention from the zombies (I wonder why? :rolleyes:) and can only risk one or two before needing a break. And if you really need some extra loot right away, you can pump them full of medicine to get a few more scavenging runs.


Then again, maybe Nergal still has plans for a different health mechanic in the future; I just can't think of anything that wouldn't purely serve as more tedium without having an H-scene. I mean, you could theoretically do the same thing with a generic game over... but that doesn't seem like it would be a worthwhile addition.

As stated in the post above mine, the problem is more excess batteries than medicine (namely because medicine, as reiterated, can at least be turned into bullets, whereas batteries have NO use after Isabella's quests. That and batteries are ALSO included in the medicine trade, as well as in general scavenging). I'd suggest making medicine a rarity, and therefore bullets as well. It'd also give better reason for the police station as a scavenging spot for bullets, which would be more difficult to obtain.

Ehhh, I agree with what you're saying. I especially like that you factor in the characters' idiosyncrasies and roles into what you're planning (and of course I support the GO H-scenes). However, you and I are in the minority of what is desired. If you've been following the convos here, rape is likely not going to be in the game, so H-scene game overs/GoR is likely not an option, unless you want a zombie-on-PC H-scene (eww...which would be reverse rape anyway..on a kid). And with that, you're left with a generic Game Over, which sucks just as much. Lastly, the biggest problem is that scavenging doesn't really serve a purpose anyway. So just waiting for their health to heal and not sending the ladies out isn't a big deal anyway, even if you, for some reason, WANTED to get them to scavenge, which is a pointless exercise.

(if there were a reward for the ladies scavenging, as in, it was an important progressive step in the linearity of the game, or if they randomly found weapons, equipment or rare items--which I think you actually suggested first--then I could see NPC scavenging, and therefore medicine, as a factor).

Therefore, the health of the ladies is a useless mechanic for now, and even if implemented, only just gives you another challenge, which can be easily avoided anyway, to save you from a generic Game Over. And that's why I think making a zombie shota/incest game without GoR or rape scenes is an extremely difficult task to accomplish; not only does it fail to encapsulate the ambiance of an actual zombie apocalypse in regards to the hentai, but you have to work around logical/realistic stereotypes or archetypal gameplay that would be fundamental to those types of games.

I definitely get Nergal's conundrum, because his backers want a certain type of game, meaning he couldn't add in certain content even if he wanted to, but I struggling to suggest ideas that would completely solve the problem; hell, maybe it's just my opinion that there is a problem and everyone else is happy with how the game is progressing, so I'll wait.
 
Re: Zombie's Life (RPG Patreon game)

Oh, duh... I completely forgot that Isabelle also takes medicine; off the top of my head, I only remembered her trading for scrap metal and electronic parts for some reason.

But yeah, I'm aware of the whole conversation surrounding the topic. In fact, I'm pretty sure that you agreed with me earlier in the thread about it! So my expectations are adjusted accordingly to the fact that it's simply not in the cards. My post was mostly just musing on yet another hypothetical workaround, since a lot of the protests between my last post and now seemed to be heavily focused on the idea of randomly being screwed over/forced into that sort of content by some hidden dice roll rather than a fail-state equivalent to dying in normal gameplay... That, and I was just bored, so why not!

Plus, all quibbles about content aside, the NPC scavenging has always been something that bugs me just a bit, even when there was still going to be an actual risk to it. And now that its only purpose is to trigger certain conversations, noticing the unique health stats for each character just brought that back to the front of my mind. Next time, I'll probably just whine about spoilers, haha


(Also, just to be abundantly clear: either my phrasing was waaaaay off or you misread something, but I have no interest in player/zombie scenes! I was talking purely about the mother, sister, and aunt there. :))
 
Re: Zombie's Life (RPG Patreon game)

Oh, duh... I completely forgot that Isabelle also takes medicine; off the top of my head, I only remembered her trading for scrap metal and electronic parts for some reason.

But yeah, I'm aware of the whole conversation surrounding the topic. In fact, I'm pretty sure that you agreed with me earlier in the thread about it! So my expectations are adjusted accordingly to the fact that it's simply not in the cards. My post was mostly just musing on yet another hypothetical workaround, since a lot of the protests between my last post and now seemed to be heavily focused on the idea of randomly being screwed over/forced into that sort of content by some hidden dice roll rather than a fail-state equivalent to dying in normal gameplay... That, and I was just bored, so why not!

Plus, all quibbles about content aside, the NPC scavenging has always been something that bugs me just a bit, even when there was still going to be an actual risk to it. And now that its only purpose is to trigger certain conversations, noticing the unique health stats for each character just brought that back to the front of my mind. Next time, I'll probably just whine about spoilers, haha

(Also, just to be abundantly clear: either my phrasing was waaaaay off or you misread something, but I have no interest in player/zombie scenes! I was talking purely about the mother, sister, and aunt there. :))

Ah, for me, the ONLY thing I ever trade to Isabelle is medicine. Scrap metal is incredibly valuable for building stuff, and while I would trade electronic parts (since after installing the multiple solar panels in your home means they're also fairly useless), they only net you batteries, which are just as useless.

Yeah, I'm definitely not disagreeing with you at all; I get your points 100%, and I've got the same gripes you do. It's just unfortunate because the game's excellent, but while I see quite a few areas for improvement, most of my suggestions are probably going to be turned down by the majority of Nergal's supporters. It's something I'll just need to accept, as this isn't my game and my fetishes aren't the same as everyone else's.

And as for the zombie-player sex scenes, I know. I was just being humorous. No offense to the people who actually like that stuff, but that'd be a new level of weird. zombie-shota reverse rape?
 
Re: Zombie's Life (RPG Patreon game)

One big problem with Isabelle for me is that if there's a zombie nearby when you're talking to her, it can walk up to you and kill you while you're stuck in dialogue. :\
 
Re: Zombie's Life (RPG Patreon game)

^ Bunch them up and make them follow you, then run all the way left (stop before changing screens :rolleyes:), lose them (? above their heads). You should now be able to go back to the gate without any zombies around (and they shouldn't come back far enough to bother you).
 
Re: Zombie's Life (RPG Patreon game)

^ Bunch them up and make them follow you, then run all the way left (stop before changing screens :rolleyes:), lose them (? above their heads). You should now be able to go back to the gate without any zombies around (and they shouldn't come back far enough to bother you).

This is pretty much most of the beginning of the game whenever you are scavenging. Once you work it out, until you get lots of bullets, its easy and allows you to do a lot.
 
Re: Zombie's Life (RPG Patreon game)

Is scavenging purely RNG (+ the stat), or are some areas more likely to give specific items?
 
Re: Zombie's Life (RPG Patreon game)

Is scavenging purely RNG (+ the stat), or are some areas more likely to give specific items?

There should be an image in the games folder that displays the loot types by location.
 
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