Yume 2kki Save File

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Armanda Kicks

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Aug 5, 2024, 10:11:10 AM8/5/24
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HelloThe corrupted savegame (in case of Yume2kki: Computer screen and no input accepted) after loading the game is a random bug that happens in some games and we have no idea why.

Could you provide a working savegame shortly before the broken savegame and then describe to us what you did in the game to reach the corrupted save. Thanks!


Could you check if you have the files CharSet/ゆきひつじch_451用 , CharSet/ゆきひつじch2 and Battle/system-自販機ジュース1 in the Yume2kki folder? (in the subfolders CharSet and Battle)


I need the following things: Save02.lsd and a description how to reach the CharSet/ゆきひつじch2 not found warning. According to the log it is quite close, only 20 seconds from load to problem.

Thanks.


While I am very impressed with yume2kki, I feel that it falls short to the original more than it should, especially as of the last several updates. I feel these three suggestions could dramatically improve the quality of the experience.


Honestly, yume2kki feels too safe and comfortable. There is almost one humanoid character on every map, and significantly fewer creepy creatures than there should be. When compared to yume nikki, which had about 4 iconic (And somewhat difficult to reach) human characters aside from madotsuki, yume2kki has gotta have 30 something that they throw at you left and right, many of which are barely anything more than a palette swap of the boy effect. (Like the missingo kid under the stairs) I really don't feel like a stranger to the dream world, but just another common visitor alongside all the other humanoid characters. It's not really unnerving or interesting, they're just boring and uninteresting. (Oh look, another person with a slightly different color hair/shirt/whatever. Here's the part where somebody comes up with a witty name for said character ending with -san or -tan, hurr hurr so clever)


In addition to this, all the areas seem too close to home. Nothing really feels 'far away' like the white desert area in yumenikki (With the exception of the police effect's area). The means of transportation between all the different maps seems too convenient, as most of the other places can be reached outside of the nexus with little difficulty via convenient and abundantly placed warps. The paths to the different areas are too streamlined, and it is hard to get lost.


Thank you for feedbacks.

I already translated and sent these response that was written for 2kki makers.

and also I noticed.

My name seems to be broken without Japanese font... lol alright


>>552

wow... I had't ever translated a such long message.

I could almost do it,but some pieces of message is not.

I think it's OK because maybe what you wanted to tell me can be told for makers...


I would love it if every effect had a purpose, even though that wasn't the case in Yume Nikki. But hey, maybe it's just me not finding anything to use the stretch, broken arm, mantle (is it called mantle?) and spring effects on.


I was playing yesterday and I found this entrance to some place, and there was a sign in front of it that showed an normal Urotsuki and a X symbol, and a stretched Urotsuki and an O symbol. So I guess you can only enter there using the stretch effect.


About the game, I'm loving it, I always play every new version released. When I played it for the first time I felt like >>553 , but after playing it for some weeks I noticed there are a lot of areas in the game.


I noticed in the baddie bar (That's what I call it, in the area where you get the trombone effect) that the wall where the blob thing traps you, if you go underneath it, your head/body is obscured by it.

Thought I should point that out.


Thus far, I'm disagreeing with removing humanoid characters and making it easier to become lost, mainly because Yume 2kki, while being a "fan-sequel", still centers around the mind of an entirely different character. (Thus, it's bound to be different in many ways while still following the base formula for the game, which is the exploration style and effects.)


I also loved the recent addition of effect combination, and would love to see more, even if it's only for a few others. I'm also interested in knowing how far they plan to update the game version-wise, mainly to get a scope of when I should begin a project of my own; Yume Nikki 3.


I like Yume2kki as it is, and with each update I like it more and more. I'm not sure why, I just like it.

And even though it's highly unlikely, I'd like to see more updates after the game reaches its final version, which from the looks of everything seems that it's going to be 0.10.


I think that the game developers shouldn't try too hard to make things blatantly creepy (i.e a land of red gyrating eyeballs or whatever). Creeping the player out by making them think about what they're seeing is far better than OMG A FETUS.


I like the music, but one of the problems I had with it, as well as in the last game, is that its too repetitive for the amount of time that you're in one area. I think that it could use a little bit of change. Not necessarily to the central theme, but more like, different ideas on top of the main idea of the song. Maybe more ambient background noises. Try and open it up to feel more in-tune with the dream world idea.


Other than that, I like what I see so far. I haven't updated since the first version .092, but I'm planning to tomorrow. Keep up the good work, its an interesting and fun experience as the first one was!


Something I've noticed is that there are places where ceiling tiles won't work properly. Instead of you walking behind them, your head or your bike might be covered by part of it, and then stick through the other end. I think I'll try and get a picture up of it later.


Honestly, I've never been able to get into the game, because I basically wouldn't be able to play it without walkthroughs or guides on how to get to places. Pathways are too obscure, or require effects that I don't have or never would've thought of using. The most I've been able to do in the game was wander around the start areas and never figure out what I was supposed to do. Maybe I'm just slow, but I figured it might be relevant. If others think 2kki is easy enough feel free to say so, but it's honestly just too hard for me. It's too bad because I really think it's an amazing and well-made game, definitely on the same level as YN itself.


>>587

I can understand what you're saying. Sometimes just wandering around in one area can take hours just to fully explore an entire map (well maybe not HOURS, but you know what I mean). It's really something that takes a whole lot of patience since finding everything can be time consuming.


I find watching other people's videos on YouTube or whatever acts as a visual walkthrough. You can even see where they went or how they came to a dead end and how to avoid that (or go to it lol) while you're playing. Many of the videos also help you find effects. So you can try that.


>>587 >>590 >>591

thank you for playing and suggestion.

I agree,because I could't collect any effect when I played yumenikki first.

It's difficult for us for the hint not to exist.

But I guess now,we're needed to teach hints or where effects exist on,and how to wandering in this nightmare or dream.

then if you're alone player,I think it's good to collect them while you feel the mood in dream.

In fact,there're some guide page or wiki in web,but they're Japanese...

(IDK the guide with other languages. are there they?)


1.I'd like more areas which were effect specific. Like wearing the spacesuit in space which you could only use one effect to get there. An example could be a fairy world where you could only access with the fairy effect (my heart isn't set on this idea i just thought it would be a good example).


>>592

I think a hint here and there would help it a lot. I'm not saying you need to change the entire game because of what I've said, but I've seen others get stuck a lot as well, so just keep it in mind. Thank you for responding and please give my kudos to the creators, 2kki is an amazing game and everyone really loves it, even overseas :3 As for guides in English, there are several, mostly on Uboachan or Youtube.


>>563

The bug with Aoshiru has bothered me a lot. Seems like the older areas are completely neglected, because that error's been there since forever...

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I'd love to see more hints too. Even with guides, it's still very difficult to get to some places, specially because there's not too many guides around. And some of the guides give names to the areas and not how to get to them, so I get lost pretty easily...

I kinda agree with less humanoid characters. The game IS very creepy, but the fact that there's so many people to relate to makes it too... 'familiar' Not that it's a bad thing, though, since this is not Yume Nikki anyway. I don't think they should take away the ones that already exist, but new areas should have less humanoids.

I don't think a translation is absolutely necessary, but the game should be more non-japanese friendly, as in the files. It would crash less, at least for me, if most of the filenames didn't have japanese characters. But that's just my opinion, really.


>>592

What type of hint should be given though?

A really obvious one? Like if you need to use the Fairy Effect or go in X direction to get Y effect/area there would be like a tile/painting/NPC pointing towards it?


As long as we're not considering dangling hints in front of the player at every turn, I'm fine with it. I'm biased against the idea since I've played the game quite a bit and have memorized where most of the effects are, but even then, some of them are easy enough to find without prior experience. (Which is fine, because those are often necessary; the Motorcycle, for example.) On the other hand, there are effects that are too obscure for as useful as they are (the Chainsaw,) which would be an excellent example of where to add a hint. I'd suggest a trail of blood (or the vomit that the card suits are leaking) that leads to the correct door in the Hospital area.

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