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Hey there!

I've added two more helpful information inside the gallery menu:

1) The main fetish tag related to the currently selected scene
2) An indicator that says if that scene has a special "bad ending"

Since I implemented the fetish override feature in the recent update (seen there on the right hand side of the screenshot), I've received feedback that having those specific information displayed would be helpful. I agree, so there we go, it was a quick and easy add-on anyways.

Back to work for yours truly!

Best Regards,
Mega

Files

Comments

Gabus Deux

Thanks for the update

Zerro

You're really going all-out on the game development! Not often seen in Eroge. I wonder what you'd create if we gave you a big budget and a fully-staffed studio

Aaron McGrath

Lit, looking forward to more quality of life content

Shooks

Keep up the good work!

Lilly Anderson

Late to the party on this comment section but... um... as hyped as I was for this feature to drop, it... kind of sucks that I cannot toggle my preferences until after I discover the area? Like.. uh.. once I get to the area, am I supposed to immediately retreat to the castle and toggle the monsters, then return to that area or?... Because toggling them AFTER the area defeats the whole purpose.. unless Im missing something... Not to mention the first X areas' monsters cant be toggled at all until after I beat those areas? Even though its a spoiler hazard, I would prefer to just have the option to toggle all monsters / animations before I start the game

MegaBlueBall

Indeed, it's a design dilemma and there is no easy catch-all solution, unfortunately. For starters, the old general purpose fetish toggles are still there and they work fine. They are accessible from the start so that players may disable their general turn-offs based on the tag name (vanila male, tentacles, lesbian, vore, etc), granting a better experience to the huge majority of people. As for the individual overrides, like you've said, I don't want to ruin or spoil enemies and bosses, nor any specific scenes to players before they even started the game. It would be incredibly counter-intuitive to front-load such huge decision, virtually asking players to watch every single animation in the game (dozens upon dozens by this point) and toggling in on/off individually. The gallery only unlocking after defeating the bosses feels kinda restrictive, but that's both for mechanical reasons, since it's simpler to unlock an entire area instead of individual enemies, as well as for design/lore reasons, since I will do more stuff with the actual physical gallery stage in the game that has to be tied to a boss's defeat to unlock.

odoto

Could it perhaps be a sort of global unlock that applies to every save? So if you've already unlocked it on one save and start a new game or load a different one it'll carry over. It wouldn't spoil anything since you'd have to have already completed a run up until that point anyhow. Alternatively, maybe just have it unlock an area when you enter it for the first time rather than when you beat the boss? Perhaps the boss of the area could be a separate unlock until you've encountered them for the first time so you can see the enemies without spoiling the boss. Really I imagine players mostly ignoring it and using the main filters, only really messing with enemy specific ones when they encounter a grab they don't like that slips through the main filters. Sure it'd be more spoilery, but it's up to players if they want to do that or not.

MegaBlueBall

For fetish customization, both the general tags and individual overrides are save-independent; once tuned, they are stored in the config file, and apply to all future saves. As for the flags for boss defeated, then yes those are stored on a per save basis. So this is part of the conundrum. But I think this is too much of a hyper specific issue: being able to use the individual overrides from the get-go, it's probably something less than 5% of players might even consider. Besides, it's in the game design plans to add cheat codes, or a hidden debug menu (replacing the current alpha implementation of the debug keys), so for those few advanced players, they would have the option of unlocking the gallery and accessing things from the start. It's a solution for those who seek it, without messing around with the current implementation, which is fine for well over 90% of use cases.