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I'm extending upon the skill tree, and I figured I would share my current ideas to see if anyone has feedback on them, whether you think a certain ability would be super strong or too weak, and if you like the idea as a whole. The idea behind this tier is that by continuing to gain experience with a certain element, you can tweak it in one of two ways, each offering certain drawbacks and benefits, and letting the player specialize their available skills further. I’m also considering increasing the difficulty of enemies in the first two dungeons, and perhaps the third again, because I think most players will either grind enemies somewhat, or just delve straight into femininity, and that makes the game less of a challenge. Let me know what you think about that as well. I’ll still add ways for players struggling with the difficulty to make things a bit easier, because the last thing I want to do is force players to go backwards to be able to progress forwards.


Ice:

Soothing cool: While frostshield is active, heal for a small percentage of your maximum hp each turn. Reduces the damage of the basic ice spell by 10% Heal 5%

Shattering spray: The basic ice spell deals bonus damage to all foes, but provides one less turn of frostshield.

Fire:

Blinding heat: Enemies ablaze have 20% reduced accuracy. The fire spell loses 10% accuracy.

Pure flames: The basic fire spell ignores 40% of your foes armor. Casting fire burns you for one turn.

This skill might look stronger than it is, but armor values are generally somewhat low, to ensure lower strength players aren’t incapable of dealing damage, so I don’t think it would be too strong. I might adjust some values to rebalance this skill honestly.

Lightning:

Strikes twice: The basic lightning spell has a 20% chance to strike a second time. And a 10% chance to backfire, dealing damage to yourself instead of the enemy. The 20% chance works on each instance of lightning, so you could technically cast lightning 100 times in a single turn, though the odds of doing so would be astronomical.

Electric overload: The basic lightning spell increases your power by 10% for a turn, but decreases your defense by 5%.

Comments

Raven Leaf

My personal opinion (I am not sure about the new powers specifically cus I am the kind of person that needs to use them before I can asses them): I am not too sure about increasing the enemy difficulty, just because I am unsure of the typical user base. Like I'm weird, I *LOVE* grinding in games like this and building up my skills and stats. On the other hand, I think there is a lot of people of the feelings "Its a sex game, I don't want to grind and have a hard time to get to the stuff I want" ...but that depends on is your game really a lewd game or a game that just happens to have lewd scenes? I think you might make a "fap mode" just for those people where it stays its current difficulty (cus I do think its easy...but I over leveled to hell) and then have a harder game mode for people like me who are enjoying the adventure as is and likes to grind and power game. I don't know how to difficult it is to set a "new mode" but I think rather than rescaling everything you can keep the original and toggle between harder/easier depending on the user's goals

Raven Leaf

Second thought on the lightning thing: I am not a fan of anything that can self damage, especially when I go all in on lightning monotype. In theory you're getting hit only a small amount (20% per each strike, then 50/50, but there is a few attacks each round, yeah? especially with harder enemies, you'll be blasting yourself a lot since you use it more), but I think (I might be misremembering, cus its been awhile since I played) lightning already has quite a few double edged abilities that comes back to hit you. That damage is really gonna add up

CrossdressinginCamelot

There is a double edged option for empowered magic with lightning, through the Tempest spell, which has an equal chance to strike anyone in the fight. If it strikes the player they do receive a damage buff in compensation though. I like the theme of lightning being hard to control and potentially hurting the player, which is why I am considering another option to tweak the skill that way. I'm not sure if it was clear in the description, but you can only choose one of the two options for each spell, so if you don't want to have a chance to hit yourself, you can take Electric Overload instead.

CrossdressinginCamelot

In a recent poll I did, 75% of the responses said that they had grinded, and 90% overall found the game to be easy or very easy. I imagine patrons of the game are more likely to spend more time playing and grind as a result, but I have heard comments about the game being overly easy elsewhere, which makes me think most people find the game to be quite easy. I’m not sure if you’ve seen the difficulty up/down items I added in the third dungeon, but they basically just increase or decrease power and defense by 5, letting the player tweak the difficulty. When increasing the difficulty of dungeon 1 and 2, I’ll give players access to difficulty up/down’s again, so if they want they can make the game as hard as it is currently, which would be similar to your idea of a “fap mode”.

james heather

Your new skill are not at all appealing both practically and psychologically. Firstly humans are generally loss averse meaning losses deal twice as bad as wins feel good. This means that most of the skills you have put forth won't even feel like improvements. This means people will just spend their rather limited sp on other skills. Soothing Cold: This one is actually allright as it gives a rather unique function (Healing) which there are veryy few ways of accessing ShatterSpray: This one would be allright except there are almost no encounters where you have multiple opponents leaving this as mostly a downgrade currently. BlindingHeat: Burning enemies will miss 20% of the time but attempting to burning them will fail 10% as you miss could potentially be useful but you need to cast fire once every 3 or 4 (can't remember) turns to keep it up and its ultimately not much gain and unreliable. Pure Flames: Skills that mess with defence are generally a bad idea they tend to be useless or overpowered with very little inbetween. a simple attack % increase would be more sensible. Strike Twice: the worst one. Here a 20% chance to attack twice sounds pretty good but a 10% chance to deal no and hurt yourself is atrocious. either make it 30% or the attack simply failing and doing no damage or doing damage to both you and the target. Electric overload: MEH why should anyone take this when they can simple take one of the increase damage 10% skills.

CrossdressinginCamelot

Shattering Spray: The bonus damage also applies to the main target, so even against a single enemy the spell will do more damage than usual. It won’t be a large bonus against a single foe, but it will at least be a neutral change overall. You bring up a good point regarding the lack of encounters with multiple enemies though. There's at least one enemy like that per dungeon, but it's still rather rare. Blinding Heat: The base burn spell lasts for 3 turns, so you have to take into account the fact that you are reducing their accuracy three times every time you use the fire spell with reduced accuracy. Also, this upgrade works on any burn effects, so if you upgrade the firestorm combo effect to burn enemies, that will also reduce their accuracy. Pure Flames: I could just make it a flat attack increase, but the idea behind these changes is to specialize elements for certain situations. A flat damage increase just makes fire better always, while penetrating armor makes it stronger against enemies with high defense, and will add on to frostburn’s armor reduction effect. Strikes Twice: I like the idea of doing damage to both you and the target, that’s an interesting negative effect that doesn’t feel quite as bad for the player to encounter. One thing to consider with the power of this spell is its synergy with the Electric Shock skill, which provides up to a 40% chance to stun the enemy with each lightning strike, which makes using lightning twice in a turn very valuable. Electric Overload: My idea with that spell was to buff yourself up before unleashing one of the powerful empowered magic spells, to maximize your damage. Empowered magic isn’t effected by the elemental damage buffs, which is why it might be worth taking over the flat damage buffs, but you are probably right that only 10% is a bit lacking, so I’ll probably adjust that one. Thanks for the feedback, hopefully my explanations show a bit more of what I’m going for with these spells.

Jack D

I think the new skills look very cool and make the combat more interesting with harder choices.