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Edit: Based on the poll results, I'll be leaving the difficulty mostly unchanged. Thanks for all the feedback!

With all the changes to the base gameplay mechanics, I’d like to do a poll to get some feedback on how the difficulty feels so far. Please only reply if you’ve played version 0.31, since feedback from prior versions won’t be relevant anymore. I suspect the game is probably still too easy, since I didn’t want to try and tweak the difficulty too much while also changing so much of the game. The feedback for this should be assuming you didn’t adjust the base difficulty at all using the “difficulty up/down” items. And if you have any more specific feedback, like if the difficulty seems balanced to start but gets too easy later on, please do comment and let me know.

Comments

Anonymous

I'm going to vote on the too easy side, but rather than make the game artificially harder by boosting enemy stats, I think the game could benefit very much from more complex gameplay. I.E. forcing the player to make more decisions and vary their playstyle tactically. For example, including more fights where multiple enemies attack the player, or enemies that are resistant to particular elements. (The slime altars in D3 are a great example of this because they force you to switch which element you are using instead of mindlessly attacking the same way every time). Maybe some enemies can't take burn damage or can't be stunned with electric shock. The inclusion of a "defend" action to prepare yourself for a big enemy attack might help as well. Maybe even a "dispel" action you can learn to remove enemy buffs/debuffs on yourself. Things like that.

Jon Snow

does not really matter to me since you added the difficulty up and down feature. Awesome feature! if its too hard someone will bump down the difficulty and vice versa

CrossdressinginCamelot

That's true, but since part of the idea of the game is how femininity increases your strength, I'd like the baseline difficulty to be somewhat challenging to encourage the player to feminize themselves. Appreciate the feedback though.

CrossdressinginCamelot

I do try and do that with some of the enemies to varying degrees. The D3 slimes are definitely the most direct example, but there are some others too. The Arachne in D4 is a timed battle, which inherently makes ice a weaker strategy as focusing on defense tends toward longer fights, and one of the new enemies in D5 increases their damage after every attack, which is both strong against ice and weak against lightning’s stun. In more minor ways, some enemies have high defense, which is designed to make them weak to burn and rostfire, while other enemies use ranged attacks, which aren’t reflected by shockshield. I don’t want things to be so heavily weighted against a certain spell that players feel they need to respec their skills just to beat them though. I definitely need to have multi enemy fights be more common, as that’s the main point of upgrading firestorm. Oh, and frostshield and shockshield are supposed to kind of fill the role of a “defend” option. Some enemies always use their strongest attack when reaching a certain hp, so the player can learn when they need to switch to defensive spells to prepare for that, if they aren’t primarily using Ice. I’ll see if I can make weaknesses and strengths of enemies a bit more pronounced and obvious, like having a foe buff their defense with a skill instead of just having high defense, so you know that frostburn would be a good idea at that point, ect. Thanks for your feedback.

MamaGobbastoppa Ivy

I really don't enjoy X-games which lean heavily into RPG difficulty. If I wanted RPG grinding, I would simply play RPG games instead. Please please please don't increase the difficulty. I don't play your game for that. I play your game for the kink, the cutscenes, the plot, and the character customization. And I kind of have this (irrational) worry that spending time finagling the game's fight balance will take time away from making more content that I actually want to see, like fleshing out more of the sidequests and dates to their completion.

CrossdressinginCamelot

Aside from the rework I just did, adjusting game balance wouldn’t take very long, as the first place I’d look would be to just reduce exp from enemies somewhat. I definitely don’t want to make the game grindy, but I think in trying to avoid that, I may have made exp too plentiful, which results in players that do grind even a bit becoming vastly over levelled. That being said, the current results are pretty balanced, so unless they change drastically, I’ll probably leave things as they are. And if I did increase the difficulty, keep in mind that there are also “difficulty up/down” items that the game gives you, and it gives you more of them the further you get into the game, so you can always use difficulty downs to make things easier and reduce the need for grinding. Thanks for your feedback.

Anonymous

You're welcome! Yeah I did not realize all of that stuff was happening the background already. That's great! I think it may just be a matter of communicating those enemy strengths/weaknesses to the player as you indicated, then.

Ronin

The game is pretty balanced although some spells are better than others (I figured out you can easily cheese boss fights with Ice defense and slowly burning them down) I think now the focus should be on finishing end fight scenes and such. (Also this is just a suggestion but maybe have the mc be able to put on a chastity cage as a sort of big boost item, have it give a massive boost to defense at the cost of obviously restricting the MC's dominant sex acts, and also decreasing their attack somewhat but giving massive defense boosts.)

CrossdressinginCamelot

While I do like the idea of a permanent chastity item, that would be way too much work to code into the game at this point, as even scenes that don’t directly involve the players penis would need to take into account that they are caged. (If the player starts getting erect while being pegged, or something, it should say they strain against their cage instead, ect.) That’s why I prefer having some areas and scenes where the player is caged so those scenes can focus on that, and leave it off otherwise. Thanks for the feeback.