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I might not have good enough understanding of something, and might seem to have hurt our progress in the past two months, but I am not slacking off. The following piece might be a bit long, so feel free to skip it^^ Just writing it down to report/share my effort and thought process for our final game model to my cute and patient supporters. 

I have been designing our resources distribution and ending system for months(or years?). And it has became clear to me that to make a great game/product, we have to dig deeper and to understand why does our game exist. I have came to some conclusions by listening and observing both the players and myself, to try to get a better understanding of what are our expectations.

There are really dirty porns, and there are really great games, but a game like ours exist because it offers something of different value. I am pretty sure, the porn part is our driven factor. But I am also sure we don't just want a porn player. We want to have an option to just enjoy some dirty contents, but we also want to have a world where we can immerse into, which leads us to a greater satisfaction. And this is where the game part comes in.  

I believe this is what we expect:

  • Continuous commitment and development of our world instead of once and done project (by observing players returning every few months)
  • More about surviving instead of conquering or possessing territories
  • Quicker quests and rewards system that offer more replayability, instead of meaningless stats reset and op items after endings
  • The goal should be adjusted from reaching endings, to surviving as long as you can

But...all the above could be wrong. Feel free to let me know your thoughts in the comment section.


Progress Update

We are working to finish syncing for our new animation. After which new updates should be ready(targeting before the end of month). Though the crafting system is only partially completed, as I need to finalize our level design > information flow design > feature design. I need to listen to you guys one more time on our new high level model before execution (pic attached). 

Files

Comments

Sphynx

I’d say the game is coming along just fine, it takes time to build a world, so it should be expected that this game will have it’s setbacks. As long as you don’t completely abandon the project it will be fine, people can be patient.

Reality Check

I've been following this game for quite some time and I can say it's improvements have been real and effective. No game is perfect in its alpha (and according to the triple A developers it just doesn't have to work at all), so by that logic you're probably doing just fine.

Anonymous

My only problem is I'm having trouble loading previous games. Is this cause it hasn't been fully implemented yet or something wrong with my saving personally? Edit: Other than that, fully enjoy the game and it's direction

Vu Tran

Where is the android version

Anonymous

Gonna be blunt here - survive as long as you can instead of conquest sounds like a terrible idea. You're putting failure as an inevitable endgame result and relying on the journey to be enjoyable enough to carry the player there - people that enjoy that are a niche to put it lightly. You have, right now, a strategy game with well defined mechanics that work (the combat part at least) fused with a porn game of extreme fetishes (tentacles, large insertions, atwt etc) that also has decent writing to boot. I've said it before but that combination does not exist ANYWHERE else (xxxivilization is the only thing even close) and your best bet is, probably, to polish those 3 to a mirror sheen: make the combat smooth and clear, dump unnecessary stats (how many of the 20 in game are actually used and understood by the players), streamline the art process to pump out more animations per release (if possible), get another writer/ outsource stories to the community etc. I may be talking out of my ass and your changes might be the next necessary steps to make the game grow; I just hope you have a clear scope given your previously laid out plan for the Steam release year - fingers crossed

Jason H W

Ya idk about how survival would work vs conquering, especially with the current setup and how it plays. Would be interesting but I'm fine conquering...I will say though, that sometimes combat is rough and unforgiving. Maybe more info is needed in a user-friendly setup? Like how many hearts you need to activate skills, and just in general an easier way to keep up with all the many monsters. I mostly just randomly threw an army out to see how close it'd come but it was a ton of trial and error...that or a ton of reading and remembering. The rest of the gameplay feels too tedious like exploring and collecting resources for no reason every few days...but heck the scenes are nice and it's fun still lol

Anonymous

I think the surviving fits the game better honestly. Like the setup of the story is Lilith gets kicked out of the castle to live in the wild, it makes more sense for the game to be about survival than conquering. Especially that a lot of the sex scenes have Lilith be on the brink of death or in great danger but there's no gameplay to illustrate that only text. The problem is that the game is already about conquering so i don't know how to balance that new direction with the existing one. I expected the natural evolution of the game would be more invasion like invading the human castle and take the women prisoners and do fun stuff with them or invading monster kingdoms instead of areas. Maybe have a humanoid intelligent monster that isn't too happy about all our conquering business and have some fun business with her like a triple ending thing: she wins and Lilith has to give her everything, she loses and she gives Lilith everything, they have a "bonding" event and they become the world's first lesbian queens. But with the survival direction it seems like you're gonna have to scrap existing things and make new stuff from scratch which might not be the best idea. Unless you have an idea on how to mix both directions without scrapping anything then nevermind what I said.

PoshOctavia

i think surviving AND conquest is a good idea. maybe establishing your own queendom and such, be the broodmother for a faction

nonoplayer

Thank you Mr Black, I need to hear these diffrent perspectives and discuss these things over with you guys to get my understanding better! 1. Scope I hear your concern. I actually find resistance when the design doesn't make sense with the story, and then I would spend months, if not years to come up with plots that can fit into our world setting. Like our ending system, it sounded good on paper, but when I execute it, it is hard to balance the game (like resetting stats, monster population, resources) while making sense with the story. If I don't reset it, then the second round onward the game would become a porn player. If I do reset it, I need to come up with plots/rewards that work with 13 endings, so far I have only came up with a few that sound forceful(after months/years perhaps). I suspect having a proper design would actually let me speed up instead of slowing down. 2. The 3 components Thanks^^ Those 3 things will continue to be parts of our game. The fetish and writing are our driven factors, I considere them the porn parts, while the battle and other stuff are gameplay that help us immerse ourselves better into a world (from my understanding). I should state that I am not taking away conquest, I want to leave it as gameplay challenge and use an Achievement system to handle that. But emphasing on survival more would let me facilitate a proper framework for replayability and plots making.

nonoplayer

Aww thanks Sphynx. Not gonna lie, versioning (balancing the game while not having all features and designs) is difficult and has taken a toll on me >_< But I am no where giving anything up. I just hope the time I spend on figuring things out will eventually be worth it for you guys.

nonoplayer

I am figuring out our final design now, everything else will have to wait til more features are completed. So yea I don't have an exact date, nor can i tell you i prioritize it.

nonoplayer

I hear you. Some parts that you mentioned are mainly a versioning scheme, while waiting for a final design and other features to be completed.

nonoplayer

Thanks for the inputs mate. I do have idea and plan, to make a better loop than our current design. But we will likely have to rely on a A/B test in the near future.

Anonymous

Maybe have survival elements? Like as a losing condition maybe. But if you can only survive and eventually die then that I feel is really bad choice ass the strong point of this project is the combination of exploration dialouge and XXX scene

Kontra

Hm. Overall, a good model. 1. - Survival is still possible - it's not a good idea. It will be better to be able to roll back/return to the initial one through reverse progress. For example, Lilith may lose all areas. Or Lilith may not stop the monsters from invading her home area. This, I think, will be the best conditions for re-passing and a long game. - The system shown in the picture is good. On this system, you can make a lot of quests and plot points, the passage of which will open the story to the player. 2. As for ideas, there are a lot of them. Each participant here has a lot of ideas on how to make the game better. Here are a few of mine. - Link survival to conquest. To do so, each series was added to the available number of monsters to Lilith. - Make the plot the history of points of events. Won 5 areas - the text of the story. Collected 15 types of monsters - the text of the story. - Make it possible to own some monsters after a certain story quest. "and so on and so on." If you are interested in this, I can voice everything.

Anonymous

The idea itself is sound, this is a good way to make a great game. My only idea to add to it would be a "mutation" or in old games cheat system. When you finished an old game gave you a few codes, like bighead mode or invincibility. I wouldn't want anything too OP or trivial, but some activateable modifications you can get trough achivements for exaple that may help get different endings and spice up the gameplay. Nothing too complicated needed tho.

harley bob

I think you should focus on a halfway point between survival and conquest. pros of survival is ability to make players not progress the game too fast enjoying a little grind much like dont starve, however it might make alot of rookie players get fustrated as well once a player has enough suplies to thrive they will get easily bored. As for conquest, it adds a long term fun journey however it also means you would have to add much much more content cause without a challenge means the players will go thru the game much quicker. Porn game or not, its a videogame first with porn as a pleasure reward. What i recrommend is take ideas from the public to get a balance idea but also do research and personally play some well known games on steam to get an understanding of what makes a game fun or slow and very demanding on designs. Honestly I really love your approach to get peoples opinions and work well with what people might want.

Anonymous

I write a translator. It is best to make it as simple as possible.

GrinBean

I think that you should take a look at Seeds of Chaos, they too have open world game with resources and traveling, and I think main idea of a gameplay can be in some parts applied here too. I mean in Seeds of Chaos bad ending will occur after some amount of time if player didn't completed given tasks (in your case it can be defending yourself from kingdom, because they're planning to kill main heroine, so you're need to gather an army of monsters of different traits, maybe even you will be able to capture a castle and breed monsters with captives, or something like that). Because I don't know what are you done with a town already, is it implemented in gameplay or you're only planning it on late stages of development, but it seems like a good motivator for a plot.