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Special Poll - Lust Epidemic game mechanics

  • keep it exactly like it is 39
  • make changes that remove failure states, not allowing progress until the player succeeds 64
  • 2018-10-09
  • 103 votes
{'title': 'Special Poll - Lust Epidemic game mechanics', 'choices': [{'text': 'keep it exactly like it is', 'votes': 39}, {'text': 'make changes that remove failure states, not allowing progress until the player succeeds', 'votes': 64}], 'closes_at': None, 'created_at': datetime.datetime(2018, 10, 9, 20, 33, 44, tzinfo=datetime.timezone.utc), 'description': None, 'allows_multiple': True, 'total_votes': 103}

Content

I want to get your opinion on Lust Epidemics's game mechanics.

Currently, as you play the game you are sometimes presented with options. Your choices can sometimes result in missed hearts or scenes. This is to give weight to your choices and to give you a sense or earned success by allowing you to make mistakes.

The coin system is a way to make up for mistakes but at the expense of coins that would otherwise be used to buy outfits.

I've gotten requests by some to rethink this mechanic.

As an alternative, I could make it so you can't miss a heart or scene and that coins are solely for outfits. This would remove the ability to make mistakes and leave the primary game mechanic, problem solving, as the sole game mechanic to progress in Lust Epidemic. Stopping progress until the player succeeds and never allowing failure.

From a development standpoint this straight forward approach to the game's mechanics would be easier to produce if removing failure from the game is something the majority is interested in.

Let me know what you think in the comments. I'd love to hear some thoughts around improving Lust Epidemic from the standpoint of game-play.

This likely won't be the last poll discussing potention game mechanic tweaks. I just want to get a feel for what direction makes sense.



Comments

Jeffrey S

Perhaps another pseudo currency can be put in place solely for tracking decision paths? Not entirely sure how games like Mass Effect and Knights of the Old Republic did it. But somewhere along those lines.

maikelblack

Keep your system this way is perfect dont matter i go longer around or i must more time saving. Its a game and the player have to do sus think to played it good with Happyend. Dont lisen to match to the lazys player please. Your game is not a virtuelstory its a game how the player just think and test what he get. Greetings maikel

nlt

I think I know the perfect solution. I will add a difficulty setting in the options menu on the phone. One mode will just keep it like it is the other mode will max out heart containers and remove heart container items from the game.