Home Artists Posts Import Register

Content

This is a quick poll to see what direction the Transfer Scenario should go in.  


Currently in the transfer scenario, the girlfriend steals about 1-2 stats every 1-2 days.  The story scenes feature an emotionally dominant girl who steals attributes from a consenting boyfriend.  That said, the player ultimately has no agency over this - the boyfriend always agrees.

This is what I'd personally call a 'moderate' tone for the narrative and pace.  She takes some stats at a consistent pace and while it may frustrate the boyfriend to lose his greatness, he ultimately enjoys seeing it inside her more, so things 'even out'.

Future updates maintaining this tone would focus on special scenes that play based on certain triggers (like buying apartment upgrades, finishing certain inventions, etc.)

Tonal example:  In a scene where the couple is playing video games, after losing between rounds, she'll become frustrated, grab onto his head, and warn him.  He'll know what she's doing and won't stop him.  She'll proceed to steal some game skill/reaction speed.


If preferred, future updates can focus on a 'darker' and more aggressive narrative.  This would be something closer to classic transfer stories - the girlfriend would be portrayed as more power hungry and selfish, wantonly stealing attributes from her boyfriend without regarding his feelings.

In this scenario, she'd eventually learn to steal the player's attributes during activities, similar to how the nightmare collar functions.  She'd also drain all of the player's stats at a much faster pace, making completing game considerably easier, which may be viewed as a positive or negative.

Tonal example :  In the same video game scenario from above, after losing between rounds, she'll start draining his stats without hesitation.


Alternative to these is what I call 'mutually beneficial transfer'.  The characters would come to agree that it's advantageous to give her his stats ("Well, if it helps you become a literal reality-bending goddess faster it'll be worth it...").  If transfer is something you enjoy, but you dislike the negative emotions often attached with it, you may prefer this tone.

In this scenario, scenes would focus on the player offering his stats to the girlfriend, and her being more concerned about his well-being.  There'd be a large focus on making sure the player can opt-out of actually transferring stats; though it would still be possible to transfer everything to her.  While this increases player agency, it has a downside of increasing the total number of clicks/screen transitions considerably.

Tonal example:  Continuing the video game scenario, between rounds, the player would have the choice of offering stats to her.


Let me know your opinion on the matter by voting and commenting.

Comments

RocketNowWow

I would like it to be darker, but also darker towards other people. It would be really fun to steal from other people and not just the MC.

Bob Bobson

I love transfer scenarios, so my preference would involve what is disproportionate amounts of time sadly. Maybe someone will do a transfer based game like this one day. Girlfriend schmo mode, with a pretty & intelligent gf who struggles to improve the other stats. The drain machine malfunctions and imbues her with a similar function. She'd have a resentment stat per stat built up by e.g. slamming her in computer games, arm wrestling etc. or if you treat her well she'd gain from other people like RocketNow mentions.

magnuscyoa

I'm strongly considering a few things along these lines. In the Dialogue update you will notice that in the Transfer scenario the girlfriend no longer has her 'gifted' boost to all experience gained, which she still has in default. In the future, I'm considering giving her a low potential for physical stats, that way she'd have to use theft. When/if the Willpower and Focus stats are implemented, she'll use those to determine how much and how often she can drain outside of the cutscenes. Your scenario with a resentment stat is interesting narratively, but that emotion specifically isn't something I'd like to pursue. I am very interested in tracking who wins those things and how often for more dynamic dialogues though.