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If the player cannot find a certain enemy in this period of time, he would have to restart the game and try again.

This adds value to time, punishing slow strategies (aka forest farming) and rewarding players who are willing to take the risk of entering a new area without destroying everything that moves

The player would still be able to interact with the Codex after the 15th day

Comments

Anonymous

Yeah, maybe.. I think the ability of saving / loading is a prerequisite to that though. To avoid frustration.

CF

I think the entire approach towards ending the game early is strange to begin with. Perhaps the question is: What metric is better for determining the game's success: times played or time spent playing? Personally, I fall in the camp of 'time spent playing' being a better indicator of success. I'm more willing to have the difficulty of the early game compound into easier success with beginner-level enemies if it means the payoff at the end is more interesting, intense and exclusive content on the back-end. You can make changes currently to the game that supports that mindset by influencing gear drops that are not chance-dependent on boss fights but lead to more difficult mechanics. For example, in my current playthroughs, I have always run +Attack first, +Gold second always electing to fight the bosses after I have earned the final +Gold perk to influence higher chances at the best gear. The direction this current build is headed seems to be a farming-style investment with moderate difficulty at the beginning that leads to easy playthroughs at the end essentially rewarding players for their time investment. I'd recommend keeping that style of play, but extending the play-style on the back-end. For example, make the legendary gear drops 100%, but make the materials to craft them higher and more interesting. Something like an item that only drops while a certain weapon is equipped, or a buff/debuff that halves damage output but requires you to defeat difficult enemies. Changing the porn incentives of our favorite enemies from something that rewards having more money also loads up end-game play. For example, currently, the store sells pictures for enemies we've defeated multiple times at a cheap price. I'd recommend making a function that takes that enemy and allows us to "lose the game" to them without actually forcing us to end gameplay. Sell it at a high price. This way, when we've defeated Hannah or Mia or Zoe or any of our other favorite enemies 10-20+ times and we have enough money to buy our addictions and corruptions down multiple times over, sell us the ability to lose the game without throwing away all our progress. The role-play aspect of losing the game is more fun than the simple pictures to begin with - the Mia game end is perfect example of this - and you're rewarding players for striving to optimize their gameplay in the most efficient manner which increases difficulty and therefore attention. There are not many high-quality porn-games on the market, but feature-rich games with plenty of available playtime tend to make a splash. Look at the Majalis Duo and what they've done with Tales of Androgyny, for example. They have a game with an immense amount of features that plays like a game, but rewards like a porn novel. If their specific kinks (gender transformation and sissification) were more heavily represented in the porn market, they would absolutely have more patreon patrons than they do currently. Compare that to what StudioFow did with Subverse. StudioFow had a history of incredibly erotic videos that they used to design a vast Mass Effect-style fuckgame that they released relatively lacking in major features and progression, but they easily broke $2 million in revenue for it as an effect of a high reputation; their success would have been heralded had the game released with more features. Your game has much more of a Tales of Androgeny play-style with so much room to grow that caters to an under-served market. There's PLENTY of room for you to grow this game, and adding onto the current features by embracing the direction current playstyles are taking will allow you to build it deeper into a future that will ultimately lead to a larger share of the current porngame patreon market.

GH

I think it would be better to offer incentives for playing well rather than punishing people who just want to experience the game casually. One suggestion would be to add a couple of unique encounters that you unlock on the 15th day based on your score. This would give dedicated players something to strive for while still leaving the vast majority of the content free to explore at your own pace. Maybe the encounters could be with some of the existing characters who currently have relatively little interaction compared to the enemies (e.g. the codex girl, the blacksmith, etc). If you're worried about the prevalence of slower strategies, then I think you need to give more opportunities for players to take risks that they can feel good about. Right now pretty much everything comes down to simple numbers for what the right decision is. With the consequence of failure being pretty extreme, and the rewards minimal, it pushes people to just play safe. For me, one example of this is the event for unlocking the forge. Once you know the event, choosing to unlock it "for free" never seems to make sense. Removing the corruption, fixing the naked status, and also dealing with whatever additional ailments you accrue from being in town while naked means you're definitely losing gold on the trade, and the amount of corruption you gain likely means you won't be able to take advantage of unlocking the forge in order to fight stronger enemies and such. My suggestion would be as such: remove the corruption increase and just apply the naked status; return the player directly to the forge instead of the town (so they are only required to get 1 naked event in the town before fighting enemies); require purchasing the recipe for clothes instead of giving it for free (so they still have to pay back the gold later). This would give the player some opportunity to take advantage of unlocking the forge early (e.g. to rush bosses by crafting a weapon), in exchange for not being able to enter the city as freely and making the enemies that take advantage of the naked effect a little harder. Another idea I had would be to give Janna something like experimental spells/potions. They could offer things like an instant level up in exchange for receiving a random, permanent status ailment, such as always having +5 to some addiction. The goal here being to give players a choice where they can receive a clear benefit while taking on some additional risk.