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Tried to fix most core problems with the game.
Things should be clearer and easier to parse.
Core progression/goal is implemented. (missing real endbosses)
General setting/worldbuilding is mostly done. (check lore gallery)

Succubus game V0.7.1

Windows: https://pixeldrain.com/u/ZxJoFtYv

General:

  • General theme is more tournament/competition based.
  • All 12 characters are playable as the maincharacter. Others become rivals.
  • Characters are paired as duos/roommates.
  • Intros may let you choose your first impressions/relation type with your roommate.
  • Characters have more of their unique traits/abilities.

Combat:

  • Abilities no longer "spend" parts. Instead there is a simpler ap system.
  • Stamina is removed. Ap and mana are only relevant during combat.
  • Parts are simply required to use a skill. (can't use twohanded skill if one arm is destroyed/frozen etc.)
  • Changed alternate win condition. Climaxes etc. raise satisfaction stat, allowing you to win at a variable threshold.
  • Each stance has a triggered effect when chosen.
  • Taming has a similarly stacking stat with food/calming etc, building up trust to increase taming chances.
  • Added combat rule to allow stealing clothes you take from an opponent.

Skill-upgrades:

  • Each skill has multiple possible traits.
  • Using skills grants exp/levels to increase that skills mastery, up to 3 times.
  • Can pick between upgrade options to customize them for the run.
  • Npcs can also permanently upgrade their skills. (Their fireball might evolve different to yours etc.) 
  • (Currently a lot of them just grant exp instead as placeholder)

Crafting/Items:

  • When crafting you place materials in a 3x3 grid.
  • Each material has certain unique properties/modifiers that allow you create highly customized items etc. 
  • 30+ different clothing parts that can be enchanted in many ways.
  • (Though most don't have art for most clothing types yet)
  • Progression:
  • Each week you get a few quests. completing them grants points.
  • At the end of a week you'll face a special exam fight, letting you earn more points.
  • Each character has one bonus point to give to another each week.
  • Npcs simulate similar point acquisition based on their activities.
  • After a week, the bottom few characters get strikes. After receiving 3 they are out of the competition.
  • They are still accessible in some ways, but less ambitious in fights/training etc.
  • Finale:
  • After the last 4 characters are chosen, you qualify for the final weeks. Strikes no longer matter.
  • Each character fights against each other, collecting a point on win.
  • Scoring at least 2 points let's you access the final boss battle. (2 or 3 characters can win)

Other:

  • Chosen specialisation simply gives certain permanent benefits and starting items and determine a quest category.
  • Added quests. need to spend a night activity to hand them in?
  • Can exert yourself for various bonuses, gaining a stacking temporary -1 to all stats. Some night activities remove fatigue.
  • Added some pets
  • Updated lore/gallery.
  • More art/events etc.

Missing:

  • clothing/expressions/sizes for characters
  • Balancing/Progression.
  • Interesting orbs/traits.
  • Better npc simulation / interactions etc.


TvGame:
I also did another small prototype I never posted.
It's a very simple random management game.
You host a show and decide guests/ what to film etc. to manage points.
Download: https://pixeldrain.com/u/h6oSaf1K


Next:

I'll generally now want to focus more on actually finishing PoP before starting/continuing side projects. So I likely won't update the side games for a bit.

Next PoP update still some time away, focusing on endings/town events and alt arts/clothing/ etc.

Comments

Escalor

i had the same error

BadPossum

I was completely unable to figure out how it works.