Feyschek

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Game Developer
Jun 12, 2021
1,262
703
By the way, I noticed such a thing in your game, you have too dirty code, the presence of unnecessary things in it.

Here is your button code.
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Here is the edited code by me.
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My advice to you is to try to avoid such things so as not to make a stylesheet too long.
I also think you need to make tags inside the stylesheet and JS.

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To make it easier to navigate the stylesheet and JS.
 
Jan 18, 2021
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Now, I leave you a question... What are you really looking for in a porn game?
In an adult game (porn or not), I am mostly looking for an interesting story and interesting game mechanics. Unfortunately, this game falls short on both of them: there is barely any plot, and the game mechanics are limited to repeating the same tasks over and over again until one can unlock the next scenes. The game is fun for the first few minutes while discovering how it works, but unfortunately it quickly becomes repetitive. I think that your game needs some significant redesign to be successful. My feedback on the current state of your game may not be very kind, but I hope that it will help you to improve it.

There are many Twine game with adult content, so if you want your game to be so interesting that some players are willing to pay for it, then you need something unique. It could be a compelling story, a weird sense of humor, some unique game mechanics, some choices that actually matter, some antagonist(s) that will challenge the MC and make their task more difficult, some goals for the MC that go beyond just having sex, some interesting development and motivation for the other characters, etc.

Regarding the game mechanics, keep in mind that the game should be playable on different devices with or without keyboard, with or without touch screen, and if possible it should also be playable by people with disabilities.

Regarding the choices, there are currently no real choices in your game. You can do A before B or B before A, but in the end the game requires you to do both A and B. You are given an illusion of choice by selecting in what order you improve your stats, but in the end that order does not matter because the game requires you to improve all of them anyway. There is no wrong choice and no way to fail (besides the minigame that you can retry). This game is obviously a sandbox game and not a CYOA game, but even sandbox games try to offer some choices that have long-lasting consequences. The choices do not have to lock the player out of some contents but at least the player should feel that some choices make some things easier and make some other things more difficult.

Let's consider some examples of Twine games that I enjoy playing:
  • The classics The Company and College Daze have an interesting story with a background plot and many events occurring during the game. They require you to make choices that lead to different branches of the story. For some of these choices, the only way to see the other branches is to start a new game. The NPCs interact with each other and with the MC. There are some antagonists that you need to identify and defeat if you want to avoid a bad end.
  • Sluttown USA is similar to the previous two but it is closer to a sandbox game while the other two are closer to a CYOA game. This game also has a ton of weird humor that I enjoy very much.
  • Another classic is Secretary, which can be recognized instantly due to its unique visual style.
  • MindWare is another game with a unique visual style. It also has some interesting minigames.
  • Gateway is probably the one with the most interesting plot, even slightly better than College Daze which was my reference until then. Both Gateway and MindWare have some nice user interface tricks that simulate the interactions with a computer or a mobile phone.
Explicit images/gifs/videos?
Sexy images/gif/videos?
Anybody can easily find thousands of explicit or sexy images or videos with a few web searches. If you want the players to be interested in your game, then you need to have a story and ensure that the images or videos support that story. If your game is only about unlocking random sex scenes, then unfortunately your game will quickly be forgotten. Besides, if you are asking your patrons to support you and if the game is mostly about unlocking sex scenes that you did not license from their copyright holders, then you are just trying to make money off someone else's work. Although many adult games include some images or videos without licensing them, they usually try to use them in a transformative way, so that they support the story and some goals in the game. But they cannot be the goal.

Try to ask yourself this question: would your game still be fun if all videos were removed or if they were replaced with a few static images?

Most of the Twine games that I listed above include lots of videos (especially Sluttown USA and Gateway). The videos are part of the rewards for making progress with the main story or with some NPCs. But these games would still be enjoyable even if the videos were replaced with a few static images.

Also, the videos in these games are selected carefully so that they support the story. In Gateway, some parts of what the actors say in the videos are transcribed as text in the story. In the current version of Sim-Life, it looks like the videos were cut arbitrarily and are not closely tied with the story.

A good story and enough text?
You do not need a lot of text to make a good story. Some games avoid any lengthy descriptions of the scenes and focus only on a few interactions between the characters. This can be sufficient to create a good story.

A dynamic game that quickly leads to suggestive images?
See my previous comments about the images and videos. It is nice to have them, but unlocking them should not be the only goal of the game.

Oh and one more thing: it is fine to include some background music in your game, but it is a crime to include a remix of Sweet Dreams (probably the Holderz 2016 remix) instead of including the original by Eurythmics that is so much better. ;)
 
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Nala.Dev

Newbie
Game Developer
Jun 21, 2024
22
34
What is there in a porn game? If you look at them the same.

The free version is for the poor, there is a paid version for whales. This is a paid beta test of the game.

Logically, you should be paid money for beta games, but it's not easier, it's you who pay for the test game.

Nop, there is nothing to pay here, the Patreon is exclusively for those who want to support the game/dev, there is no blocked content of any kind, the game is 100% free.

In an adult game (porn or not), I am mostly looking for an interesting story
It's not the audience I'm aiming for.

and interesting game mechanics. Unfortunately, this game falls short on both of them: there is barely any plot, and the game mechanics are limited to repeating the same tasks over and over again until one can unlock the next scenes. The game is fun for the first few minutes while discovering how it works, but unfortunately it quickly becomes repetitive.

Working on it, you also cannot expect an HTML game to have incredible mechanics, it will never be like Fortnite. I just hope that the minigame is entertaining so I'm working on improving it so that it doesn't feel so repetitive, although it will eventually end up being so if you play for more than an hour straight, my strategy will be that you don't last that long hehe :D

There are many Twine game with adult content, so if you want your game to be so interesting that some players are willing to pay for it, then you need something unique. It could be a compelling story, a weird sense of humor, some unique game mechanics, some choices that actually matter, some antagonist(s) that will challenge the MC and make their task more difficult, some goals for the MC that go beyond just having sex, some interesting development and motivation for the other characters, etc.
Again, it's not the audience I'm targeting... There are people (like me) who understand English perfectly, but our brains have to go through a double process of reading and mentally translating what we're seeing. I'm trying to make a game that's easy to play, challenging, and a bit more immersive than just hitting play on a video. I want players to feel like they need to earn the reward, but without too much text, missions, etc. Someone with a basic understanding of English will be able to play this game. And that's exactly what I wanted to do: make an easy-to-play game. That's my UNIQUE feature.

Regarding the game mechanics, keep in mind that the game should be playable on different devices with or without keyboard, with or without touch screen, and if possible it should also be playable by people with disabilities.
I've got that covered! I actually racked my brain to make sure the same button works for touchscreens, mouse clicks, and keyboard arrows.


In the next version, there will be a major change. The difficulty won't be incremental anymore; it'll be fixed. You'll always have to hit the correct emoji 10 times on all levels. But if you make a mistake, the progress bar will go down.

Regarding the choices, there are currently no real choices in your game. You can do A before B or B before A, but in the end the game requires you to do both A and B. You are given an illusion of choice by selecting in what order you improve your stats, but in the end that order does not matter because the game requires you to improve all of them anyway. There is no wrong choice and no way to fail (besides the minigame that you can retry). This game is obviously a sandbox game and not a CYOA game, but even sandbox games try to offer some choices that have long-lasting consequences. The choices do not have to lock the player out of some contents but at least the player should feel that some choices make some things easier and make some other things more difficult.
That's right, it's not a CYOA, it's a nonlinear game.



Let's consider some examples of Twine games that I enjoy playing:

The classics The Company and College Daze have an interesting story with a background plot and many events occurring during the game. They require you to make choices that lead to different branches of the story. For some of these choices, the only way to see the other branches is to start a new game. The NPCs interact with each other and with the MC. There are some antagonists that you need to identify and defeat if you want to avoid a bad end.
Sluttown USA is similar to the previous two but it is closer to a sandbox game while the other two are closer to a CYOA game. This game also has a ton of weird humor that I enjoy very much.
Another classic is Secretary, which can be recognized instantly due to its unique visual style.
MindWare is another game with a unique visual style. It also has some interesting minigames.
Gateway is probably the one with the most interesting plot, even slightly better than College Daze which was my reference until then. Both Gateway and MindWare have some nice user interface tricks that simulate the interactions with a computer or a mobile phone.


Anybody can easily find thousands of explicit or sexy images or videos with a few web searches. If you want the players to be interested in your game, then you need to have a story and ensure that the images or videos support that story. If your game is only about unlocking random sex scenes, then unfortunately your game will quickly be forgotten. Besides, if you are asking your patrons to support you and if the game is mostly about unlocking sex scenes that you did not license from their copyright holders, then you are just trying to make money off someone else's work. Although many adult games include some images or videos without licensing them, they usually try to use them in a transformative way, so that they support the story and some goals in the game. But they cannot be the goal.



Try to ask yourself this question: would your game still be fun if all videos were removed or if they were replaced with a few static images?
I'm starting to get a sense of the kinds of games you like. I guess you felt drawn to play my game because you read the description, saw the screenshots, and thought, "Ah! This looks like the kind I enjoy!" But then, when you played it, it wasn't what you expected, and you felt disappointed. That doesn't mean the game is bad; it's just not what you were looking for. It's something else, neither good nor bad, just different from what you wanted.

Most of the Twine games that I listed above include lots of videos (especially Sluttown USA and Gateway). The videos are part of the rewards for making progress with the main story or with some NPCs. But these games would still be enjoyable even if the videos were replaced with a few static images.

Also, the videos in these games are selected carefully so that they support the story. In Gateway, some parts of what the actors say in the videos are transcribed as text in the story. In the current version of Sim-Life, it looks like the videos were cut arbitrarily and are not closely tied with the story.

You do not need a lot of text to make a good story. Some games avoid any lengthy descriptions of the scenes and focus only on a few interactions between the characters. This can be sufficient to create a good story.
Hahaha being a game developer, I can assure you that the video selection process wasn’t as carefully chosen as you think. What they did was the reverse process: they took a video and its plot (which in the case of adult films, the plot isn’t a big deal.... let's be honest) and created a story around that. This must be one of the laziest ways to write ever! ;)

Oh and one more thing: it is fine to include some background music in your game, but it is a crime to include a remix of Sweet Dreams (probably the Holderz 2016 remix) instead of including the original by Eurythmics that is so much better. ;)
It's clear that no matter how many times you've listened to the original version, you're not ready to hear it any other way. Just like with games, haha, just kidding :). Your feedback really helped me, and most of the changes I'll make are based on your suggestions, so thank you so much! :D
 
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Feyschek

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Game Developer
Jun 12, 2021
1,262
703
Nop, there is nothing to pay here, the Patreon is exclusively for those who want to support the game/dev, there is no blocked content of any kind, the game is 100% free.
If I were you, I would prefer not to make such statements unless you are 100% sure about it.
I have seen many similar projects that spoke like you at the beginning, and then calmly introduced paid access and other monetization features of their game.

In fact, the mechanisms used by the authors of such projects are similar to drugs.
- We give people a trial product, look at the reaction.
- If it goes well, we start taking money from them slowly.
- If people get used to it, we start selling completely, as they say, people are already sitting on it and ready to pay.

I know a crude example, but it's understandable.
 

EnterYourNameHere

Well-Known Member
Mar 16, 2022
1,583
2,119
I told you there is no information about your game, nor any download link for a demo on patreon, so its pretty pointless to ask for donations and this is the result -.-

gvdv.png
 

Nala.Dev

Newbie
Game Developer
Jun 21, 2024
22
34
If I were you, I would prefer not to make such statements unless you are 100% sure about it.
I have seen many similar projects that spoke like you at the beginning, and then calmly introduced paid access and other monetization features of their game.

In fact, the mechanisms used by the authors of such projects are similar to drugs.
- We give people a trial product, look at the reaction.
- If it goes well, we start taking money from them slowly.
- If people get used to it, we start selling completely, as they say, people are already sitting on it and ready to pay.

I know a crude example, but it's understandable.
Hahaha, the example makes perfect sense, sweetheart, but other than that, what you're saying is just fortune-telling.
Shouldn't game reviews be about how the game is right now?" ;)
 

Nala.Dev

Newbie
Game Developer
Jun 21, 2024
22
34
I told you there is no information about your game, nor any download link for a demo on patreon, so its pretty pointless to ask for donations and this is the result -.-

View attachment 3799904
It was pretty obvious it was you, thanks for confirming it...
There's no way to reach my Patreon without knowing the game first. Get a life, buddy... :whistle:

By the way! I never ask for donations, neither here nor in the game.
Patreon is there if anyone wants to support development or vote in polls, but the game can be played completely for free.
 
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Nala.Dev

Newbie
Game Developer
Jun 21, 2024
22
34
A Sim-Life Porn Game [v1.00] [Nala.Dev]
(updated )

Update Only: (v1.00)
(v1.00)

Changelog:
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Enjoy! :giggle:
 
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Feyschek

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Jun 12, 2021
1,262
703
Hahaha, the example makes perfect sense, sweetheart, but other than that, what you're saying is just fortune-telling.
Shouldn't game reviews be about how the game is right now?" ;)
I replied to your post about patreon, let's say I express my thoughts about these words that you wrote.
If you want to hear my opinion about your game, I played it recently and have a couple of thoughts.

- there is enough content for the first version.
- it is worth noting that the game is working fine, I did not find any errors in the code.
- your attempts to not just cut the video into pieces, but to do a little editing, is also a plus.
- a surprisingly contented pleasant line, with your neighbor, where you do not immediately move on to sex, but a phased phase is underway.
- The element of losing, although it seems to me it was cut down and just removes your relationship, I think the original idea was different.
- The violence of the 5 characteristics may be misleading, but it's just an additional relationship statistic.

So far, this is all that I can remember from both pleasant and bad moments.
But what can the game's author do to improve the player's quality of life?

- Detach the hearts from the common substitute and tie them to each girl in the game.
This will give the player freedom of action, you will not have to farm every girl to set these statistics.

- Recycle the club, make it work every night.
to farm statistics less and not be afraid to miss the right day.

The principles of other elements of the game do not have to be changed, they are not as infuriating as these things.
Because it creates the feeling that the game is artificially stretched by these actions.
If there were unique things in the game, I would understand, but the game is monotonous, so it gets boring very quickly.

I want to note that your game is the same as many others, it is twitchy and does not have a smooth gameplay.
Why do people like visual novels? The correct smooth flow of the game. The game is presented smoothly and without twitching, in fact, it looks like a train moving on rails.
The player does not have to think about what to do, he just walks along the rails and makes a choice in the game.

That's what's wrong with open-world games ( :LOL: well, if you can call them that).
You need to think through all the elements in the game so that the player is interested in exploring this game world. Plus, you need to understand that the player will act the way he wants, so you need to think over the game design of the games so that there are no problems with this.

What do the authors do instead of all this? They set the limits correctly and force the player to follow the way they want.
Complete the quest of character 1 to advance with characters 10.
Why? Because it is difficult to come up with independent quests and you need to somehow stretch the game time.

o_O Uh, it turned out to be a pretty big post, but it was necessary to speak out.
 
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Again, it's not the audience I'm targeting... There are people (like me) who understand English perfectly, but our brains have to go through a double process of reading and mentally translating what we're seeing. I'm trying to make a game that's easy to play, challenging, and a bit more immersive than just hitting play on a video. I want players to feel like they need to earn the reward, but without too much text, missions, etc. Someone with a basic understanding of English will be able to play this game. And that's exactly what I wanted to do: make an easy-to-play game. That's my UNIQUE feature.
Then I am wondering why you are writing your game in Twine/Sugarcube. If you want to focus on the videos, then Twine/Harlowe or Ren'Py may provide a better framework. Twine/Sugarcube is optimized for games that tell a story and for which the text is the main element. If you want your game to focus on quick interactions between some videos rather than on the text, then you might want to explore some other frameworks that would be a better fit for a point-and-click open world game.

For example, you could have a look at X-Change Life, which started with Twine/Harlowe rather than Twine/Sugarcube.

You could also have a look at some Ren'Py games. Most of them use 2D or 3D graphics (for example, Holiday Island or The Roommate), but some of them also use real photos or videos. Ren'Py games usually put more emphasis on quick interactions rather than on walls of text, so this may be closer to what you want.

I'm starting to get a sense of the kinds of games you like. I guess you felt drawn to play my game because you read the description, saw the screenshots, and thought, "Ah! This looks like the kind I enjoy!" But then, when you played it, it wasn't what you expected, and you felt disappointed. That doesn't mean the game is bad; it's just not what you were looking for. It's something else, neither good nor bad, just different from what you wanted.
Actually, I only gave examples of games using Twine/Sugarcube because I saw that you were using it and I also saw that the first screenshot had a fair amount of text. I could have picked other examples if I had known that your choice of game engine/framework was not driven by the kind of games that are usually created with that engine.

Thanks for replying to my feedback. Now I will have a look at the new version of your game... ;)
 
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Feyschek

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Game Developer
Jun 12, 2021
1,262
703
Then I am wondering why you are writing your game in Twine/Sugarcube. If you want to focus on the videos, then Twine/Harlowe or Ren'Py may provide a better framework. Twine/Sugarcube is optimized for games that tell a story and for which the text is the main element. If you want your game to focus on quick interactions between some videos rather than on the text, then you might want to explore some other frameworks that would be a better fit for a point-and-click open world game.

For example, you could have a look at X-Change Life, which started with Twine/Harlowe rather than Twine/Sugarcube.

You could also have a look at some Ren'Py games. Most of them use 2D or 3D graphics (for example, Holiday Island or The Roommate), but some of them also use real photos or videos. Ren'Py games usually put more emphasis on quick interactions rather than on walls of text, so this may be closer to what you want.


Actually, I only gave examples of games using Twine/Sugarcube because I saw that you were using it and I also saw that the first screenshot had a fair amount of text. I could have picked other examples if I had known that your choice of game engine/framework was not driven by the kind of games that are usually created with that engine.

Thanks for replying to my feedback. Now I will have a look at the new version of your game... ;)
I will respond with a general post to your words.

Any engine allows you to make the most of yourself if you study it a little and understand the principle of working with it.

Twine/Sugarcube and Twine/Harlowe
It's the same engine, they just have a different approach to writing code. But as I said above, any engine allows you to make the most of yourself if you study it.

I don't think that a person from engine change will make such games as you have given an example without a knowledge base of working with it.
I use Twine/Sugarcube and I am comfortable working with it and now I have started to make the most of it, provided my knowledge.

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This is a new project I'm working on.
I'll just say it will be quite non-standard, again by the standards of my knowledge.

;) Therefore, it's not about the engine, but about who works on it.
 
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youraccount69

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ASimLifePornGame-1.0
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Nala.Dev

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If you want to hear my opinion about your game, I played it recently and have a couple of thoughts.
It took me a while to understand some of the expressions you use in this post, but I think I've got it now.
I'll reply in gold for my convenience. ;)


- there is enough content for the first version. tnx
- it is worth noting that the game is working fine, I did not find any errors in the code. it is worth noting? tnx I guess. :unsure:
- your attempts to not just cut the video into pieces, but to do a little editing, is also a plus. tnx
- a surprisingly contented pleasant line, with your neighbor, where you do not immediately move on to sex,
but a phased phase is underway. tnx
- The element of losing, although it seems to me it was cut down and just removes your relationship, I think the original idea was different.
I'm not sure I quite got what you meant, but here's what I have to say about 'the losing element':
I thought about ways to make all the girls lose hearts, like if you spend time without visiting them.

I even programmed it so that if you gain 1 heart with one girl, you lose a heart with all the others, kind of forcing you to have only one "girlfriend" at a time... but I figured that might be annoying for the player. So, I only applied the rent thing to Angela as a demonstration of a mechanic that could be applied to the others but will be decided in future polls.


- The violence of the 5 characteristics may be misleading, but it's just an additional relationship statistic.

What do you mean by "violence"?

About the five characteristics... Isn't just an additional relationship statistic. They implicitly reflect each girl's interests:
  • Mia likes doing yoga, enjoys the outdoors and nature, and wants a guy who shares those interests before getting more involved with him. I thought about reducing the park hours to make it more challenging, but that might be annoying, so I'll just include that if it's nighttime, the "GIFs" will be about stargazing or something like that.
  • Riley is in an exploratory phase of her life; she wants to have fun and try new things. She's looking for someone fun to share new experiences with.
  • Angela is a mature woman; she's been through all those phases and is beyond such pretensions. She just went through a divorce and wants to feel desired again, but it's not easy since she can spot smooth talkers from a mile away. That's why she doesn't have the other "characteristics" but will require more experience from you than the others (reflected in more hearts).
    She's also tired of lies and irresponsible guys, which is
    shown in the game: if you don't pay the rent on time – she loses hearts.
Etc, etc... As you can see, each girl has her own little backstory, interests, and unique characteristics.

Reading your comment, I might need to write all this more explicitly in the game if it isn't already done. But rethinking to explain all this more explicitly, I have doubts. A rule of writing is "show, don't tell", appealing to the intelligence of the readers, assuming they will read between the lines and not treating them like fools by explaining everything.

Anyway, for those who don't like reading too much, they don't have to. The player will figure out what to do to progress even without knowing the background of the story. As it is, it serves both purposes.


So far, this is all that I can remember from both pleasant and bad moments.
But what can the game's author do to improve the player's quality of life?

- Detach the hearts from the common substitute and tie them to each girl in the game.
This will give the player freedom of action, you will not have to farm every girl to set these statistics.

Hearts represent your experience as a seducer. (I couldn't find a universal emoji for "seduction" that crosses all cultural barriers, so... hearts it is.) You can't expect to go far in a relationship with a girl without experience in "winning hearts." That's why people rarely marry their first crush. :ROFLMAO:

- Recycle the club, make it work every night.
to farm statistics less and not be afraid to miss the right day.

That thought crossed my mind, but it wouldn't be realistic. Just like how It's also not realistic that getting into the club is free, but I thought it would be super annoying to not only wait for the weekend but also remember about the money. So, weighing both options, I negotiated with myself to leave it as it is.

Have you ever had to wait 3 or 4 days to see someone you really care about, and when the day finally came, it was super special? :love:
I think if everything was handed to us on a silver platter, it would be super boring and uninteresting.

Oh, and one last thing about missing the days: I added what day of the week you're on at the top bar, so even if you're playing from your phone, you can see it all the time without needing to open and close the sidebar. ;)
The rest is up to you, you're not expecting the game to play itself, right? Haha :ROFLMAO:


The principles of other elements of the game do not have to be changed, they are not as infuriating as these things.
Because it creates the feeling that the game is artificially stretched by these actions.

Well, I really appreciate your analysis. I think the rest of your post is already covered in my previous responses. But mostly, I hope I've made it clear that even though the game is simplified to make it more enjoyable to play, nothing was done without careful consideration. :giggle:


So, next time you see something you don't understand or don't agree with, whether in my game or in life in general, before questioning it, just think that there's probably a logical and well-calculated explanation behind it, haha. :p
 
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