I think the verticality of the game is awesome: Lots of curses to get, great amount of levels, decent amount of companions, great relics and over general good ideas. Some of the level i find less interesting in their content (Curses in 8 are a bit dark and debilitating. 4-5 are less my thing and i prefer going "hard" on lvl 6 curses). Mechanically the game is sound but a bit hard. Trying to play male staying a male or a female staying a female is definitely the hard mode for this game. But i'm guessing that's the intent.
Horizontally is where i would like to see more content. You don't really see much H content (mostly txt, no pics) unless you move layers. Some pop up when you go back to the "main" screen of a level (like Hijink Ensues). Mostly the current content is 1 post with maybe a name change. So without going into detail in this already WAY too long post, that's the part i would like to see develloped. Things to do in the layers, possibility of curse "activation", seeing some of the incomplete curses fleshed out (like Barter system, in the limelight, etc.) Basically more opportunity to get H content.
Better spaced text in the appearance section would be cool too. But that is a super small detail. If you get too much Curses the last section becomes somehwat hard to read.
But again, love the game
Small bug report as per saves:
1) You can buy Maximum Fluff if you have hairless even though it says you can't
2) If you are a female and your twin is a female, the txt will still talk about your penises. Not included in the zip save file is that if you started the game as a female and your twin is female you will get a string of red text. The message "companion new message" flag will also never disappear.
Thanks! Regarding the twin bugs, I think those will be sorted out in 0.9.8.2 which will be released soon.
Yeah, I think someone trying to minimize changes is certainly harder haha. Though whether that's a sex change or other changes is up to the player I think.
What sort of things would you like to do in the layers if more were possible? I'm thinking of ways to add more interaction now, and I'm open to ideas.
Understandable, but can you add in an auto calculator for the agartha jobs section?
Oh, good idea! That's a bit tricky since so many things can go into it. but it should go into the todo list haha.
Sorry, I forgot we were on a different conversation; I was thinking of the last one, about travel time. I know the omen eyes give that extra sensitivity, though for some reason lately the number hasn't gone up for me even though I spent like 100 days living off the food and water on layer 6. Anyway, back to what we were actually saying, my confusion with the number was why it was written out as a multiplication of two other numbers instead of just showing us the final number (to the extent that I didn't even know whether it was actually meant to be a decimal). Also, perhaps a bit more structure is needed here? It is kind of hard to imagine what "your body's erogenous zones are 189% more sensitive" or "189% of your body is a hyper-sensitive erogenous zone" would even mean since percentages only go up to 100 unless we're referring to changes.
Edit: so, I'm not sure what was going on with that 100 days I was talking about, but I just spent a while in layer 6 in a different run (in 0.9.8.1) and it seems to be actually working? No idea what that was about.
Edit again: ok I'm in the same run but it's stopped at 65*3 percent this time (I'm camping here in 30-day intervals to wait out a pregnancy).
Yay!
Okay, first off I wish companions weren't limited in that apparently arbitrary way (unless there was some in-universe reason mentioned in the tutorials or something that I've forgotten about or you wish to keep that limit in place for whatever reason, in which case fine).
Second, when you say "the logic breaks down," are you referring to the programming or the narrative? Personally, I want to have literally hundreds of kids with a single pregnancy, so that's why I'm invested in this lol. If you're referring to how it makes sense in the narrative, you could add scenes while someone is pregnant with vaguely that many kids to show the character(s) reflecting on how many children they have; if the character only has a normal number of kids for one pregancy, they'd just react like it's a normal pregnancy, but if they have more then you could show them reacting to unusual aspects like a much bigger belly or something (with different reactions for different ranges like 1-3, 4-15, 16-30, 30-100, and 100+? all of these are "number of children at once," of course) Or maybe the Abyss detects pregnancies and expands the space inside the womb so that all the children fit in one body, and either they can tell they have a lot of kids through mundane means (such as the weight, for example) or they can't but feel like they have a fuckton of kids because of the Abyss (the Abyss apparently already puts in their heads information about the curses you take on, so doing the same thing for the space-warping would make sense there)? And perhaps this has already been noticed by divers and larger numbers of kids is not unheard of, so Outset Town is prepared for that eventuality? Feel free to bring up anything I might have missed there, as these ideas came to me as I was writing.
The omen eyes can go over 100% since you can get multiple levels on one region, it just makes it ultra-sensitive. And that's a good point, it will be changed to a single percentage in 0.9.8.2!
Yeah, the companion limitation is just because I updated the player to give multiple births, but not the companions haha. I'll see if I can fix that, though I'm not sure we're tracking the necessary variables to make that happen, so it may be tricky.
The logic is the narrative logic haha, since the same scene with 1-2 kids doesn't quite fit with 100 kids. But I'll consider adding more scenes to deal with that.
Thanks for the feedback and ideas!
I just remembered something that I probably should have mentioned before 0.9.8.1 came out, but for some reason the minimum age thing doesn't work anymore; my character was pushed down to age 7 through a combination of foraging and age reduction curses despite the minimum age being set at 18. it was working in previous builds, I remember
Thanks! This is fixed in 0.9.8.2, releasing soon.
Ive been curious to see if someone would make a html game similiar too this for awhile eager to try it out
I hope you enjoy it!
One of the things I love about this is the curses are amazing. I can't wait for the other habitation zone endings. I wonder what's next though.
Thanks! I'm glad you like it!
FloricSpacer If you are open to feedback and suggestions, here's mine.
As a big Made In Abyss fan, I'm not a fan of most of the adult content in it, like the ridiculously exagerated slutty transformations, it's honestly well done, just not my taste. This didn't prevent me from dodging said content and enjoying the game though, so I don't have a problem with that.
However, the game needs a stronger viable gameplay loop that allows exploration. Right now the gameplay is mostly there, but it's not loopable at all. A finite gameplay isn't necessarly bad, but it still needs at least some amount of loop to feel like a gaming experience, which in this case would be centered around exploring/"experiencing" the abyss.
For that I have 2 major suggestions and a minor one that I think could help make the game into a proper gaming experience.
1 : Money
As it is now, the amount of money a player can earn is pretty much fixed. Because relics can be taken only once, it is impossible to make a living as a relic digger, and relics are the only significant way of getting money. Same with the
.
What I would suggest for this is pretty simple, make some relics repeatable, not all of them obviously, and maybe not an unlimited amount of time for all of them, but some could be farmable like the sun spheres in Made In Abyss. This would give a reason to go dives and climb back up and it would allow to hire more companions and see more of the game during each run.
2 : Corruption
Right now, corruption is way too harsh to allow for multiple dives without transforming into a crazy lustful depraved abomination (which is a HUGE turn off for me, both for gameplay and for sexual content), and quickly not even possible at all because the amount of corruption you can purge is also finite.
For that the first solution is easy, lower the corruption decrease significantly for both relics and ascending. Secondly, add long term ways to mitigate the corruption decrease through progression (for exemple the warding bracers could give corruption resistance like Saeko instead of just a gain) and/or more repeatable ways to gain corruption and to remove curses, you could tie that into the economy changes I suggested so that it adds something to do with that money.
Minor suggestion : Expend the "combat score" mechanic from layer 8 to the other layers. Sure a lone unequipped average girl would have no chance againt bandits or a baying gourmet, but I would expect a cat girl with sharp claws/fangs, lightning fast reflexes and super dexterity to be able to drive them off without the help of a gun. And yes there is the magical "use a combination of relics" button, but I have no idea how it works, as far as I can tell it's pretty much just a cheat code. Having that combat score mechanic on every fightable encounter would be a lot more immersive and would add more meaning to the relics and curses you take.
Of course those changes would also need to tweak the corruption and money price of things, but that's standard game balancing. I'd gladly help you make the game but I have no idea how to make a game like this, so I don't know how much I can do. I've looked around the game files and have figured out how to change some values, I can already do minor tweaks to my liking, but I can't do much more.
Those are just my thoughts on the subject, in the end, it's your game, so it's your decision to take them into account or not.
Thank you for spending the time and effort into making the game and sharing it with us. From the inspirations you draw from, the music choices (i've been listening to Sunken Ruin while writing this) or the engaging writing, I can tell that this is a work of passion and it is very well done.
Thank you again for your work, and take care of yourself out there.
Thanks so much for this well thought out feedback!
As I think about the game, I'm inclined to agree with most of your points, though they may be difficult to address in practice.
I've been thinking of the Abyss as a single adventure without much looping to prevent things like repetitive grinding, but you're right, that does preclude the possibility of extending the adventure through traveling up and down more. It should be finite imo, but I can add more incentives to travel around.
One thing I'm planning is an NPC on layer 2 which requests things from layer 3-5, so if you go down and return to her then you get a benefit in terms of corruption bonuses, some medkits, and scenes with her. That can help mitigate the cost of going down and up again in a way that doesn't feel like grinding and makes sense in the narrative. If that character works well then I'd consider adding other similar incentives to the game as well. Do you think something like that matches what you're thinking?
One concern I have about repeatable Relics is that they aren't actually interesting content and that if they're efficient to get then they'd basically amount to grinding. Or if they're inefficient to get then player's are better off getting normal Relics anyway. Since there are quite a few normal Relics already.
Yes, the
.
Regarding the large amounts of overt sexuality in the game, I definitely see where you're coming from. I think that the author of the original CYOA this is based on would also agree at this point haha (it would be one of his 2 main criticisms of the original I think), so I personally don't want to make the focus of the game on the sex all the time. I'd rather have it feel like an adventure than a porno. And now that you mention it, I hope I haven't been focusing too much on that, since there have been many requests for more H scenes. But I'm glad that hasn't hurt your enjoyment of the game at least.
Regarding corruption, I view that as one of the more precious resources in the game, since the only way to deal with it consistently is to make hard choices that the player would typically prefer not to make. I think some of the pressure of the expedition is the player choosing how to cope with the increasing corruptive pressure of the Abyss.
So, I'm not sure I'd want to just add a bunch of things like the warding bracers, since I'm not sure there can be a balanced cost to those that doesn't make them much better than Curses. I do see that some people have a lower tolerance for corrupting Curses though, so maybe I could add a "low corruption" mode where you get 2x corruption from all Curses or something to make that easier? Do you think something like that would accommodate your needs?
And yeah, I agree the combat system is a bit lacking right now. I'm not sure just expanding the one from Layer 8 to all of the layers is the best way to handle it, but I can see why you think there needs to be some improvements for sure. I'm open to suggestions on how to change it, but ideally it would still fit well with the existing encounters.
If you want to help with development of the game (and even just contributing ideas counts for that!) then I'd recommend you join the Discord server. That's the main place that development discussion happens and a few people are already helping out there! Even if you don't know much about coding or game development, I think your thoughts are quite valuable and I'd like to hear more of them!
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And I can't take credit for everything, since a lot was from the original image CYOA that inspired the game, but it really is a work of passion, so I'm glad that comes through when you play it!