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boomsik

Newbie
Feb 15, 2018
20
10
Hello. In the erotic skills window, two skills are closed. Does anyone know how to learn them?
 

Godofwar666

New Member
Nov 30, 2019
7
4
To be fair, the idea behind patreon is to support artists and creators you like, so that they have more time to spend making games, art, whatever product it is they work on. It is NOT intended to be a subscription service in the same way that adobe products are a subscription service. People simply need to stop subscribing to Patreon feeds as though they're subscribing to a product, because they are not.
Agreed. I am thanking the creator with often a very minimal amount of money. I understand and recognize that a game I may be excited about may simply never materialize. Personally I can't predict who is a "bad actor" and who is actually trying to finish a game, so I just rotate who I support or stop paying my "thanks". I backed karryn's Prison and then bought it once it released but I recognize thar kinda success story isn't very realistic for many indy devs
 

Ellabelle322

Newbie
Game Developer
Feb 15, 2020
45
23
I'm surprised so many people here found the game so counterintuitive. None of the playtesters from reddit commented on these things.
Do you think it would be more obvious how the game works if you were not allowed to enter a dungeon without an elixir? :3
 

Anarial

Newbie
May 9, 2018
60
100
None of the playtesters from reddit commented on these things.
I'm not an official playtester but I definitely provided feedback on reddit about the UI needing improvements, specifically in the form of tooltips...

Do you think it would be more obvious how the game works if you were not allowed to enter a dungeon without an elixir? :3
No. What I would suggest instead is that you move the elixir shelves from the teleport room into the alchemy lab. That way as soon as you make it you can see it right there to drink, no more moving to a different room to drink it.

You could add a warning popup to the teleport room that says something to the effect of "You haven't consumed an elixir yet today, are you sure you want to proceed?" that has the options "Proceed" and "Go to the Alchemy Lab".

Similarly, a question that I often see popping up is "how do I get skill/talent points?". Now, to be clear, the game currently DOES explain this, but does it in a way that isn't as obvious as it could be.

> Acquire more skillpoints by consuming essence from enemies

This requires you to know that in order to "consume an essence" you must drink an elixir, which is made using said essence. But therein lies the second problem - you've kind of obfuscated that knowledge by calling the essences "Cum" instead of "Essence", and instead the fact that these are essences is relegated to the mouseover description of the items.

There's two things that I would suggest you change here:
  • Rename all Cum items to Essence instead
  • Change the text on the skill tree to read something like "Acquire skill points by consuming elixirs brewed using Essences"
This makes the link between elixirs and skill points much clearer, and clarifies what actually counts as an essence.

I think the Alchemy Lab UI needs some work too - I personally know how to use it now, but it was trial and error to figure it out. I have some fairly extensive thoughts on how that could end up looking, but I'll probably write that up later and post it on your discord instead.
 
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Ellabelle322

Newbie
Game Developer
Feb 15, 2020
45
23
I'm not an official playtester but I definitely provided feedback on reddit about the UI needing improvements, specifically in the form of tooltips...



No. What I would suggest instead is that you move the elixir shelves from the teleport room into the alchemy lab. That way as soon as you make it you can see it right there to drink, no more moving to a different room to drink it.

You could add a warning popup to the teleport room that says something to the effect of "You haven't consumed an elixir yet today, are you sure you want to proceed?" that has the options "Proceed" and "Go to the Alchemy Lab".

Similarly, a question that I often see popping up is "how do I get skill/talent points?". Now, to be clear, the game currently DOES explain this, but does it in a way that isn't as obvious as it could be.

> Acquire more skillpoints by consuming essence from enemies

This requires you to know that in order to "consume an essence" you must drink an elixir, which is made using said essence. But therein lies the second problem - you've kind of obfuscated that knowledge by calling the essences "Cum" instead of "Essence", and instead the fact that these are essences is relegated to the mouseover description of the items.

There's two things that I would suggest you change here:
  • Rename all Cum items to Essence instead
  • Change the text on the skill tree to read something like "Acquire skill points by consuming elixirs brewed using Essences"
This makes the link between elixirs and skill points much clearer, and clarifies what actually counts as an essence.

I think the Alchemy Lab UI needs some work too - I personally know how to use it now, but it was trial and error to figure it out. I have some fairly extensive thoughts on how that could end up looking, but I'll probably write that up later and post it on your discord instead.
Having elixirs in the lab makes sense logically, but it's very inconvenient to go between multiple menus to use it. In the first game you just kept them in your inventory, but moving them to the cellar was one of the most common requests to streamline the gameplay-loop.
But yea, ill do some more hover-over descriptions for ui-elements and "essence" might be a bit obtuse for someone that's new : p
 
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Liebely

Newbie
Jun 22, 2017
19
35
Took a 2nd attempt to figure out what I did wrong the first time through where I juiced up, made it to the troll, then died in 3 turns.
Not very straightforward, which isn't always a bad thing, but the initial wall of text of "This is how to play" can be discouraging for people, especially since I still feel like there are some elements I'm not 100% certain about.
Might be worth having a basic first time run through to showcase the intended game loop but that might also distract from further project progress so another better idea might be worth considering if one can be presented.
 
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