- Mar 30, 2019
- 72
- 123
Saw your post on patreon about suggestions for core gameplay systems - main thing I would say is more integration of the h-content with the battles. You already have the cut-ins for party members, but I think expanding on this sort of thing with grapples, QTEs, and such would improve the eroticism.
Also, game overs to see the h-content aren't great since they interrupt the flow of the game. Not sure if this is changeable within the narrative you have though, since these are real fights. But, even if it's not possible in all instances, allowing at least one loss to see the scene and giving the player a second chance afterward (possibly with some changes to the fight like bits of dialogue, debuffs, or even story divergence if you add branches at some point) is a lot smoother.
Speaking of branching, having choices is always nice in an rpg, though I've definitely enjoyed the story so far. Since you already have sidequests, it'd be cool to be able to see choices in that context which are largely self contained and don't create a ton of extra work for the main story.
Last thing that comes to mind is some more presence of the impacts of the virus in the battles and character interactions. Things like differentiated dialogue, unique (de)buffs, etc. I have to admit that I'm a fan of corruption mechanics so I'm shilling it a bit, but I think it fits your setting/premise.
Having said all this, though, I've enjoyed the game quite a lot so far nonetheless and am definitely looking to the the continuation of the story whether you make some changes or not. Good luck!
Also, game overs to see the h-content aren't great since they interrupt the flow of the game. Not sure if this is changeable within the narrative you have though, since these are real fights. But, even if it's not possible in all instances, allowing at least one loss to see the scene and giving the player a second chance afterward (possibly with some changes to the fight like bits of dialogue, debuffs, or even story divergence if you add branches at some point) is a lot smoother.
Speaking of branching, having choices is always nice in an rpg, though I've definitely enjoyed the story so far. Since you already have sidequests, it'd be cool to be able to see choices in that context which are largely self contained and don't create a ton of extra work for the main story.
Last thing that comes to mind is some more presence of the impacts of the virus in the battles and character interactions. Things like differentiated dialogue, unique (de)buffs, etc. I have to admit that I'm a fan of corruption mechanics so I'm shilling it a bit, but I think it fits your setting/premise.
Having said all this, though, I've enjoyed the game quite a lot so far nonetheless and am definitely looking to the the continuation of the story whether you make some changes or not. Good luck!