3.20 star(s) 9 Votes

Susan Xandera

Active Member
Jul 13, 2017
632
844
Do you still have to grind out this unending game to play as a female? Why not have it as an option from the get go rather than have to go through an entire playthorugh?
 
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kinda

Newbie
Nov 24, 2017
55
144
It's a more streamlined management version of HHS+.
No real individual students and teachers, which go to school and to their classes. No pta meetings, no wandering around in town etc. Just three timeslots per day you fill with visting cetain parts of your school and experiencing whatever happens there and then the stats of your school change.
got it,thanks! I'll probably try this one for a while then.
 

dreamchaser

Newbie
Game Developer
Jan 8, 2020
78
97
Do you still have to grind out this unending game to play as a female? Why not have it as an option from the get go rather than have to go through an entire playthorugh?
You can't play AAR as a female (in Ashford Academy classic, you could, after losing once).

Enabling that possiblility would basically be just a way to selectively disable a part of the content (everything relying on you to be male), and changing Mr. to Mrs.
I might add an option for that in 0.5, no promises though.
 
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nhel

Member
Feb 26, 2018
347
678
here is my android port of Ashford Academy Redux 0.4.0 + Compressed





visit my blog for more android ports
 

dreamchaser

Newbie
Game Developer
Jan 8, 2020
78
97
As promised, here is a quick bugfix release 0.4.1 to fix the 1 crash in 0.4.0 that will always happen in a sensuality event which becomes available once you have deviance>40.
 
Aug 22, 2017
161
220
So, this game feels extremely grindy for no reason. 4 months into the game I'd only really encountered 3 worthwhile events. All my stats were still VERY low and I felt like I was making no progress at all.
 
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Riviar

Newbie
Mar 20, 2018
95
232
Is this game worth the time? Is there anything more to it than spamming next day button and getting a random image with 2 lines of text, most of the time the same as before?
 
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dreamchaser

Newbie
Game Developer
Jan 8, 2020
78
97
So, this game feels extremely grindy for no reason. 4 months into the game I'd only really encountered 3 worthwhile events. All my stats were still VERY low and I felt like I was making no progress at all.
That depends entirely on how you play it. In my testgame before releasing 0.4, I had the school pretty well corrupted after about 9 months (Inhibition at about 35, deviance about 40, weekly income about 100). I'd guess after about 18 months I would have seen close to all the events, without any undue repetition. But I admit I was corrupting the school relativiely quickly, while it's just as possible to go slower, or just not corrupt it at all. That is up to your choices, and planning ability.

Is this game worth the time? Is there anything more to it than spamming next day button and getting a random image with 2 lines of text, most of the time the same as before?
That's about analogues to wondering whether there is anymore to an rpg than numbers floating up over enemies as their health goes down. Answer: Yes, there is. Whether it's worth your time, you have to decide for yourself.
It's a porn game with lots of lewd scenes (both short and longish), but no overarching story line apart from corrupting the school.
 
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Grebbesh

Member
Dec 5, 2018
123
70
Is Lust supposed to be capped at 118 out of 200 or am I missing a policy change? I see more images in the images folder of the game than are actually being unlocked with endless playing, so I'm wondering if it's related to that lust stat.
 

dreamchaser

Newbie
Game Developer
Jan 8, 2020
78
97
Is Lust supposed to be capped at 118 out of 200 or am I missing a policy change? I see more images in the images folder of the game than are actually being unlocked with endless playing, so I'm wondering if it's related to that lust stat.
It's not because your lust is too low, a lust>90 is high enough to unlock everything.
The images you see depend on your school uniform policy. You won't get to see all images with just one. At the least, you'll have to switch between no dresscode and nude (with high lust, no dresscode will mostly show you pictures for sexy school uniform).

But even then it's very unlikely you get to see all pictures, as events can depend on all kind of stuff. For example, some events only show up if your stats are low, or if you are evil... (if the game didn't react to your stats, the world would be static, after all)
 

dreamchaser

Newbie
Game Developer
Jan 8, 2020
78
97
Is it possible to even reach 200 lust? My is always stuck at 118
No, it's not. Lust is (like Stress) a purely calculated value, having a max there makes no sense. I have now removed the maximum for those 2 stats, so from 0.4.2 it won't display an upper bound anymore (in new save games).
This is only a visual improvement though. Since you can't reach 200 anyway, it makes no practical difference (I had intentionally set the max higher then the stat could reach).
 
Aug 22, 2017
161
220
That depends entirely on how you play it. In my testgame before releasing 0.4, I had the school pretty well corrupted after about 9 months (Inhibition at about 35, deviance about 40, weekly income about 100). I'd guess after about 18 months I would have seen close to all the events, without any undue repetition. But I admit I was corrupting the school relativiely quickly, while it's just as possible to go slower, or just not corrupt it at all. That is up to your choices, and planning ability.
I guess I'm not playing it correctly then. There doesn't seem to be any clear direction on what you should be doing to build stats adequately. I even spent my initial cash to purchase the cafeteria and as other posters pointed out, all I ever did was hit next day and see a couple quick images. Stats grew minimally so you feel like you're not really affecting anything and money grows so slowly that you can't really expand the school quickly. You might want to think about posting some sort of walkthough on optimal play route.
 

dreamchaser

Newbie
Game Developer
Jan 8, 2020
78
97
I guess I'm not playing it correctly then. There doesn't seem to be any clear direction on what you should be doing to build stats adequately. I even spent my initial cash to purchase the cafeteria and as other posters pointed out, all I ever did was hit next day and see a couple quick images. Stats grew minimally so you feel like you're not really affecting anything and money grows so slowly that you can't really expand the school quickly. You might want to think about posting some sort of walkthough on optimal play route.
Have you looked at the player guide linked in the very 1. post?
https://f95zone.to/threads/ashford-academy-redux-v0-4-0-dream-chaser.43399/page-3#post-2861841

I don't think it's my job as developer to write strategy guides. That is something I gladly let engaged players do, and I am very thankful to XAmsterdamX for doing so.(y)

One personal hint due to what you've written: At the beginning your main job isn't saving up money, but staff support so that you can unlock and enable policies. Enough money for multiple buildings only collects later in the game.
 
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XAmsterdamX

New Member
Jul 8, 2019
7
47
I don't think it's my job as developer to write strategy guides. That is something I gladly let engaged players do, and I am very thankful to XAmsterdamX for doing so.(y)
You're very welcome. You've created a pretty good game so far and it's nice to see the recent progress.

If I could give any feedback:
  • The algorithm works pretty well, but you may need to tweak it a bit for each stat to have an impact. For example, I never noticed that students' stress levels had any impact on gameplay, and I'm not sure what the 'Lust' stat added to the game (and how it's different from 'Deviance').
  • A few more multi-scene interactions with students would be nice, or follow-ups on scenes that seem incomplete (such as the 'froggy' girl). I realize this may be hard to do with the available art.
  • A few more clubs, perhaps fewer building upgrades (since the impact of the upgrades isn't clear and they seem unnecessary).
  • A nice ending to the game once everything is unlocked and upgraded.
  • Make it clearer that there are multiple paths you can take (good or evil). Right now being evil is discouraged because being helpful gives you a reward (increase in stats) while being evil doesn't, at least not immediately.
 
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dreamchaser

Newbie
Game Developer
Jan 8, 2020
78
97
Thank you for the thoughtful feedback. I'll comment on the individual points you raise.

The algorithm works pretty well, but you may need to tweak it a bit for each stat to have an impact. For example, I never noticed that students' stress levels had any impact on gameplay, and I'm not sure what the 'Lust' stat added to the game (and how it's different from 'Deviance').
Stress actually has a pretty big impact, you are just playing too well to notice it. ;)
Stress slows down or even reverses your stat progression until you find ways to lower it. It's lowered by high morale and behavior, which is likely how you avoided it being a problem for you.
The lust stat is an amalgamation of deviance, inhibition and policy choices. It makes writing event conditions way easier, directly determines surveillance income, and I think from the description it's clear that it is conceptionally a different thing from deviance. I am quite happy to have implemented it.
All of that said, I am well aware that the game is only roughly balanced, that is even written in the readme. I plan to put a lot more time into balancing for 0.5.
A few more multi-scene interactions with students would be nice, or follow-ups on scenes that seem incomplete (such as the 'froggy' girl). I realize this may be hard to do with the available art.
Yeah, art is the biggest stumbling block for me in expanding events. There are already quite some multi-stage events in AAR, way more than in Ashford Academy classic. Expending existing events to have later stages will be a major focus for 0.5, but I can only do it with text, not with new images...
A few more clubs, perhaps fewer building upgrades (since the impact of the upgrades isn't clear and they seem unnecessary).
Later building upgrades are useful to get stress lower (and raises their stat bonuses). Besides, if they weren't there, money would become worthless at some point, which would be unfortunate.
I'm collecting images for a sword club, but have no plans yet on how and when to implement it (my focus will be on other things for the next few versions). I haven't given up hope somebody mods a new club in - there is even an explanation for how to do that in the example mod...
A nice ending to the game once everything is unlocked and upgraded.
I have no idea what that ending would be. I am open to suggestions. Obviously something involing Susan and Marina. But what? :unsure:
That would basically only be a major event though, because there is no reason to refuse a player to continue to play on afterwards, if he wants to.
Make it clearer that there are multiple paths you can take (good or evil). Right now being evil is discouraged because being helpful gives you a reward (increase in stats) while being evil doesn't, at least not immediately.
I'll readily admit that I am mostly neglecting the evil path (aside from a single major event I have written).
That's because I just can't really get into the headspace for that. So while I continue to improve the text of the normal (good) event pathways, the evil ones only get a minimum of updates.
That said, there are actually more than those 2 paths in AAR: You can play evil, recklesly, cautiosly, and resisting (just students, or everybody). So I'd say there are 4 (or 5). :)
And with your outlook displayed in the main GUI, I'd say it's more obvious than it was in Ashford Academy Classic that there are different ways of playing. What else would you suggest to make that clear?
 

Darthjake

Active Member
Jun 2, 2017
835
434
I always play the slow corruption game, get behavior up first, because I remember the first Ashford all too well, then morale, then academics or athletics, then I start corrupting.

Due to the behavior issues with the dresscode, I usually stay conservative, until I have inhibition to a point where I think the sexy dresscode will work then once I hit 0 inhibition, I go to nude dresscode.

By that point I have no issues with reputation, behavior or morale. Stress is usually no higher then 5 unless I've just activated one of the security buildings, and I just make sure I have enough money to upgrade 2 or 3 other buildings to counter that next turn.

I love what you've done with the game, and I've just found the mod pack on this site too, so I'll be trying that later.

Any chance of adding the debug feature back in? Maybe once you've "beat" or lost the game?

Keep up the great work!
 
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XAmsterdamX

New Member
Jul 8, 2019
7
47
@ Dreamchaser:

With regard to clubs: Didn't HHS have a cooking club, drama club, sword club, swimming club, computer club? I even remember things about a panties exchange club or something. I wouldn't prioritize any of this over other things, but right now with only a single club (cheerleading) it seems odd.

With regard to an ending: I think this is a problem for many games. It could be as basic as a 'congratulations' message, informing the player that they have completed the content. A bit more complex would be a list of achievements; once all achievements have been completed you know you're done. Finally, perhaps a scene to indicate to the player that they have reached the end; something with a harem or perhaps an official promotion to become the Island nation's education secretary (minister).

With regard to different paths: right now there isn't a stat that keeps track of how evil you are, so it's impossible to keep track as a player how you're doing. I probably wouldn't bother, the game is fine without any forced / violent actions. Perhaps the 'Outlook' stat in the GUI could give you a minor bonus that affects your progress and perhaps increases your luck with specific scenes.
 

dreamchaser

Newbie
Game Developer
Jan 8, 2020
78
97
Any chance of adding the debug feature back in? Maybe once you've "beat" or lost the game?

Keep up the great work!
The debug feature is still there, you just have to enable it in the file (as is appropriate for such a feature, I think):
in game/script/game_data.rpy change config.developer from "auto" to True, then start the game.
 
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dreamchaser

Newbie
Game Developer
Jan 8, 2020
78
97
With regard to clubs: Didn't HHS have a cooking club, drama club, sword club, swimming club, computer club? I even remember things about a panties exchange club or something. I wouldn't prioritize any of this over other things, but right now with only a single club (cheerleading) it seems odd.
I have never really played HHS, so I have no idea what clubs it has. Ashford Academy classic only had the cheerleading club, and that content I have ported and adapted. If there are any other clubs for Ashford Academy classic around (maybe in a mod?), I would take a look at porting them into canon... Otherwise, it will just have to wait for way later, or until somebody writes a new mod.
With regard to an ending: I think this is a problem for many games. It could be as basic as a 'congratulations' message, informing the player that they have completed the content. A bit more complex would be a list of achievements; once all achievements have been completed you know you're done. Finally, perhaps a scene to indicate to the player that they have reached the end; something with a harem or perhaps an official promotion to become the Island nation's education secretary (minister).
Good ideas, thank you! I will look into writing an heuristic that determines whether you have beaten the game, and then just giving something like a victory screen with stats or something. The tricky thing is, that content from mods should be able to influence that decision, so I can't just code it statically. Still, a really helpful suggestion, thank you! (y) :)
With regard to different paths: right now there isn't a stat that keeps track of how evil you are, so it's impossible to keep track as a player how you're doing. I probably wouldn't bother, the game is fine without any forced / violent actions. Perhaps the 'Outlook' stat in the GUI could give you a minor bonus that affects your progress and perhaps increases your luck with specific scenes.
In Ashford Academy classic, there was an evil_points stat (hidden), but apart from enabling evil options (which outlook=='evil' stil does) the only thing that did is penalize your stats (reputation each week, if I remember correctly).
Right now outlook does not influence your stats in any way, it only limits which events are available, and may change things inside of events (either via options, or automatically).
It's just that evil options usually have a worse stat outcome (like lowering morale and/or reputation), and you don't always have a choice about it. On the other hand, the evil content just isn't accessible otherwise, and in quite a few events it is just an additional option (so a positive, just by offering up more stuff).
But as I said, evil content is neglected by me... On my pass over events for 0.5 I'll think about whether I have ideas where in individual events being evil might be an advantage, instead of penalizing. We'll see. Once again, thank you for your thoughts. :)
 
3.20 star(s) 9 Votes