- Nov 17, 2019
- 281
- 380
Hey there! Thank you for the extensive feedback! Here are some things I should mention in regard to some of your points.
As the game expands I plan to have more specialised merchants, like the Hunter and the Smith that sell non rotating themed stock of items which are always available but may require a small journey to get to.
Thank you again for the extensive feedback, hopefully I have addressed some of your concerns at least partially! The game is still very early in development so a lot can still change!
It's a very old art of him that I did and it will be remade in the future. I do plan to have some transformative traits reflected in his bust sprite, but I'll need to delve deeper into how Ruby Script works to achieve that, so for now it's a placeholder.My biggest complaint is a matter of taste as I don't like the art very much myself, the protagonist is especially kind of derpy-looking. Maybe some visual customization for him, dependent on traits?
Some of the initial tracks were assembled from various RPG Maker defaults and some free online assets I found, however, all the latest added were tracks I purchased, so there are some original tracks! And by "original" I mean they were purchased and MAY have also appeared in other games if the devs of those games purchased similar packs. I do have an extensive library of tracks that I acquired after my Patreon started making some money so content in the future will also use these rather than default tracks.Also, maybe the soundtrack, I am aware few people care about it, but I feel the game would benefit greatly by having an original one (I can't tell if some of the tracks aren't already though, but I did recognize plenty of them).
The Climbing in this game is checked for actual difficult climbs. like scaling the vines, which is not something a normal person can usually do (something I can attest to trying and failing irl). Climbing things like ladders won't require any checks. Though in general I get what you mean, the skill acquisition is not presented very well yet. I have been contemplating at least releasing a small guide on the basics for the game to cover this while I work on some better presentation in the game itself. I am also not 100% set on how the skills are grouped in the game so it may be reworked in the future, I have been contemplating merging Climb and Jump into one spec for a while now, but it probably wont happen for a few releases yet.I don't think locking the player out from some very basic skills like Cooking and Climbing is necessary. I mean, everybody can climb, or at least try. It's very un-intuitive to even find out where to train skills such as Athletics. It would be fairer IMO to allow every character to climb, but have it require (or require more if it does, haven't climbed yet) VP. Same goes for the other basic skills.
That's a problem with RPG Maker, one that I haven't really found any convenient way of solving yet. The categories were introduced to combat the absolute chaos that the inventory was initially on release. The reason some Items take you out of the inventory is an RPG Maker thing, these items tend to be more complex in their function and call a common event for processing them so it closes the menu. The only solution I can suggest with this is binding them to the hotbar in game for now.The inventory management is a pain. Too many sub-categories, and the handy ones are not immediately available. The fact using certain consumables takes you OUT of the menu and requires you to re-navigate it doesn't help.
It was mostly done in order to make it easier to find the actual story NPCs and to allow the Sex Scene art to be consistent for them. You can get them looking more unique by giving them different clothes to wear though!Identical NPC sprites (goblins) are somewhat boring, but I understand if it's a WIP.
The rotation actually resets once a day when you talk to her, so if you saved after talking to her, her stock would be the same on a reload for the rest of the day. It's not really a bug.The goblin merchant has too many rotations of too many item types. I have been forced to save-scum and reload repeatedly to finally get items I needed from her for purchase (the fact the rotation resets on reload probably being a bug).
As the game expands I plan to have more specialised merchants, like the Hunter and the Smith that sell non rotating themed stock of items which are always available but may require a small journey to get to.
My initial plan was to have the player achieve a universal build closer to mid game of the playthrough. None of the content actually requires combat as the monster girl scenes only happen if you LOSE to them, you get no scene for winning (at least not yet)! The only time you kind of have to fight, is during Saffron's quest for Blue Slime, but she does mention you can get some Bombs from a Quest in the Mines and those can clear the encounter for you without needing actual combat skills.I understand that's intended for unique playthroughs using different methods, but I'd skill like to be able to achieve some kind of universal build during the early stage of the game. Especially since some content requires combat (monster girl scenes).
The EXP you get is never decreased with your level, the amount is a random integer between certain values (which depends on the game mode you chose at the start). You do need progressively more EXP to level skills to a higher level though. The current game content wasn't really designed for you to level anything above level 2. Harder content will award more EXP to offset the fact that higher levels require more EXP. The current game stage should all be considered "early game" and represents content for levels 1-2. The max level is currently planned to be level 5 fort the end game. Fetishes also only go up to level 5 and cap there, so it is possible to get to the point where they are maxed and then continue to gain Sex EXP and only lower it once it becomes relevant.Sex EXP gained should not be downscaled so severely with your Sex Skill. I understand this is for balance reasons, but the higher amount of Sex EXP required per skill level is already enough. There is no need to punish the player with even more severe Sex EXP grinding for the sake of leveling down fetishes, for example. It feels like there is negative progression the higher your sex skill goes and that's always a symptom of bad gameplay IMO. I suppose the same applies to all skills/EXP.
Thank you again for the extensive feedback, hopefully I have addressed some of your concerns at least partially! The game is still very early in development so a lot can still change!
Last edited: