2.40 star(s) 7 Votes

AxiomNova

Newbie
Mar 28, 2022
74
128
43
i had a few of those, their attractiveness stat was like 10 instead of the normal 40-100
You're absolutely right to notice this - I should have explained it better. Originally, these visual variations were only distinguishable in the data interface, not clearly communicated in gameplay.
While I've temporarily removed these 'unconventional' designs in the current version, I plan to reintroduce them later with proper context. My goal is to avoid homogeneous beauty standards - sometimes, imperfections make true beauty stand out more meaningfully. :)
 

weirdblackcat

Newbie
May 23, 2017
69
68
232
You're absolutely right to notice this - I should have explained it better. Originally, these visual variations were only distinguishable in the data interface, not clearly communicated in gameplay.
While I've temporarily removed these 'unconventional' designs in the current version, I plan to reintroduce them later with proper context. My goal is to avoid homogeneous beauty standards - sometimes, imperfections make true beauty stand out more meaningfully. :)
aaaaah....understood.....not my cup o tea, but understood. i can just skip those ones or the ones that do float my boat
 

Koronas

New Member
Dec 7, 2017
8
8
103
- Using AI for absolutely everything honestly feels stupid... I mean need CG portraits ? Sure. But UI icons ? Come on, put some effort in finding a pack online, I'm sure I could find a 100 of them royalty free.
To make it what: more generic? Sorry, but WHY? If the icons are bad: then ok, but just to make them "not AI"; that's not a valid reason.
 
  • Like
Reactions: MysteryBlob

Shasou

Member
Oct 5, 2017
175
143
223
I've seen good AI and bad AI, and let me tell you, when it's good it's fucking sexy to look at. It might take some time for the AI to make the really good ones, but once it learns it's capable of making some really good designs of characters and sex scenes. In every work you're gonna find some good art styles and some bad art styles, once you get your tools set to go, you're golden, especially if you are just starting out and you're not capable of making good art yourself.

Besides, it's not like AI is the actual problem here. In this site you can find a literal ocean of recycled Renpy visual novels, sometimes you'll find a polished gem, other times it's just more of the same story, same base body model with just a bit of modification to make it just barely distinguishable and story that's more cringe than Snow White. You could say that AI is the same thing as the Renpy engine, it's there to help you make your development easier, but it's not just going to hand you perfection or a good game, you gotta put your back into it and make it good enough for your target audience.

Take Chicobo's art pieces for example, he's not going out of a job anytime soon, the guy's art is incredible, far better than AI and you can see it, it has incredible quality, it has atmosphere, it has emotion, if you have the guy on your team you're golden dude. Now go to Debasing Grounds and take a look at that new portrait system it has going, you don't need to play it, just start a new game and look at the character creation portrait. Be completely honest with everyone here and tell me that you find that better than AI artwork. Of course not, you're going to tell the guy to get AI to do some placeholders until he can get a proper artist to make some portraits that are better. Way i see it is people shit on AI because they know they now have a quality standard now set in stone, you either match the same level of quality an AI is capable of doing or go back to your art courses until you can get to SigmaX, Chicobo or Shexyo's level of quality. I say don't worry too much about using AI on your project Dev, just make sure you train it to work well enough to get people's boats float, after your project reaches a good enough level of attention and revenue, consider investing in an good artist to make some really good pieces. The three artists i mentioned here are incredibly good, if you can afford them. Chin up high and head on the game Dev, every criticism contributes to your experience on the field (y)
 

weirdblackcat

Newbie
May 23, 2017
69
68
232
I've seen good AI and bad AI, and let me tell you, when it's good it's fucking sexy to look at. It might take some time for the AI to make the really good ones, but once it learns it's capable of making some really good designs of characters and sex scenes. In every work you're gonna find some good art styles and some bad art styles, once you get your tools set to go, you're golden, especially if you are just starting out and you're not capable of making good art yourself.

Besides, it's not like AI is the actual problem here. In this site you can find a literal ocean of recycled Renpy visual novels, sometimes you'll find a polished gem, other times it's just more of the same story, same base body model with just a bit of modification to make it just barely distinguishable and story that's more cringe than Snow White. You could say that AI is the same thing as the Renpy engine, it's there to help you make your development easier, but it's not just going to hand you perfection or a good game, you gotta put your back into it and make it good enough for your target audience.

Take Chicobo's art pieces for example, he's not going out of a job anytime soon, the guy's art is incredible, far better than AI and you can see it, it has incredible quality, it has atmosphere, it has emotion, if you have the guy on your team you're golden dude. Now go to Debasing Grounds and take a look at that new portrait system it has going, you don't need to play it, just start a new game and look at the character creation portrait. Be completely honest with everyone here and tell me that you find that better than AI artwork. Of course not, you're going to tell the guy to get AI to do some placeholders until he can get a proper artist to make some portraits that are better. Way i see it is people shit on AI because they know they now have a quality standard now set in stone, you either match the same level of quality an AI is capable of doing or go back to your art courses until you can get to SigmaX, Chicobo or Shexyo's level of quality. I say don't worry too much about using AI on your project Dev, just make sure you train it to work well enough to get people's boats float, after your project reaches a good enough level of attention and revenue, consider investing in an good artist to make some really good pieces. The three artists i mentioned here are incredibly good, if you can afford them. Chin up high and head on the game Dev, every criticism contributes to your experience on the field (y)
This person knows whre it's at
 

AxiomNova

Newbie
Mar 28, 2022
74
128
43
I've seen good AI and bad AI, and let me tell you, when it's good it's fucking sexy to look at. It might take some time for the AI to make the really good ones, but once it learns it's capable of making some really good designs of characters and sex scenes. In every work you're gonna find some good art styles and some bad art styles, once you get your tools set to go, you're golden, especially if you are just starting out and you're not capable of making good art yourself.
...
(y)
This person knows whre it's at
Thank you for your guidance. Based on feedback since launch, I've now solidified our development path. Here's my commitment to everyone:
  1. First 10 Updates: Focus on implementing core features - many great ideas are still waiting to be realized.
  2. Art Overhaul: After gathering more long-term feedback, we'll determine the most appealing CG style and redesign UI/CG/icons accordingly.
  3. Story Development: Current simplicity exists because I'm still refining the narrative tone (classical vs. modern). I believe story is paramount - I'd rather leave it unfinished than rush mediocre writing. This phase will come later.
  4. Final Stage: Iterative refinement of gameplay, art, and story together.
This careful approach will ultimately create a game you'll truly love.
 
  • Like
Reactions: MysteryBlob

wyldmage

Newbie
Jul 4, 2018
44
100
140
Something needs to be done about the amount of clicks to see one AI-generated png. Right now its:
1. click partner A
2. select new pA
3. confirm
4. click pB
5. select new pB
6. confirm
7. roll
8. confirm the reward

Suggestions:
- add the ability to save the pair in the list of pairs. There should be the ability to move pairs up or down. When you enter the Rift, it auto loads the 1st pair in the list
- under the roll button add "next pair" button that moves to the next pair in the list. This way, one pair takes 3 clicks total
- add "roll all pairs" button to roll all of the pairs in the list as long as there's energy and individual "hearts" for that. Then you just click through steamy AI-generated pngs and rewards.
Absolutely agree with this. Also, early game breeding is ridiculously hard, and runs into the same issue Breeding Season did (and others have repeated), which is that breeding isn't actually worth it early on. Percentage chances are simply too low (I also had HORRIBLE odds, like failing a 30, 50, 70, and 90% in a row with the same pair).

Instead, your best bet is to just buy every single monster, just have them bang to get some xp, and then sell them (completely ignoring the breeding mechanic unless you randomly get a success).

This wouldn't be an issue, except for the "debt" mechanic that forces the player to earn money. Honestly, my recommendation would be get rid of that. It's been done over and over, and really adds nothing to the game. Either you get your ball rolling, and have near infinite money from doing quests/tasks/etc, or you lose the game (potentially just due to bad RNG; if you were focusing on actually trying to breed).

Stop and ask yourself "what does this ADD to the game?". And the debt doesn't add anything. It just tells the player "earn money" - but they should want to do that anyways, in order to afford more/better slaves. It punishes players who are learning, while being inconsequential once you go into the game with a plan.
 

nightsight

Well-Known Member
Game Developer
Mar 25, 2019
1,995
623
318
How hard would it be to make a female protaganist with a pregnancy system letting her get knocked up
 

AxiomNova

Newbie
Mar 28, 2022
74
128
43
How hard would it be to make a female protaganist with a pregnancy system letting her get knocked up
As you’ve noticed, I’m currently swamped addressing numerous feedback issues, so the female protagonist feature has been temporarily postponed. However, I absolutely intend to implement this in the future—I made that promise to our community members earlier, and I stand by it!
 
  • Jizzed my pants
Reactions: nightsight

AxiomNova

Newbie
Mar 28, 2022
74
128
43
Absolutely agree with this. Also, early game breeding is ridiculously hard, and runs into the same issue Breeding Season did (and others have repeated), which is that breeding isn't actually worth it early on. Percentage chances are simply too low (I also had HORRIBLE odds, like failing a 30, 50, 70, and 90% in a row with the same pair).

Instead, your best bet is to just buy every single monster, just have them bang to get some xp, and then sell them (completely ignoring the breeding mechanic unless you randomly get a success).

This wouldn't be an issue, except for the "debt" mechanic that forces the player to earn money. Honestly, my recommendation would be get rid of that. It's been done over and over, and really adds nothing to the game. Either you get your ball rolling, and have near infinite money from doing quests/tasks/etc, or you lose the game (potentially just due to bad RNG; if you were focusing on actually trying to breed).

Stop and ask yourself "what does this ADD to the game?". And the debt doesn't add anything. It just tells the player "earn money" - but they should want to do that anyways, in order to afford more/better slaves. It punishes players who are learning, while being inconsequential once you go into the game with a plan.
You're absolutely right—the gameplay isn't set in stone, and I'll continue adjusting based on everyone's feedback.

Regarding the tax questline: While removing it could risk losing playability (especially with the combat system still under development), I do recognize the current difficulty is too high—this will be addressed in the next update.

PSA: Some harvest items boost success rates! Key details:
✓ The bonus chance stacks
✓ Failures don't reset progress
✓ After each attempt, the base success rate doubles
 

nightsight

Well-Known Member
Game Developer
Mar 25, 2019
1,995
623
318
As you’ve noticed, I’m currently swamped addressing numerous feedback issues, so the female protagonist feature has been temporarily postponed. However, I absolutely intend to implement this in the future—I made that promise to our community members earlier, and I stand by it!
i understand and will continue to watch the progress o.o ^^
 

ecroose

Member
Nov 12, 2019
376
373
186
Friendly reminder that Mpreg is a fetish and is sadly underused for breeding-type games like this. I understand if its not in the cards, but just a friendly reminder that it exists
 
  • Like
Reactions: Shasou

AxiomNova

Newbie
Mar 28, 2022
74
128
43
Friendly reminder that Mpreg is a fetish and is sadly underused for breeding-type games like this. I understand if its not in the cards, but just a friendly reminder that it exists
I'm committed to making this happen - especially because of your suggestion! I just need a bit more time, since I'm personally excited about it too.
Right now, I'm juggling:
UI fixes
Text revisions
Gameplay bug squashing
Your patience while I work through these is incredibly appreciated. I promise this feature will be worth the wait!
 
  • Heart
  • Like
Reactions: Shasou and buttfart

Arenadelson1

Newbie
May 16, 2024
38
63
94
All links including music and images are broken and point to an F drive inside the game folder.

Removing the custom path ("F:/File/CheersPaul/31/") on line 996 in the html file fixed the issue for me.
 

AxiomNova

Newbie
Mar 28, 2022
74
128
43
All links including music and images are broken and point to an F drive inside the game folder.

Removing the custom path ("F:/File/CheersPaul/31/") on line 996 in the html file fixed the issue for me.
Thank you for your report! This will be fixed in tonight's update. Based on your description, I suspect your game directory structure happened to trigger this edge case.
 
2.40 star(s) 7 Votes