2.40 star(s) 7 Votes

wyldmage

Newbie
Jul 4, 2018
44
100
140
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.
I hope your English is good (many devs, English is 2nd language), as I'm going to be a bit specific here.

I wouldn't say that it is 'too hard'. Once you've played a time or two, it's 100% beatable. You just have to know which things to spend time on, and which not to. Many games are like this, where you can "earn" a loss by exploring the world (not doing something you need to do by a certain point).

Normally, this is balanced out by the "right choice" being clear to the player. For example. maybe you lose a game if you haven't Purified the Lake by Day 8. "Purify the lake" is a quest you're given on Day 2, after the tutorial, and the game clearly shows you that you should spend one action each day doing it (and you can't take that action more than once per day). This is fine, because it's getting you used to the 'quest system' in that hypothetical game.

However, in this (your) game, the 'quest' is to earn X amount of gold. Except there isn't a button you click to earn gold. It's a series of interlocked levers you have to pull.

And the problem is that what your game teaches the player to do is to summon creatures, and breed them. The tutorial even says "amass many beastkin via breeding". So your game is teaching the player NOT to sell beastkin.​
In addition, you have the stamina & energy systems that mean you only get a certain number of breeding session attempts per day, and doing other actions (such as Harvest) detract from that.​
The natural result of these interlocking systems is that the player spends 100% of their energy breeding creatures, trying to get babies. Because that's what the game told them to do. And common sense would be that you breed the parents, get the baby, then consider using the parent with worse stats than the baby to complete a quest.​

This entire logic chain means that the game has a Ludonarrative Dissonance. That is, what makes sense to do based on the narrative, genre, and mechanics of the game are not actually the optimized choice for what to do.

Instead, if you want to earn money fast, you just buy every slave that shows up, have them fuck for xp (who cares about babies), and sell them off in groups whenever your quests are about to time out. And the problem is that is entirely contrary to the conceptual purpose of the game (breed stuff).

So, how do you fix this? Well, as I mentioned, this is a series of interlocked levers that you're presenting to the player, tied to the mechanics of the game.

  • You could raise the baby rates. If fertility started at 100%, you'd get tons and tons of babies, which would mean that the player will naturally focus on the stats/quests aspect of the game (because the babies come no matter what).
  • You could TELL the players to just buy & train beastkin to turn in for quests (delete all the game text about trying to be a breeder).
  • You could remove the tax system, so the player is not required to earn ever-increasing amounts of money.
  • You could implement Rogue-Lite mechanics (this it the route chosen by breeder-y game Portals of Phereon) - where you still earn things for 'your account' upon Game Over.

You can even do more than one of them. But as a game designer, the question should always be "what does this add to the game?". The tax system creates a sense of urgency. But does the game NEED a sense of urgency? Breeders of the Nephilym is just a breeding sandbox game. No tax, but does have quests. It's still fun, even without a lose condition. Breeding Season, Cloud Meadow, Breeding Farm, and more all kept the weekly payment approach. So obviously you can have a game with it - but my argument is that it adds nothing to a game that should be focused on breeding, unless earning money is a natural result of doing the breeding (which it isn't - earning money is a result of the quest board. Fucking for XP is how you do quests; not breeding - because the quest board doesn't want level 1 beastkin).

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
So, I quickly noticed #2 and #3. The problem? These 2 mechanics (steadily increasing rates), encourage you to pair the same beastkin together over and over again. Which actually conflicts with Doing Quests. if you're breeding Laya with Mikey, and they have a 5% chance to have a baby, and fail. Then 10% fails. Then 18% fails. Then 32% fails. You have 1 day left on a quest, and you can send Mikey off to get some cash.

Do you sell Mikey, or keep breeding him with Laya to get a baby?

You have 2 game mechanics that conflict with each other here, forcing the player to make a decision. That isn't inherently bad. The problem here is that it's a false choice. The player doesn't REALLY have a decision to make, because if they keep Mikey for breeding, they are a step closer to losing the game.

It's like when you play Matrix: Path of Neo. Morpheus offers you the red pill or the blue pill. Great! Player agency. Pick the blue pill. Game over. It wasn't really a choice. If you want to play the game, you HAVE to pick the red pill.

And here, if you want to play the game, you HAVE to sacrifice Mikey to the Quest Board. So if you HAVE to do it, why even give the player the choice? Why give the increasing odds every attempt? Why make the player get invested in keeping pairings the same for the increasing chance of (FINALLY) getting a baby.

Now, this is also largely a problem with the low base rate. You're "never" going to get a baby on the first try, until you get beastkin with WAY higher stats. This was aproblem in Breeding Season, too. You basically HAD to rack up repeat-pairing bonuses in order to get a reasonable chance at babies. At least until you got to the mid-game (and then you were getting 5+ babies/day, and it was a non-issue anymore).

As far as #1 goes (harvest items & bonus chance stacking). My main comment here would be that the items should say EXACTLY how they work. Stamina potions don't say how much stamina they give. The stat-boosting ones don't say how much stat boost they give. Everything should clearly say in the description how it affects the game's mechanics, so the player can make an informed decision. I didn't really even touch potions my first time through, because of how vaguely worded they were.

So, again, I would not say that your game is HARD. I would say that your game just has a learning curve. The player needs to learn that what the game SAYS to do is wrong. Do not do that. Do a different thing.

The difficulty if you do what the game says is VERY hard. The difficulty if you just buy slaves, level them up, and turn them in for quests, is actually very easy.
 

AxiomNova

Newbie
Mar 28, 2022
74
128
43
I hope your English is good (many devs, English is 2nd language), as I'm going to be a bit specific here.

I wouldn't say that it is 'too hard'. Once you've played a time or two, it's 100% beatable. You just have to know which things to spend time on, and which not to. Many games are like this, where you can "earn" a loss by exploring the world (not doing something you need to do by a certain point).

Normally, this is balanced out by the "right choice" being clear to the player. For example. maybe you lose a game if you haven't Purified the Lake by Day 8. "Purify the lake" is a quest you're given on Day 2, after the tutorial, and the game clearly shows you that you should spend one action each day doing it (and you can't take that action more than once per day). This is fine, because it's getting you used to the 'quest system' in that hypothetical game.

However, in this (your) game, the 'quest' is to earn X amount of gold. Except there isn't a button you click to earn gold. It's a series of interlocked levers you have to pull.

And the problem is that what your game teaches the player to do is to summon creatures, and breed them. The tutorial even says "amass many beastkin via breeding". So your game is teaching the player NOT to sell beastkin.​
In addition, you have the stamina & energy systems that mean you only get a certain number of breeding session attempts per day, and doing other actions (such as Harvest) detract from that.​
The natural result of these interlocking systems is that the player spends 100% of their energy breeding creatures, trying to get babies. Because that's what the game told them to do. And common sense would be that you breed the parents, get the baby, then consider using the parent with worse stats than the baby to complete a quest.​

This entire logic chain means that the game has a Ludonarrative Dissonance. That is, what makes sense to do based on the narrative, genre, and mechanics of the game are not actually the optimized choice for what to do.

Instead, if you want to earn money fast, you just buy every slave that shows up, have them fuck for xp (who cares about babies), and sell them off in groups whenever your quests are about to time out. And the problem is that is entirely contrary to the conceptual purpose of the game (breed stuff).

So, how do you fix this? Well, as I mentioned, this is a series of interlocked levers that you're presenting to the player, tied to the mechanics of the game.

  • You could raise the baby rates. If fertility started at 100%, you'd get tons and tons of babies, which would mean that the player will naturally focus on the stats/quests aspect of the game (because the babies come no matter what).
  • You could TELL the players to just buy & train beastkin to turn in for quests (delete all the game text about trying to be a breeder).
  • You could remove the tax system, so the player is not required to earn ever-increasing amounts of money.
  • You could implement Rogue-Lite mechanics (this it the route chosen by breeder-y game Portals of Phereon) - where you still earn things for 'your account' upon Game Over.

You can even do more than one of them. But as a game designer, the question should always be "what does this add to the game?". The tax system creates a sense of urgency. But does the game NEED a sense of urgency? Breeders of the Nephilym is just a breeding sandbox game. No tax, but does have quests. It's still fun, even without a lose condition. Breeding Season, Cloud Meadow, Breeding Farm, and more all kept the weekly payment approach. So obviously you can have a game with it - but my argument is that it adds nothing to a game that should be focused on breeding, unless earning money is a natural result of doing the breeding (which it isn't - earning money is a result of the quest board. Fucking for XP is how you do quests; not breeding - because the quest board doesn't want level 1 beastkin).



So, I quickly noticed #2 and #3. The problem? These 2 mechanics (steadily increasing rates), encourage you to pair the same beastkin together over and over again. Which actually conflicts with Doing Quests. if you're breeding Laya with Mikey, and they have a 5% chance to have a baby, and fail. Then 10% fails. Then 18% fails. Then 32% fails. You have 1 day left on a quest, and you can send Mikey off to get some cash.

Do you sell Mikey, or keep breeding him with Laya to get a baby?

You have 2 game mechanics that conflict with each other here, forcing the player to make a decision. That isn't inherently bad. The problem here is that it's a false choice. The player doesn't REALLY have a decision to make, because if they keep Mikey for breeding, they are a step closer to losing the game.

It's like when you play Matrix: Path of Neo. Morpheus offers you the red pill or the blue pill. Great! Player agency. Pick the blue pill. Game over. It wasn't really a choice. If you want to play the game, you HAVE to pick the red pill.

And here, if you want to play the game, you HAVE to sacrifice Mikey to the Quest Board. So if you HAVE to do it, why even give the player the choice? Why give the increasing odds every attempt? Why make the player get invested in keeping pairings the same for the increasing chance of (FINALLY) getting a baby.

Now, this is also largely a problem with the low base rate. You're "never" going to get a baby on the first try, until you get beastkin with WAY higher stats. This was aproblem in Breeding Season, too. You basically HAD to rack up repeat-pairing bonuses in order to get a reasonable chance at babies. At least until you got to the mid-game (and then you were getting 5+ babies/day, and it was a non-issue anymore).

As far as #1 goes (harvest items & bonus chance stacking). My main comment here would be that the items should say EXACTLY how they work. Stamina potions don't say how much stamina they give. The stat-boosting ones don't say how much stat boost they give. Everything should clearly say in the description how it affects the game's mechanics, so the player can make an informed decision. I didn't really even touch potions my first time through, because of how vaguely worded they were.

So, again, I would not say that your game is HARD. I would say that your game just has a learning curve. The player needs to learn that what the game SAYS to do is wrong. Do not do that. Do a different thing.

The difficulty if you do what the game says is VERY hard. The difficulty if you just buy slaves, level them up, and turn them in for quests, is actually very easy.
Thank you so much for taking the time to write such detailed and thoughtful feedback, not just once but multiple times! Your insights are incredibly valuable, helping me see the game’s issues more clearly and guiding me toward meaningful improvements. I’m truly grateful for your dedication and enthusiasm!

I’m still actively tweaking the game’s mechanics, and your input is a huge part of that process. I’ll be reinforcing the elements that players love and trimming or refining those that aren’t working as well. Your analysis, especially about the conflict between the breeding mechanics and quest system, has really highlighted key areas I need to focus on.

I’ve also noticed the conflicting feedback from players: some find the game too challenging, while others, like yourself, discover it becomes quite manageable with some strategy. Balancing these opposing perspectives is something I’m constantly working to get right. My goal is to make the game more accessible for newcomers through clearer mechanics and better guidance, while keeping the depth and challenge for dedicated players like you who dive deep into the systems.

In terms of the game’s design, my initial aim was to draw inspiration from classic gameplay styles, but with the current development stage, things can feel a bit “off” or incomplete. I’m pushing hard to reach what I’ve defined as the first major milestone—a relatively complete phase with well-integrated modules like quests, breeding, harvesting, building, trading, genetic evolution, traits, and emotions. After that, I plan to move into the second phase, introducing combat to defend yourself and support humanity, along with territory management. The third phase will focus on counterattacks and domination. However, I’ve realized I’ve been unintentionally weaving in elements from these later phases before they’re ready, which has caused some confusion in the mechanics. For example, resources like wood, stone, and ore currently have no purpose, the plot guarded by the captain lacks functionality, and the world’s population keeps dwindling without any way for players to intervene. These issues stem from spreading my focus too thin.

To address this, I’m planning the next few updates to gradually remove these distracting, underdeveloped features and zero in on polishing the first phase to make the core experience smooth and cohesive. Thank you again for your patience, support, and amazing feedback! I’m genuinely excited to keep working on this and hope you’ll continue sharing your incredible insights to help me make the game the best it can be!
 

Guest117

Newbie
Dec 3, 2023
75
14
37
I've tried to download this from mega it could just be that but every time I try to download it, it gets flagged as trojan
 

AxiomNova

Newbie
Mar 28, 2022
74
128
43
I've tried to download this from mega it could just be that but every time I try to download it, it gets flagged as trojan
This is indeed serious feedback. I’ve rigorously rechecked my files with multiple antivirus programs (Malwarebytes, Windows Defender, etc.) and found no issues.
To help diagnose:
  1. Have you played other HTML games recently? Any similar behavior?
  2. Could overly strict security settings be triggering false positives?
The only expected connection is version checks via GitHub API (a standard practice for indie devs). Rest assured, this only verifies update availability—no sensitive data is exchanged.
 
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Guest117

Newbie
Dec 3, 2023
75
14
37
I install these kind of games all of the time so it could maybe just be that but I've never got the trojan thing I'll check if it happens on other downloads or if is just mega's download. also I don't often play html games but I'll check if it's just my end
 

Guest117

Newbie
Dec 3, 2023
75
14
37
This is indeed serious feedback. I’ve rigorously rechecked my files with multiple antivirus programs (Malwarebytes, Windows Defender, etc.) and found no issues.
To help diagnose:
  1. Have you played other HTML games recently? Any similar behavior?
  2. Could overly strict security settings be triggering false positives?
The only expected connection is version checks via GitHub API (a standard practice for indie devs). Rest assured, this only verifies update availability—no sensitive data is exchanged.
I just checked with the gofile one mega did that twice when it was getting downloaded hope this game is great. though the mega one could have just been mega never happened before this
 
Last edited:

AxiomNova

Newbie
Mar 28, 2022
74
128
43
I just checked with the gofile one mega did that twice when it was getting downloaded hope this game is great. though the mega one could have just been mega never happened before this
The files uploaded to GoFile and MEGA are identical. This is indeed a perplexing situation that requires further investigation.
 

Azurblau

Newbie
Feb 11, 2022
43
155
108
=x currently...game stats explode to fast (by more or less exclusivly breeding protagonist with the first wolf-dude he can buy...because you cant get loot if you get babys...and loot is better at the start)
after day 3 my maindude had lvl 500.000 (mostly thanks to the gamebreaking drink, but even without it would most likely explode rather quickly)

quest are becoming meaningless because simply dipping the dick in a lvl 1 turns them into some god-tier monster that can instantly be shipped away

...harvesting becomes un-useable because the game does not like 5k items with 300+ star rating
most harvest-items are "nice" but become meaningless because of the stat-explosion
bonus in fertility is meaningless if after one dick-ing the girl has 900.000% chance of preg
bonus to stamina-use is nice...but not useable
bonus to hearts breaks everything

...and ofc ...it gets annoying to breed a legion...because there are to many steps each time
(click breeding, click away picture or "we dont have a picture =x",click away character, click away "keep or burn", click "back to breeding")
 

AxiomNova

Newbie
Mar 28, 2022
74
128
43
=x currently...game stats explode to fast (by more or less exclusivly breeding protagonist with the first wolf-dude he can buy...because you cant get loot if you get babys...and loot is better at the start)
after day 3 my maindude had lvl 500.000 (mostly thanks to the gamebreaking drink, but even without it would most likely explode rather quickly)

quest are becoming meaningless because simply dipping the dick in a lvl 1 turns them into some god-tier monster that can instantly be shipped away

...harvesting becomes un-useable because the game does not like 5k items with 300+ star rating
most harvest-items are "nice" but become meaningless because of the stat-explosion
bonus in fertility is meaningless if after one dick-ing the girl has 900.000% chance of preg
bonus to stamina-use is nice...but not useable
bonus to hearts breaks everything

...and ofc ...it gets annoying to breed a legion...because there are to many steps each time
(click breeding, click away picture or "we dont have a picture =x",click away character, click away "keep or burn", click "back to breeding")
You're absolutely right - the current difficulty is laughably low for experienced players. Now that the building system is wrapped up, I'm going back to:
Squash lingering bugs
Rebalance economic challenges
The next few updates will bring some proper pain - stay tuned!
 
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a1fox3

Loving Family Member's
Donor
Respected User
Aug 8, 2017
25,025
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1,038
AxiomNova
Is there any actual pregnancy in this game???
All I see is you have sex in front of a "planar rift" device and it brings in monsters or items with none of the monster girls getting pregnant.

If this is so then the "Pregnancy" tag needs to be removed.
 
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AxiomNova

Newbie
Mar 28, 2022
74
128
43
AxiomNova
Is there any actual pregnancy in this game???
All I see is you have sex in front of a "planar rift" device and it brings in monsters or items with none of the monster girls getting pregnant.

If this is so then the "Pregnancy" tag needs to be removed.
This game is centered around breeding and childbirth, so there will definitely be pregnancy scenes and pictures. Please be patient and wait for a few more versions.
 

Buddawg

Member
Aug 12, 2017
264
573
296
I have this planarrift.png overlaying the screen every single time I go into planar rift. I can only proceed by tabbing untill I "think" i have the button underneath and then press spacebar.

But i cant see stats, buttons... anything, and cant click it either.

The png is pretty much ruining the game.
planar.jpg
 
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AxiomNova

Newbie
Mar 28, 2022
74
128
43
I have this planarrift.png overlaying the screen every single time I go into planar rift. I can only proceed by tabbing untill I "think" i have the button underneath and then press spacebar.

But i cant see stats, buttons... anything, and cant click it either.

The png is pretty much ruining the game.
I'm sorry, the next version v0.35.2 will fix it, this should be caused by the ultrawide screen you are using.
 

Hellco

New Member
Apr 5, 2021
13
2
126
i assign one of the summoned/slaves to the quest board and they just disappear. the quest said it lasted for 6 days but after day 10 they are still gone.. is this a bug or intended ?
 

dehope

Newbie
Feb 11, 2020
71
46
162
i assign one of the summoned/slaves to the quest board and they just disappear. the quest said it lasted for 6 days but after day 10 they are still gone.. is this a bug or intended ?
it's 6 days to complete the quest
 

AxiomNova

Newbie
Mar 28, 2022
74
128
43
i assign one of the summoned/slaves to the quest board and they just disappear. the quest said it lasted for 6 days but after day 10 they are still gone.. is this a bug or intended ?
I’m truly grateful for you highlighting the confusion, and I understand where the misunderstanding comes from. In the game, monster girls assigned to quests don’t return to the temple. As part of the story, when a citizen (the quest issuer) needs help building their territory but lacks manpower, the lord, starting with only 80 human residents, dispatches a suitable monster girl to join the construction efforts. In return, the lord receives the quest rewards. While the monster girl relocates from the temple to the territory and won’t return, she remains under the lord’s rule, contributing to the territory’s population and labor calculations, though she can no longer participate in summoning rituals.

The timer on the quest board represents the quest’s expiration countdown. When it reaches zero, the quest expires, indicating the issuer has found another collaborator and no longer needs the lord’s assistance. I realize the in-game description may have been unclear, suggesting monster girls might return after the timer ends. I’ll improve this in the next update to avoid confusion.

From a design perspective, as players breed monster girls with increasingly better stats, managing transitional, lower-stat monster girls becomes key. To address this, the upcoming update (due in about a week) will introduce species-specific housing capacity limits, replacing the current infinite expansion model. As a lord with modern values, the protagonist rejects slavery and trading, making quest assignments a logical way to bolster territory strength while relocating lower-stat monster girls. This approach, inspired by other games, ensures they remain free and contribute to the territory. Your feedback is invaluable for refining these mechanics, and I’ll keep working to make the game clearer and more engaging. If you have more suggestions, please share here or on Discord—thank you for helping shape the game!
 
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Thranduil77

Member
Sep 7, 2018
313
58
213
Do anyone know where i can find the 0.40.1 version cause it tells me (Current version 0.38.2) (Newest Version 0.40.1) if i open the exe
 

Naraden

New Member
Sep 4, 2023
5
4
70
Love the game so far!
Interesting premise with a lot of potential. Also the humor and breaking of the fourth wall is quite fun and refreshing.
Can't wait for next updates, please keep up the good work!
 
2.40 star(s) 7 Votes