Hans Zuchter

Member
Nov 21, 2021
244
397
I like the game, but there is one problem that I can't get over: I tried playing it straight out of the box, ended up doing random stuff for a couple hours and accomplished literally nothing because I had no idea what I supposed to be doing. Then I downloaded the walkthru, followed it line by line and breezed through everything at lightspeed.

This is a problem. If someone literally cannot play or make progress outside of following a guidebook then something is clearly wrong in the design. Either there is a lack of hints, lack of direction or lack of clear objectives. Yes, there is a quest journal but, as stated above, it didn't really help. Only reading the walkthru gave me the info I needed, and upon reading it everything was clearly meant to done in a certain exact way in a certain exact order. Even doing quests correctly could end up with softlocks on progress if they were so much as done out of a certain sequential order - a fact that isn't even hinted at outside of that guide.

Then you have the main quest being to simply leave a village and then putting literally 6+ other quests in front of it that all must be overcome first. If I didn't have that guidebook I could have played this game for weeks and ended up assuming that everything outside the village just hadn't even been created yet.

So my suggestion is this:

1) Rewrite the quests so that they don't have to be done in any particular order.
2) Maze puzzles are not fun.
3) Those teleport stones should be available, and strongly suggested as, an opening quest instead of being gated behind all the other quests that would benefit from already having them activated. Seriously, by the time you get them open you no longer need need them. That's frustrating on a whole new level.
4) Housing upgrades should only require money - again, gating them behind quests is a negative motivator. Having getting the upgrade open the door to new quests is a positive motivator.

That last point is how I feel quest design should be redone. Have the player level-up something first and then clearly point out how this new level unlocks a new quest that uses that newfound power after they have that new power. Build the cell then get the capture quest. Build a workshop then get crafting quests. Add rooms then reveal quests for companions to reside in them. And make those companions worth something outside of combat. Let them act as passive, background workers who can gather & craft for you. Come home to find new potions waiting or a project finished.

Again, I like the game but the plot feels more like a visual novel than an RPG.

TL;DR = Less rails, more sandbox. Thanks!
 
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Amorous Dezign

The Lewd Creator
Game Developer
Sep 3, 2021
858
1,404
I like the game, but there is one problem that I can't get over: I tried playing it straight out of the box, ended up doing random stuff for a couple hours and accomplished literally nothing because I had no idea what I supposed to be doing. Then I downloaded the walkthru, followed it line by line and breezed through everything at lightspeed.

This is a problem. If someone literally cannot play or make progress outside of following a guidebook then something is clearly wrong in the design. Either there is a lack of hints, lack of direction or lack of clear objectives. Yes, there is a quest journal but, as stated above, it didn't really help. Only reading the walkthru gave me the info I needed, and upon reading it everything was clearly meant to done in a certain exact way in a certain exact order. Even doing quests correctly could end up with softlocks on progress if they were so much as done out of a certain sequential order - a fact that isn't even hinted at outside of that guide.

Then you have the main quest being to simply leave a village and then putting literally 6+ other quests in front of it that all must be overcome first. If I didn't have that guidebook I could have played this game for weeks and ended up assuming that everything outside the village just hadn't even been created yet.

So my suggestion is this:

1) Rewrite the quests so that they don't have to be done in any particular order.
2) Maze puzzles are not fun.
3) Those teleport stones should be available, and strongly suggested as, an opening quest instead of being gated behind all the other quests that would benefit from already having them activated. Seriously, by the time you get them open you no longer need need them. That's frustrating on a whole new level.
4) Housing upgrades should only require money - again, gating them behind quests is a negative motivator. Having getting the upgrade open the door to new quests is a positive motivator.

That last point is how I feel quest design should be redone. Have the player level-up something first and then clearly point out how this new level unlocks a new quest that uses that newfound power after they have that new power. Build the cell then get the capture quest. Build a workshop then get crafting quests. Add rooms then reveal quests for companions to reside in them. And make those companions worth something outside of combat. Let them act as passive, background workers who can gather & craft for you. Come home to find new potions waiting or a project finished.

Again, I like the game but the plot feels more like a visual novel than an RPG.

TL;DR = Less rails, more sandbox. Thanks!
I appreciate the time you put in giving feedback. I will take your suggestions into consideration.
 
Jul 17, 2023
50
54
Hey Amorous Dezign i was just reading your latest patreon post about playing cards i really like the idea
but was wondering is it going to be like the witcher 3 gwent that would be cool i'm just a curious guy
i'm fine with whatever you decide Love Your Game Man i'm not just saying that.
 
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Hans Zuchter

Member
Nov 21, 2021
244
397
Yeah, instead of a hard-gate of "You must complete this quest before leaving town or entering this area" just have signs that say "This area is rated above your current level, are you sure?" Plus removing the requirement to do Quest A before unlocking the ability to do Quest B, because frankly not every player is going to want to do every quest. Some folks might want to just skip "Quest for Wifu Blue" and head straight over to "Quest for Wifu Red" instead.

I really like the way you can rent out property in the city for passive income or use them to shelter your (potential future) harem. I'd suggest making sure that the final number of lots for sale and the number of potential wifus/breeders are at least equal for exactly that reason. Actually, belay that - better yet, let's have mansion upgrades (i.e. rooms) so we can keep them all in one convenient location. Plus a nursery so we can keep score.

I noticed there is the beginning of a crafting system in place. It's kind of mandatory in RPGs now, I get it, but I still think this is something done by NPC recruits & helpers, with each having their own area of production (other games have already done this). So instead of the player having to run out, gather crap, learn blueprints, etc, just have "Hot horny blacksmith girl can now be recruited if you have a room for her. Give her a project, throw her some money, and she'll make it for you in X number of days."

And if you really want to give this a good launch replace the luberjack with a recruitable wifu as the opening/tutorial quest and then put her in charge of building upgrades at the end of that tutorial. Her first project being her own room at your cottage, of course. Then you can insert hints as to new quest options into her dialog, i.e. "You know we've got room in the basement to place a some holding cells, while this shed over here could hold a dairy cow, and these fields could grow herbs for an alchemist..."

Now you've got a clear endgame: Upgrade, expand, fill new spaces with wifu recruits/workers/harem. The full rooms tell you how far you've gotten & the empty ones tell you what's left to do.

Oh, and a cute pooch girl for a secretary that call us "Mr.Mayor" ... Just joking, but seriously if you want to then transition to a higher plane of gameplay after the manor is full then switch to a strategic game of domain expansion. Become the new baron, then work up to count, duke and finally king. The expansion potential is incredible if you think about it.
 

gforsMan1

Newbie
Mar 30, 2022
29
14
Yeah, instead of a hard-gate of "You must complete this quest before leaving town or entering this area" just have signs that say "This area is rated above your current level, are you sure?" Plus removing the requirement to do Quest A before unlocking the ability to do Quest B, because frankly not every player is going to want to do every quest. Some folks might want to just skip "Quest for Wifu Blue" and head straight over to "Quest for Wifu Red" instead.

I really like the way you can rent out property in the city for passive income or use them to shelter your (potential future) harem. I'd suggest making sure that the final number of lots for sale and the number of potential wifus/breeders are at least equal for exactly that reason. Actually, belay that - better yet, let's have mansion upgrades (i.e. rooms) so we can keep them all in one convenient location. Plus a nursery so we can keep score.

I noticed there is the beginning of a crafting system in place. It's kind of mandatory in RPGs now, I get it, but I still think this is something done by NPC recruits & helpers, with each having their own area of production (other games have already done this). So instead of the player having to run out, gather crap, learn blueprints, etc, just have "Hot horny blacksmith girl can now be recruited if you have a room for her. Give her a project, throw her some money, and she'll make it for you in X number of days."

And if you really want to give this a good launch replace the luberjack with a recruitable wifu as the opening/tutorial quest and then put her in charge of building upgrades at the end of that tutorial. Her first project being her own room at your cottage, of course. Then you can insert hints as to new quest options into her dialog, i.e. "You know we've got room in the basement to place a some holding cells, while this shed over here could hold a dairy cow, and these fields could grow herbs for an alchemist..."

Now you've got a clear endgame: Upgrade, expand, fill new spaces with wifu recruits/workers/harem. The full rooms tell you how far you've gotten & the empty ones tell you what's left to do.

Oh, and a cute pooch girl for a secretary that call us "Mr.Mayor" ... Just joking, but seriously if you want to then transition to a higher plane of gameplay after the manor is full then switch to a strategic game of domain expansion. Become the new baron, then work up to count, duke and finally king. The expansion potential is incredible if you think about it.
I think you got the wrong idea about this game. From what I understand, the MC wants to "go on an adventure" not become a king. If the developer wants to put in all that employee management, that is his call.
I think the developer is doing a fine job on this game and should stay with his plan.
Gus
 

Hans Zuchter

Member
Nov 21, 2021
244
397
So which girls can get pregnant in this game?
According to the WalkThru: Mother Susan & Aunt Liz, and Liz only if you take her evil path. I've seen the sperm minigame pop up for the barmaid and lizard girl, but since that function is broken for me (no idea why) I'm not sure if it's really possible or not. There's also art in the game's folders showing a pregnant bunny girl but no idea if it's actually used in the game. So far, zero of the furry girls (unless you see furry & scalie as the same thing, of course) and no random encounters.

I'm still hoping for more, of course. Most devs tend to place preg content towards the end of the list (unless it was the main theme from the start) so I'm used to waiting. (y)
 

Porn_Jesus

Forum Fanatic
Jun 21, 2017
5,540
5,450
Yeah, instead of a hard-gate of "You must complete this quest before leaving town or entering this area" just have signs that say "This area is rated above your current level, are you sure?" Plus removing the requirement to do Quest A before unlocking the ability to do Quest B, because frankly not every player is going to want to do every quest. Some folks might want to just skip "Quest for Wifu Blue" and head straight over to "Quest for Wifu Red" instead.
You do realize this is a one man project instead of a medium to large size dev team? If you think you can just code and plan everything ahead that easily and still tell a story with so many variables and "x will counter y if z is met" around... good luck with that.


I really like the way you can rent out property in the city for passive income or use them to shelter your (potential future) harem. I'd suggest making sure that the final number of lots for sale and the number of potential wifus/breeders are at least equal for exactly that reason. Actually, belay that - better yet, let's have mansion upgrades (i.e. rooms) so we can keep them all in one convenient location. Plus a nursery so we can keep score.
There's a likeliness the existing mansion for the PC will be more customizable in the future.


I noticed there is the beginning of a crafting system in place. It's kind of mandatory in RPGs now, I get it, but I still think this is something done by NPC recruits & helpers, with each having their own area of production (other games have already done this). So instead of the player having to run out, gather crap, learn blueprints, etc, just have "Hot horny blacksmith girl can now be recruited if you have a room for her. Give her a project, throw her some money, and she'll make it for you in X number of days."
There's already a teleport system in the game so having EVERYONE around you like a slaver has his slaves... nah, not necessary. You don't have your local shops, where you buy your daily stuff, not around your house either irl.

Plus gathering blueprints and materials isn't bad as long as materials aren't bound to enemy drop rates with low chances only but can also be found around the world or bought.


And if you really want to give this a good launch replace the luberjack with a recruitable wifu as the opening/tutorial quest and then put her in charge of building upgrades at the end of that tutorial. Her first project being her own room at your cottage, of course. Then you can insert hints as to new quest options into her dialog, i.e. "You know we've got room in the basement to place a some holding cells, while this shed over here could hold a dairy cow, and these fields could grow herbs for an alchemist..."
I have no idea why you people are so desperate to have all the waifus. Is this some sort of illness or hardcore fetish? The game aims for having some focus on male and female NPCs when it comes to how they can enjoy themselves WITHOUT the PC being always involved. That won't change.

The dev isn't into MxM stuff so for many people this is not a thing to worry. But replacing a male NPC with a female one to satisfy that hard? Can't see the point for that.


Now you've got a clear endgame: Upgrade, expand, fill new spaces with wifu recruits/workers/harem. The full rooms tell you how far you've gotten & the empty ones tell you what's left to do.
That's so meta and boring it makes me want to avoid it at all cost. It's like taking a leak but someone holds your dick all the time. Why is it necessary to have a current/max display for everything? It takes all the fun away to think about what might be left and explore to figure it out.

Just like a replay room that already tells you how much there is with the inactive event trigger signs on the ground.


Oh, and a cute pooch girl for a secretary that call us "Mr.Mayor" ... Just joking, but seriously if you want to then transition to a higher plane of gameplay after the manor is full then switch to a strategic game of domain expansion. Become the new baron, then work up to count, duke and finally king. The expansion potential is incredible if you think about it.
The game is still in its early phase when it comes to the main story and it reads like the game is already done but no such things can be found. The dev has plans and it might help to wait a bit to see what's cooking. You can still suggest stuff if you have an idea what is planned. X3


I think you got the wrong idea about this game. From what I understand, the MC wants to "go on an adventure" not become a king.
Luke just wanted to get off the farm, not become the savior of the galaxy. But a hero's gotta do what hero's gotta do.
A person grows and changes over time. Just because the PC said that at the beginning of the game doesn't mean this is set in stone. That and the fact of having a young adult, who can be influenced and corrupted more easily, than a middle aged or old person with way more life experience. They happen to be a bit more resistent to such things.


So which girls can get pregnant in this game?
Aunt Liz (not only on evil path, walkthrough isn't up to date anymore)
Baroness Julia
Gretel
Lala
Liai
(Lydia, WIP)
Mother Susan
Nancy

If the impregnation scene plays you can impregnate someone. Some are locked behind requirements. It's not 100%, even if you consume a potion for it. Save and load if it fails to prevent potion burning.
 
Last edited:

Porn_Jesus

Forum Fanatic
Jun 21, 2017
5,540
5,450
I find it amusing that randos keep crapping on my comments but the dev himself has been very polite. :sneaky:
I find it even more amusing how you value my invested time to answer your many points. Tells me a lot how you work irl and yeah... next time you can do it yourself. =3
 

Tegaran

Member
Jun 19, 2020
103
50
Does anyone have a save where MC has all the women toward the capital area? I hate that almost every save here is NTR. I'm not the sharing kind when it comes to women. Thanks beforehand.
 

Porn_Jesus

Forum Fanatic
Jun 21, 2017
5,540
5,450
Does anyone have a save where MC has all the women toward the capital area? I hate that almost every save here is NTR. I'm not the sharing kind when it comes to women. Thanks beforehand.
The game might not be for you in that case.
 

djsverige

Active Member
Dec 29, 2019
643
216
Amorous Dezign said:
At the start of the game you can choose game modes, “I’m here for the sex” or “I don’t mind the Grind”.

ok but what we would expect if we choose sex and what we would expect if we choose grind?????!!!!!!

poor instructions Dev.
 

Mfka5

Active Member
Oct 4, 2022
903
1,677
Amorous Dezign said:
At the start of the game you can choose game modes, “I’m here for the sex” or “I don’t mind the Grind”.

ok but what we would expect if we choose sex and what we would expect if we choose grind?????!!!!!!

poor instructions Dev.
Maybe try both options?
I would assume one is normal gameplay and the other gives you all items and max lvl + no need of romance points
 
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djsverige

Active Member
Dec 29, 2019
643
216
Maybe try both options?
I would assume one is normal gameplay and the other gives you all items and max lvl + no need of romance points
so you agree that its poor instructions Dev.

no enough info that normally any other game put before the choices selecting to know what we are selecting this or the other
 

Porn_Jesus

Forum Fanatic
Jun 21, 2017
5,540
5,450
Amorous Dezign said:
At the start of the game you can choose game modes, “I’m here for the sex” or “I don’t mind the Grind”.

ok but what we would expect if we choose sex and what we would expect if we choose grind?????!!!!!!

poor instructions Dev.
One could think your device explodes if you pick the wrong choice. One is normal start, the other gives you items and a lvl 10 PC.

Would have been too hard to just try both options, mh? You are the first one who argues about that so yeah... I just call your floor stomping BS.
 
4.00 star(s) 32 Votes