Last update was three days ago on Patreon. The Prinplup mod, which hasn't been updated by Prinplup in ages and has since been modified by two separate people already, was last updated for the current public release.
{ Updated to Morning of Day 17, 19th August } After several reattempts I think I have created the best Harem run the game has to offer - if you like your Women older and Pregnant.
This walkthrough is aimed at achieving a harem of incest and MILFs & getting them all pregnant. The goal is Marriage 1st, Girlfriend 2nd and Lover 3rd - so mostly love, and lust. Submission is not a priority. This guide will also net you the children of MILFs and some classmates, but you can chose to not pick them if they do not fit your taste.
To establish certain relationships you need to have the correct Attributes and Spell levels. For that reason I will make choices that do not line up with the goals of the challenge because this game doesn't offer much flexibility in this regard.
You can cut out any love interest from this list you don't want to deal with, the guide shouldd still work.
Most of this guide will work as long as you start with at least 3Attractiveness. Most, but not all of it. Willpower is slow to train, and some checks in this game require high willpower to work (check stat description). Willpower and Attractiveness are used for many non-attribute locked dialogue choices to determine whether you get a slight bonus in love/lust/sub.
Anything in white is part of the guide, and may not work without the Loner start. Anything that deviate from the guide is marked this colour in this guide, and may get you off track if you follow it. Other notations will be in this colour with this colour and sometimes have the ' >> ' marking.
When there are branches in the guide I mark them like this:
// Here I write which branch it follows, if following another branch skip to the next ' // ' Here I write which choice(s) to make
//
If you can pick one or many options I use the ' <OR> ' to point at the choices.
Using cheats and checkpoints, I've gone through as many options as possible, though I find myself at an obstacle. No doubt, the fuckery with the flags and such has led to this result, but I can seemingly proceed no further. Where I've left off, I am at the screen where I am going to the library or something with Rio and Sofia, the checkpoint designates it 'RioSofia063BaseAfternoonStart1' if that at all helps.
The conundrum arises that no matter what choice I make, I can only go a handful of screens more before the blue choice links simply do not appear. I've been using the Modded option on the Mopoga website. Is there a way to remedy this? Or do I have to restart and proceed more conservatively? Is this an issue with playing through a website, or a standard limitation?
Using cheats and checkpoints, I've gone through as many options as possible, though I find myself at an obstacle. No doubt, the fuckery with the flags and such has led to this result, but I can seemingly proceed no further. Where I've left off, I am at the screen where I am going to the library or something with Rio and Sofia, the checkpoint designates it 'RioSofia063BaseAfternoonStart1' if that at all helps.
The conundrum arises that no matter what choice I make, I can only go a handful of screens more before the blue choice links simply do not appear. I've been using the Modded option on the Mopoga website. Is there a way to remedy this? Or do I have to restart and proceed more conservatively? Is this an issue with playing through a website, or a standard limitation?
I think I know what you're talking about. I don't think there's a solution for this. What I did was loading a save and, when I got to that part, I used the checkpoint to look at all but 2 options and then watched those scenes normally.
I think I know what you're talking about. I don't think there's a solution for this. What I did was loading a save and, when I got to that part, I used the checkpoint to look at all but 2 options and then watched those scenes normally.
I think this is a standard limitation. If you use up all the unique options for a certain timeframe and there are no repeatable options, then you'll just be left no way forward. Try to watch the time on those days and save enough options to get you through the day.
So i know this is not on topic but college daze community has been helpful thus far so i thought its worth asking.
Any developers using twine(sugarcube), how do you plan your game? Im just want to avoid any writing pitfalls or help with the organisation of making the game.
So far what i've done was i try to learn the basics and then did a mock with the coding side of stuff. Now i actually put the coding of the game on the backburner and focusing on narrative. I thought setting up the passage and flow first might help with the structure and then fill it out after(Someone suggested this on reddit) however i currently havent planned the whole story out so i just been writing, passage by passage making notes of images, videos and choice locations. Im trying to at least do this for the first arc of the game before play testing/sharing.
Now the passage design is pretty linear, i realised as i was writing that this is more narrative driven with key choices/alternatives then sandbox(which i hate the useless back and forth and grind). So to get back on point, i want to get a bit more insight from other people experiences when designing on twine(sugarcube).
So i know this is not on topic but college daze community has been helpful thus far so i thought its worth asking.
Any developers using twine(sugarcube), how do you plan your game? Im just want to avoid any writing pitfalls or help with the organisation of making the game.
So far what i've done was i try to learn the basics and then did a mock with the coding side of stuff. Now i actually put the coding of the game on the backburner and focusing on narrative. I thought setting up the passage and flow first might help with the structure and then fill it out after(Someone suggested this on reddit) however i currently havent planned the whole story out so i just been writing, passage by passage making notes of images, videos and choice locations. Im trying to at least do this for the first arc of the game before play testing/sharing.
Now the passage design is pretty linear, i realised as i was writing that this is more narrative driven with key choices/alternatives then sandbox(which i hate the useless back and forth and grind). So to get back on point, i want to get a bit more insight from other people experiences when designing on twine(sugarcube).
Everybody's writing process is going to be different, but at least for me, I can't write stuff with the intention of going back to fill it later with the correct code/images/videos. I find that to be too overwhelming for a choice-based game, which is also why I generally avoid going back and adding scenes to existing days.
As long as you have a general idea of where the story is going to go (for example, 1) Thief steals purse 2) You chase them 3) You recover purse), then you can worry about the rest of the details once you actually get to the next milestone in the story. In the example above, maybe once you start writing the chase sequence, you decide to add extra obstacles, like a choice to save someone from oncoming traffic, etc. You don't need to have all of those moments planned out months in advance, you can just worry about them once you get to them.
Just from reading what you wrote here, though, one thing I'd caution against is finding excuses not to progress with development. You talked about doing some coding and then putting that on the backburner, and then when it comes to writing you haven't actually committed to images, videos, etc. I think you'll find that it's a lot easier to move forward with your writing when you have an actual series of finished passages to look back on (even if it's just a handful). As long as everything is still blank or incomplete, you won't really have a strong incentive to continue working on it.
I see your point, im guessing having complete passages(writing, media and coding) step by step i have actually achieved a functioning game and not just fractured pieces. I suppose that goes back to the first point you made of going back to previous work and updating.
I guess my reasoning to go this route was because im freshly new to this, so its a acquired skill for both coding and editing so its gonna be janky or inconsistent. Although maybe this the exact trial and error i need to develop from developing this game.
I do appreciate the feedback G28, i hope you take this as flattery but your games have inspired me to make games of my own and i like the style you have. Fear not, its probably going to take me years to catch up to your level
Without the doubt, i played my fair share of html. In terms of story, characters and creativity. G28 is the man. Hopefully i'll payback the favor once im more skilled
Although im not sure if i get the same fanbase. Maybe Power of Will fans, since im going more of power play. From weak to strong, male dom, blackmail, seedy stuff, grounded story. Wont be as playful as College Daze, cause im edgy like that lol
Without the doubt, i played my fair share of html. In terms of story, characters and creativity. G28 is the man. Hopefully i'll payback the favor once im more skilled
Although im not sure if i get the same fanbase. Maybe Power of Will fans, since im going more of power play. From weak to strong, male dom, blackmail, seedy stuff, grounded story. Wont be as playful as College Daze, cause im edgy like that lol
Some devs make threads talking about their games before starting with development to gauge interest and brainstorm, maybe you should consider that. Also, let us know once you have something to show.
Will do! I say im at the learning stage at the moment, want to get a good basis before going public so to speak. This is more of a fan project of mine, to create a story i not seen and feel like sharing. Although no harm in following your advise i may learn something new!