Damn this game seriously rocks, kudos to you for the absurd variety and granularity of scenes and flavor text for each personality type. Did three full playthroughs over the past few days, which has left me with a question/request. Is it possible for the ability to choose the team's initial personalities to be implemented? I got a couple of the same personalities on all 3 of my runs and it just made me kinda sad that there's no way to guarantee that I know I'm seeing all the content (especially because you really need to play a few battles if you wanna reload and try to get different personalities to actually see them all- and even then as far as I can tell there's a number of more granular differences even within certain personality backgrounds?).
Your writing rocks and I sorta just want the ability to experience more of it without be discouraged by going over treaded ground.
The Customize option on the main menu should give you what you're looking for.
The save created at day 15 says New Game+ even though it really isn't, are you considering adding in an actual NG+ maybe where the defeated heroines are powerless/turned into breeders that give you more powerful minions to take on a new group of Chosen?
This is pretty much the plan. You'll be able to convert defeated heroines to your side so they'll fight for you, and the ones who aren't fighting might be able to provide other boosts like acting as breeders or something.
Locations. Currently, you always "ambush a neighborhood on [name's] patrol route"; this is fine as-is, but there's more potential here, isn't there? After all, you're the one setting the terms of the engagement; why not use it to your advantage? The genre has a long history of the villains drawing the heroine into traps, and I think it would be nice to lay some of our own.
Yeah, this is on my list of "things that could deepen the game once the basic 50-day loop is established." I am torn on whether it should be something you pay energy to use, or whether you just know their patrol locations ahead of time and have to tailor your strategy around them.
I think there is something wrong with the path separators on Linux, IE I think somewhere there is a hard-coded backslash. I don't know too much else but I ran it from the directory below the jar and afterwards there is a file called 'Corrupted_Saviors_R10b\saves.sav' in that directory.
On a more opinionated note, I think that styling your Swing stuff would be relatively straightforward and might add a lot to the appearance of the game. I know it isn't necessarily your priority at this point, but for a relatively small amount of work it could be very nice, especially since I feel that some of the colored buttons (especially the bright yellows) look a little weird and could be confusing (when I first played the tutorial I thought that the commander button was maybe supposed to be disabled).
Overall I thought the game was great and I'm looking forward to where it goes.
You're right about the hard-coded backslashes. I tried to fix it, but it ended up breaking things somehow. I'm currently reading up on java.io.File.separator to make sure I understand what I'm doing. I'll be trying to fix it again for this release. I'm also interested in better Swing styling, but I'm not quite sure where to start.
Can someone help with this? Maybe send the export file if that's not too much to ask. I want a female-futa-male team. I'd like the female to be wholesome, popular and unsure of herself. The futa should be self-assured, brute and a jerk. I want the male to be stoic, objective. The scenario I want to see is the male and the female becoming friends, and then lovers if possible, while the futa becomes their rival. I guess it's easy to know where that's headed.
It's a bit depressing how the broken Chosen want to die and nothing else, trying every day to kill themselves. While I usually have nothing against violence and darker themes I feel like it would be better if they just started feeling like they deserve the pain, without desperately looking for a way out. Someone attempting suicide is probably numb to everything else you can throw at them.
Also, it seems like the Vengeful Reconstitution skill is not working, can someone check?
The issue with the team you're trying to create (and the reason that I used a questionnaire instead of a simple "pick-who-has-what-vulnerabilities" option) is that the game actually has to be pretty restrictive in how the vulnerabilities are distributed. Each character needs to have at least one core vulnerability, one significant vulnerability, and one minor vulnerability. This is both for game balance reasons and also to ensure that each character gets at least one major break scene (which always happens between the major and the minor) with each other character.
If you want more details on how the questionnaire works, you can find it below. I've also made my own attempt at fulfilling your request, featuring a male Mirage, a female Prayer, and a futanari Calamity. Mirage's pre-broken Innocence vulnerability should ensure that he and Prayer grow close.
Major vulns: Morality and Innocence on Prayer, Confidence on Calamity, Dignity on Mirage.
Minor vulns: Morality and Dignity on Calamity, Innocence on Mirage, Confidence on Prayer.
Regarding the suicidal Chosen, it is pretty dark, but it won't last forever. The last stage of corruption will involve them finding some sort of peace with their circumstances, for better or worse.
Naive question, so pardon me.
There's an endgame state? After toying a bit with two saves (one got nuked due to bugs, the other I cheated a little to get a faster start) I can reliably dump untold amount of numbers, but after day 30 I don't get extra events.
Just askin'
It's not implemented yet, but it'll involve turning the heroines to the side of evil. It's not too much further off.
CSdev I enjoyed playing this and have a few suggestions
Different means of attack.
Currently your only means of attack is to ambush one of the girls in the street. While corruption is the name of the game, capturing breeding stock is also something you should be doing (in concept). While coding in resource management would be a pain, you could try adding in a couple of alternate scenarios where you have a few turns to, Capture slaves, damage early warning systems, destroy evacuation centers, which will give temp bonuses for the next few missions, before a random Girl shows up
Corrupted Savior NG+
Currently, I don't know what happens if you fully corrupt a girl. In the source materials though, a Corrupted champion of Justice normally becomes the Villain and wishes to corrupt more girls. A cool idea for NG+ will be to replace the Commander with one or more of the Chosen you corrupted in the previous games. This could be a lot of work though, you'd probably have to remake all the unlocks and skills around this idea.
Cheat Tab
I unlocked it and now its there when I start a new game. This is mildly annoying, a option somewhere to enable/disable the cheat menu would be nice. The Temptation is too strong.
Anyway, I'm lookin forward to seeing more from this game
EraGames are pretty cool but its annoying as shit when its all in japanese/MTL
Your speculation for NG+ is spot-on. As for the cheat tab refusing to go away, that's due to a bug. Sorry.
It seems to be decreasing now, though very slowly. I wonder if closing and reopening the game had anything to do with it.
Also
View attachment 858664
The numbers are all over the place, mainly with Calamity. Any idea why? And do you know if it's possible to make it go down faster?
What's actually happening there is that they're losing
millions of trauma, but they have
billions in total, so it isn't enough to even change one digit. Normally they'd be moving on to the next tier of downtime action, but it hasn't been implemented yet.
Regarding the odd numbers, it's because they're doing a group action, so the resolved trauma gets multipliers for their relationship with the other two Chosen. Because the multipliers are decimal values, they can end up looking a bit unnatural.
I really quite like this, my biggest problem with era games is that since they're originally made in japanase I can only really play the few working translated ones. Having an era style game made by an English speaker from the ground up is great and I like that you get to play as the bad demon villain force. It actually forces me to participate in the gameplay itself to get to the lewd scenes and isn't just a bland boring porn "game" where you stand next to an enemy and let it defeat you because that's the only way to get to the porn part.
My only actual problem is that I suck at the game. Day 40 I have a bunch of upgrades and the heroes have a bunch of Angst but I still haven't actually managed to break a single vulnerability and all they do is watch movies together. If I try really, really hard I might get them to have 2000+ something disgust per battle but that's about the limit of what I can do. Some sort of beginner easy mode where the game itself points out the best option to take during a fight or how to approach the battles would be appreciated.
If all else fails, you can always cheat yourself some energy and try using powerful commanders. There's no shame in experimenting to see just how powerful a commander you need in order to achieve a given result.
CSdev Yeah told you this place would get traffic, glad you decided to make an account.
I've been meaning to ask, is there any chance you'll make this open source for modding purposes? I've contributed to a similar-ish project before (just some visual tweaks to the night games mod) and there's a few things I'd love to poke at, specifically when it comes to syntax highlighting. I would absolutely kill for a way to tell flavor text from mechanical text at a glance; the way everything is just the same regardless of function actually gives me some weird kind of blindness where my eyes just glaze over after a short while. Was thinking that following the formula of something like Free Cities for highlighting would be fantastic here.
I do plan on making it open source eventually. I'd just like to finish my own vision of the game first. I've seen too many cases where collaborative projects get mired down due to interpersonal differences. Doing some sort of highlighting to sort the flavor from the mechanics is a good idea, though. I might try implementing it myself before I'm done.
Took a couple of trial runs to start getting a hang of the mechanics of this one. It's influence from era games is displayed openly and it wears it well, taking obvious influences from games like eraTentaclepalace and eraGvT it plays somewhere between a turn based rpg and a puzzle game as you attempt to leverage your upgrades and abilities to corrupt the chosen while trying to juggle your attention between them.
There is still a gap in the market for a good Magical girl corruption game and this game seems to be shaping up to fulfil that niche.
Given that the Magical girls are generated with personalities and so have more of a defined 'voice' than other randomly generated characters I feel it would serve the game well to not only add additional events but to add greater variations in those events for different character personalities to be more thoroughly displayed especially as it would allow for a more in depth look at how the characters are being affected by the corruption they are being subjected to which I feel is one of the fundamental joys of games of this genre.
I look foreword to seeing how this game develops in the future.
The eventual plan is to add daily "vignettes" which occur at random and expand on the elements described in the characters' profiles. For example, if a girl's profile says "She's started casually sleeping around with her friends," one of the possible events at the end of the day would be a scene where she does just that. I do think it could make the corruption feel a lot more "real," but I want to finish the main 50-day sequence first.
I haven't managed to get them in a relationship so far. The Dev,
CSdev, I think, should be able to answer the question with certainty.
Actual monogamous relationships don't happen, since the girls remain chaste until morality break, and they sleep around freely afterwards. My initial plans involved relationships acting as a sort of buffer between those two extremes (with equivalents for the other vulnerability types), but I wasn't able to get it to work with the rest of the game. It's still something I'm thinking about.
My other relevant plan is to introduce Chosen who enter the game already in a relationship with an offscreen husband or wife. In this case, their morality break would be due to forced infidelity rather than virginity loss.
Question, does anyone know if minor vulnerabilities that generate broken automatically push the Chosen to friendship? Also has anyone mapped out the psychological tests to see what question influences what vulnerability?
Pre-broken vulnerabilities can currently make it so that two Chosen are guaranteed to become friends. However, this is only because the fourth level of vulnerabilities hasn't been implemented yet. Because only the first two vulnerability levels can generate pre-broken, breaking the last two cores before the corresponding minors will still result in them becoming enemies.
Regarding customization options, I'll paste a short guide I wrote awhile back:
The questions go through each combination of two vulnerabilities (of which there are six) four times: once to increase both, once each to increase one and decrease the other, and once to decrease both. They're ordered like this:
1: +Morality, +Innocence
2: +Morality, +Confidence
3: +Morality, +Dignity
4: +Innocence, +Confidence
5: +Innocence, +Dignity
6: +Confidence, +Dignity
7: +Morality, -Innocence
8: +Morality, -Confidence
9: +Morality, -Dignity
10: +Innocence, -Confidence
11: +Innocence, -Dignity
12: +Confidence, -Dignity
13: -Morality, +Innocence
14: -Morality, +Confidence
15: -Morality, +Dignity
16: -Innocence, +Confidence
17: -Innocence, +Dignity
18: -Confidence, +Dignity
19: -Morality, -Innocence
20: -Morality, -Confidence
21: -Morality, -Dignity
22: -Innocence, -Confidence
23: -Innocence, -Dignity
24: -Confidence, -Dignity