Heh, cheers. Got pretty lucky on the city spawns to be honest. Nothing exceedingly brutal until this and the one just passed, and uhhhh, didn't think I could make that one. Only broke the final tier vulnerabilities by chaining the most bullied Chosen into hitting the next using the incoming achievement reduction and picking up the last with a Forsaken that reduced the progress enough to squeak by. Took a looooooooot of loading to win since I ended up with so little EE coming in only a cascade of relationship changes at the end gave me enough to buy Antipathy AND Threaten+. Bloody glad I turned Pride into an absolute Trauma Machine, since she just...wins...in the final fights.
...I also may have put too much time into this game
Don't worry, spending time on gaming when you could theoretically be spending that time more productively is only a +1 EE sin.
Is there 1 where the Chosen gets overwhelmed by their own desire that they sort of submits to the demon lord without turning into Forsaken?
You see, I've read this manga called "Gushing over Magical Girls" Chapter 10, the chapter where the Magical girl fully succumbs to her Masochism side and willingly submit to the Villain. This manga is like a very-very-very tame version of Corrupted Savior, except that it's just Magical Girls Vs Magical Girls. There are some ideas that the Dev can take from it if they are willing to read it. (I would love to see a bunch of description of their daily-life going wrong or into a pervy direction just cause 1 of them secretly joined the Demon side)
I hope that in the future, more and more variety of Magical girl tropes for both Non-hentai and Hentai gets added to this game
Is that the accepted translation for Mahou Shoujo ni Akogarete? If so, I'm also a fan. I've been reading it basically since the start. I agree that with the comment that the Negotiation Distortion is probably the closest to what you see there. Coincidentally, the vignette that Kalloi commissioned for the next release is also on that path.
i know, i know, just trying to make a lil poke at the whole seven sins schtick :0)
I hadn't planned on them corresponding to the seven deadly sins, but now that I see how close the numbers are, I almost want to try to make it fit somehow. Might need to put Gluttony behind another fetish toggle, though.
Man, I love this game so much it motivated me to stop lurking and write this essay. Completely divorced from the pornographic content, Corrupted Saviors represents an impressive achievement just as a 'tactical making the number bigger' game. Reloading the same turn for way too long only to finally put together a commander and decision tree combo that produces a jumbo exponential multiplier and trauma numbers that need to be expressed in scientific notation is an endorphin rush that puts mere pornography to shame. The game being so good makes the fact that it’s also damn sexy and presents an excellent sampling of some truly high-quality fetish content all that much more impressive.
Did CSdev study game theory to come up with this originally, or was this cribbed from some mainstream game series/genre I'm just not familiar with? Most games that nakedly pander to the monkey brain with buttons that make number go up have ankle-deep mechanics, I’ve never seen the concept combined with tactical decision making before. I mean, this is just extremely well-conceived and executed. Like, if you were to sanitize the flavor content surrounding the number-embiggening core for mass consumption and add real graphics and sound, you could have a hit indie game on your hands. Like, if you told me this was a fan project to mod porn into a beloved classic puzzle game, I would never doubt it long enough to double-check, it’s just that well done. CSdev has my utmost compliments for this impressive and entertaining game.
Thank you for the kind words! The game's design is original, roughly inspired by eragames (especially eraMaou) but with less of an emphasis on simulation and more on abstract tactics. I originally worked in the gaming industry, but the field is in a pretty sad state these days. Design roles are handed out based on office politics and nepotism, and innovation only happens as a rare accident. I'm happy and a little surprised that the game has managed to get this much of a playerbase despite my complete lack of skill in pretty much every other aspect of creating a video game.
Now that I'm done gushing, I'm going to criticize a bunch of stuff, too.
Mainly, the documentation and in-game tutorial are woefully insufficient. Its kind of remarkable, because all the necessary information is there, but its spread out between the tutorial, the text files, and the tips, and inconsistently wrapped in obfuscating language in some places while explicitly spelled out elsewhere. The obvious intent is to have players explore the game and learn its mechanics by practicing them, but when the core of the game is a logic puzzle featuring undisguised math, ON A TIME LIMIT, its difficult to put up with having to switch between so many different sources to learn the mechanics. Even the promise of niche hentai isn’t enough to mitigate the intimidation and confusion/inconvenience. I was ready to give up on this myself before I read Tomfooleryer’s advice posts, which finally bridged the gap for me between a heap of inscrutable mechanics and an actual strategy I could approach the game with and refine through practice. Well, that and learning how to activate the cheat menu to finally relieve the agonizing FOMO that comes from feeling like the EE resource isn’t being spent efficiently.
I think I read somewhere that overhauling this was on CSdev’s to-do list, so great. Might I recommend including a strategy guide, or a least a hyperlink to advice threads like this one somewhere in the new in-package documentation? Perhaps simply the single sentence ‘Focus on stacking as many multipliers as possible, while preventing divisors--its geometric growth, you dumbass’ in the tips section somewhere? That certainly would have helped me. My only other suggestion would be a ‘free play’ mode, which would be as simple as taking the time limit off single play and making it so that the only way to trigger the final battle is the EE purchase. An alternative would be a (single play only, obviously) EE purchase that extends the time limit. 50 days is already a plenty generous time limit, but any limit at all is a huge buzzkill for someone who wants to enjoy the game casually or learn the mechanics without feeling punished by the sinister brain chemistry of FOMO. Right now, I feel like the cheat menu is the real tutorial, which is fine, honestly, except that it’s hidden by default.
I think that the number of distinct mechanics is large enough that any outside mechanical guide is going to be too cumbersome to reliably find what you're looking for. There are pretty much always players in this thread asking questions which have clear answers right in the main guide.txt (and I don't blame them - it's a big file and it's hard to internalize it all). The solution that I'm currently working on is the in-game guide goal system which encourages the player to "learn by doing," basically guiding you through the motions so that you can learn to recognize what a successful run looks like. I'm interested in hearing more feedback about that feature and what it should include.
In the final version, there will probably be a "play without time limits" option front-and-center. But while the game is still under development, it's very helpful for me to hear impressions from players who have gone through the game normally at least once.
Other than that, I have to say, I’m really impressed by the way CSdev assembled the flavor text from variable-linked strings to produce descriptions that change dynamically with your current score. Considering the scale of the game and the sheer number of variations that need to be fit together, its amazing how few issues arise where the variable text doesn’t parse correctly. With that said, for a game that encourages obsessive replay, only having 4-6 descriptions that loop can be a bit underwhelming. The space between T3 and T4 breaks where you are waiting for chosen to become corrupt enough for a punisher to trigger is an especially tiresome slog, particularly when compared to the amazing variety of content in the T2 double-chosen breaks. Its funny because T2 breaks are so well done that triggering the comparatively bare Orgy descriptions seems like a downgrade you are forced to put up with for the score multipliers. And then, the absurd amount of work that must have gone into the variable descriptions for the mix-and-match commanders leaves me feeling bad for wondering why there is no double-capture or capture-orgy or capture-surround interactivity. Evidently that was set aside to focus on forsaken content? Acceptable trade, then.
This is pretty much just a consquence of the monthly development schedule. Each month, I want to complete a distinct 'feature' to entertain the people who are following along with development and give them an interesting excuse to do another playthrough. Sometimes, the feature itself is simple and gives me plenty of time to write lots of flavor variations. Sometimes, it's complicated and I can only manage a few flavor variations for each possible combination of factors. (On top of that, some months occupy more of my time with non-Corrupted-Saviors-related work.) Hopefully, once the game is feature complete, I'll be able to come back and flesh out some of the areas that turned out a bit bland. But until then, I think people will be happier if I keep working on completely new stuff.
I’m not going to beg for content in a free game, especially when implementing it represents geometrically increasing work on the programing side, regardless of the effort to write it all. I’m doubly not going to do so since I’m already skipping the text after only 20 or so hours of playing so I can focus obsessively on trying to make the number bigger. However, I do have a list of content suggestions, because I think this game is delightful and can only get better.
Modding tools / templates would be amazing. Something to allow the replacement of current chosen descriptions or hell why not entire content blocks from the assembled sex flavor text. The repetitive nature of the content would be effectively crowdsourced by creating and trading custom text mods. Even recognizing how obnoxious it would be to write porn that adheres to a template of countless variable text strings, I’d like to take a crack at overhauling, at the very least, the depressingly lackluster ‘tickle’ events universe. That stuff doesn’t seem to have even been aimed at people with an actual tickling fetish, and instead appears to be little more than a placeholder for people who aren’t into over-the-top ryona/guro/despair porn of the Pummel event universe.
I'm mainly just worried that the modding tools wouldn't get used. It's hard to judge how many people in the playerbase actually have the commitment to write content for the game. Focusing on writing content myself at least guarantees that players will get
something out of an update.
Speaking of which, its great that the tickle option is in there, even if it is a content desert. Not to kinkshame anyone who is into despair porn, the pummel events are really well written, they are just tonally dissonant with the ‘corruption through pleasure and shame’ theme of the other content trees. Sodomize as a source of high-octane agony in the t2 single + combo events and pummel commanders is strongly at odds with the regular buttsex it becomes when it combos with morality events. Descriptions of bones shattered to flinders and thoroughly destroyed internal organs don’t mesh with ‘orgasming continuously,’ not even within the context of the game.
It really seems to me like the theme of confidence-crushing levels of pain can be achieved through sadomasochism tropes of a more reasonable degree, such as spanking, canning, whipping, electrocution, piercing, and trampling. The initial stages of slapping and punching wouldn’t even need any changes. I’m just saying that there is a masochism fetish middle ground between the hard ryona/guro fetish of ‘she exploded herself in a suicide blast to escape the agony and was sad when her immortality reconstituted her from dust because the torment can continue’ and the ‘tickle’ fetish of ‘someone kinda touched her armpits a bit’ that could do with exploration.
You aren't the first to feel this way. A better middle-ground option is in the works, although there are other features planned first.
More quickly then, and keeping in mind I haven’t looked into any of the forsaken content yet, sorry if I mention something covered there
-needs more tentacles and tentacle vore. The Pleasure commanders are great, also parasitism punisher—fantastic, but tentacles otherwise being restricted to a handful of vignettes and repetitive high-corruption sin collection blurbs is just a bit sad for magical girl corruption genre. I’m just saying the tentacle fetish enjoyers are jealous of the love shown to the futa dick enjoyers
I agree that it's not up to genre standards. Part of the reason is that a lot of the recent work has been focused on human-on-human interactions. I'll be on the lookout for more excuses to involve tentacles in every plausible situation.
-its amazing that there are male/trap chosen and TSF content, thank you so much for that CSdev, you absolute connoisseur. However, TS magical girls just switching over to the unaltered female event track really sucks the air out of the fetish, to the point where you might as well just leave them male and get some bi-sub thrills and variety of content. I understand the expediency of programming involved, but if there is any reference to the TF after the actual transformation event itself outside the char profile, I didn’t see it yet, which is a shame.
There are a few scattered references, but since it's basically a toggle within a toggle to even have a chance to see them, it hasn't been much of a focus for development time.
-is this really an entire lust corruption thing that never once features a single lewd crest / estrus crotch tattoo? Talk about abandoning a genre staple. Well, I haven’t seen all the content yet, it must be in here somewhere.
Fun fact: Lewd crests were actually the original plan for Total Innocence Break. But I ended up deciding that because the focus of the corruption was mental, capstoning it with a physical change wouldn't feel right. As a result, they didn't show up anywhere. I have some vague plans for lewd crests being a thing that some Forsaken can inflict on Chosen, but I'm not quite settled on it yet.
-Some kind of highly visible message beside the ‘choose your action’ prompt, informing you that a new vulnerability break took place in the current session already, would be hugely helpful. When you start skipping all the text to trial-and-error you way to a better score, its really annoying to realize you accidentally triggered a break you were attempting to avoid only 5-6 turns later, because you weren’t reading the text and were already up way too late from hours of trying to make the numbers bigger. If the game ever gets sound, vulnerability breaks would be a great place for an audio cue.
-sounds would be great. Even stock hentai soundboard classics playing once on each flavor text generation and such would go a long way to upping the eroticism to the next level, even if number-embiggening addicts would just disable them
Thanks for the suggestions. I'll see how feasible these are.
-As someone noted earlier, when a chosen has a minor and core vulnerability that happen to be the paired set from a surround action, that makes breaking the core vulnerability first really much harder. The chosen will use the amoral defense of the minor vulnerability to protect against the core vulnerability growth if you start attacking the core while the minor has a higher score and she anticipates the core will reach the break limit--even if the minor vulnerability score is not currently rising. I get wanting each tactic to protect two stats so that they can double up, but maybe adjust their logic so they pick the primary defense tactic of the stat being attacked first, when both the core and minor would each reduce the damage, and the minor is not being attacked?
The logic for T1 breaks is getting reworked in this release, so I'll consider this. But the Core/Minor matchups encouraging you to tackle the Chosen in a particular order is something I sort of like.
No comment on distortions since I haven’t tried them at all yet. Except to say how brilliant it is to put in the rivalry system and distortions. A weakness of this kind of game is the urge to devise and settle on a META for creating big numbers, such that you quickly must give yourself artificial challenges to keep the logic puzzle interesting. Built-in goals and content rewards for especially challenging alternate logic solutions to the core number-enlarging process is Apex game design, bravo.
Thanks for the detailed feedback, and I hope you continue to enjoy the game!
As a usability improvement, it would be great if I can tell from this screen
View attachment 2016461
which Trauma/Circumstance pair are her core/significant/minor vulnerabilities. As it stands, I have to click the examine button, but that scrolls up the damage list. So I have to keep at least one of the two tables in my working memory. I'd like it if there was some kind of icon or symbol next to each damage type for core/significant/minor after maybe an upgrade.
If I were to add some sort of indicator, I'd just be tied to the Psychic Reading upgrade just like the Examine info is. I'm interested in doing so, but I worry about making that screen even more cluttered and ugly than it already can get once you have a bunch of multipliers in effect.
Ongoing Suggestions:
-Make retreat available all the time without the tech upgrade, and without capturing, with no bonus obviously. Otherwise, put a quick-load button or a return-to-main-menu button on the combat screen so a missed button click doesn't require quitting and relaunching the game
A quickload button is planned. We'll see if it makes it into the next release.
-Print the Vulnerabilities chart next to the current damage chart in battle, and all three chosens' charts next to the 'overall corruption progress chart' in the info panel. Failing that at least put an indicator for which vulnerability is minor on the overall corruption chart, in additional the +2 symbol indicating the cores
I'll add this to the list of improvements to implement.
-An option to auto-complete rounds quickly when 'do nothing' is the only button besides 'examine'. Sitting around with nothing to do but wank is great when I'm not jonesing to progress the campaign
I worry that this might cause more frustration than it solves, but I suppose it might work well if I also added a better summary of what happened over the course of the entire battle.
Heres a save. Its set to day 50 and theres some 51 that you can just ignore (failed attempts me trying figure out how do the aversion 2x). Also note I played on version 32...before I realized that 33 was out on same day I downloaded. sigh missed exp with that afk training.
Anyone know if person who is the trainer matters
It looks like this also ended up being fixed alongside the final battle Rampage bug.
Currently, if the trainer has more expertise in all the relevant fields than the trainee, the trainee gets more expertise from the training session. This is sort of a placeholder feature until I figure out a better way to give each trainer their own personal touch.
First thing I wanna say is that I REALLY enjoy this game. It's just incredibly well crafted. I've also got a few suggestions and critiques that I think could make the game more intuitive to play, or at least less of a mindfuck when you're just starting out. Not entirely sure where to post those so I'm just gonna slap 'em here.
- I think having a visual representation of the upgrade tree would drastically help everyone. As it stands now, if I wanted to rush "vengeful reconstitution" there's no easy way map out what upgrades I should be taking. I would need to go to "view all upgrades" to see that it requires "Enhanced Polymorphism" and "Anger", and then I would need to find out what THEIR prerequisites are. Additionally, having that visual representation could help mitigate some of the information overload newer players face when trying to read through the upgrades. Even a simple graph is much easier to understand and follow than just listing an upgrade's prerequisites and what it leads to.
There have been attempts to make a visual representation, but the upgrade tree doesn't really have the distinct "branches" that you'd expect from most games, so it ends up looking really tangled.
- This tip ---> "Breaking a Chosen's Major Vulnerability causes a confrontation between her and the Chosen with the corresponding Minor Vulnerability. This confrontation will end in hostility unless the Minor Vulnerability has already been broken."
NEEDS to be made extremely clear in game and not hidden away as a random tip. When I first read the your guide I thought that I after breaking a Chosen's Major Vulnerabilities I could freely break her Minor Vulnerabilities without consequence. Imagine my surprise and frustration when after breaking all of Miracle's first vulnerabilities, I decided to start breaking Axiom and she kept playing nice with Miracle. The ONLY reason I figured out how Major and Minor vulnerabilities relate to each other is because I got lucky and saw this tip. This mechanic is one of the ones that confused and frustrated me enough that I was on the verge of just quitting. The very minimum you could do is to pull this out of "
tips" and putting it in step 7 of your guide. Another solution might be to color code the vulnerabilities in the Info Screen.
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I did some quick mockups to try and illustrate what I'm talking about. It's obviously not a perfect solution as it's still easy to misunderstand or skip over, but at least it gives SOME indication that the Vulnerabilities are connected across Chosen. It also has the added benefit of giving more experienced players an indicator of what a Chosen's minor vulnerabilities are.
I'm not sure what you mean regarding how it's presented in step 7 of the guide, since the tip is already there too (albeit not in exactly the same words). But I am also planning on having the guide goal system show the player how relationships work too, so that should hopefully make it more clear.
- There's quite a bit you can do to make training the Forsaken more clear.
1. Take all the flavor info and move it to its own tab. The flavor is nice and you should definitely keep it, but when i'm trying to figure out which of the Forsaken to train all it does it get in the way. The only time it's useful is when I need to know if one of the girls has a specific buff from being broken in by a previous Forsaken (eg. reduced EE deployment cost or increased stamina regen,) which brings me to my next point,
2. Every buff a Forsaken has gotten from being broken needs to be shown. Things like increased damage or max Motivation are already shown, so it shouldn't be too much of a stretch to show that a girl has increased expertise gain.
3. A Forsaken's punisher effects should be shown in her basic info. One of the first things I do after a loop is look at my new girl's to see if they have any good effects. Right now it's tedious because I can only look at one effect at a time, and if I have more than 4 Forsaken I need to cycle through the menu to them. If you put their punisher effects in each girl's basic info it would make the whole experience much less tedious and much more intuitive. I'd say it's a perfect replacement for the flavor text that we're presented with at the moment.
I'm going to stop myself here because I don't want this post to be too long, and also because I need to go to sleep. As I said at the start, I REALLY like this game and I'd love to see it do well. If anything I said here comes off as rude or meanspirited, please understand that I %1000 didn't mean it that way. I might come back tomorrow to suggest things that are more gameplay oriented rather than just QOL changes. Keep up the great work!
Thanks for these suggestions. I plan to do some major reworking of those screens.
It'd be nice if you could either set what pronouns the Demon Lord is referred to by, or if it defaulted to something appropriately gender-neutral for an inhuman monstrous presence that builds new bodies at will.
It's a detail of the setting that people assume that Demon Lords are male, but your Forsaken will realize that you're female and refer to you as such if you use a female (or futanari) body to meet with them.
Think found a bug where I'm procing violence
The guide says that
Violence: Used against Grind and Pummel. Causes Morality Break.
However as you can see below I'm not using Grind or Pummel so why is it breaking
Are you sure that you're selecting Stigma there? The flavor text indicates that she's being hit by Grind.
Anyone know how to fix this. Seems like the expertise stuck at 0 for leveling now so i can only passively train. This person is a Temptation Forsaken
If you do a little bit of HATE training, that will grant some expertise which can then be transferred to the other types.