SlothOnMeth

Newbie
Apr 15, 2021
73
90
141
Actually, there isn't. Any action can be done using the hotkeys:
  • Key 1: Open the planning UI
  • Key 2: Open the going out UI
  • Key 3: Open the modifiers UI
  • Key 4: Greet/Start session.
I do recognize this is not well hinted by the game and will add some visual hints in the next version.
If you put those on the screen as 4 distinct buttons that are always visible and clickable then the ambiguity is resolved and no hints are needed. No handholding and no tutorializing needed if it's plainly visible what you can do. You can keep the hotkeys as well because why not, maybe an option to hide the buttons later.

But why is it even an option to use arrow buttons to navigate a shrink office in an awkward isometric view and getting stuck on the furniture? Who is asking for this? It's purely an obstacle to getting to the parts that players actually want to get to (the H scenes and the minigame loop). It doesn't belong, never mind being the introduction.
 

tebon

Newbie
Game Developer
Jun 2, 2022
24
46
80
Hi SlothOnMeth, thanks for the feedback!

That's exactly what I'm working on right now before adding the new traits mechanic. There'll be 4 buttons always visible in the room (so they don't interfere with other UIs), also displaying a tooltip with their hotkey when hovered.

Guess I have a lot to learn UX wise :)

If you put those on the screen as 4 distinct buttons that are always visible and clickable then the ambiguity is resolved and no hints are needed. No handholding and no tutorializing needed if it's plainly visible what you can do. You can keep the hotkeys as well because why not, maybe an option to hide the buttons later.

But why is it even an option to use arrow buttons to navigate a shrink office in an awkward isometric view and getting stuck on the furniture? Who is asking for this? It's purely an obstacle to getting to the parts that players actually want to get to (the H scenes and the minigame loop). It doesn't belong, never mind being the introduction.
 

Scynth

New Member
Aug 26, 2022
3
0
59
Can't run the game because windows defender says there's a trojan in it and won't let me to be specific:
Trojan:Win32/Wacatac.B!ml
 

tebon

Newbie
Game Developer
Jun 2, 2022
24
46
80
That's very strange as I compile all the source code myself and don't depend on any pre-compiled libs. A quick search reveals that MS Defender actually remedies it but could still show .

Can't run the game because windows defender says there's a trojan in it and won't let me to be specific:
Trojan:Win32/Wacatac.B!ml
 

hagare

Well-Known Member
Mar 27, 2019
1,299
730
288
oh god the movement
the lack of visual indicators
the unnecessarily complicated gameplay. sigh
good concept though.
Just not fun to play
 
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tebon

Newbie
Game Developer
Jun 2, 2022
24
46
80
Thanks for the feedback harage!!

I know, I know, I'll probably work extensively on the UX/UI and the character movement next.
Would you be more specific on what visual indicators where you missing? And what part of the gameplay you'd simplify?

oh god the movement
the lack of visual indicators
the unnecessarily complicated gameplay. sigh
good concept though.
Just not fun to play
 

fariont

Newbie
Nov 16, 2019
21
27
178
What can I do to reduce the suspect?
And I have problems with the enemies that appear above me and I lose instantly,makes me want to stop playing
As for Tamara, the thorns and the enemies sometimes leave me trapped when they appear and I can't move without losing
 
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tebon

Newbie
Game Developer
Jun 2, 2022
24
46
80
Hi fariont! Thanks for your feedback!

- I thought I fixed the enemies spawning on top of the player. I'll review that for the next version!
- I'm still adjusting the balance of the game mechanics. I'm pretty sure I'll reduce either the amount of spikes or enemies or both, cause it can become unfair. That said, you can disable Tamara's spikes by placing a bomb at the center of her Trust quadrant (turning it from red to blue). That'll turn off her "Thorny" trait and disable spikes for all her quadrants :)


What can I do to reduce the suspect?
And I have problems with the enemies that appear above me and I lose instantly,makes me want to stop playing
As for Tamara, the thorns and the enemies sometimes leave me trapped when they appear and I can't move without losing
 

tebon

Newbie
Game Developer
Jun 2, 2022
24
46
80
Hi shadowslide,

Raising the girls' suspicion is not inevitable, although it requires a lot of patience. There are alternatives though!

- The last manipulation technique on each quadrant allows you to "erase" her suspicion. In that level, placing a bomb on an orange tile turns it back to white.
- Another route is using modifiers that sum up a positive number. Right now, the only positive modifier is "shorten time", which gives a (+1). This means that after you finish manipulating a girl (on any level), 1 random orange tile will turn back to white.

That's all the ways right now, but I still have to add more positive modifiers and have other mechanics in mind to either avoid manipulating or reverse manipulation. Stay tuned for those! :D

some can help to explain how make sophia in love? always the suspitcion rease. thank you
 

tebon

Newbie
Game Developer
Jun 2, 2022
24
46
80
Hi there!

I'm very happy to announce v0.2.0, including Jess, a fully developed new girl. This version includes all her dialogues, scenes and endings. She also has a very special, unique, trait: Adept! Enabling it will bring her along when you meet other girls outside, creating new girl on girl sexy scenes, and even some threesomes. Of course the workaholic trait must be off for her to go out, just like Tam.

Other improvements:
  • Added the Nuke modifier: this disables any trait related manipulation hazards (like thorny spikes for Tam).
  • Bumped the "Less Ships" modifier to reduce 25% of them, instead of just 1 ship.
  • Adjusted girls' base stats for better balance.

As always, I hope you enjoy this new version of the game!
Best! Tebon!
 

mongoose003b

Newbie
Jul 9, 2018
99
75
148
out of curiosity, how do you play the mini game? there is no explanation at all, not only for the mini game but for patients either. I can see this being good but without any type of explanation, im lost as to what to do. Edit, I am an idiot, just found the pdf on how to play. dont mind me lol
 
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mongoose003b

Newbie
Jul 9, 2018
99
75
148
Here are my thoughts of the game.

Pros:
~Working for the reward. I am a fan of working for the reward since its much more satisfying, especially to the corruption type of games.
~Breaking down the psyche. The minigame is in ingenious concept to corrupt your patient. By doing so, it is easier to corrupt thus can get to the good part. Got to be smart about it.
~Random encounters when going out. I mainly been working on Sophie but I can see that she randomly would pop up to different locations and you can interact with her.
~Animated. The animation is not bad. Much easier to fap. (We are all degenerates here)
~Depending on how she feels about you depends on what interaction you can have when going out. Sophie was cynical for awhile so I couldn't interact with her when I saw her.

Cons:
~Had to figure out some things the hard way. I don't mean that in a good way. Example: Your explanation does say that depending on the color of the wall in the minigame, it has a certain toughness. What it doesn't explain is how exactly you can tear it down. "Manipulate" takes down black walls but after a long time of trial and error, I had to figure out that "Exploit" takes down brown walls. I originally thought that you had to place the bomb on the same wall multiple times to destroy it.
~No save button. It does autosave but it doesn't give an indication of when it does. Thus, if you have to exit the game, you don't know if you have to redo some actions.
~No introduction. There is no way of knowing of any type of back story. It doesn't have to lengthy, just enough to give an idea of what the player is doing and who they are. You probably didn't have to make the PDF but could've given a short overview on how to play and what to do.
~Random encounters don't seem too random. I encountered Sophie way too many times going to the same place. When she was cynical, I would go out to increase my will and 85%, I would encounter her.
~No clue what perp modifier does. Sometimes its in the red, others, in the green. I do not know what it effects or how/why it changes. All I assume is that green is good. That is all.
~Now this is my personal preference but no moans. While the girl is getting pleased, there was no moan and was exciting enough.


Well, that is what I have but other than that, keep up the good work. This is definitely a sit down game and not instant gratification. These types of games are good once in a while. I can see how much work you put into it and keep up the good work.
 
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tebon

Newbie
Game Developer
Jun 2, 2022
24
46
80
Hi Mongoose!

Thank you very much for your constructive feedback! I'm always looking for more of that! You have a solid point on the "not explaining much" part, and that's why for the next release I'm focusing on adding an in game mechanics overview (as a help button) and better tooltips, to break some things down and don't present a wall of text. The intro part is still cooking thought, but I want to add something there too. Haha degenerates we are. I also think a lot of the "subtler" mechanics are lost when not explained properly.
  • I can see how it can be frustrating not having an indicator of what type of wall each level destroys. This can lead to more missed mechanics as well:
    • Stats: Those numbers next to each girls quadrant (right of the focus button) determine how fast you explore them. It's affected, among others, by her level of awareness of your manipulations (orange tiles).
    • Awareness also might lead to bad endings, for example Tamara might leave sessions altogether if she feels very manipulated.
    • Each girl also has two endings, which are only unlocked by having both no awareness level and 3 advancement levels.
    • Sophia has a way of avoiding manipulations the other girls don't (each girl has some unique trait/mechanic), by learning her current concern. It can also be used to advance her exploration much faster.
    • On the last manipulation level of each quadrant you can erase manipulations too.
    • Also, the higher a girl awareness, the higher the chance she has of firing Traits after a manipulation.
    • You can toggle traits by placing a bomb on the center of the quadrant (red = active / blue = inactive).
  • I could easily add a "game saved" message to the log each time it happens, thanks, I missed that entirely!
  • The prep modifier ranges from -10% to +10% affecting two things:
    • Exploration speed: it makes the discovery of each quadrant slower or faster by that percentage.
    • Manipulation speed: it makes your movement speed slower or faster by that percentage, when manipulating them.
    • I have two more mechanics related to this in mind, but haven't implemented them yet.
  • I intend on adding sound at some point, moans and footsteps to say the least ;)
  • Meeting girls out is something I want to expand a lot. More scenes, more interactions, more randomness.
As you can see, there are a lot of intertwined mechanics, and those are not all. Jess adds a whole lot of more interactions and ways of advancing the other girls on her own too if you fire her "Adept" trait for instance. You can use modifiers to make your life easier / harder when manipulating. Missing a session creates blockers on the girl you where supposed to attend. Etc.

I'm very glad you enjoy the game and find your feedback very helpful, thanks again!

Hope you enjoy future updates as well!
Tebon.

Here are my thoughts of the game.

Pros:
~Working for the reward. I am a fan of working for the reward since its much more satisfying, especially to the corruption type of games.
~Breaking down the psyche. The minigame is in ingenious concept to corrupt your patient. By doing so, it is easier to corrupt thus can get to the good part. Got to be smart about it.
~Random encounters when going out. I mainly been working on Sophie but I can see that she randomly would pop up to different locations and you can interact with her.
~Animated. The animation is not bad. Much easier to fap. (We are all degenerates here)
~Depending on how she feels about you depends on what interaction you can have when going out. Sophie was cynical for awhile so I couldn't interact with her when I saw her.

Cons:
~Had to figure out some things the hard way. I don't mean that in a good way. Example: Your explanation does say that depending on the color of the wall in the minigame, it has a certain toughness. What it doesn't explain is how exactly you can tear it down. "Manipulate" takes down black walls but after a long time of trial and error, I had to figure out that "Exploit" takes down brown walls. I originally thought that you had to place the bomb on the same wall multiple times to destroy it.
~No save button. It does autosave but it doesn't give an indication of when it does. Thus, if you have to exit the game, you don't know if you have to redo some actions.
~No introduction. There is no way of knowing of any type of back story. It doesn't have to lengthy, just enough to give an idea of what the player is doing and who they are. You probably didn't have to make the PDF but could've given a short overview on how to play and what to do.
~Random encounters don't seem too random. I encountered Sophie way too many times going to the same place. When she was cynical, I would go out to increase my will and 85%, I would encounter her.
~No clue what perp modifier does. Sometimes its in the red, others, in the green. I do not know what it effects or how/why it changes. All I assume is that green is good. That is all.
~Now this is my personal preference but no moans. While the girl is getting pleased, there was no moan and was exciting enough.


Well, that is what I have but other than that, keep up the good work. This is definitely a sit down game and not instant gratification. These types of games are good once in a while. I can see how much work you put into it and keep up the good work.
 

tebon

Newbie
Game Developer
Jun 2, 2022
24
46
80
Hi there! I'm happy to release a new update for the game! This one adds an intro, improves the UI and also adds 2 new mechanics!

  • Intro:
    • I've structured the intro to provide both a small background story for Daniel and also to serve information on the gameplay. You can watch it by starting a new game.
  • Mechanics:
    • Reveal quadrant: You'll find a new button at the top of the planning UI allowing you to reveal the entire quadrant you choose to view next. The quadrant will be revealed until you close it and it's a single use. This consumes 2 preparedness points. Keep in mind the points are consumed as soon as you press the button, regardless of actually revealing a quadrant or not.
    • Silver Tongue: This one is located on the modifiers UI as a checkbox. If enabled, you won't leave manipulations behind when destroying any blockers. It also costs two preparedness points.
  • UI improvements:
    • Added a help button on the title to explain some core mechanics.
    • Improved the office UI to include a button for the camera. You can press that whenever a girl is present to toggle first person view. You can also move around in this view. Adjusted the controls for that.
    • Compacted the actions screen to help readability.
    • Added a help tooltip to the actions UI.
    • Added better tooltips explaining the traits.
    • Added a new UI for the manipulations. It has a header with the time and an expandable details button, showing all the modifiers and current walls to target.
    • Added a "Game Saved" log message for the autosave.
  • Bug Fix:
    • The case where the manipulation was drawn from a weird perspective was due to manipulating non-explored quadrants. Added a check so that a quadrant must be explored a least a bit to be manipulated. It doesn't make sense manipulating in the dark anyways!
Hope you enjoy!

Tebon.
 
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I'm like a karate chop
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