Alraune are weak to fire. Goblin soldiers are weak to ice. I dunno about others since those are the only elements my succubus knows so far but I am sure there is more. I love the idea of using claws for whatever reason as well, better than a weapon.
-very basic combat system: both areas have a good variety of lifeforms to (s)lay, which is good, but each mob is practically indistinguishable in combat to the next. The defense formula in particular needs a rework--couple points in def/mdef can swing a boss fight from a potion chug fest to an absolute joke.
I agree with this, somewhat. I do intend to rework the combat system yet again, I've also mentioned this in my discord a few times. But every manor I tried to rework stats always ends up unbalanced by a certain level. Due to this, I'm trying to come up with a better method for stat allocation (probably removing defense from player choice stats), and I'm going to rework how damage is done. At this time I haven't come up with a solution so it's something I'm holding off on while I try and figure out a better method of doing this.
-relatedly: very unrewarding magic system (in combat): elemental weaknesses don't seem to be a thing (at least not in the forest zone), so, having to invest energy plus cum to learn each spell one by one is just not worth it when the PC's basic melee attack is significantly more hassle-free and works just as well against anything that isn't a slime. This is especially jarring since the first goblin encounter made a point to mention those claws are soft. Magic does have utilities outside combat (and seems to spice up the combat spiels) though, which is appreciated, but not enough.
Every enemy does have a weakness of some kind, which the game notifies you of if you use the right attack. The weaknesses are either an elemental magic, or charm or physical attack. If you use the right ability, it adds an extra (20%?) damage to your attack. Which admittedly might be too anti-climactic, especially based on the current system.
I would like to do more with magic outside of combat too, same with charm. Eventually.
-the writing is good, but could be so much more sublime: currently, the supposed grey vs. dark theme is far too clear cut. Generally, allies/NPCs that the player can ally with are all redeemable, while enemies/NPCs that the player should hate either never get that option, immediately display traits the PC disapproves, and/or are so cartoonishly evil that there are no expectations for mercy to be an option. Fantasy breeds exaggeration, sure, but preferably not to the point that the writing has to take a swipe at itself (a la viscount sidequest).
I am trying to add more neutral morality to characters, and show more backstory for them rather than just being straight up evil. With the exception of the viscount, I wanted him to be "cartoonishly evil". But this is the first time I'm sharing my writing publicly, so I'm sure there's a lot of room for improvement. I do genuinely appreciate all feedback. A lot of stuff, such as player corruption (leaning more evil) is stuff that I am going back and editing after I write the main scenes. Write now your allowed corruption is pretty limited because only certain actions raise corruption, but I'd also like to add more to scenes, villains, etc. Hopefully you'll like the next (full) update on 10/3 as I put a lot into that character. However a lot of it is missable, there are multiple paths you can take where you can easily miss some of the content with the new character.
I am also not a fan, but I haven't found a better method yet. At one point I completely reworked the UI, but I ended up tossing it entirely after I found out moving the caption (the bar on the left side) broke a lot of functionality in twine.
Still looking to update it further, just don't have a proper solution yet.
-the PC not having the ability to cast transform on herself outside of the viscount sidequest is a missed opportunity. Yeah, I know, semen demon and all that, but having that option is nice even if it provides no mechanical benefits.
Oh she does have that ability.
I was kind of against adding it since IMO didn't really make sense for a Succubus (Yes I know there are tons of futa succubi porn out there), but popular request made me change my mind. I'm also always a little nervous writing futa content since it's not something I'm personally into, I worry that I do a poor job writing it. But there is already a lot of content in this game that doesn't reflect my own interests so that's ok. It's a good learning experience.
Eh, he'll make an appearance here and there but he won't be super common.
Also, unless I'm remembering incorrectly, he doesn't break the 4th wall.
I don't want to explain why yet, but let's just say he's not breaking the 4th wall. He is definitely a weird character though, and a fun one to write.
Thank you for the feedback, I have changed a lot of content in game due to feedback like this, so please keep it coming.
oh also regarding your comments on the UI. In two weeks I will be releasing an android version for free players with a somewhat updated UI (mostly speech bubbles). Please feel free to give me feedback if you don't like that UI either.
The RPG gamer side of me thinks limiting build options is a poor choice (and might make some potential future armor pointless), but I'll admit a frail seductress is the most lore-consistent/aligned way the MC would develop and gives low acceptance/corruption runs that extra slice of challenge.
To clarify, I don't mind cartoonishly evil/obviously irredeemable characters. My gripe was more directed at how the story uses them. The viscount felt like a throwaway foil to rocket the book guy (sorry, I'm terrible with names) solidly back into the player's graces after the party incident (and align him with the succ lady/set him up as a LI?). I will concede that this complaint is somewhat unfair on my end given the plot hasn't progressed enough for the book guy's arc to unfurl sufficiently though.
When I (and I presume some others) floated the idea, I was more on the lines of "well, my PC said he missed his penis in the viscount sidequest, so he should at least entertain the idea of banging a female bandit/gob here and then" rather than "futa plz". I don't claim to speak for the player base, of course, so maybe futa is a huge sell and you would benefit from throwing them a literal and figurative bone.
Fourth wall might not be the best descriptor I could have used (though to be fair to me, I did say leaning instead of breaking). Out-of-genre? He certainly doesn't immerse me in the confines of the plot as-is.
My primary UI gripe was how much scrolling there is even after shrinking the texts (a flaw present in practically every html game, so not holding it against you specifically). I don't have an android, but I suspect mobile players would appreciate cutting down the scrolling too.
The RPG gamer side of me thinks limiting build options is a poor choice (and might make some potential future armor pointless), but I'll admit a frail seductress is the most lore-consistent/aligned way the MC would develop and gives low acceptance/corruption runs that extra slice of challenge.
Actually to clarify, I meant to say that defense would be handled by armor specifically. One outfit might have great charm, but low armor, effectively making you a glass cannon. It's not ideal, but no matter how many ways I do the math, I just can't seem to find a balance when it's hard to predict where players are putting their stats.
I need to figure out how I'm going to handle the math before I start worrying about this. I've played with several ideas and spent several days trying to figure out a well-balanced method. At the moment the game is leaning on the easier side, and for now that's better than being too hard. I also cut corners a bit as a temporary solution to try to make sure the fights weren't boring, however there are some bosses that are powerful and there are multiple ways to either weaken or avoid the fight entirely.
To clarify, I don't mind cartoonishly evil/obviously irredeemable characters. My gripe was more directed at how the story uses them. The viscount felt like a throwaway foil to rocket the book guy (sorry, I'm terrible with names) solidly back into the player's graces after the party incident (and align him with the succ lady/set him up as a LI?). I will concede that this complaint is somewhat unfair on my end given the plot hasn't progressed enough for the book guy's arc to unfurl sufficiently though.
I will admit, I did intend to do more with the Viscount, but I changed my mind as I felt it was taking away too much from the story, and making it difficult for me to keep track of paths and variables. However Yuki's story isn't done, so the viscount could just be considered a very minor villain. I won't say I wrote him well, no doubt I could have done better. So once again, thanks for the feedback. I will try to avoid making villains "too" cliche.
I'm not saying you're wrong, but I do love the idea of having secrets spread out through games, I also loved the idea of a game like Fallout where you could potentially avoid every single fight if you make the right choices. First boss aside, I do intend to have secret ways to avoid most major boss fights, or weaken them. That way the player has 3 options, 1. avoid the fight if they found the secrets, 2. weaken the enemy (in situations where the story allows for it). or 3. Just Rambo the fight.
If this method doesn't work or is unpopular, then I'll keep it in mind for future games, or potentially go back and change it in this one.
Foes like the bandits are just fodder and not intended to directly affect the story. If you have better ideas on how to implement some of that stuff such as letting the enemies go and what kind of impact that might have, I'd like to hear it. (Hope this doesn't sound like sarcasm, I actually do like to hear your guys' ideas)
When I (and I presume some others) floated the idea, I was more on the lines of "well, my PC said he missed his penis in the viscount sidequest, so he should at least entertain the idea of banging a female bandit/gob here and then" rather than "futa plz". I don't claim to speak for the player base, of course, so maybe futa is a huge sell and you would benefit from throwing them a literal and figurative bone.
My primary UI gripe was how much scrolling there is even after shrinking the texts (a flaw present in practically every html game, so not holding it against you specifically). I don't have an android, but I suspect mobile players would appreciate cutting down the scrolling too.
Yeah, probably. Mobile players will have to scroll more than web players. I have started cutting each passage down shorter rather than trying to stick everything into a single passage, hopefully that helps a bit. I'll continue trying to find ways to remedy this.
I'm also working on two seperate games right now on top of this one (story only at the moment), and those 2 will probably be run in renpy.
There's also another game I want to make that would best fit in SRPG studio. I have the story somewhat written for that, but no idea when I'll get time...
I just had a baby 2 months ago, and I still work a full time job. I am taking 3 months off for Paternity leave starting at the end of this month, but my time will be split between caring for the baby full time while my wife works and trying to make sure I don't fall behind on regular updates for this game.
I found a dim path in the mountains (it was the first path I found) and right after the game allowed me to explore a narrow path. At first I thought that was just a typo and the dim path and narrow path are the same, but after finding two other paths I also found the narrow path, which allowed me to explore the dim path.
I'm sorry, does this make sense? The two paths are switched around I mean, at least in the "you found a" dialogue.
Looks like I can't buy wind tome anymore, even though I thought I saw it on the shelf in the bookstore when the introduction played. Am I doing something wrong?
Edit: looks like wind tome is not something you purchase. It is strange though that we can in this situation learn thunder magic without knowing wind, considering the descriptions involved.
I found a dim path in the mountains (it was the first path I found) and right after the game allowed me to explore a narrow path. At first I thought that was just a typo and the dim path and narrow path are the same, but after finding two other paths I also found the narrow path, which allowed me to explore the dim path.
I'm sorry, does this make sense? The two paths are switched around I mean, at least in the "you found a" dialogue.
The code for the paths and the dialogue got switched around because of the way the code is written. I thought I fixed that already, but I'll double check it. It also happens in town too and I can't remember if I fixed that yet.
Looks like I can't buy wind tome anymore, even though I thought I saw it on the shelf in the bookstore when the introduction played. Am I doing something wrong?
The wind tome was never available for purchase in the bookstore. However during your first or second meeting with Azrael in the bookstore, he gives you the book. Check your tomes at home, you might already have it.
No more content on the red-haired girl yet. More is planned for her.
The code for the paths and the dialogue got switched around because of the way the code is written. I thought I fixed that already, but I'll double check it. It also happens in town too and I can't remember if I fixed that yet.
The wind tome was never available for purchase in the bookstore. However during your first or second meeting with Azrael in the bookstore, he gives you the book. Check your tomes at home, you might already have it.
I did, but I copied that fix over to 0.43 before I released it. It's possible that doing that broke something else, but I'm pretty sure I did it properly.
You said it's 8 that you're missing, right? And you're confident you got the one on the echoing heights path?
When that happens, i just write literally on my keyboard hand something along the lines of:
"Write that shit down." or
"Don't play that mmo til you pass out, got shit that needs doing 2morrow."
Maybe give that a try.
Some people try sticking small pieces of paper right on top of their monitor, i guess that works as well.
When that happens, i just write literally on my keyboard hand something along the lines of:
"Write that shit down." or
"Don't play that mmo til you pass out, got shit that needs doing 2morrow."
Maybe give that a try.
Some people try sticking small pieces of paper right on top of their monitor, i guess that works as well.
So the thing with adhd is, you stick a sticky note on my monitor and it takes all of two seconds for that to become part of the scenery and I never think about it again.
I do have a story outline and I do keep notes in game regarding my variables, but admittedly sometimes my notes aren't good enough. I've gotten much much better though.
I mean the second that 2th note of jurnal of the arcne.
Jurnal one I get or alredy have it.
Jurnal two I don't find it nowhere on the day or the night
Jurnal 3 I have it.
Jurnal 4 got it
Jurnal maybe I have if in dout i don't know
Juranl 6 didn't got it yet
Jurnal 7 Got it
Juranl 8 pheraps in dout not
Jurnal 9 same in dout not
I mean the second that 2th note of jurnal of the arcne.
Jurnal one I get or alredy have it.
Jurnal two I don't find it nowhere on the day or the night
Jurnal 3 I have it.
Jurnal 4 got it
Jurnal maybe I have if in dout i don't know
Juranl 6 didn't got it yet
Jurnal 7 Got it
Juranl 8 pheraps in dout not
Jurnal 9 same in dout not
I have the transforming spell but no matter how many times i read the Tome it doesnt seem to finish. And after the stuff about Viscount Avskum scene and it being safe because the guards are gone, i can no longer find Rhelyla in the brothel or in the mountain. Where do i find her?