Master of Puppets

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And insulting people who tell you that the changes you've made to the game make it way less fun is good business? Sure...
 

Finsit

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Jun 2, 2017
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And insulting people who tell you that the changes you've made to the game make it way less fun is good business? Sure...
Insulting ? Please ?


Anyway, nonsense aside, are you also implying that I failed to acknowledge their complaints ? Because I'm pretty sure it is very clear I did not and that I took quite a bit of time to give them structured replies.
 
Sep 9, 2017
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Don't wanna break up a ongoing flame war, but I really like this game, never been a bdsm fan myself, but the renders and the splendid writing got me this time, good job on this game!

One question, what endings exist currently? I can only get #1 ending currently, but that one does not seem that fleshed out, are there any others that I have missed or something? I have finished everything I can with the schoolgirls, the dean and the tattoo artist. I have also made everything I can with the sex shop owner with all the before mentioned characters.
 

Finsit

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Jun 2, 2017
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Don't wanna break up a ongoing flame war, but I really like this game, never been a bdsm fan myself, but the renders and the splendid writing got me this time, good job on this game!

One question, what endings exist currently? I can only get #1 ending currently, but that one does not seem that fleshed out, are there any others that I have missed or something? I have finished everything I can with the schoolgirls, the dean and the tattoo artist. I have also made everything I can with the sex shop owner with all the before mentioned characters.
Nothing like a flame war to warm you heart during the winter.


So, yeah, currently only one ending available and indeed quite in the rough. There is also the Chrystal pornstar ending but I consider it a character storyline ending hence why it is not numbered.

We really have no idea of how we will implements the endings. Even if I'm trying to get us working with branching on some small scale cases, to be able to make a variety of endings you need to be used to work with different states of stories and how they come together.
And for now we are both quite bad at it in our respective fields.

Due to the structure of the game I think a Fallout style ending would be ideal. We have a handful of character to address so describing how some aspect of the chosen end affects them seem straightforward.

For example even if there is not much choices to be made considering Frankie, if the events with Kara and Lola were played then an ending with the MC leaving the university could say that Frankie and Karim sorely missed the MC's unnatural ability to bang chicks as well as his generosity when he made them participate.

So yeah a simple slide, a couple of lines of text, a straightforward condition and we are good. The game is not about Frankie but that doesn't mean it is not nice to give him(and Karim) that.
 

Cloud9-Kojack

Member
Nov 10, 2019
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144
Just because you're playing the NEW update, with OLD money making tactics, and you can't progress, doesn't mean the game is broken.....It means the game has been updated, systems changed, and now you gotta come at it with a new angle...

I've played since 0.42 and I actually LIKE this new update. I found in past versions the game would miss paying me for training Frankie, and doing office work, and I'd often miss out of 1, sometimes 2 stacks. In this new update, making money is very straightforward.

My only complaint about the game is the grindyness. The story line is great, renders and kinks amazing, but having to do the daily grind of a teacher, and it taking up 2/3 or 1/2 of your day (depending what you do),slows the game down, in a BAD way. If you want people to support you and play the game more, those time waste barriers need to be taken down. I understand it takes thousands of hours to put out these products and you want the playtime to 'feel' like that. But padding a game with monotinous daily routine that takes up at least half your day is just a really bad taste...

My suggestion is to give the player simply 1 more action a day....Have the schooling take up the morning and early afternoon, and then the player should have 2 or 3 full actions after (late afternoon, evening, and night.) Give the player the ability to go to the sex store, talk to Franchesca, buy products, AND still be able to tutor....Making the player advance to next day, and waste more time clicking "attend class" gets repetitive and I often find myself putting this game down, sometimes forgetting about it because it makes me start to fall asleep (especially the early game).
 
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Master of Puppets

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Insulting ? Please ?


Anyway, nonsense aside, are you also implying that I failed to acknowledge their complaints ? Because I'm pretty sure it is very clear I did not and that I took quite a bit of time to give them structured replies.
The reply that basically boils down to 'we don't care if people don't like it, we're sticking with this crappy system instead of the sensible, intuitive way that basically every other game handles money'? That is not acknowledging flaws with the game.
 

Finsit

Harder Better Faster Cheater
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Did you read that :
Now for the other one, while I'm no engineer, I would still be interested into a better solution.
I'm guessing you saw a few of my previous post about the income system since you quoted one. So you must have seen I laid out the issue we had with the money system that we addressed with the income system.
Then thought :
The reply that basically boils down to 'we don't care if people don't like it, we're sticking with this crappy system instead of the sensible, intuitive way that basically every other game handles money'? That is not acknowledging flaws with the game.
What part of "I would be interested into a better solution" is not clear ?

Also how doing things like "basically every other game" would be good ? Do you realize how the vast majority of the games available on this forum are short lived essays ?

Given how games put together by programmer is not the norm either I can be pretty confident that in most cases any system is done using the first naive implementation they came across googling it. And again doesn't mean it is the way to go either.


So yeah you are used to stockpiling money system, I'm used to it too. Yet that doesn't mean it is the right one nor that there is a right one.


Just because you're playing the NEW update, with OLD money making tactics, and you can't progress, doesn't mean the game is broken.....It means the game has been updated, systems changed, and now you gotta come at it with a new angle...

I've played since 0.42 and I actually LIKE this new update. I found in past versions the game would miss paying me for training Frankie, and doing office work, and I'd often miss out of 1, sometimes 2 stacks. In this new update, making money is very straightforward.

My only complaint about the game is the grindyness. The story line is great, renders and kinks amazing, but having to do the daily grind of a teacher, and it taking up 2/3 or 1/2 of your day (depending what you do),slows the game down, in a BAD way. If you want people to support you and play the game more, those time waste barriers need to be taken down. I understand it takes thousands of hours to put out these products and you want the playtime to 'feel' like that. But padding a game with monotinous daily routine that takes up at least half your day is just a really bad taste...
Since you are talking about monotony of the money making loop what do you think about what I talked about earlier ?
So, we can add some occasional interaction during those now mandatory and regular actions.

In that example that means covert classroom play, the girls getting naughty and/or getting ordered to be naughty in class.


That same kind of event would also works well when training Frankie a girl could be a little distracting during his training, and that could well be the reason why Frankie is more than happy to pay for the service.
I think that is one interesting thing with monotony : you can break it with some highlights.


About teaching classes, well I don't think there is a logic of padding the game really. It is more that we are stuck with the current time system than anything else. There is not much differences between passing time and attending classes now that the menu options should be aligned.

My suggestion is to give the player simply 1 more action a day....Have the schooling take up the morning and early afternoon, and then the player should have 2 or 3 full actions after (late afternoon, evening, and night.) Give the player the ability to go to the sex store, talk to Franchesca, buy products, AND still be able to tutor....Making the player advance to next day, and waste more time clicking "attend class" gets repetitive and I often find myself putting this game down, sometimes forgetting about it because it makes me start to fall asleep (especially the early game).
That is an interesting take on that matter.

Let me be sure to get this straight.
Currently you seem to not be able to buy toy then use them right after, so I guess it is because you use the evening to do paperwork at the lab's office meaning you cannot buy the toys the same day, right ? Because you would otherwise just buy in the evening and tutor in the night.


But if we start to think about changing the time division then would removing the midday part better instead of adding one ?
That would of course mean that teaching wouldn't require 2 action but one, with the possibility to shift it entirely on the evening or night with paperwork or Yuki office training (making her do the paperwork).

The sexshop could (and probably should) be a bonus action, that would need a minor rewrite of the end of some interactions with Francesca to at least make it consistant.


That would also have the merit of making the work action a full unit, so people maybe wouldn't assure working more would make you earn more than 2 income units.
And Frankie's training would be moved to evening only.


I think that could work.
 
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Master of Puppets

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What part of "I would be interested into a better solution" is not clear ?
The part where the normal way of handling money is a better solution.
Also how doing things like "basically every other game" would be good ? Do you realize how the vast majority of the games available on this forum are short lived essays ?
Yes, things being familiar to players is good. You seriously need that explained to you? And I'm not talking about 'games on this forum', I'm talking about all games in general. Everything from tiny indies to huge AAA blockbusters, your money is a number and doing some things adds to that number and some things takes away from it.
Given how games put together by programmer is not the norm either I can be pretty confident that in most cases any system is done using the first naive implementation they came across googling it. And again doesn't mean it is the way to go either.
Being different just for the sake of being different isn't the way to go either, and I'll point out there's a huge difference between programming and game design. Bragging about being a programmer doesn't get any traction with me.
So yeah you are used to stockpiling money system, I'm used to it too. Yet that doesn't mean it is the right one nor that there is a right one.
Yes, it does. You go with the default way of doing things unless there is a pressing reason to do something differently, you don't go with a system which is so terrible I can't even be bothered with what was previously a favourite game anymore. Seriously, do you even realise how badly you need to fuck up to make a game with such hot women and a great story so unattractive to play? It's like someone reinventing the wheel and going with a fucking triangle.
 
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Finsit

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The part where the normal way of handling money is a better solution.
Yes, it does. You go with the default way of doing things unless there is a pressing reason to do something differently, you don't go with a system which is so terrible I can't even be bothered with what was previously a favourite game anymore. Seriously, do you even realise how badly you need to fuck up to make a game with such hot women and a great story so unattractive to play? It's like someone reinventing the wheel and going with a fucking triangle.
Here is some post I explain some of the reason I went for the income system :
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And here is the one that explain why I cannot use a money stacking system :
That is very odd, I mean, it works perfectly on my end and I didn't touched it since at least v0.40.0. Could you PM me the save ?

About Harley, yeah, as I said earlier, bug fixed in the 0.40.3


Well the income system is a numeric system, it is just displayed in unary. :giggle:


Previously we had no idea of what kind of money the player could be expected to have at any given point of the game. So we could not use it without risking to lock the player into a grind to get money.

The income system is there to make sure to allow us to control the money the player can have (not have, can have).

For example in the the sybian cost 4, So the player needs to have a girl work at the stripclub to be able to obtain it.
Same thing with the green serum. Since it cost 3 the player need more than what the MC job can give them.

That makes the economy usable in the game design.

Now we can start getting feedback and tweak it.


Also if I chose that display it is because it doesn't need to be a linear representation of the income. That is why I also chose to give the extra income the color of who is earning it (or who is paying you with Frankie).
The teaching income is somewhat stable (once Kara is blued) so the mild grind needed to gain money at early stage is replaced by the possibility to gain more the day by only teaching once and training Frankie.
Then when a girl is enough of a slut to work at the stripclub it unlock an income of 4 and since the girl slutiness increase by itself in the club, she soon makes 2 by herself, making teaching and training Frankie useless.

See the income system is working with the game as part of it. That example works well with Chrystal (that we consider the first girl) but I'll also need to tune it for other girls.
One big step would be to finally make all the girls trigger the tutoring ban, so that drugging Kara is possible no matter what girl you start with. Then that allow for lower maintenance income and 3 max income needed to make the green serum.


So do you understand that choice now and why I think it is better than money stockpiling ?


Yes, things being familiar to players is good. You seriously need that explained to you? And I'm not talking about 'games on this forum', I'm talking about all games in general. Everything from tiny indies to huge AAA blockbusters, your money is a number and doing some things adds to that number and some things takes away from it.

Being different just for the sake of being different isn't the way to go either
Sure the principle of least surprise is sound. Burt that doesn't mean you need to carbon copy everything.

Also how is the income system not fitting squarely into : "your money is a number and doing some things adds to that number and some things takes away from it"

If not stockpiling it bothers you think rogue like : you need to spend you money at the end of each run because you lose it when you start a new one.

See that is a pretty common way of making an economic system.

I'll point out there's a huge difference between programming and game design. Bragging about being a programmer doesn't get any traction with me.
I'm not bragging I'm stating.

If programming is outside your comfort zone you are very likely to restrict yourself and not develop game mechanic or storytelling devices.
For example when I added the SMS that allowed us to deepen the interactions between the character.

Jan would not have made the SMS system, because he is comfortable with programming. And that is not belittling him to say that, it is simply true, and it is because of that that we work together, because we complement each other skillsets.

And not going for the naive approach is one of the skill a programmer develops, so even is game designing is indeed not the same that skill do translate.
 
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Master of Puppets

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Nothing in any of that remotely justifies such a shitty system. Whatever, if Jan wants to let you ruin his game and drive off his patrons that's his business. Just thought you might want to know that the guy you were attacking isn't the only one who's given up on what used to be a great game over the changes it's undergone.
 

Cloud9-Kojack

Member
Nov 10, 2019
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Also how doing things like "basically every other game" would be good ? Do you realize how the vast majority of the games available on this forum are short lived essays ?
Yes, things being familiar to players is good. You seriously need that explained to you? And I'm not talking about 'games on this forum', I'm talking about all games in general. Everything from tiny indies to huge AAA blockbusters, your money is a number and doing some things adds to that number and some things takes away from it.
Master, you just come off as an abrasive dick tbh. The game uses EXACTLY the systme you just described....There is a number, and it goes up or down depending on if you work and what you spend...It based on a 1-5 rating. There are PLENTY of games that use this type of system to represent money/wealth, usually RPG games. SO you complaining that "Everything from tiny indies to huge AAA blockbusters, your money is a number and doing some things adds to that number and some things takes away from it.", Makes absoluely NO FUCKING SENSE, because thats what the game fucking does. Now your just beating a dead horse now and look like an asshole wasting this poor devs time....

Also, saying that he bragged, for simply stating that he is a programmer/developer, not a game designer, just shows you aren't here to help, you're here to flame and be a dick... There IS a big difference in those skill sets, and he is simply highlighting that fact.
 
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Finsit

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Master, you just come off as an abrasive dick tbh. The game uses EXACTLY the systme you just described....There is a number, and it goes up or down depending on if you work and what you spend...It based on a 1-5 rating. There are PLENTY of games that use this type of system to represent money/wealth, usually RPG games. SO you complaining that "Everything from tiny indies to huge AAA blockbusters, your money is a number and doing some things adds to that number and some things takes away from it.", Makes absoluely NO FUCKING SENSE, because thats what the game fucking does. Now your just beating a dead horse now and look like an asshole wasting this poor devs time....

Also, saying that he bragged, for simply stating that he is a programmer/developer, not a game designer, just shows you aren't here to help, you're here to flame and be a dick... There IS a big difference in those skill sets, and he is simply highlighting that fact.
Is an abrasive dick the counterpart of a sandy vagina ?

Nothing in any of that remotely justifies such a shitty system. Whatever, if Jan wants to let you ruin his game and drive off his patrons that's his business. Just thought you might want to know that the guy you were attacking isn't the only one who's given up on what used to be a great game over the changes it's undergone.
You know the fun thing is that when we implemented the system you love to give me shit for, we experienced the biggest spike in the campaign since its creation.

A hefty +32% in number of patrons.


I'll still be a good sport, I'm very convinced there is not such thing as merit so I personally don't consider it a consequence of the income system.
So I'll only prove you wrong and not gloat about how I was right with my income system.
 

Cloud9-Kojack

Member
Nov 10, 2019
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That is an interesting take on that matter.

Let me be sure to get this straight.
Currently you seem to not be able to buy toy then use them right after, so I guess it is because you use the evening to do paperwork at the lab's office meaning you cannot buy the toys the same day, right ? Because you would otherwise just buy in the evening and tutor in the night.

But if we start to think about changing the time division then would removing the midday part better instead of adding one ?
That would of course mean that teaching wouldn't require 2 action but one, with the possibility to shift it entirely on the evening or night with paperwork or Yuki office training (making her do the paperwork).

The sexshop could (and probably should) be a bonus action, that would need a minor rewrite of the end of some interactions with Francesca to at least make it consistant.

That would also have the merit of making the work action a full unit, so people maybe wouldn't assure working more would make you earn more than 2 income units.
And Frankie's training would be moved to evening only.


I think that could work.
Yes, so essentially what I'm saying, is you could solve a lot of peoples issues with this game currently by reducing the "realisticness" of the 'daily grind'. Redcue the amount of time the player has to spend in classes (the boing stuff), and increase their ability to do other tasks. We should be able to do 2-3 things a day, right now it sits at 1 to 2.

Increasing it by 1 will have a HUGE impact on the play times, but it will also make the player feel like their doing something. We play video games to relax and escape, not end up back in the office.

Making the teach class option a single click could be a way to circumvent that, but will that mean we end teaching earlier, or it skips more time? Because if it just jams both classes into 1, that doesnt solve the time issue at all.

I think the solution may be to add more segments to the day, or reduce the amount of time certain tasks take. I'm not a programmer at all so I have not a clue how the numbers work on your end, but you just need to find a way to allow the player to do more in a day. Here is an example, based off the games current framwork.
>Morning- Go teach class, teach fist class.
>Midday- Teach class or skip it, lose pay and go train/store...
>BOOM SUDDENLY ITS EVENING- Now you have only 1-2 actions. You can tutor, in which you screw yourself out of your second action (so you are now extra grinding spending 2/3 of your day teaching class). OR you go make a serum and go to the store, or make a serum and then tutor...

This is a BIG reason why the game feels grindy, because we spend at least half our time (except every 3rd day), grinding away clicking attend class attend class attend class attend class.....

This is an example of how it COULD structure out to give the player more FUN things to do.
>Morning-Go teach class, Teach class. (of course you can always skip class and lose pay...)
>Noon- Give the players a small period here (like a lunch break) to go train Frankie, or Yuki, OR make a store trip.
>Afternoon-Teach Class
>Evening- Tutor, or make serum, or store trip, or visit dean, or office work.
>Night- Tutor, or make serum, or office work, the store and deans office are closed....

edit: I know I left out the strip club and all that, but assume that can tie into wherever office/store fits.
 

Finsit

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Jun 2, 2017
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Yes, so essentially what I'm saying, is you could solve a lot of peoples issues with this game currently by reducing the "realisticness" of the 'daily grind'. Redcue the amount of time the player has to spend in classes (the boing stuff), and increase their ability to do other tasks. We should be able to do 2-3 things a day, right now it sits at 1 to 2.

Increasing it by 1 will have a HUGE impact on the play times, but it will also make the player feel like their doing something. We play video games to relax and escape, not end up back in the office.

Making the teach class option a single click could be a way to circumvent that, but will that mean we end teaching earlier, or it skips more time? Because if it just jams both classes into 1, that doesnt solve the time issue at all.

I think the solution may be to add more segments to the day, or reduce the amount of time certain tasks take. I'm not a programmer at all so I have not a clue how the numbers work on your end, but you just need to find a way to allow the player to do more in a day. Here is an example, based off the games current framwork.
>Morning- Go teach class, teach fist class.
>Midday- Teach class or skip it, lose pay and go train/store...
>BOOM SUDDENLY ITS EVENING- Now you have only 1-2 actions. You can tutor, in which you screw yourself out of your second action (so you are now extra grinding spending 2/3 of your day teaching class). OR you go make a serum and go to the store, or make a serum and then tutor...

This is a BIG reason why the game feels grindy, because we spend at least half our time (except every 3rd day), grinding away clicking attend class attend class attend class attend class.....

This is an example of how it COULD structure out to give the player more FUN things to do.
>Morning-Go teach class, Teach class. (of course you can always skip class and lose pay...)
>Noon- Give the players a small period here (like a lunch break) to go train Frankie, or Yuki, OR make a store trip.
>Afternoon-Teach Class
>Evening- Tutor, or make serum, or store trip, or visit dean, or office work.
>Night- Tutor, or make serum, or office work, the store and deans office are closed....

edit: I know I left out the strip club and all that, but assume that can tie into wherever office/store fits.
I must say I really appreciate that you have an actually have a constructed analysis of the issue and suggestion to address it.

Because as I said I never looked at it from that angle.
Mainly I saw the situation from the player input point of view.
So one the thing I did was streamlining the teaching process by adding menu options to go to class and sleep thus reducing the number of clicks as well as mouse moves to get through the day.

Your approach is from the the player game action.
And while I do think you suggestion might work, I still think it is a bit too ballsy to add yet a time division to solve the problem of grindiness.


Personally looking at it with the player game action in mind, I think pruning is in order.
Let me tell you how I see it.

First, 3 parts of day : morning/day, evening, night.
Less granularity of time but as the game is still an erotic game I think the focus on the second half of the day is reasonable.
The event in the game are quite covert so while there is some event during the day they are not a majority. So only having one part of the day during the day should work.

Teaching will be less one or two parts.
Teaching in the morning will be considered a full day of work.

Doing something else at the university (like gym activities) will make the MC gives assignments to his students. Once in the evening it allow the action to do paperwork (correcting assignments).

If the paperwork is done then it counts as a full day of work.

If not then it counts as slaking.
That causes Kara (not blued) to dock the pay (-1 to current base income, so doing it twice nullify it for sure)
Or that cause a more lenient (blued) Kara to send a SMS on the second offence saying something along the line of "Hey don't fool yourself thinking I don't see what you are doing. I don't care to be honest, but try not to overdo it.". Yet it would count as a full day of work, and correcting the assignments wouldn't do anything.


The sexshop wouldn't take any time (except for promotion events) and could be visited either in the morning or evening.
The promotional event would be during the evening only (when the girls are more available).

Having only one part for the daytime also simplify the game logic for the daytime events, some had only in the morning triggers other on midday. And that vagueness in the time help some of the events dialogues too (thinking about the SMS events mostly).


Also with that simplified schedule I think we could also start to think about adding week-end. Period of time without any loss of base income allowing for some liberty of action during the day. And maybe Jan will think about some weed-end event, not necessarily sexual even.


So yeah here is what comes to my mind using you approach.



On top of that I also plan to rework the lab and the serum making, adding a little bit of RPG element by giving the lab a production level that can be increased a few time. And coming with that change a balancing of the serum needs for the different injects, using more doses for the inject with more severe effects. It could also serve for future plan.

The sexshop menu and inventory will also probably be reworked as well at some other point.

But I don't plan those at the same time as the time divisions, it would muddle the feedback.
 

Hentaimancer

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Jun 9, 2019
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Loving the game, i have a preference for corrupting/bimbofication games. Aside the "money controversy", that i have nothing to add as it does not bother me, the only suggestion i would add is some kind of journal to keep the affection/discipline/slutiness of each girl, and to keep on what i have to buy to get some scenes (ex: buy X toy, and/or X cuff).
 

Cloud9-Kojack

Member
Nov 10, 2019
105
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-First, 3 parts of day : morning/day, evening, night.
-Less granularity of time but as the game is still an erotic game I think the focus on the second half of the day is reasonable.
The event in the game are quite covert so while there is some event during the day they are not a majority. So only having one part of the day during the day should work.
-Teaching will be less one or two parts.
-Teaching in the morning will be considered a full day of work.
I think that is a good approach, and sound logic. Erotic game, so most things happen at night. Sex shops are open very late too (at least in my city).

-Doing something else at the university (like gym activities) will make the MC gives assignments to his students. Once in the evening it allow the action to do paperwork (correcting assignments).
-If the paperwork is done then it counts as a full day of work.
-If not then it counts as slaking.
-That causes Kara (not blued) to dock the pay (-1 to current base income, so doing it twice nullify it for sure)
Or that cause a more lenient (blued) Kara to send a SMS on the second offense saying something along the line of "Hey don't fool yourself thinking I don't see what you are doing. I don't care to be honest, but try not to overdo it.". Yet it would count as a full day of work, and correcting the assignments wouldn't do anything.
-The sexshop wouldn't take any time (except for promotion events) and could be visited either in the morning or evening.
The promotional event would be during the evening only (when the girls are more available).
This works very well and solves the problem of only getting to do 1 or 2 'FUN' tasks a day. So with that syatem you should be able to go in to school, train Frankie, go to the store, then either do office work (correct assignments to keep income), or make serums(if you impatient and wanna lose money, lol). That works well.


-Having only one part for the daytime also simplify the game logic for the daytime events, some had only in the morning triggers other on midday. And that vagueness in the time help some of the events dialogues too (thinking about the SMS events mostly).
-Also with that simplified schedule I think we could also start to think about adding week-end. Period of time without any loss of base income allowing for some liberty of action during the day. And maybe Jan will think about some weed-end event, not necessarily sexual even.
-So yeah here is what comes to my mind using you approach.
-On top of that I also plan to rework the lab and the serum making, adding a little bit of RPG element by giving the lab a production level that can be increased a few time. And coming with that change a balancing of the serum needs for the different injects, using more doses for the inject with more severe effects. It could also serve for future plan.
Mhmm, I believe I actually had a glitch with an SMS event for Chrystal going off after I already taught a class. She said she wasn't even at school yet, but she was there in the list beforehand. Lol. SO yeah, it'll fix that.

Yes! to having a weekend. When the dean of the school says you can skip 1 class every 3 days, I thought, "why not just have a weekend."...So I am glad you think of that too. It is a good idea, just to give the player a 2 day break and maybe they can still train Frankie or Yuki, or do lab stuff in the morning.

Adding upgrading to the lab and giving some variation on the dosage sounds cool. There's a lot of ways you could go with that in the future. Maybe super bimbofication (Inject the dean with a double green dose, WTF would that do?) Though, I wouldn't go above requiring 3 at a time otherwise it might be too much to grind all the girls out, plus it might kill them. Lol.

Lastly, here are some artistic suggestions that this game has invoked in my brain. Most of all I would love to see the dean get at least 1 green shot, she is already smoking hot, but maybe we can convince her to be a sex goddess or something? Top that off with 1 more on the blonde gym chick(jeez I forget her name), and maybe Chrystal developing an addiction to the pink serums so she can get off during her porn shoots cuz shes been destroyed by big cock too much? And lastly, if you add in the multi-serum injections, maybe our protag gets a thought to get more buff and an even bigger dick? Or maybe a temporary serum for such?

Really wnjoyed the coversation and that you took the time to address stuff on the forums. Hope you had a Happy Holidays and New Year bro. Forget the haters and just cherish the players that appreciate your work.
 
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Finsit

Harder Better Faster Cheater
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Jun 2, 2017
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Is there any real reason to download the "native" version over lossless?
Well at first I thought the images were exactly the same. I did compress losslessly after all.

But for some weird reason there is actual differences in the background images, the lossless compression seem a little grainier than the native. But not necessarily in a bad way.


Anyway. Objectively there should not be any differences if you don't compare exactly side by side.
So unless something weird happen with the lossless version like some issue with the display library or something there is not much reason to use it.
 
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