2.20 star(s) 11 Votes

Icarus Media

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Every time i see this updated, i remember the previous the version and wonder how the hell can an author fuck up the remake of his game so much T_T
Thank you for that wonderful, encouraging comment. I'll still keep going though.

Navigation has to be overhauled, it's unusable as far as I'm concerned.
HOW? How is it unusable? Details?

I keep asking this and NO answer from anyone, I put in clicking location, using the arrow keys and even a fast travel map, what else, how does it need to be overhauled? Fast Travel map may eventually be pictured based but other than that how do you think it could be overhauled?

that's curious,are there any way to get original?
https://f95zone.to/threads/dickgirl-dorm-development-thread.71958/#post-4956939
 
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heskflesk

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Mar 20, 2021
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I'm still locked out of the dorms, tried starting a new save as well but still doesn't work. I thought maybe that some rooms needed to be in need of repair but it seems no matter what the dorms remain locked
 
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Icarus Media

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I'm still locked out of the dorms, tried starting a new save as well but still doesn't work. I thought maybe that some rooms needed to be in need of repair but it seems no matter what the dorms remain locked
Now that is odd. Any error code or dialogue on screen?

Let me fire up the game now and try myself.
 

Icarus Media

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ARROW KEYS: I can get into the dorm via a new game.
Fast Travel: I can get into the dorm via a new game.
Clicking: Ah yes, this blocks it off, my fault for using arrow keys I guess. Try either arrow keys or fast travel for now. Thanks for reporting that Heskflesk.

Will update this as I test..
 

Icarus Media

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Above error has as of 10:04 14/07/2025 been corrected and will not show up in 0.9. Thanks for reporting that.
 
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BroProHelpas

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Now I agree with person,who liked first version,it's has better graphics for sure and it's not a bunch of random events
 
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asfdasjklndkaslkd

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Aug 28, 2021
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Yeah, unfortunately they seem to be doing far too much rather than keeping it simple. There's 3 perspectives and 2 protagonist genders plus more characters in the dorm, the navigation system is painful to use and for some reason and the events just sort of happen at the moment, there isn't any buildup like in the first game, also when you exit a dorm room you go back to the start of the dorm list. Renpy is fine for visual novels but when you have all these stats and booleans to display it's hard to understand the game state at a glance.
 

Ironx12345

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Jul 8, 2024
15
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it's a good proposal and this version is more polished I hope the creator does not get discouraged, but I agree that it is getting too complex and difficult to move and find the events, could have a map instead of manually moving to the places and also some signal for where will happen some event perhaps as some cheating or something.
 

Icarus Media

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Now I agree with person,who liked first version,it's has better graphics for sure and it's not a bunch of random events
As per changelog linear and more focussed events are still to come, a for graphics, the old software wasn't the best to work with, it was from 2003, didn't support more than 3 people in a scene and me and the site that had everything to keep it updated and running (Modsgarden) died a couple of years ago. There is another site now called Klubexile, but apparantly it has a points based download system, not entirely sure. Yeah this engine isn't as good graphically, especially as it is Japanese software that doesn't really do western faces, but it is SO much more easier to do scenes on the fly. What took me months in the old game I did in one month with the generic sex scenes.

Yeah, unfortunately they seem to be doing far too much rather than keeping it simple. There's 3 perspectives and 2 protagonist genders plus more characters in the dorm, the navigation system is painful to use and for some reason and the events just sort of happen at the moment, there isn't any buildup like in the first game, also when you exit a dorm room you go back to the start of the dorm list. Renpy is fine for visual novels but when you have all these stats and booleans to display it's hard to understand the game state at a glance.
2 perspectives, only MC and Sati are playable, it was going to be that you controlled the spouse but that was rolled back. Events just happening is as I mentioned in the changelog, the build up is there for the spouse now, but still not for the MC so yeah the MC is a bit of a slag at the moment as I said.

Can I genuinly ask WHAT exactly is painful with the 3 part navigation system? I.e. Clicking, Arrow keys and fast travel?

it's a good proposal and this version is more polished I hope the creator does not get discouraged, but I agree that it is getting too complex and difficult to move and find the events, could have a map instead of manually moving to the places and also some signal for where will happen some event perhaps as some cheating or something.
3 completed games already and this one is because I wanted to finish the project idea from years ago, always was in the back of my mind the one project I left. At the moment the generic sex stuff, i.e flirting, talking, oral and sex scenes happen pretty much anywhere, if you want more frequent events, go to the home yard and increase the chance of events.
 

Toramizu

Member
Game Developer
Oct 14, 2017
211
419
288
Here's some feedback, hopefully constructive.

I played the full intro, it was fine. The characters are quickly defined but the amount of them introduced makes it quite boring. The newer models also don't help in differentiating them since they look quite similar.
I'm not a huge fan of the newer models, they look too similar to each other, and the girls are a bit too one-note, but not a deal breaker for me (I don't mind being fucked by a girl I don't appreciate =3 (in a game))

But once I got in the gameplay, I quickly gave up. There are multiple reasons for it :
  • The movement isn't good, I mainly used the fast travel but it really needs a map in the background to illustrate it and I only used that since there are so many locations.
  • When I enter a room, most of the time nothing happens. No event, nobody there, nothing. It only wastes my time exploring empty rooms. I suppose it would be better if I walked room by room, but you can't find your way easily in such a huge map.
  • Even when there's someone in the room, the only way to know is the small menu in the bottom right, and you have to spot the true in all the false.
  • At last I find someone, I talk to them and a big menu of seven options pops up. Okay, that's simple subjects... no, surprise all of those have sub options. I pick a sub option, get a single line answer and they leave. I guess it changes their likes/dislikes of you but that isn't interesting, especially since that's almost all the active interaction you can have with them.
  • To get scenes, you just have to walk around (at random?) and hope they'll trigger. I already had that problem with your previous game and The Futa Experiment, but it isn't compelling.
  • The gameplay of cleaning rooms isn't interesting. Go there, click clean, leave. I guess sometimes they'll try to fuck you but I didn't play enough for that. There is no challenge, only busywork. I guess it's the job, but could be improved.
Last thing, the English isn't great. Quite a few spelling mistakes (your and you're, really?) and weird phrases. The dialects being written phonetically don't help, especially for those like me that aren't native English speakers.

Now, how I'd fix it :
I'll suggest you the same thing I did to Torian, a location map (I'm the one who quickly rigged their current map in an hour they just placed into their game without making much improvements). For you, I think a whole map would be a better fit.
  • First, make a top down view of the different levels of the place. You can use whatever method you prefer, either 3D models or something simpler with Dungeondraft or similar programs.
  • Make a button for each room and place them at the right places.
    • If you want something better than buttons with flat text, you can cut the image of each room and make that an image button.
That makes an improved version of your current Fast Travel. It doesn't seem much, but not having a black background with white text buttons will greatly improve the way players navigate.
Next, the gameplay, now that's a bit more subjective.
  • For the empty rooms, I'd suggest rolling randomly each time slot where each girl will be. So no randomness when the player is deciding what to do, if Nicole is in her room, she'll stay there.
    • Also, why don't you show the portraits of the girls in the room, it'd make it way less confusing to see who's there rather than that small menu. Or at least make the girls present more obvious, with icons and colors rather than true/false.
  • Next, make icons for all the girls. Either a small head or a logo to represent them. Add it to the map to show where they are at a current time. It'll help players find things to do and not wander in vain.
    • Want to surprise the player? No problem, make a generic "Someone's here" icon (like a question mark) and use that instead. It could be used for some events, like if they are currently fucking your wife it could act as "You hear something".
    • Bonus : you could implement them as some kind of perk. At the beginning, the player can't see the girls, but as they get closer to them or do good work, their location becomes revealed to them.
  • For the random events, I see two ways to do them.
    • You can assume the player will want to see them, so simply use the previous system and sometimes, when you visit a girl, the events will trigger.
    • The other is to limit the distance you travel on the location map. You can make it so the player can only move to a room adjacent to the one they're in. The player will be forced to travel through certain events and either deal with the horny futa and do whatever they wanted to do later, or displease them.
  • The cleaning... You have to introduce some kind of obstacle to the player, if possible not randomness.
    • If you picked the previous option, simply having to either help horny futas or do your designed work is already a good start.
    • Making cleaning a gauge that increases as time progress and kinky events occurs could be interesting. Certains rooms would be obviously excluded (Guard room, small parts of the player's apartment). After cleaning, an event could trigger at that place, which you can also do or leave to balance your time and displeasing the futas. And if you're cleaning their room, they could be more insistant, or you could find some surprises.
    • I don't like it but others might, making the cleaning a minigame is also an option. Something that can fail and the player would have to redo (loses time), hide (loses friendship), bargain (sex) or do later. The options are bigger, but it's harder to implement and balance.
    • Interacting with spouse/Sati at the start of each day to dispatch tasks. If they like you, they'll do what you want, otherwise they might visit someone they like instead. Managing their workload, which room they clean or futas they help could improve their like/dislike of the player, instead of the current talk menu and would include it more into the gameplay.
  • And lastly, the talking. Picking the good option between 28 of them is nice the first few times, but in the end you only pick the best one and it isn't interesting. I gave a suggestion for the spouse and Sati above, but for the other girls you have to revamp it.
    • First idea I have is to only have a limited number of options in each interaction. When the player talks to a girl, pick 3-5 random subjects and limit their choice to that. Make sure at least one is positive (or neutral if she's a difficult girl) and they'll have to learn to know the girls.
      • Bonus : Again, you can make it into a perk. Getting more options as you get closer to the girl, or less if she's horny. And you can also add colors to the good options if they really know her.
    • Adding some small requests. Instead of talking or fucking (fucking could still be included), they could ask the player for a fetch quest (fetch me a drink, cook me dinner, get something from someone...). The request itself don't have to require time, but might be time sensitive : they won't be happy if you take an hour to bring them a drink, so you'd have to avoid losing time.
      • You could also message your wife/Sati to do it for them, increasing the relationship between the two as well.
    • Again, a minigame is possible. I don't have a particular idea for anything specific, but it'd fit if that's your thing.
And finally, a few things about the UI (my personal kink is a good UI) :
  • Add a contrasting outline to the girls' nameplates, some of them are unreadable.
  • For the character stats, there's a lot to improve, especially the void that is a black background.
    • After that, make a menu at the side, top or bottom with the head of each girl for navigation.
    • The like/dislike menu don't have to include the whole "X like/dislike Y:". You're on a girl's page, of course you're talking about her likes, and the "like/dislike" should be obvious. Make a "Relationships" label at the top and everyone will understand.
      • Each gauges should have the same size. Either that or the girls with short names are more loved and loving than the ones with a long one. "Anabella likes/dislikes Chancellor" only leaves a tiny gauge.
  • The "Playing as" label isn't relevant most of the time. Maybe remove it when it's the player character and just keep it for Sati, as I assume the player will spend most of their time with their character.
  • Make the sub-menus (character stats, fast travel) close with right click. It's easier and faster than looking for a return button.
  • Don't be afraid to use icons, it's much faster to differentiate two images than two words. Almost all of the text on the game screen (outside of numbers) could be replaced.
  • I didn't go into your code, but you should use ids and names for the things that are displayed. Seeing "Up: Home_Lounge" makes it very amateurish.

And that's all I had to do with what I played. I spend more time writing this than in the game ^^".
It might sound like I want to change everything, but I see a good potential in this kind of games (since DD1) but it's held back by being more of a scene viewer than having compelling gameplay.

Good luck with the future updates, I'm here or you can pm me if you want me to explain more certain points, brainstorm or ask for how to implement it. I could even be persuaded to look into your code or explain you how to do certain things, everything I suggested is something I know how to do in Ren'Py (outside of the images, I suck at that).
 

BroProHelpas

Active Member
Jan 30, 2024
589
364
149
As per changelog linear and more focussed events are still to come, a for graphics, the old software wasn't the best to work with, it was from 2003, didn't support more than 3 people in a scene and me and the site that had everything to keep it updated and running (Modsgarden) died a couple of years ago.
I see that's unfortunate
 

asfdasjklndkaslkd

New Member
Aug 28, 2021
13
37
112
Here's some feedback, hopefully constructive.

I played the full intro, it was fine. The characters are quickly defined but the amount of them introduced makes it quite boring. The newer models also don't help in differentiating them since they look quite similar.
I'm not a huge fan of the newer models, they look too similar to each other, and the girls are a bit too one-note, but not a deal breaker for me (I don't mind being fucked by a girl I don't appreciate =3 (in a game))

But once I got in the gameplay, I quickly gave up. There are multiple reasons for it :
  • The movement isn't good, I mainly used the fast travel but it really needs a map in the background to illustrate it and I only used that since there are so many locations.
  • When I enter a room, most of the time nothing happens. No event, nobody there, nothing. It only wastes my time exploring empty rooms. I suppose it would be better if I walked room by room, but you can't find your way easily in such a huge map.
  • Even when there's someone in the room, the only way to know is the small menu in the bottom right, and you have to spot the true in all the false.
  • At last I find someone, I talk to them and a big menu of seven options pops up. Okay, that's simple subjects... no, surprise all of those have sub options. I pick a sub option, get a single line answer and they leave. I guess it changes their likes/dislikes of you but that isn't interesting, especially since that's almost all the active interaction you can have with them.
  • To get scenes, you just have to walk around (at random?) and hope they'll trigger. I already had that problem with your previous game and The Futa Experiment, but it isn't compelling.
  • The gameplay of cleaning rooms isn't interesting. Go there, click clean, leave. I guess sometimes they'll try to fuck you but I didn't play enough for that. There is no challenge, only busywork. I guess it's the job, but could be improved.
Last thing, the English isn't great. Quite a few spelling mistakes (your and you're, really?) and weird phrases. The dialects being written phonetically don't help, especially for those like me that aren't native English speakers.

Now, how I'd fix it :
I'll suggest you the same thing I did to Torian, a location map (I'm the one who quickly rigged their current map in an hour they just placed into their game without making much improvements). For you, I think a whole map would be a better fit.
  • First, make a top down view of the different levels of the place. You can use whatever method you prefer, either 3D models or something simpler with Dungeondraft or similar programs.
  • Make a button for each room and place them at the right places.
    • If you want something better than buttons with flat text, you can cut the image of each room and make that an image button.
That makes an improved version of your current Fast Travel. It doesn't seem much, but not having a black background with white text buttons will greatly improve the way players navigate.
Next, the gameplay, now that's a bit more subjective.
  • For the empty rooms, I'd suggest rolling randomly each time slot where each girl will be. So no randomness when the player is deciding what to do, if Nicole is in her room, she'll stay there.
    • Also, why don't you show the portraits of the girls in the room, it'd make it way less confusing to see who's there rather than that small menu. Or at least make the girls present more obvious, with icons and colors rather than true/false.
  • Next, make icons for all the girls. Either a small head or a logo to represent them. Add it to the map to show where they are at a current time. It'll help players find things to do and not wander in vain.
    • Want to surprise the player? No problem, make a generic "Someone's here" icon (like a question mark) and use that instead. It could be used for some events, like if they are currently fucking your wife it could act as "You hear something".
    • Bonus : you could implement them as some kind of perk. At the beginning, the player can't see the girls, but as they get closer to them or do good work, their location becomes revealed to them.
  • For the random events, I see two ways to do them.
    • You can assume the player will want to see them, so simply use the previous system and sometimes, when you visit a girl, the events will trigger.
    • The other is to limit the distance you travel on the location map. You can make it so the player can only move to a room adjacent to the one they're in. The player will be forced to travel through certain events and either deal with the horny futa and do whatever they wanted to do later, or displease them.
  • The cleaning... You have to introduce some kind of obstacle to the player, if possible not randomness.
    • If you picked the previous option, simply having to either help horny futas or do your designed work is already a good start.
    • Making cleaning a gauge that increases as time progress and kinky events occurs could be interesting. Certains rooms would be obviously excluded (Guard room, small parts of the player's apartment). After cleaning, an event could trigger at that place, which you can also do or leave to balance your time and displeasing the futas. And if you're cleaning their room, they could be more insistant, or you could find some surprises.
    • I don't like it but others might, making the cleaning a minigame is also an option. Something that can fail and the player would have to redo (loses time), hide (loses friendship), bargain (sex) or do later. The options are bigger, but it's harder to implement and balance.
    • Interacting with spouse/Sati at the start of each day to dispatch tasks. If they like you, they'll do what you want, otherwise they might visit someone they like instead. Managing their workload, which room they clean or futas they help could improve their like/dislike of the player, instead of the current talk menu and would include it more into the gameplay.
  • And lastly, the talking. Picking the good option between 28 of them is nice the first few times, but in the end you only pick the best one and it isn't interesting. I gave a suggestion for the spouse and Sati above, but for the other girls you have to revamp it.
    • First idea I have is to only have a limited number of options in each interaction. When the player talks to a girl, pick 3-5 random subjects and limit their choice to that. Make sure at least one is positive (or neutral if she's a difficult girl) and they'll have to learn to know the girls.
      • Bonus : Again, you can make it into a perk. Getting more options as you get closer to the girl, or less if she's horny. And you can also add colors to the good options if they really know her.
    • Adding some small requests. Instead of talking or fucking (fucking could still be included), they could ask the player for a fetch quest (fetch me a drink, cook me dinner, get something from someone...). The request itself don't have to require time, but might be time sensitive : they won't be happy if you take an hour to bring them a drink, so you'd have to avoid losing time.
      • You could also message your wife/Sati to do it for them, increasing the relationship between the two as well.
    • Again, a minigame is possible. I don't have a particular idea for anything specific, but it'd fit if that's your thing.
And finally, a few things about the UI (my personal kink is a good UI) :
  • Add a contrasting outline to the girls' nameplates, some of them are unreadable.
  • For the character stats, there's a lot to improve, especially the void that is a black background.
    • After that, make a menu at the side, top or bottom with the head of each girl for navigation.
    • The like/dislike menu don't have to include the whole "X like/dislike Y:". You're on a girl's page, of course you're talking about her likes, and the "like/dislike" should be obvious. Make a "Relationships"label at the top and everyone will understand.
      • Each gauges should have the same size. Either that or the girls with short names are more loved and loving than the ones with a long one. "Anabella likes/dislikes Chancellor" only leaves a tiny gauge.
  • The "Playing as" label isn't relevant most of the time. Maybe remove it when it's the player character and just keep it for Sati, as I assume the player will spend most of their time with their character.
  • Make the sub-menus (character stats, fast travel) close with right click. It's easier and faster than looking for a return button.
  • Don't be afraid to use icons, it's much faster to differentiate two images than two words. Almost all of the text on the game screen (outside of numbers) could be replaced.
  • I didn't go into your code, but you should use ids and names for the things that are displayed. Seeing "Up: Home_Lounge" makes it very amateurish.

And that's all I had to do with what I played. I spend more time writing this than in the game ^^".
It might sound like I want to change everything, but I see a good potential in this kind of games (since DD1) but it's held back by being more of a scene viewer than having compelling gameplay.

Good luck with the future updates, I'm here or you can pm me if you want me to explain more certain points, brainstorm or ask for how to implement it. I could even be persuaded to look into your code or explain you how to do certain things, everything I suggested is something I know how to do in Ren'Py (outside of the images, I suck at that).
You are talking to a brick wall, the game is perfect apart from everything the author ignores, which they keep ignoring. These SEND kids have literally had no one else contradict them in their entire life unfortunately, they just live on vibes and delusion tbh.
 

Umiko0010

New Member
Oct 29, 2018
1
4
110
Toramizu put most things I wanted to say nicely there, so I'll just add some of my opinions:
  • Pure randomness doesn't work well with a large list of character.
    I think most people only like some girls, so it'd be nice to have some way to concentrate on progression with the girls you like.
  • Too many locations.
    Maybe you are ambitious and intend to add unique events for all of them later.
    But for now, they are pretty much all the same and do nothing but wasting player's time.
    Navigating through a dozen of locations just to see 1 or 2 short events is definitely not fun, especially when you have to click multiple times just to move to another location.
  • Stay away from the huge list of choice (like when you choose the girls to greet at the beginning, or when you select locations to travel).
    With certain screen resolutions, people may not be able to see all the choices, and it looks tedious.
    Consider using face portraits or icons instead, or even just a grid like in Character Stat.
 

Icarus Media

F95 Comedian
Donor
Game Developer
Jun 19, 2019
10,517
38,909
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You are talking to a brick wall, the game is perfect apart from everything the author ignores, which they keep ignoring. These SEND kids have literally had no one else contradict them in their entire life unfortunately, they just live on vibes and delusion tbh.
Kid? I'm 36, 3 completed games as well as other irl stuff I've done and continue to do. Also you can literally scroll up and see where I've answered someone and instantly amended the issue in the code for the next version, insult me out of nowhere by implying I'm special educational needs? Fuck off mate seriously, keyboard warriors man....I'm not ignoring shit, but every time I ask what SPECIFICALLY is wrong with things, I rarely get an answer, now some people actually give me detail I can work on and that gets solved, like in the changelog it says thank you to Kohen for his detailed report, scroll up just 7 posts and you'll see me correcting an error that heskflesk pointed out. So your entire post is wrong, as are you.

I've gotta got to work in an hour or so.

Here's some feedback, hopefully constructive.

I played the full intro, it was fine. The characters are quickly defined but the amount of them introduced makes it quite boring. The newer models also don't help in differentiating them since they look quite similar.
I'm not a huge fan of the newer models, they look too similar to each other, and the girls are a bit too one-note, but not a deal breaker for me (I don't mind being fucked by a girl I don't appreciate =3 (in a game))

But once I got in the gameplay, I quickly gave up. There are multiple reasons for it :
  • The movement isn't good, I mainly used the fast travel but it really needs a map in the background to illustrate it and I only used that since there are so many locations.
  • When I enter a room, most of the time nothing happens. No event, nobody there, nothing. It only wastes my time exploring empty rooms. I suppose it would be better if I walked room by room, but you can't find your way easily in such a huge map.
  • Even when there's someone in the room, the only way to know is the small menu in the bottom right, and you have to spot the true in all the false.
  • At last I find someone, I talk to them and a big menu of seven options pops up. Okay, that's simple subjects... no, surprise all of those have sub options. I pick a sub option, get a single line answer and they leave. I guess it changes their likes/dislikes of you but that isn't interesting, especially since that's almost all the active interaction you can have with them.
  • To get scenes, you just have to walk around (at random?) and hope they'll trigger. I already had that problem with your previous game and The Futa Experiment, but it isn't compelling.
  • The gameplay of cleaning rooms isn't interesting. Go there, click clean, leave. I guess sometimes they'll try to fuck you but I didn't play enough for that. There is no challenge, only busywork. I guess it's the job, but could be improved.
Last thing, the English isn't great. Quite a few spelling mistakes (your and you're, really?) and weird phrases. The dialects being written phonetically don't help, especially for those like me that aren't native English speakers.

Now, how I'd fix it :
I'll suggest you the same thing I did to Torian, a location map (I'm the one who quickly rigged their current map in an hour they just placed into their game without making much improvements). For you, I think a whole map would be a better fit.
  • First, make a top down view of the different levels of the place. You can use whatever method you prefer, either 3D models or something simpler with Dungeondraft or similar programs.
  • Make a button for each room and place them at the right places.
    • If you want something better than buttons with flat text, you can cut the image of each room and make that an image button.
That makes an improved version of your current Fast Travel. It doesn't seem much, but not having a black background with white text buttons will greatly improve the way players navigate.
Next, the gameplay, now that's a bit more subjective.
  • For the empty rooms, I'd suggest rolling randomly each time slot where each girl will be. So no randomness when the player is deciding what to do, if Nicole is in her room, she'll stay there.
    • Also, why don't you show the portraits of the girls in the room, it'd make it way less confusing to see who's there rather than that small menu. Or at least make the girls present more obvious, with icons and colors rather than true/false.
  • Next, make icons for all the girls. Either a small head or a logo to represent them. Add it to the map to show where they are at a current time. It'll help players find things to do and not wander in vain.
    • Want to surprise the player? No problem, make a generic "Someone's here" icon (like a question mark) and use that instead. It could be used for some events, like if they are currently fucking your wife it could act as "You hear something".
    • Bonus : you could implement them as some kind of perk. At the beginning, the player can't see the girls, but as they get closer to them or do good work, their location becomes revealed to them.
  • For the random events, I see two ways to do them.
    • You can assume the player will want to see them, so simply use the previous system and sometimes, when you visit a girl, the events will trigger.
    • The other is to limit the distance you travel on the location map. You can make it so the player can only move to a room adjacent to the one they're in. The player will be forced to travel through certain events and either deal with the horny futa and do whatever they wanted to do later, or displease them.
  • The cleaning... You have to introduce some kind of obstacle to the player, if possible not randomness.
    • If you picked the previous option, simply having to either help horny futas or do your designed work is already a good start.
    • Making cleaning a gauge that increases as time progress and kinky events occurs could be interesting. Certains rooms would be obviously excluded (Guard room, small parts of the player's apartment). After cleaning, an event could trigger at that place, which you can also do or leave to balance your time and displeasing the futas. And if you're cleaning their room, they could be more insistant, or you could find some surprises.
    • I don't like it but others might, making the cleaning a minigame is also an option. Something that can fail and the player would have to redo (loses time), hide (loses friendship), bargain (sex) or do later. The options are bigger, but it's harder to implement and balance.
    • Interacting with spouse/Sati at the start of each day to dispatch tasks. If they like you, they'll do what you want, otherwise they might visit someone they like instead. Managing their workload, which room they clean or futas they help could improve their like/dislike of the player, instead of the current talk menu and would include it more into the gameplay.
  • And lastly, the talking. Picking the good option between 28 of them is nice the first few times, but in the end you only pick the best one and it isn't interesting. I gave a suggestion for the spouse and Sati above, but for the other girls you have to revamp it.
    • First idea I have is to only have a limited number of options in each interaction. When the player talks to a girl, pick 3-5 random subjects and limit their choice to that. Make sure at least one is positive (or neutral if she's a difficult girl) and they'll have to learn to know the girls.
      • Bonus : Again, you can make it into a perk. Getting more options as you get closer to the girl, or less if she's horny. And you can also add colors to the good options if they really know her.
    • Adding some small requests. Instead of talking or fucking (fucking could still be included), they could ask the player for a fetch quest (fetch me a drink, cook me dinner, get something from someone...). The request itself don't have to require time, but might be time sensitive : they won't be happy if you take an hour to bring them a drink, so you'd have to avoid losing time.
      • You could also message your wife/Sati to do it for them, increasing the relationship between the two as well.
    • Again, a minigame is possible. I don't have a particular idea for anything specific, but it'd fit if that's your thing.
And finally, a few things about the UI (my personal kink is a good UI) :
  • Add a contrasting outline to the girls' nameplates, some of them are unreadable.
  • For the character stats, there's a lot to improve, especially the void that is a black background.
    • After that, make a menu at the side, top or bottom with the head of each girl for navigation.
    • The like/dislike menu don't have to include the whole "X like/dislike Y:". You're on a girl's page, of course you're talking about her likes, and the "like/dislike" should be obvious. Make a "Relationships"label at the top and everyone will understand.
      • Each gauges should have the same size. Either that or the girls with short names are more loved and loving than the ones with a long one. "Anabella likes/dislikes Chancellor" only leaves a tiny gauge.
  • The "Playing as" label isn't relevant most of the time. Maybe remove it when it's the player character and just keep it for Sati, as I assume the player will spend most of their time with their character.
  • Make the sub-menus (character stats, fast travel) close with right click. It's easier and faster than looking for a return button.
  • Don't be afraid to use icons, it's much faster to differentiate two images than two words. Almost all of the text on the game screen (outside of numbers) could be replaced.
  • I didn't go into your code, but you should use ids and names for the things that are displayed. Seeing "Up: Home_Lounge" makes it very amateurish.

And that's all I had to do with what I played. I spend more time writing this than in the game ^^".
It might sound like I want to change everything, but I see a good potential in this kind of games (since DD1) but it's held back by being more of a scene viewer than having compelling gameplay.

Good luck with the future updates, I'm here or you can pm me if you want me to explain more certain points, brainstorm or ask for how to implement it. I could even be persuaded to look into your code or explain you how to do certain things, everything I suggested is something I know how to do in Ren'Py (outside of the images, I suck at that).
Now this I like, in admit the randomness made it a bit more easier for me, as opposed to having them have a definite schedule. I was going to use increased probability rather than set variables for rooms where characters are more likely to be.

I am getting a lot of feedback on the fast travel map not having pictures, I guess I'm too used to text based games being as old as I am, I could keep the room names and spread them out with pictures behind them to indicate the rooms, Insomnimaniac Games has already given me a room template idea I could use which would work perfectly.

Yeah I left out a lot of detail in talking and events are to come for each room from 1.0 onwards since I aim for a minimum of going to 2.0 in versions.

For random events, yeah...I could tie in movement and events to the energy variable, as for more predictable and linear events such as story, those will be clickable upon conditions met.

Cleaning I do need to add too, again it's unfortunately my development style which I can hold my hands up to, I believe in getting the most basic foundation in first, THEN building on it and tidying it up. I mean I could have taken up to now creating a wonderful UI for example, but I'd have fuck all else in there, it never made sense to me to focus on one thing at a time (and I have that in real life with Work, Game Making & College.) I use the image of dig a lot of shallow oil wells, not one long one.

I like the idea of managing Sati and Spouse to co-ordinate them into cleaning.

Talking limited to a few subjects each time is good, I do have in game that their likes and dislikes can change each new game for a bit of added challenge. I still need to do the girls talking to each other as well and solving their arguments etc. Noted.

Ooh yes perks, you've reminded me of that I used to have some in the old game, will put some of those in. thanks.

Contrasting nameplate and changing the background I could look into for the characters, yeah I do need to tidy those up admittedly.

Thanks for that, once I get back I can write these all down in my notepad, I'm old school and like physical sheets of paper around me.

Toramizu put most things I wanted to say nicely there, so I'll just add some of my opinions:
  • Pure randomness doesn't work well with a large list of character.
    I think most people only like some girls, so it'd be nice to have some way to concentrate on progression with the girls you like.
  • Too many locations.
    Maybe you are ambitious and intend to add unique events for all of them later.
    But for now, they are pretty much all the same and do nothing but wasting player's time.
    Navigating through a dozen of locations just to see 1 or 2 short events is definitely not fun, especially when you have to click multiple times just to move to another location.
  • Stay away from the huge list of choice (like when you choose the girls to greet at the beginning, or when you select locations to travel).
    With certain screen resolutions, people may not be able to see all the choices, and it looks tedious.
    Consider using face portraits or icons instead, or even just a grid like in Character Stat.
Hmm I'm getting so much feedback for making them have a predictable schedule with pictures that I'm considering it now, it would involve an overhaul since the code itself is completely based on random chance and probability for the generic events, story and room events will feature specific girls and your reaction accordingly would affect their relationship to you, I aimed to have the generic stuff random chance and the latter events to be more predictable, so events in the lab for example will feature Yolanda and Lilly more than anyone else, so you can spend time with the girl of your choice so to speak. Unfortunately I've held off on those and filling the rooms until after 1.0. But that will be in there yes.

Like with Toramizu you've also said to limit talk choices, so that's something I can do. Seems prevalent feedback, thanks.

Ah I've got 25 minutes to get dry, put my clothes on and head to work, see you all soon and thanks for the feedback, will write it all down when I get back.
 

Toramizu

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Oct 14, 2017
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You are talking to a brick wall, the game is perfect apart from everything the author ignores, which they keep ignoring. These SEND kids have literally had no one else contradict them in their entire life unfortunately, they just live on vibes and delusion tbh.
It's more complicated than that. When you are working on a game, it's a lot harder to understand what can be frustrating your players. You know the ins and outs of it and small annoyances become mechanical for you. And when someone points something as bad without explaining the reasons, I can be hard to see.
But I can agree that Icarus can sound a bit antagonistic in some answers, it's not easy receiving flak without understanding the problem.

Now this I like, in admit the randomness made it a bit more easier for me, as opposed to having them have a definite schedule. I was going to use increased probability rather than set variables for rooms where characters are more likely to be.

I am getting a lot of feedback on the fast travel map not having pictures, I guess I'm too used to text based games being as old as I am, I could keep the room names and spread them out with pictures behind them to indicate the rooms, Insomnimaniac Games has already given me a room template idea I could use which would work perfectly.

Yeah I left out a lot of detail in talking and events are to come for each room from 1.0 onwards since I aim for a minimum of going to 2.0 in versions.

For random events, yeah...I could tie in movement and events to the energy variable, as for more predictable and linear events such as story, those will be clickable upon conditions met.

Cleaning I do need to add too, again it's unfortunately my development style which I can hold my hands up to, I believe in getting the most basic foundation in first, THEN building on it and tidying it up. I mean I could have taken up to now creating a wonderful UI for example, but I'd have fuck all else in there, it never made sense to me to focus on one thing at a time (and I have that in real life with Work, Game Making & College.) I use the image of dig a lot of shallow oil wells, not one long one.

I like the idea of managing Sati and Spouse to co-ordinate them into cleaning.

Talking limited to a few subjects each time is good, I do have in game that their likes and dislikes can change each new game for a bit of added challenge. I still need to do the girls talking to each other as well and solving their arguments etc. Noted.

Ooh yes perks, you've reminded me of that I used to have some in the old game, will put some of those in. thanks.

Contrasting nameplate and changing the background I could look into for the characters, yeah I do need to tidy those up admittedly.

Thanks for that, once I get back I can write these all down in my notepad, I'm old school and like physical sheets of paper around me.



Hmm I'm getting so much feedback for making them have a predictable schedule with pictures that I'm considering it now, it would involve an overhaul since the code itself is completely based on random chance and probability for the generic events, story and room events will feature specific girls and your reaction accordingly would affect their relationship to you, I aimed to have the generic stuff random chance and the latter events to be more predictable, so events in the lab for example will feature Yolanda and Lilly more than anyone else, so you can spend time with the girl of your choice so to speak. Unfortunately I've held off on those and filling the rooms until after 1.0. But that will be in there yes.

Like with Toramizu you've also said to limit talk choices, so that's something I can do. Seems prevalent feedback, thanks.

Ah I've got 25 minutes to get dry, put my clothes on and head to work, see you all soon and thanks for the feedback, will write it all down when I get back.
If you want my opinion, you have a choice to make. Your game is between a visual novel and a game, but will frustrate both publics.

Either you want to make it more VN, then you'll have to cut some things to leave less aimless wandering. You don't need a whole map and to track so many stats in a VN, it'd be better to have a more constant flux of content.

Or if you want to make a game, you have to find a compelling gameplay loop. What's the player's objective? What will they spend their time doing? Both are missing in the game as it is now.
You should find what you want it to be as a game. Ignore the kinks, ignore the story, what is the gameplay loop?
I'd suggest brainstorming an idea of gameplay (and you have a decent community, don't be afraid to poll your Patreon or talk about it here) and then build a game around it rather than finding a kink and fitting some kind of gameplay.
Don't be afraid to start from scratch. It might be easier rather than risking a lot of bugs by changing whole systems in the current projects. After all, your scenes are already rendered and written, it's easy to transfer them into a new project.

Or I could be talking out of my ass, thinking I'm a real game dev with my whole 11 patrons and clunky game =3
 

Icarus Media

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Jun 19, 2019
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But I can agree that Icarus can sound a bit antagonistic in some answers, it's not easy receiving flak without understanding the problem.
I was raised by my grandfather about 50% my mom and dad about 25% each. Since he was born in 1912 (died 2004) I've picked up a lot of his mannerisms and principles, one of those is you don't insult someone without cause, otherwise you rightfully got a clip round the ear 'ole as he used to say, i.e. be prepared to back up your words. You had respect for people's efforts, especially if you hadn't done something yourself. So when you talked about not only doing your own game, but the years you've coded as well as helping other devs like Torian with his coding and map. THAT feedback hit me harder this morning than most, because I instantly know you've done it, walked the walk, it's respect automatically for your effort, regardless of whether it is good or not (I haven't tried your game, I think it has a card mechanic?). Whereas I've found people now don't have respect, they say 'respect is earnt', No, I believe respect is given, until it is un-earnt. So the person you are quoting is fine with saying my game is x y z, bit to personally insult me by implying I am special needs, I don't think I would be antagonistic to rightfully call that out, and to defend my honour from such.

If you want my opinion, you have a choice to make. Your game is between a visual novel and a game, but will frustrate both publics.

Either you want to make it more VN, then you'll have to cut some things to leave less aimless wandering. You don't need a whole map and to track so many stats in a VN, it'd be better to have a more constant flux of content.

Or if you want to make a game, you have to find a compelling gameplay loop. What's the player's objective? What will they spend their time doing? Both are missing in the game as it is now.
You should find what you want it to be as a game. Ignore the kinks, ignore the story, what is the gameplay loop?
I'd suggest brainstorming an idea of gameplay (and you have a decent community, don't be afraid to poll your Patreon or talk about it here) and then build a game around it rather than finding a kink and fitting some kind of gameplay.
Don't be afraid to start from scratch. It might be easier rather than risking a lot of bugs by changing whole systems in the current projects. After all, your scenes are already rendered and written, it's easy to transfer them into a new project.

Or I could be talking out of my ass, thinking I'm a real game dev with my whole 11 patrons and clunky game =3
Ideally what I wanted was as a character you helped with the personal development of most of the characters in the dorm, going through their stories and making choices that impacted the girls personalities, they are mostly 18-21 year olds after all, you as the character will be a big impact in most of their lives. So most of the main 10 girls (others are side characters) will have stories with impact and changes in game. Problem was people complained about lack of content so I'm putting in generic, every area sex scenes in. I don't want to stop this, even with the low reviews scores, the hate, the lack of feedback, because I know some so like it, even if it's a minority of people, I can still keep going, not only so I can say I finally completed the project I had to abandon, but so the people that stuck by me and pledged to me all these months have something to show for it in the end.

I start my next project though in a few months. From 1.0 to 1.5 I'll be doing this and my Isadora game together. At 1.5 of this game, the isadora game will be done and I will begin the next project alongside 1.5 - 2.0. Already got a few ideas what it will be, and it will be VN or minimal sandbox.
 
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