It doesn't mean it's a bad thing if you LOVE to have some difficulty playing this kind of game.Yeah but this is an RPG, if it was any easier you might as well remove the whole battle thing and make it a VN. The fact that you had issues beating the strongest thing in the game doesn't mean that's a bad thing.
Yeah, i always play on normal because easy is often too easy and hard is too much hassle, i also cheat a ton - not to make things easier but to not waste time, for example a speedhack in RPGM games is a must for me - in this game i edited my save by the end to get all items from shop, to carry more weight and to have more pheromones to see Clover scene, i did that after finishing the current game though.It doesn't mean it's a bad thing if you LOVE to have some difficulty playing this kind of game.
=> in this case, you can choose a more difficult level, that's all : you just don't play "easy mode" if you love it difficult.
You can also love having some action, but without wanting to put some efforts in it. Like, "VN with action" if you like.
That's why there are "easy mode".
That's the way I like my games : I can find some fun into some combats, but I REALLY don't have enough time (and energy / will) to spend a lot of turns against each enemy (and before that, looking the perfect fight combination against each oponent).
=> When there are "easy mode", I always choose them (or when it's not possible, then I often cheat (a lot !) to make it even easier).
can you send me this savefile?I played the 0.1.4 but I can't access the save file on the new version. Is this a bug that can be fixed or do I have to play again from the start?
I sent it to you privatelycan you send me this savefile?
It's not 0.1.4. This is quite an old version that wouldn't workI sent it to you privately
Hm, that's strange, because if I click on menu there stands "ver. 0.1.4-lewd". But thank you very much anyway!It's not 0.1.4. This is quite an old version that wouldn't work
Thanks for the feedback. I might improve the trading system later when I have time for it. Right now there are more important things to do.Not sure if this has been addressed already, but I would like to see the trading to be reworked so that both parties put their offers into a neutral pool before finalizing the deal and evening out value discrepancies via coin. When I traded with Mia, I was eyeing the living heels (for 120 gold) she was offering, but couldn't buy it because neither Mia nor me had enough raw currency and I couldn't put either party into 'debt', even though I had two items (a diadem valued at 110 coins and a gold bar valued at 100 coins, respectively) that could have been traded for the heels.
Other than that, I will say that I'm a huge fan of both the semi-consensual nature (with regard to the pheromones) and the option of having futas instead of men. My only gripe so far is that the writing sometimes has errors that I can't overlook, so a bit of proofreading/quality checking would go far. Other than that, I'm very much looking forward to future releases.
You underestimate the power of your imagination. With a little training you can become the hero of your own story and live through a journey no art can provide. I'm here to help you with that.(sigh) The dying sound you heard was my hopes and dreams as I saw that initial art only to read it's just text based.
There are quite a few text based games that are as good as the ones with art and animations, The Poor Whore for example beats 90% of top games on this site while it's both pure text and in RPGM.(sigh) The dying sound you heard was my hopes and dreams as I saw that initial art only to read it's just text based.
To be honest, as much as I think the art in Tales of Androgyny is bretty gud, I actually really like the writing, as goofy as it can be. It's probably the bigger contributor to my enjoyment of the two.(sigh) The dying sound you heard was my hopes and dreams as I saw that initial art only to read it's just text based.
I can understand your salt but you clearly underestimate the importance of solid foundation. There's no real alternative. There's no magic button that makes everything happen. If you want to be able to maintain your game, you have to spend time to build a solid infrastructure.So am i understanding this correctly: This game has been in development for one year, and the only content completed is the tutorial-quest? Or is the public version way behind the patron-version? If it's actually just the tutorial, then i fear we might have another Lilith's Throne at our hands: A concept and engine with amazing potential, but sadly just a techdemo stuck in devhell.
By "dev-hell" and "lilith's throne" i meant exactly what you said above: A major focus on infrastructure from a single dev, with the rationale being: "Once our wonder-engine is perfect, content won't be a problem and everything will be awesome." Problem is it never works out that way - for multiple reasons:I can understand your salt but you clearly underestimate the importance of solid foundation. There's no real alternative. There's no magic button that makes everything happen. If you want to be able to maintain your game, you have to spend time to build a solid infrastructure.
...
I don't know what you mean by devhell and I do not follow Lilith's Throne to know any details, so I can only speak for myself.
Well, you mixed it all together in one single term. Game Design and Game Tools. I agree with you that there's no reason to sit on your ideas for too long. Fast prototyping is important as is the minimum viable product. That is why the game's demo exists.By "dev-hell" and "lilith's throne" i meant exactly what you said above: A major focus on infrastructure from a single dev, with the rationale being: "Once our wonder-engine is perfect, content won't be a problem and everything will be awesome." Problem is it never works out that way - for multiple reasons:
Whenever a single developer aims for the sky - in other words: Playing one-man army - odds are he's biting off more than he can chew. Rarely wonders do happen however: Every exception i'm aware of had the following attributes:
A gameconcept and engine that allows for prototype sandboxing early in development. That is: Instead of the game's core gameplay requiring a deathstar as a foundation, having a simple but sound core, so content can be created early and the featureset expanded as you go. This not only makes early-adopters happy, creates a constant revenue-stream, and ideally even attracts co-devs or artists, it also reveals problems and requirements early, which brings me to the next point...
Planning and designing everything in advance (creating a perfect engine before creating a game) rarely works as expected. Instead what the dev usually ends up is setting structures in stone, then later finding out they aren't ideal for the game, so he then needs to refactor and restructure everything - again and again (hello Lilith's Throne!).
In other words: The exact opposite of what you have in mind. I am not aware of a single one-man-army success story that follows your strategy. I do however know multiple failures that used your approach. Does that mean you're guaranteed to fail? No, you might be the first one to succeed. It's just statistically the odds are very low, and there's only so many games in development i have time to follow.
So it's not that i'm greedy and angry because i don't get my instant gratification. Neither am i bitter: I haven't donated to you, and neither have i invested much time in your game, so i have no reason to complain. Instead i'm just weighting if it's worth for me to keep an eye on this game. And the statistics are saying "No: Move along". That's all.
EDIT: FYI, i had the same mentality as you many years ago. And just as i'm telling you today that early prototyping isn't just good but a neccessity, i had talented people back then telling me the same. I didn't listen. I thought my wonder projects were special and could only work with a strictly vertical bottom-up approach. I was wrong, and so those projects never took off. We created some amazing tools in the process, like the fastest datastructure on the planet, but the overall projects never went far, for exactly the reasons mentioned earlier in this post.