CREATE YOUR AI CUM SLUT ON CANDY.AI TRY FOR FREE
x

Ren'Py Escape from Ivy and Piper [v0.402] [AceX Game Studio]

4.30 star(s) 20 Votes

Allman

Newbie
Jan 31, 2021
63
210
i have to say that i am also not a huge enjoyer of the potion minigames, i liked the other ones though
i know we are talking about a visuel novel, but in this case it fits the style of the game imo
in terms of spicy stuff, the scenes are very well made and wouldn´t it be for the fact that it´s no nut november for me, man Ivy, Val and Piper would have had several nutting sessions already...

all i can say in the end: do your thing dear dev, you are doing some good stuff, there will always be people who complain about certain aspects, that´s just how humanity works
the most important thing is that you are happy with what you do
 

Dude137

Newbie
Jan 20, 2019
62
190
To everybody who is worried about the potion puzzles being too hard. I will in the future, make a version where they are either skippable or some other way to get the points without doing them. But I refuse to make a game that has no game aspects to it. I know that it’s a visual novel but for me personally I like playing games with these types of mini games so I’m making a game for me so I’m not gonna ever get rid of them, but I might make, you can skip them or avoid them all together.
Also, the advantage of releasing this game in stages is to get feedback like this and make adjustments on future releases. So thank you all for your feedback. I will definitely take it into consideration.
This stuff about the minigames brings up what I've always thought of as a critical question/issue in adult games: What is the best way to make game elements that are immersive and add to sexual tension, rather than cripple any sort of sexual buildup. In general, I do think some kind of grind is much better than none whatsoever; with no grind and thus no sense of reward, even the best animations will feel hollow. Case in point, anyone could download these games and simply comb through the animations in the game folder, rather than play the game. But I bet most people actually play the games, because any sort of grind begins to add more depth to the scenes. Even skipping through huge swaths of dialogue to get to the sex scenes is something of a grind.

All that being said, a grind shouldn't actually feel like a grind. The grind should be an exciting buildup. (I'm saying this just as a general principle; I don't think this update was overly grindy.)

I think most of adult games fall into one of three categories: pure story (the game is a linear novel with no choices), multiple routes (the player navigates a series of choices and thereby achieves different outcomes/scenes), and mini-quests or mini-games. I think pure stories are fine, but the risk is that the story has to be excellent, or the player will likely just skip through all the dialogue. Multiple routes is the most atrocious of the three, and I could go on describing the pitfalls of this structure. I'd rather focus on addressing mini-games or mini-quests, since Ace's current update implies the game is heading in that direction.

I think mini-games are a solid choice. When done right, they can add the right amount of grind at the sweet spot--not too little, not too much. But the real question is, How the hell are they done right? It's a simple question but hard to answer, the more I think of it.

I'd say (and this is entirely my opinion or gut feeling) they are done right when the difficulty is just right and when the mini-games are story relevant. The difficulty aspect is easy to explain: a minigame shouldn't be so complicated that it takes the player forever to beat. If a mini-game is too hard, too much blood will start flowing to the player's pre-frontal cortex when it should be, ahem, flowing a little more south of the equator. I think Val's last potion-mixing minigame is an example of a mini-game being a bit too hard. But also the reverse can be true: mini-games shouldn't be so simple that the player thinks "Why the heck is this even in the game?"

Story relevance is the much more challenging aspect. In essence, a quest or game should be connected to the game world and its story developments. That is, a game should feel logical and connected to the story world, and the outcome of the game should matter beyond "if you complete this task, you'll get a sex scene." In other words, completing a series of minigames should affect plot, character relationships, etc., because such story elements can add dramatically to sexual tension.

I think the potion-mixing game with Val is an excellent example of a somewhat story relevant minigame. It is certainly believable and possible within the story's universe. It has a bit of character. The potion brewing also opens potential for all sorts of interesting scenes. For example, what if a potion goes wrong and Val's body changes to a much darker, dangerous type of succubi? Or even the reverse, like into some angel? The possibilities in that regard are endless.

However, the potion brewing's connection to plot development and character relationships is just not fleshed out, which is understandable, since this game is in its infancy. But going forward, and if you want to use the potion-brewing more, I would ask questions like "How should this potion making affect the MC's relationship with Val? With Ivy? How about with the MC's outlook?" Giving any minigame such relevance to such questions would add value and meaning to the minigames. They would gain significance, rather than seem like busywork.

What I guess I'm trying to get at is that having minigames would be best served if they are closely intertwined with a game's plot, character relationships, and story world, rather than be instances of fast-clicking or random memory tasks. For your game, Ace, I think you have a fundamentally great and interesting story: a man is imprisoned by several hot succubi and starts with almost no agency/authority. His life is on the line. What sort of route will he choose? The succubi can be lethal; they can also be sweet. If I added some type of game to this story, I would somehow structure it in a way that plays upon this initial setup. For example, the more the MC plays the game and gets better at it, the more he gains power over the succubi and slowly reverses the power dynamic . . . and unlocks sex scenes that reflect this change. Like using their own magic against them or something.

Anyway, I thought this was a great update, and I'll say more when I get a chance.
 
Last edited:
  • Like
Reactions: zh

zh

Active Member
Oct 17, 2017
974
1,680
I think the potion-mixing game with Val is an excellent example of a somewhat story relevant minigame. It is certainly believable and possible within the story's universe. It has a bit of character. The potion brewing also opens potential for all sorts of interesting scenes. For example, what if a potion goes wrong and Val's body changes to a much darker, dangerous type of succubi? Or even the reverse, like into some angel? The possibilities in that regard are endless.
What I guess I'm trying to get at is that having minigames would be best served if they are closely intertwined with a game's plot, character relationships, and story world, rather than be instances of fast-clicking or random memory tasks.
100% agree. I generally don't mind minigames (except when they require to rewire all boner-energy to brain-cells to solve :HideThePain: But I looked at this thread to solve the potion puzzle so.. yup).

I love this game :love:
 
Last edited:
  • Like
Reactions: Dude137

2382dudubes

Member
Mar 20, 2019
342
720
I am at the part where I need to remove the painting but I don't have a screw driver so I am stuck in a loop telling me to unscrew the painting. I looked at every screen and cannot find a screwdriver anywhere.
 

n00bi

Member
Nov 24, 2022
440
536
I like playing games with these types of mini games so I’m making a game for me so I’m not gonna ever get rid of them
Its your game, you do whatever you like with it, but saying you are making the game for yourself, while at the same time share the game with the public, have a pateron site etc makes 0 logical sense with your statement.
If the game was only for you, you would not have shared it.

Having said that .
Yes if you can please both camps. thous who hates it, and likes it would be the best way to go imo.
So yea. able to skip the puzzles without missing out on something would be very nice.

Puzzles are the only thing i dislike about the game. i really like the renders and think you did a good job there.
Anyway that is just my 2 cents.
 

sananajo

New Member
Aug 7, 2023
13
32
After getting the 2nd key a cutscene triggers instandly and at the end of that cutscene you get killed without beeing able to protect yourself against nasty ivy. Also there seems to be no other way to progress the story. You have to pick up the key and therefore die... wtf???
 

Epicwank

New Member
Feb 18, 2024
4
9
Its your game, you do whatever you like with it, but saying you are making the game for yourself, while at the same time share the game with the public, have a pateron site etc makes 0 logical sense with your statement.
If the game was only for you, you would not have shared it.

Having said that .
Yes if you can please both camps. thous who hates it, and likes it would be the best way to go imo.
So yea. able to skip the puzzles without missing out on something would be very nice.

Puzzles are the only thing i dislike about the game. i really like the renders and think you did a good job there.
Anyway that is just my 2 cents.
That doesn't make any sense. Do you think artists that share their work only does it for others and not them selfs?

Also, for anyone stuck on the 4 pieces for Willow:
1: Camera in the first room you're stuck in.
2: 1st floor on the shelf you first see when you exit your room.
3: 1st floor in the plant on the table.
4: 2nd floor in the plants below the big painting of eyes.
 
Last edited:

alakaza

Newbie
Apr 2, 2024
78
13
wish granted...
Escape from Ivy and Piper v0.401 Full Save
View attachment 4210377
made a single page for each girls sex scenes....

I dont like the gallery desing & buttons so i made my own gallery mode.....

this time i played legit from start to finish...WAS EPIC

i add a gallery unlock if you reallty want all the hidden pictures

bonus included
INVISIBLE GUI

salut
Thanks brother but the unlocker doesn't work. there is a GAME folder and i put it inside the original game folder and after the game crash
 

bwebrwkerw

Active Member
Sep 23, 2017
739
2,402
Thanks brother but the unlocker doesn't work. there is a GAME folder and i put it inside the original game folder and after the game crash
mhh let me check...
maybe i used the wrong one.......
last time worked so far......

oh well i need to update the game also....to 0.402
in the mean while...

Snap29.jpg
tested on 0.401
is perfect
no problems so far...

files are ok your pc are not?
did you FIRST start the game WITHOUT unlocker FIRST?

the only way this thing will gonna crash i think is...
you never started the game before and you use the unlocker DIRECTLY on FIRST RUN...

congrats you learned a valuable lesson today!!!

salut
 
Last edited:

n00bi

Member
Nov 24, 2022
440
536
That doesn't make any sense. Do you think artists that share their work only does it for others and not them selfs?
I am not going to go too deep into this and start an argument.
If you have a patreon site for a game you make, its because you want to make a few bucks from it, that is fully ok.
but you cant say that youre making it "for" yourself anymore.

You can say that. i am making a game BY myself to learn the process, gain knowledge so forth or whatever the reason is.
But there is difference between "for" and "by".

If i hang an art painting in a art gallery, open for the public.
It would be wrong of me to say, i made this art for myself.
If i made it for myself i would keep it at home.

Art is often deeply intertwined with the artist's identity, emotions, and self-expression.
So what motives artists have for sharing their work, is just speculation on our side.
And yes. there are artists who have shared their work with just others in mind, not themself.
Its rare tho. but you will find it in several groups.
Example. The Guerrilla Girls, Diego Rivera, Keith Haring, JR (Street Artist) and list goes on.
But often these groups is also some kind of activism, pointing out issues with art.

I am not trying to pick on the dev, i just think his wording is a bit wrong and incorrect.
Now lets move on.
 
Last edited:

Ace_X

Creator of Ace X Game Studios
Game Developer
Apr 23, 2018
837
1,922
I am not going to go too deep into this and start an argument.
If you have a patreon site for a game you make, its because you want to make a few bucks from it, that is fully ok.
but you cant say that youre making it "for" yourself anymore.

You can say that. i am making a game BY myself to learn the process, gain knowledge so forth or whatever the reason is.
But there is difference between "for" and "by".

If i hang an art painting in a art gallery, open for the public.
It would be wrong of me to say, i made this art for myself.
If i made it for myself i would keep it at home.

Art is often deeply intertwined with the artist's identity, emotions, and self-expression.
So what motives artists have for sharing their work, is just speculation on our side.
And yes. there are artists who have shared their work with just others in mind, not themself.
Its rare tho. but you will find it in several groups.
Example. The Guerrilla Girls, Diego Rivera, Keith Haring, JR (Street Artist) and list goes on.
But often these groups is also some kind of activism, pointing out issues with art.

I am not trying to pick on the dev, i just think his wording is a bit wrong and incorrect.
Now lets move on.
I misspoke. I am not making a game “for myself” I meant to say I am making a game that I would like to play. So I will take feedback that helps me make that type of game. I want a game with mini games. But if the feedback is “ I don’t like mini games”. Then that doesn’t help me… but if you say, “this mini game could be better if you do this…” then my ears perk up. That’s all I meant to say.
 

Zavijava_

Active Member
Oct 19, 2020
538
9,749
I misspoke. I am not making a game “for myself” I meant to say I am making a game that I would like to play. So I will take feedback that helps me make that type of game. I want a game with mini games. But if the feedback is “ I don’t like mini games”. Then that doesn’t help me… but if you say, “this mini game could be better if you do this…” then my ears perk up. That’s all I meant to say.
Agreed wholeheartedly tbh. People can give feedback and that's useful and all, but the moment you're playing for the crowd and not for yourself, you're fucked. ;)
 
4.30 star(s) 20 Votes