Son of Durin

Engaged Member
Jul 5, 2021
3,686
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Fun game - I had a big smile on my face while playing it. My biggest problem however is with the point/relationship system. I do not like the way it is implemented - here are some of my opinions. I realize that these cannot be implemented in Eternum but maybe they can be considered in the future when the dev is making the next game.

- Character paths should not close because of one-off choices. I would prefer if character paths close over a period of time if you dont have enough points at various checkpoints. Losing out on a path should be a gradual process rather than an instant one.
- One off/instant choices should close a path only if we do something that really impacts that character. For example I am fine with Dalia's path getting closed if we reveal her password and that asshole at the gym (Brock I think?) hears it. I am not ok with paths getting closed for random shit that does not impact the character (not going with dalia/nancy to the gym should not close their paths - maybe you miss out on points and over time if you keep making bad choices you may lose their path but something so trivial should not instantly end their paths).
- Choices that grant points should feel intuitive and should reward the player for reading dialogue. I would expect peeping on Dalia would make me lose her path (especially since she makes it a point to check that the MC is not in the bathroom). Instead we end up gaining points if we follow the walkthrough - it makes no sense to me.
- My personal preference would be to hand out points liberally. Losing out on a girl's path or forming negative relationships should be a deliberate and intentional choice by the player. However this is just preference.

Other than this I really enjoyed the game. The fights against thanatos and the gladiator were excellent. The horror server with luna/annie was incredible. I loved hogwarts, ekabar and ion. The girls interacting with each other during the heist and nova's phone call were great. The story and characters are interesting.

Great job Caribdis - I will probably end up supporting this game. Also give us a character card for Calypso - she is obviously sticking around and I would love to see her character profile, her interests and the various outfits.
Nice write up.

I hadn't paid much attention to the "make mundane choice and lose" kind of decisions, but I see them all around in games I've played and I agree that something a little more natural would be better, rather than "I got kicked off because I preferred a muffin to a bagel" kind of thing. It is something Devs should think about as they plan out their games, and likely do to a greater extent than we may think, but I'm also sure most of us realize that they do have to strike a balance between cutting too soon and languishing forever (they have to render and program all of those paths after all). I guess that's going to be an issue no matter who you stay with and who you fall out with and really is more a function of the number of LIs and the path permutations thereof.

As for things being "natural" choices, there was a series of games I played made by a single Dev where ogling ass and looking down blouses were actually positives with the various LIs, rather than the negatives you might think they were if you got caught - and these games were written by a woman. I think some of the games become more intuitive on what choices are "good" within the context of that particular game, and which are not, once you've gotten a feel for the specific Dev/Dev team, and that each one will reward a particular kink, but not every kink - you just have to figure out which one they like. ;)

Welcome to Eternum and welcome to F95!
 
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jocoyo

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May 9, 2018
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Fun game - I had a big smile on my face while playing it. My biggest problem however is with the point/relationship system. I do not like the way it is implemented - here are some of my opinions. I realize that these cannot be implemented in Eternum but maybe they can be considered in the future when the dev is making the next game.

- Character paths should not close because of one-off choices. I would prefer if character paths close over a period of time if you dont have enough points at various checkpoints. Losing out on a path should be a gradual process rather than an instant one.
- One off/instant choices should close a path only if we do something that really impacts that character. For example I am fine with Dalia's path getting closed if we reveal her password and that asshole at the gym (Brock I think?) hears it. I am not ok with paths getting closed for random shit that does not impact the character (not going with dalia/nancy to the gym should not close their paths - maybe you miss out on points and over time if you keep making bad choices you may lose their path but something so trivial should not instantly end their paths).
- Choices that grant points should feel intuitive and should reward the player for reading dialogue. I would expect peeping on Dalia would make me lose her path (especially since she makes it a point to check that the MC is not in the bathroom). Instead we end up gaining points if we follow the walkthrough - it makes no sense to me.
- My personal preference would be to hand out points liberally. Losing out on a girl's path or forming negative relationships should be a deliberate and intentional choice by the player. However this is just preference.


Other than this I really enjoyed the game. The fights against thanatos and the gladiator were excellent. The horror server with luna/annie was incredible. I loved hogwarts, ekabar and ion. The girls interacting with each other during the heist and nova's phone call were great. The story and characters are interesting.

Great job Caribdis - I will probably end up supporting this game. Also give us a character card for Calypso - she is obviously sticking around and I would love to see her character profile, her interests and the various outfits.
Couldn't agree more. There's a lot I love about this game, but I think path progression and choices can be improved.

Personally I wish the "peeping on Dalia" scene could've been done so choosing not to peep on her doesn't hurt your relationship, but peeping on her also doesn't hurt it as long as you say the right thing afterwards (which was "I was distracted by your beauty" or something like that). So either way, the intuitive (and realistic) choice keeps you on her path, while the other one forces you to make another right choice, but gives you a nice scene.

Basically I wish that, at least in the early game, "choosing not to get a scene" doesn't always equate to "ending the girl's path".
 

sageproduct

Member
Mar 16, 2021
459
1,060
Wow...I'm so happy tonight to find such fine gentlemen and scholars discussing this wonderful, living work of art together.

Oh I see what you mean. I guess that could be excused by all the confidence he gains with all that happens to him in Eternum. It's also an usual trope, the hero that gain more and more confidence as the story progress, with all the fights, the dangers etc. That plus the fact that she's clearly and heavily flirting, practically telling him to go for it.

As for Dalia and Penelope, I believe he does check with Dalia during the beach scene when she says let's do it, that's when she justify wanting to do it with the "you make me feel more confident" and all that nice stuff. As for Penelope there's only one scene really and it's the photoshoot where he actually is uncomfortable and not familiar and she's the one who insists on taking the photos.

I get what you mean though, Nancy could have been more "in control" with a more surprised and less jarring Orion, even if he doesn't reject her. The photoshoot with Penelope is a good comparison for what you're saying. Yeah, maybe he could have been more like this in the Nancy scene too.

It didn't bother me much though, as long as it can be justified with how the characters feel I'm fine with it. All the "good girls" with Annie bothered me more but I basically replaced them in my script :p. Talking about it because it seems like the same "symptom" of Orion become more and more dominant in the last two updates, even when it's a little pushy or unecessary.
Sure, can't really refute any of these points as they all make sense. It's good to hear your perspective
I sobbed just as hard my second playthrough for all this scene. I hope everyone who experiences it can connect in some way with childhood, loss, childish invincibility surrendering to adult pessimism, and the restoration of that innocent child who never truly left.

I can actually somehow get this.
At this point in the story he is a virgin that pretty much hasn't ever touched a woman, being sold on the idea that an extremely attractive woman that REJECTED many others, is interested in him. It's funny but i find it understandable.
Interesting. I'm don't know if I see it this way, BUT I wonder if our feelings regarding this choice has to do more with our experience than with Orion's.

We know that Annie has been in love with him forever, but he doesn't. For that reason, we feel rotten to the core making a choice that we know would absolutely crush and devastate Annie.

Also I agree completely with everything else you said. Comparing Penny's scene with Nancy's was brilliant.

For me it's...been the opposite...

View attachment 2153076
I really wish at this point we could have a sex-free version of the game
Fun game - I had a big smile on my face while playing it. My biggest problem however is with the point/relationship system. I do not like the way it is implemented - here are some of my opinions. I realize that these cannot be implemented in Eternum but maybe they can be considered in the future when the dev is making the next game.

- Character paths should not close because of one-off choices. I would prefer if character paths close over a period of time if you dont have enough points at various checkpoints. Losing out on a path should be a gradual process rather than an instant one.
- One off/instant choices should close a path only if we do something that really impacts that character. For example I am fine with Dalia's path getting closed if we reveal her password and that asshole at the gym (Brock I think?) hears it. I am not ok with paths getting closed for random shit that does not impact the character (not going with dalia/nancy to the gym should not close their paths - maybe you miss out on points and over time if you keep making bad choices you may lose their path but something so trivial should not instantly end their paths).
- Choices that grant points should feel intuitive and should reward the player for reading dialogue. I would expect peeping on Dalia would make me lose her path (especially since she makes it a point to check that the MC is not in the bathroom). Instead we end up gaining points if we follow the walkthrough - it makes no sense to me.
- My personal preference would be to hand out points liberally. Losing out on a girl's path or forming negative relationships should be a deliberate and intentional choice by the player. However this is just preference.


Other than this I really enjoyed the game. The fights against thanatos and the gladiator were excellent. The horror server with luna/annie was incredible. I loved hogwarts, ekabar and ion. The girls interacting with each other during the heist and nova's phone call were great. The story and characters are interesting.

Great job Caribdis - I will probably end up supporting this game. Also give us a character card for Calypso - she is obviously sticking around and I would love to see her character profile, her interests and the various outfits.
SOMEBODY ELECT THIS MAN AS PRESIDENT PLEEEEEEEEASE

Once in a Lifetime's model was basically "nobody knows anything about anyone until the very end".

The fact that the game was so intensely enjoyable and engaging in spite of this, is certainly remarkable and really shows how readily we've bonded with the characters.

And no, "it's a harem game bruh" is a completely imbecilic response. Genres only exist in the *first* place because an extraordinary work created it.

We don't need time spent on jealousy drama, but we do want everyone to matter and feel involved. Caribdis' style has basically been to write each romance as a separate line with hardly any influence on the others, to ultimately bring them all together. It's a collection of "more paths, more good".

He does it exceptionally well, and it's so amazing that you don't even notice it. But I would indeed prefer to lose the "gotta collect them all" feel, like you are playing an RPG where you are just maxing relationship points with to get their final stat boosts.

Lauren and Judy's finding out scene was basically as good as it could have been. Being a DIK is not a harem game obviously, but the throuple is so emotionally gripping and relatable that it doesn't undermine anything, even if it's your first exposure to something poly. Here's three people who love each other.

It's clear that Caribdis is a wonder in what he's created. There is a method, and he could make 10 more games using the same formula, and they would all be smash hits because he's just that great in making you FEEL for the characters.

Yet, he could do even more than that. He has the skill to break away from relying on an audience's familiarity with harem staples. He could have SO much more room for the stories he can tell and romances he can write, because he is just that good.

All's well that ends well, but it just doesn't feel the best to be thoughtlessly escalating relationships that you know would hurt others, up until the supernatural fantasy ending.

To that end, it would be really nice if you could achieve the happiest ending possible (I assume that's ending together with everyone, based on Once in a Lifetime) without that requiring being 100% full steam ahead with 100% of the girls, 100% of the time, passing 100% of the "path" choices.

"Please stop Nancy, I have a girlfriend" *can still pursue later*

"Let's just go to sleep, Annie" *stay friends longer, free up choices on other paths, higher romance score and lower lust score, etc*

"Nova you don't have to do this, I don't want this to happen under duress!" *negotiates Maat into letting her go with Dione, in exchange for being killed or tortured by her (which Maat would totally get off on)

Another problem is with the paths so separated, more and more content each chapter will be locked behind the 100% 100% 100% playthrough.

Consider: if you didn't do the thighjob with Annie, then you miss an entire sequence in the latest chapter, full of so many reveals and clues about Eternum, not to mention characters likely to return.
 
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CHAD-MAN

Active Member
Aug 12, 2017
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- Character paths should not close because of one-off choices. I would prefer if character paths close over a period of time if you dont have enough points at various checkpoints. Losing out on a path should be a gradual process rather than an instant one.
- One off/instant choices should close a path only if we do something that really impacts that character. For example I am fine with Dalia's path getting closed if we reveal her password and that asshole at the gym (Brock I think?) hears it. I am not ok with paths getting closed for random shit that does not impact the character (not going with dalia/nancy to the gym should not close their paths - maybe you miss out on points and over time if you keep making bad choices you may lose their path but something so trivial should not instantly end their paths).
- Choices that grant points should feel intuitive and should reward the player for reading dialogue. I would expect peeping on Dalia would make me lose her path (especially since she makes it a point to check that the MC is not in the bathroom). Instead we end up gaining points if we follow the walkthrough - it makes no sense to me.
- My personal preference would be to hand out points liberally. Losing out on a girl's path or forming negative relationships should be a deliberate and intentional choice by the player. However this is just preference.
Sadly this is not a game where nuance matters. From very early on you can tell its a "press A to follow path, press B not to". Its pretty easy if you ask me but it also makes everything super boring, like why would you NOT follow every available lewd path? IMO as much Eternum is a top notch game it still revolves around harem-making and easy relationship building. There's almost no flaws to the LIs and every single one seems okay with sharing the MC. There should be negative points where you as the player would want to say no by principle alone rather than just press yes to gain points with a character. My biggest gripe is how Nancy is more than okay sharing her own daughters and have an orgy just like that, how every single LIs likes the MC and its implied even masturbated to him in month span-time. There's no drama aside from the actual story, and I'm more interested on it than the relationship building.

The only good written character as of now its probably Luna, maybe Nova too. As for the household, I have no interest whatsoever in none of them, but I'll follow ever single path because there will obviously be no consequences.
 

jocoyo

Member
May 9, 2018
171
211
"Please stop Nancy, I have a girlfriend" *can still pursue later*

"Let's just go to sleep, Annie" *stay friends longer, free up choices on other paths, higher romance score and lower lust score, etc*

"Nova you don't have to do this, I don't want this to happen under duress!" *negotiates Maat into letting her go with Dione, in exchange for being killed or tortured by her (which Maat would totally get off on)

Another problem is with the paths so separated, more and more content each chapter will be locked behind the 100% 100% 100% playthrough.

Consider: if you didn't do the thighjob with Annie, then you miss an entire sequence in the latest chapter, full of so many reveals and clues about Eternum, not to mention characters likely to return.
I love this idea, it introduces choices that feel more impactful for the player. It'd definitely be more work for Caribdis, but I'd still love to see it.
 

jocoyo

Member
May 9, 2018
171
211
Sadly this is not a game where nuance matters. From very early on you can tell its a "press A to follow path, press B not to". Its pretty easy if you ask me but it also makes everything super boring, like why would you NOT follow every available lewd path? IMO as much Eternum is a top notch game it still revolves around harem-making and easy relationship building. There's almost no flaws to the LIs and every single one seems okay with sharing the MC. There should be negative points where you as the player would want to say no by principle alone rather than just press yes to gain points with a character. My biggest gripe is how Nancy is more than okay sharing her own daughters and have an orgy just like that, how every single LIs likes the MC and its implied even masturbated to him in month span-time. There's no drama aside from the actual story, and I'm more interested on it than the relationship building.

The only good written character as of now its probably Luna, maybe Nova too. As for the household, I have no interest whatsoever in none of them, but I'll follow ever single path because there will obviously be no consequences.
It all depends how you play the game. Most people don't care for story and just play it for the porn, which makes sense, I play it like that too most of the time.

But since this is one of the best games in the genre, people want more from it. That's just what happens with good games. A lot of people installed the game for the porn and stayed for the story and the characters. And the character path system and choice system can definitely be improved, at least for future games Caribdis makes.
 

CHAD-MAN

Active Member
Aug 12, 2017
921
2,705
It all depends how you play the game. Most people don't care for story and just play it for the porn, which makes sense, I play it like that too most of the time.

But since this is one of the best games in the genre, people want more from it. That's just what happens with good games. A lot of people installed the game for the porn and stayed for the story and the characters. And the character path system and choice system can definitely be improved, at least for future games Caribdis makes.
Couldn't agree more and thats exactly what I think. Hopefully Caribdis goes a little more ambitious with the relationships and their flow
 
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Aug 15, 2021
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I definitely agree with the comment about improving paths/and the relationship system - character paths should not be cancelled due to one off choices that dont impact the character in any way. Closing of paths should be a gradual process instead of one-off choices that dont impact the character in any way.

With that out of the way I personally dont agree with the above takes that talk about introducing drama. I think it would ruin the game for me.

Here is a repost of my opinions on the subject:

I dont think you can compare these two games. Pale Carnations tries to be realistic at least when it comes to characters. A harem game cannot be realistic when it comes to character interactions. Sure poly relationships exist but trying to make the game realistic would be complicated and comes with drawbacks of its own. Then there is the setting - Pale carnations is set in a brothel the girls are all in desperate situations willing to do anything to make their lives better. They are forced to interact with the MC and engage in sexual activities with him whether they like him or not. The setting here is completely different these are normal girls living normal lives they are not forced to interact with the MC and have sexual interactions with him. Any attempt to incorporate sexual content with multiple girls in a realistic way would either require a LOT of time (ie the game would drag on forever) or would involve cheating and hence drama.

From the dev's perspective there are tradeoffs to make - should the game be a slow burn that comes at the cost of no sexual content for ages? Should game be realistic and focus on drama/cheating? Or is it ok for the drama/realism to take a backseat and assume players are willing to suspend their disbelief so the game can focus more on the plot. The reason these are tradeoffs and why I dont think you can do all of them simultaneously is because as a developer time is your most valuable resource. Time spent on character interactions comes at the cost of time that could be spent on other things (such as plot progression). The developer chose the last option and I am so glad he did. If you asked me what was more interesting to me - the plot or potential drama between characters, I would go with plot 100% of the time.

Thats not to say character interactions cannot be improved - I agree that they can. However I also want to point out that being realistic does not necessarily equate to being better. I think this game would be a lot worse if it tried to be realistic. Pale Carnations is an excellent game that is very well written - I think Pale Carnation's writing and character development is much better than Eternum. But even so I enjoyed the experience of playing Eternum more - it was just more fun for me. Sometimes it is fun to suspend your disbelief and just have fun reading a story with characters that behave unrealistically. There are games that try to be realistic and games that dont try to be realistic and I think there is a place for both.
If you play the game you will realize that the developer has made a very conscious and deliberate choice to NOT incorporate drama - this is a choice I personally agree with. I am far more interested in the story than reading the VN equivalent of a soap opera. Let the dev make the game he wants to make. If people want more and the dev does not want to go that route then thats just too bad for them - there are always other games.

Some games have drama and thats great but there is a place for games like this too - a game that is nice, comforting and wholesome (for the most part).
 
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Shawnchapp

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Modder
Feb 13, 2018
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Man all these post wish for more complicated relations and drama and etc...

i actually like the fact the game doesn't do that crap it's nice to just be able to sit back enjoy the story and not worry about calculating "choices" so you get the right amount of points (even though you don't want to pick that choice you just click it for the points) after playing so many games that require a walkthrough becuase of the over complactied point system i just like to relax and enjoy a good story.
 

BiggestDickest

Active Member
Game Developer
Apr 14, 2021
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Man all these post wish for more complicated relations and drama and etc...

i actually like the fact the game doesn't do that crap it's nice to just be able to sit back enjoy the story and not worry about calculating "choices" so you get the right amount of points (even though you don't want to pick that choice you just click it for the points) after playing so many games that require a walkthrough becuase of the over complactied point system i just like to relax and enjoy a good story.
A girl once asked me to guess her age. I guessed she was in her 30s and then she told me she was in her 20s. I wonder how many points I lost with that choice. Or perhaps that one closed her path? :p
 

BiggestDickest

Active Member
Game Developer
Apr 14, 2021
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I bet you regret not taking Gender Studies in college. Their needs of validation is basically the whole subject of the session.
Haha, well, I don't mind giving compliments if it makes people happy. I got nothing to lose. Everyone could use some encouragement. But to be honest, I thought I was already giving compliments to her. I didn't know I was so far from the truth.
 
Aug 15, 2021
242
726
Man all these post wish for more complicated relations and drama and etc...

i actually like the fact the game doesn't do that crap it's nice to just be able to sit back enjoy the story and not worry about calculating "choices" so you get the right amount of points (even though you don't want to pick that choice you just click it for the points) after playing so many games that require a walkthrough becuase of the over complactied point system i just like to relax and enjoy a good story.
100% with you on the drama (see my post just above yours). It is a nice happy game and should stay that way.

But do you really think the choice system is not complicated? Yes it is not as complicated as many other games but even so I agree with that other post about the relationship system - character paths get shut down for trivial reasons, the reasons girls get/lose points can be counterintuitive and I think you definitely need a walkthrough (or maybe I am just a dumbass who cannot pick up hints). I think making the pathing more intuitive and not randomly shutting down girls paths for stupid reasons would preserve the wholesome/happy/drama-free atmosphere the game.
 

Shawnchapp

Well-Known Member
Modder
Feb 13, 2018
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100% with you on the drama (see my post just above yours). It is a nice happy game and should stay that way.

But do you really think the choice system is not complicated? Yes it is not as complicated as many other games but even so I agree with that other post about the relationship system - character paths get shut down for trivial reasons, the reasons girls get/lose points can be counterintuitive and I think you definitely need a walkthrough (or maybe I am just a dumbass who cannot pick up hints). I think making the pathing more intuitive and not randomly shutting down girls paths for stupid reasons would preserve the wholesome/happy/drama-free atmosphere the game.

compared to most games i play the point system is very simple here the convo keeps coming back "close routes" ya its dumb but im almost 99.9% sure thats only there so people who don't like those girls and just say nah to them right away. those choices aren't story nor character choices its just for the player to say no "No i don't want content with this person" (granted i haven't really dogged into the code here that much) that just what all those choice felt like to me

i agree they can be worked on but in way shape or form do i want what some of the others have been talking "advanced point systems"

this is a story base game not a dating sim the dev has clear path for the story and all the "LIs" have a part in it so having an advance point system where a LI can hate you or be super horny at the wrong time in the story WILL change the story at those points or just not flow well... if people want the complication choice menus and point system they can search for games with the "dating sim" tag.
 

dolfe67

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Apr 25, 2020
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compared to most games i play the point system is very simple here the convo keeps coming back "close routes" ya its dumb but im almost 99.9% sure thats only there so people who don't like those girls and just say nah to them right away. those choices aren't story nor character choices its just for the player to say no "No i don't want content with this person" (granted i haven't really dogged into the code here that much) that just what all those choice felt like to me

i agree they can be worked on but in way shape or form do i want what some of the others have been talking "advanced point systems"

this is a story base game not a dating sim the dev has clear path for the story and all the "LIs" have a part in it so having an advance point system where a LI can hate you or be super horny at the wrong time in the story WILL change the story at those points or just not flow well... if people want the complication choice menus and point system they can search for games with the "dating sim" tag.
I disagree. It's not complicated, but the choices are often not as obvious as in most games (concerning relationships).
 
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