4.80 star(s) 56 Votes

sabadongelov

Member
Aug 21, 2018
354
902
I think you missed the part where futa on futa is supposed to be a bad path that ends with a bad ending in week 1 so we can get netorare in week 2. Also what's the point of Netori if futa on futa is going to give you what netori has anyway? Are you suggesting the 2 should be mixed? I think working on a path with a fresh cast to explore something very different became popular for a reason.
If so, I did, but a bad path that ends the game prematurely is an even worse idea actually, but ok.

I am suggesting that all, or at the very least most, LIs should be up for grabs regardless of which route you choose. And that much of the main story should be the same regardless of route, to not get stuck in developmental hell.

The maze of relationships you're bringing up also works best in sandbox games tbh.
What are you talking about? Most games have a core story. Many games let you choose how to approach LIs. Will the MC be dominant or submissive towards the LI? Will the MC be loving or corrupting towards the LI? And so on. Has nothing to do with sandbox.

This just isn't that kind of game and not everyone wants to play futa on futa that's why it was split right?
This game already have exactly what I'm talking about in the first portions of the game, where the route choosen defines how Millie has sex with Hana, depravity means rape, while NTR means seduction/corruption.

As for the players being able to opt out from futa on futa, that could easily be implemented by letting the players choose which LIs to go after. So instead of forcing players who enjoy futa on futa to forgo non-futa LIs, the players could simply be given the option to not go for every LI. Then every player could tailor their harem/cast of LIs according to their preferences (people can dislike more things than just futa). Many games do this.

My own opinion? It sounds like you’re just saying what you want, but that doesn’t prove the game has bad development or that your ideas are what’s best for it. Again my own opinion.
Yeah, of course it is my opinion and not some objective truth, that said I do think games that don't create completely separate paths will achieve better results, everything else equal, than games that have completely separate paths, because having, for instance, three completely separate paths means almost three times as much time and resources will be required from the dev to advance the game compared to a game where paths are just variations of the same core story (for instance on how to approach LIs). This update is a good example of this, where all/most of the update is only reserved for those on the depravity route. Had there instead been more of a common main story, you could have updates for all paths.
 
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Kekekerkek

Well-Known Member
Aug 18, 2018
1,147
729
If so, I did, but a bad path that ends the game prematurely is an even worse idea actually, but ok.

I am suggesting that all, or at the very least most, LIs should be up for grabs regardless of which route you choose. And that much of the main story should be the same regardless of route, to not get stuck in developmental hell.



What are you talking about? Most games have a core story. Many games let you choose how to approach LIs. Will the MC be dominant or submissive towards the LI? Will the MC be loving or corrupting towards the LI? And so on. Has nothing to do with sandbox.



This game already have exactly what I'm talking about in the first portions of the game, where the route choosen defines how Millie has sex with Hana, depravity means rape, while NTR means seduction/corruption.

As for the players being able to opt out from futa on futa, that could easily be implemented by letting the players choose which LIs to go after. So instead of forcing players who enjoy futa on futa to forgo non-futa LIs, the players could simply be given the option to not go for every LI. Then every player could tailor their harem/cast of LIs according to their preferences (people can dislike more things than just futa). Many games do this.



Yeah, of course it is my opinion and not some objective truth, that said I do think games that don't create completely separate paths will achieve better results, everything else equal, than games that have completely separate paths, because having, for instance, three completely separate paths means almost three times as much time and resources will be required from the dev to advance the game compared to a game where paths are just variations of the same core story (for instance on how to approach LIs). This update is a good example of this, where all/most of the update is only reserved for those on the depravity route. Had there instead been more of a common main story, you could have updates for all paths.
i get what you say and i would agree with most games but i think this game handles very well 2 complete different path, i think that merging them would be a bad idea because it feels like choices have consequence which is very enjoyable and while some people would have to wait longer for an update i think it is worth it for the game if he plan to release it on steam or other platform.(at least i think there is 2 path? correct me if i'm wrong but i only saw the netori and futa path)
 

Zeekl

Newbie
Feb 5, 2023
19
45
If so, I did, but a bad path that ends the game prematurely is an even worse idea actually, but ok.

I am suggesting that all, or at the very least most, LIs should be up for grabs regardless of which route you choose. And that much of the main story should be the same regardless of route, to not get stuck in developmental hell.



What are you talking about? Most games have a core story. Many games let you choose how to approach LIs. Will the MC be dominant or submissive towards the LI? Will the MC be loving or corrupting towards the LI? And so on. Has nothing to do with sandbox.



This game already have exactly what I'm talking about in the first portions of the game, where the route choosen defines how Millie has sex with Hana, depravity means rape, while NTR means seduction/corruption.

As for the players being able to opt out from futa on futa, that could easily be implemented by letting the players choose which LIs to go after. So instead of forcing players who enjoy futa on futa to forgo non-futa LIs, the players could simply be given the option to not go for every LI. Then every player could tailor their harem/cast of LIs according to their preferences (people can dislike more things than just futa). Many games do this.



Yeah, of course it is my opinion and not some objective truth, that said I do think games that don't create completely separate paths will achieve better results, everything else equal, than games that have completely separate paths, because having, for instance, three completely separate paths means almost three times as much time and resources will be required from the dev to advance the game compared to a game where paths are just variations of the same core story (for instance on how to approach LIs). This update is a good example of this, where all/most of the update is only reserved for those on the depravity route. Had there instead been more of a common main story, you could have updates for all paths.
Your opinions are just fine. My only issue is that you're suggesting a more complex approach for something that has been made so simple. The two paths are completely different stories with different approaches. You can’t write a story where the protagonist wins everything while also deconstructing their character at the same time. It just doesn’t work. That’s why they’re separate, and there’s nothing wrong with that. Bad Endings are not new to visual novels either.

In a game like this where characters are starting to interact so much, trying to write selective love interests and their own dialogue based on relationship would be a nightmare for the Dev. Especially in a game that tries to give consequences to choices.
The game is just fine with separating kinks into only 2 or 3 paths. And the moment a Dev starts tearing apart his formula, the game starts to collapse. Maybe I'm being parasocial because I have conversed with the dev before and he seems to go through hell just to balance personal life and the game. And I'm just happy the game still remains so amazing. So I'll be fair and ask if you have such a problem with the dev’s approach, have you tried taking it up with him/ her directly?
 

forkedtongue

Member
Jun 3, 2020
174
44
Is there any general guides for the available paths in this game?
for example, I'm mostly interested in doing netori/netorare but I'm afraid of going into another path without even realizing
 

sabadongelov

Member
Aug 21, 2018
354
902
Your opinions are just fine. My only issue is that you're suggesting a more complex approach for something that has been made so simple. The two paths are completely different stories with different approaches. You can’t write a story where the protagonist wins everything while also deconstructing their character at the same time. It just doesn’t work. That’s why they’re separate, and there’s nothing wrong with that.
I don't agree that it is simple. After the previous update I spent quite some time testing different choices within both paths to see what different outcomes it resultet in. This time I didn't bother, because of the time it took last time and the fact that this was a shorter update.

If you're only ever interested in one path, then it might be simple, but I am not.

Bad Endings are not new to visual novels either.
I don't think there's anything wrong with a bad ending if that ending is given immediately after the wrong choice is made. But wrong choices that lead to bad ends hours into the game after the choice was made is bad game design.

In a game like this where characters are starting to interact so much, trying to write selective love interests and their own dialogue based on relationship would be a nightmare for the Dev. Especially in a game that tries to give consequences to choices.
Having some dialogue and sex scenes vary somewhat is a lot less effort than constructing what is essentially two or three different games at the same time. There is also nothing special with this game in regards to character interaction. My suggestion would likely decrease work load rather than increase it.

The game is just fine with separating kinks into only 2 or 3 paths. And the moment a Dev starts tearing apart his formula, the game starts to collapse. Maybe I'm being parasocial because I have conversed with the dev before and he seems to go through hell just to balance personal life and the game. And I'm just happy the game still remains so amazing.
The dev should do whatever they want and continue the vision they have for the game. If this is how they want the game to progress, that is of course their choice and whether or not they will listen to player input or not is up to them (and I don't mean not listening to player imput as something wholly negative, it is usually better to have a dev that completes their vision without listening to player input at all than a dev that is trying to please everyone regardless of how that jives with the original idea for the game). That will however not stop me from expressing my opinion.

So I'll be fair and ask if you have such a problem with the dev’s approach, have you tried taking it up with him/ her directly?
And I'll be fair and ask, are we getting to the fanboy stage where no constructive criticism at all is allowed, only fawning praise? I don't have "such a problem with the dev's approach", if I had I wouldn't play the game and I wouldn't write that I enjoy the game and call my own criticms "nitpicking" (se the first comment I wrote that you replied to). I just commented on something I think could have been done better.

As for the dev, they have previously been active in this thread. Once more, it is up to them if they want to interact with players and listen to their input. If they do not want to do that, I will not impose further by DM:ing them or anything such.
 

Daryle1

Newbie
Feb 5, 2023
44
80
Is there any general guides for the available paths in this game?
for example, I'm mostly interested in doing netori/netorare but I'm afraid of going into another path without even realizing
To stay on Netori, 'check out some flowers' with Hana on Day 1 and you are safe. If you choose the other option then the choices you get when Nadya proposes to you in class on Day 2 will be the branching point for the two paths. A notification in the upper left corner of the screen will show which path you're on.
 
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Dragongod777

Member
Jul 14, 2023
213
279
Yeah the very first scene was already rape.

Just wondering will there be even more futa x futa rape in the future though. I enjoy it so far.
it will Probably will Especially if you choose milly to be a dom or sub if you choose the dom choices then milly will be a slut but will dom them or if you choose the sub choices milly will still be a slut but will be forced into submission.
 

Dragongod777

Member
Jul 14, 2023
213
279
I been reading other comments on different sites and they want milly to fuck a futa on the netori path. And i am like the only way i see this happening which is like a 0% chance. Is if the futa is married and is naturally submissive and milly cucks not only the futa but also the wife who is female.
 

netcov

Member
Dec 22, 2018
182
379
LIs should be up for grabs regardless of which route you choose. And that much of the main story should be the same regardless of route, to not get stuck in developmental hell.
This is your personal preference, not a rule for developer to abide by. There are good games where you have to choose between the LIs, there are games where you get all LIs and there are games where you can choose which LIs you want.

having, for instance, three completely separate paths means almost three times as much time and resources will be required from the dev to advance the game compared to a game where paths are just variations of the same core story (for instance on how to approach LIs).
This is wrong. Developing side-paths or alternative paths do not automatically result in doubling development time, especially if those paths were already pre-planned. You might wait a bit longer for your preferrential path to continue.
If you don't like the branching and the consequence of a different cast, then scarlet's vision of this game and your preference do not match.

Having some dialogue and sex scenes vary somewhat is a lot less effort than constructing what is essentially two or three different games at the same time. There is also nothing special with this game in regards to character interaction. My suggestion would likely decrease work load rather than increase it.
In a game like this where characters are starting to interact so much, trying to write selective love interests and their own dialogue based on relationship would be a nightmare for the Dev. Especially in a game that tries to give consequences to choices.
I'm just going to chime in my two cents and put it bluntly: Zeekl is in case for this particular game simply right about having two separate branches being less workload than modular LI system in this game format.

Now let me explain why Zeekl is right: The story itself develops vastly different depending on how Millie decides and the social dynamics between the cast is therefore different. Having your way of designing the game would simply result in a different game than the current Futa's World of NTR.
Basically what your are saying is: every dialogue currently in the game should be strung together, with this there would be no increase or decrease in workload in comparison to branching with the different paths. But the strung together dialogue needs to account for different choices made, so this on the other hand would increase in workload as different dialogue lines and multiple choice checks would need to be done to reflect the player's choice properly. But then again, Millie being at different locations depending on the path means the developments between the character needs to take place at another place, depending whether it happened or not the narrative design grows exponentially. So again this is an increase of workload.

Just replay the game and see Millie being at different locations for each path. So basically your preference of 'having every LI for grabs' means Scarlet needs to design the narrative in a way that whatever route the player wants Millie to go, she will at least have enough screentime with every LI to at least engage up to the point of getting down to fuck.

Again: Zeekl is absolutely right in case of this game. If you take other games for example: V.I.R.T.U.E.S. the intertwined modular approach works fine, but this is also only the case because the game design is set up to accommodate this kind of player experience.

And I'll be fair and ask, are we getting to the fanboy stage where no constructive criticism at all is allowed, only fawning praise?
Your 'constructive critism' consist of statements presented as absolute objective truth. As soon as Zeekl went ahead stating he does not share your opinion you try to paint him as some internet villain, forbidding you of sharing your opinion. The best thing about this discussion is you don't even bother to describe how this modular setup would have looked like, so we could at least have a chance of be convinced. Maybe you have thought of a narrative design where your idea of the modular setup would have worked and enrich the game, but we simply haven't thought of it in that way.

And if you do not believe me, simply make a flow chart depicting time, Millie's location and other cast members of how it is currently implemented vs what you would have liked. This should be evidence enough.
 
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4.80 star(s) 56 Votes