Should ask to get a spread of expectations. You've got a hefty amount of endings planned and a number of stats to keep track of. Some even considered 'bad' and i believe game over ones which might be behind losing to a boss. Is the ending going to be 'static'? In that Talia will achieve her goal of destroying the weapon and there are a number of variations? Or is there some divergence. Like if Faye was able to win and opts to do what she wanted or if the king got the weapon in the end?This is similar to what we have on Easy Mode, except you take all the damage right at the beginning of the animation and that's it, otherwise it's identical (except that the animation isn't changing based on health etc.)
So let me clarify the types of "endings";Should ask to get a spread of expectations. You've got a hefty amount of endings planned and a number of stats to keep track of. Some even considered 'bad' and i believe game over ones which might be behind losing to a boss.
So, there's only two "guarantees" regarding the True Endings;Is the ending going to be 'static'? In that Talia will achieve her goal of destroying the weapon and there are a number of variations? Or is there some divergence. Like if Faye was able to win and opts to do what she wanted or if the king got the weapon in the end?
So in regards to this, that's actually just saying that based on your Ideals at the time, bosses will react to you both before and after the fight in different ways. The boss fight itself won't be different (with one exception where one part of the fight's aesthetics will differ based on your Ideals), though.Don't want you spoiling one or multiple boss fights to answer this but your answer previously hinted a bit towards some of the same ending but with different reactions from the participants based on past deeds.
As with the game in general and the characters and all that, there is no "good" or "bad" objectively; I tried to make stuff as "grey" as possible.Wanted to know how dynamic it was and if i should be playing a certain way to better get at a particular ending.
For the inevitable guides that get made in order to get certain paths, is it easily deduced what each of your Ideals are at any point in time? Or more limited like only at the save stations?So let me clarify the types of "endings";
- 21 True Endings = you get these for beating the True Final Boss, they're epilogues spanning anywhere from 2 to 2,000+ years after the game's events
- 3 Bad Endings = you get these for getting to the end of the game but not having all the Gold Databanks and/or all the Fragments, it's a sprite-based sex scene with Talia and Faye
- 21 "Game Over CGs", plus another 3 CGs in the same style, but gained for winning/success, instead of losing = you get these for dropping to 0 HP against enemies/bosses, or rescuing Vie/Faye for the "success" ones. One CG is gotten by winning against a boss.
- 20+ Secret Endings = These are secret easter egg events that are WAY out of the normal scope of the game's story (think the Dog Ending in Silent Hill 2), usually comedic or extremely dark in nature, and they would technically be "endings" since under normal circumstances, Talia's journey would end with them, but in all cases, I've worked some sort of deus ex machina/loophole to return you back to where you were at, given the nature of the endings themselves being ridiculous.
So, there's only two "guarantees" regarding the True Endings;
1) You beat the True Final Boss and saved your people
2) You achieved your initial goal of retrieving all the Fragments
Outside of that, anything is game, and no one has plot armor.
The endings are pretty wildly divergent from that point on; I won't say they're 100% unique, but they're probably like 95% unique. There's one or two plot points that are very vaguely shared between a few endings, but the interpretation/outcome of them is pretty different between them, and it's not a core part of said endings.
So in regards to this, that's actually just saying that based on your Ideals at the time, bosses will react to you both before and after the fight in different ways. The boss fight itself won't be different (with one exception where one part of the fight's aesthetics will differ based on your Ideals), though.
As with the game in general and the characters and all that, there is no "good" or "bad" objectively; I tried to make stuff as "grey" as possible.
So while yeah, some endings are fairly "holy shit everything went straight to hell" at first, those same endings could, by the end of it, end up being BETTER outcomes than the ones that seem to be initially "good" endings.
There's no endings I would say are 100% "everything is bad and nothing good happened" or "everyone is happy and everything is good".
Even the Ideals themselves aren't entirely "guaranteed" in terms of what you'll get; Kindness isn't inherently "good", and Pessimism isn't inherently "bad". I know I'm kinda rambling on about this, but it's hard to beat around the bush with it without spoiling stuff, and also without misleading/giving false impressions.
On a first run, the only way to tell what your maximum Ideal is is the boss fight intros/outros; they'll react differently in pretty tell-tale ways as to what your max one is currently. This is because we want choices to feel organic/matter significantly on at least ONE playthrough, aka your first one. (It's why we'll only have one save slot on a first go, too.)For the inevitable guides that get made in order to get certain paths, is it easily deduced what each of your Ideals are at any point in time? Or more limited like only at the save stations?
"Defeat sex" or "Game Over Sex" is a genre. While some scenes in the game are part of cutscenes or PC-instigated interactions, most are designed around the narrative of Talia being defeated and captured by the enemies and put through dub-con sexual interactions due to the enemies' in-story design. It's much less of a "game design contradiction" when the story itself validates these losses and lets you progress with them instead of treating it as appealing one-off non-canon wank-fodder for losing. Furthermore these defeat instances will compound in the form of lewd stat increases which further promotes defeat as an organic part of the game's progression. Finally, it's been explained that completing half of a stage's challenges will unlock that stage's full gallery, so there's no need to lose to each enemy to see all the good stuff.There are two ideas: (a) sex scenes are the main collectable of the game, and (b) the player should be punished for failing in the game. Sex on defeat puts these two ideas completely at odds. Players are obviously going to intentionally sabotage themselves when they come across a new enemy. Games with group animations are even worse, because (as sexy as they are) they encourage constantly taking damage on the off-chance the devs made a specific combination. Having to go all the way back to the lore-checkpoint because I wanted sexy times is irritating.
And you also mentioned the irritation of watching sex animations through multiple times for a buff, but plenty of sex on defeat games let you get stun locked into animations. That's irritating. Also sometimes very sexy. But also irritating.
There is something very erotic about a female MC being forced into sexual pleasure, but it sure is a stain on the design of h-platformers.
The date shown on Steam got pushed forward due to a lot of stuff involving Steam under the hood stuff (pre-release visibility, etc.) for now, we still intend to release on November 30th (assuming we get accepted by Steam with our build).don't take it for anything more than a genuine question: release have been delayed?![]()
GreatThe date shown on Steam got pushed forward due to a lot of stuff involving Steam under the hood stuff (pre-release visibility, etc.) for now, we still intend to release on November 30th (assuming we get accepted by Steam with our build).
Basically tl;dr though, within 14 days of release, your release date becomes locked and your pre-release visibility period starts. In the event we don't get accepted by Steam before the 30th, we wouldn't want that pre-release visibility to get used up, so we temporarily changed it ahead of the release date to prevent that from happening.
tl/dr:The date shown on Steam got pushed forward due to a lot of stuff involving Steam under the hood stuff (pre-release visibility, etc.) for now, we still intend to release on November 30th (assuming we get accepted by Steam with our build).
Basically tl;dr though, within 14 days of release, your release date becomes locked and your pre-release visibility period starts. In the event we don't get accepted by Steam before the 30th, we wouldn't want that pre-release visibility to get used up, so we temporarily changed it ahead of the release date to prevent that from happening.
Wasn't it November 30th?So it's december 30th on itch.io right?
So it's december 30th on itch.io right?
If we get accepted by Steam on this next submission on the 23rd (and we don't get banned for submitting too many times without fixing the problem as Steam has already suggested is possible), then it's Steam on the 30th of November, and everywhere else on the 30th of December.Wasn't it November 30th?
The endings are complete, it's other stuff that isnt complete enough to get it accepted thus far, etc.If there's a risk of being banned, why not wait to resubmit until the ending is actually completed?
The threat of a ban is probably just for abuse. They're not gonna ban you just because it took a couple of attempts to get it in a passable state.The endings are complete, it's other stuff that isnt complete enough to get it accepted thus far, etc.
But mainly we just want to release it so we stop letting people down with release date stuff. That potential ban IS a bit scary, though...
Actually, while Steam has said that messages exchanged between us are NDA (so I can't post it verbatim), they did in fact say that if we keep getting rejected and we don't fix what's been asked to be fixed by the reviewers, then we might get banned.The threat of a ban is probably just for abuse. They're not gonna ban you just because it took a couple of attempts to get it in a passable state.
What was asked to be completed was to have the game "complete", i.e. playable from beginning to end; further messages between us and Steam clarified that that didn't just mean "have the endings in", it meant "there shouldn't be chunks of cutscenes/events/gameplay missing", which, as the game is definitely not complete, we haven't been able to "fix".You fixed/completed the thing that they failed it for last time, right?