- Oct 14, 2020
- 169
- 558
Now that I'm nearing the end of my third playthrough, I feel like I can give some more detailed feedback regarding the game. I'll describe my play experience first, in order to give some context to the feedback.
I enjoyed reading the opening, and I immediately felt pretty immersed in the setting. The setup with the two goddesses and the way that you convey the prevailing attitudes toward magic and the other faith is really interesting. I hope we get more worldbuilding like that (it can even play into the sexual appeal - loss of morals is a fetish, after all, and seeing the knights corrupted into performing some sort of sacrilege against Syra would fit). My only suggestion here would be to add maybe a short branching dialogue path or two in order to help the player "get in character." Like, say, "Chastise Raine" versus "Praise Raine's vigilance" after she finally lets you talk. It could even affect starting relationship values.
I'd like to echo the people who've said that they appreciate the scene hints. When I saw that they were clearly marked, I pretty much said to myself "I'll unlock them if it's convenient, but otherwise I'm just going to play to win and see what happens." And right from the start, I found the decision of whether to take a random curse instead of applying P Corruption to be a very interesting one.
The option to take a random curse is always the same - it doesn't depend on your performance during the floor. But the amount of P Corruption you take changes depending on how well the floor went. In other words, if you play well, then you're rewarded with the option to take only a small amount of P Corruption.
And if things go badly (you end up with a bunch of T Corruption or you have to rush down the stairs in order to avoid taking a bunch of P Corruption), you can at least take the curse instead. It's hard to say how much P Corruption a curse is "worth" (because it depends on how easy it will be to remove P Corruption and on how many floors will be in the final game), but the "best" result for a floor is currently always to completely map it out with all of the girls ending up with either 0 or 1 T Corruption.
After a couple of floors where one of the girls would end up with 5 or so T Corruption and I'd end up taking the curse instead, I got into a rhythm where I was clearing every floor with just +1 P Corruption on each girl. And I enjoyed this a lot. The girls' stats ended up being mostly the same (because I mistakenly thought that 15 was a hard cap), but their curses made them feel very different. Elli got Vainglory, Raine got Saboteur and Pheromones, and Lucette got nothing at all until the very end. I found myself thinking of how to use them in terms of their personality traits, which is always a good sign for an immersive game.
I made it to the end of the current content without much trouble and immediately started a playthrough where I took no curses at all. There's not much to say about it. It was easy and dull, and the girls were practically interchangeable by the end. I'm glad that it looks like you're working on more ways for curses to happen - it definitely wouldn't be good for a no-curse strategy to be the dominant one.
Finally, for my third playthrough, I wanted to try the opposite route, taking nothing but curses. It wasn't as hard as I thought it'd be, but as I near the end of the run, I'm finally getting to the point where I can't stop corruption breaks from happening, and everyone already has more P Corruption than they did in the second run on top of being cursed, so this suggests that your balancing of P Corruption versus curses is working well. Having a few isn't completely crippling, but it's definitely way worse than +1 or even +2 P Coruption.
The more surprising thing I've noticed during the third playthrough is that, past a certain point, curses stop giving each of the girls their own unique "flavor." When one girl has too many curses, each individual curse stops feeling like part of her personality. And when one curse is held by multiple girls, of course that doesn't make them feel different either. I think that the sweet spot, as far as flavor is concerned, is maybe two to four curses per knight, none of them overlapping. The way that you made the valid curses depend on the subject's personality is really clever, particularly since their personalities are something you can influence.
Now that I've explained where I'm coming from, I want to point out some specific issues I noticed and suggest some ways to deal with them. Some of these issues are things you've already said you're working on solving, but I still want to offer up my own ideas for your consideration.
(1) Action Counts and Obstacle Defeats dominate the pacing of the game
The Well-Rested counter is probably my least favorite mechanic in the game. Whenever two or more knights are moving together, trying to arrange for the more-exhausted one to get the last hit on a target feels really artificial. To a lesser degree, effects whose timers depend on the action count (including Scry) also don't feel great. Farming weak enemies to help a character recover is not only a breach of common sense, but also pretty tedious gameplay-wise. If you add some sort of penalty to staying too long in the dungeon (which I suspect you might be doing already), then you might be able to remove the need for Well-Rested entirely, and other negative effects whose durations are measured in actions could also be rebalanced. If you don't actually already have a penalty in mind, then my personal suggestion would be to make the minimum P Corruption for moving to the next floor depend on the turns spent on that floor, rather than on the floor's exploration completion. One last benefit: splitting up means finding the stairs faster, so making turn count matter will immediately cause grouping up to be less of a dominant strategy.
(2) There's never any reason to tackle multiple floors in the same day
As with making the turn counter meaningful, I suspect that you already have something in mind for this. But if you don't, then I have an idea I like: Instead of taking a curse or P corruption, why not allow the player to avoid both by immediately going deeper? It'd basically be a "double down" option where you almost certainly suffer some corruption breaks, but it might be less P Corruption than you'd suffer by taking the floors on separate days, particularly if you end the second floor by taking a curse.
(3) Dark rooms work against the game's porn delivery objective
Honestly, I feel like even if they didn't prevent you from seeing what's happening, they'd be punishing enough just by preventing you from contacting whoever's inside. One-way communication blockage would still make sense.
(4) When there are multiple buffs and debuffs present, the combat/disarming stat summary can be misleading
Instead of just displaying e.g. Raine's Physique, it might be better to display Raine's effective Physique, so that the player isn't left wondering whether the way everything is rounded will leave the monster with 1 HP left. There's a thin line between mental load and tedium, and that line is marked by a calculator.
(5) Trap specialty vs. monster specialty is hard to leverage for the player
Because you never know what's in an unexplored room, there isn't much payoff for specializing one knight to tackle traps and another to tackle monsters. In my experience, the actual specialization tends to be one knight who tanks and recovers well, then the other two to follow behind and beat the obstacle. If you want to change this, why not make it so that question marks instead show up as either "creature" or "structure"? Traps and stairs would both be structures. And the witch is relatively creaturey.
(6) The difference between 1 point for a stat increase and 2 points for a stat increase is really big
This partly ties into the above point about it being hard to point a knight at a particular kind of threat. Because you don't know what she's going to be up against, two points to shore up lower stats is pretty much always worth more than one point in a higher stat. You could maybe solve this by just changing how points are acquired and spent (e.g. you get 2 points per level, it takes 2 points to raise a stat up to 15, then 3 points for 16 to 20). But a more elegant solution might be to change where the soft cap kicks in for each character. So, maybe Raine's Strength doesn't start costing 2 points until 20, and same for Elli's Dexterity and Lucette's Focus.
(7) Curses stop feeling important once you have too many
Well, if the player has incentive to avoid curses, but they still end up with just the right amount of them through normal gameplay mechanics, then this isn't really an issue. But I still feel like the game might be improved by preventing multiple knights from receiving the same curse. A more ambitious mechanic, if you want to balance things so that knights end up with more than 3 or 4 curses, would be to let a knight "double up" on a curse, effectively gaining the same curse again and applying double or triple the usual numerical modifier (this would be less straightforward for some curses than for others). This could even play into the hypnosis system - a curse which has been rejected might never get doubled, while a curse which has been embraced might be weighted more heavily to get doubled.
Finally, one last piece of critique which applies to the game as a whole. The way that so much of the game revolves around uncovering information is great - considering the fact that the player character is an inquisitor of Melos, it's even an excellent example of ludonarrative harmony! But in order for a gameplay decision to be meaningful, the player needs a bare minimum of information to evaluate the possible results of that decision. As a new player, I sometimes felt that I didn't have any "levers" to pull in order to influence any of the outcomes, and I wouldn't be surprised if some people come to the game but get discouraged and quit before they have a chance to do much research or even meet the witch. I'm not sure what the best solution here is, but it looks like you're moving in the right direction with offering more information to the players, so maybe it'll come in time.
Anyway, I'm looking forward to the expansion of the desire mechanics! This seems like it'll have a lot of potential to make curses even more interesting.
I enjoyed reading the opening, and I immediately felt pretty immersed in the setting. The setup with the two goddesses and the way that you convey the prevailing attitudes toward magic and the other faith is really interesting. I hope we get more worldbuilding like that (it can even play into the sexual appeal - loss of morals is a fetish, after all, and seeing the knights corrupted into performing some sort of sacrilege against Syra would fit). My only suggestion here would be to add maybe a short branching dialogue path or two in order to help the player "get in character." Like, say, "Chastise Raine" versus "Praise Raine's vigilance" after she finally lets you talk. It could even affect starting relationship values.
I'd like to echo the people who've said that they appreciate the scene hints. When I saw that they were clearly marked, I pretty much said to myself "I'll unlock them if it's convenient, but otherwise I'm just going to play to win and see what happens." And right from the start, I found the decision of whether to take a random curse instead of applying P Corruption to be a very interesting one.
The option to take a random curse is always the same - it doesn't depend on your performance during the floor. But the amount of P Corruption you take changes depending on how well the floor went. In other words, if you play well, then you're rewarded with the option to take only a small amount of P Corruption.
And if things go badly (you end up with a bunch of T Corruption or you have to rush down the stairs in order to avoid taking a bunch of P Corruption), you can at least take the curse instead. It's hard to say how much P Corruption a curse is "worth" (because it depends on how easy it will be to remove P Corruption and on how many floors will be in the final game), but the "best" result for a floor is currently always to completely map it out with all of the girls ending up with either 0 or 1 T Corruption.
After a couple of floors where one of the girls would end up with 5 or so T Corruption and I'd end up taking the curse instead, I got into a rhythm where I was clearing every floor with just +1 P Corruption on each girl. And I enjoyed this a lot. The girls' stats ended up being mostly the same (because I mistakenly thought that 15 was a hard cap), but their curses made them feel very different. Elli got Vainglory, Raine got Saboteur and Pheromones, and Lucette got nothing at all until the very end. I found myself thinking of how to use them in terms of their personality traits, which is always a good sign for an immersive game.
I made it to the end of the current content without much trouble and immediately started a playthrough where I took no curses at all. There's not much to say about it. It was easy and dull, and the girls were practically interchangeable by the end. I'm glad that it looks like you're working on more ways for curses to happen - it definitely wouldn't be good for a no-curse strategy to be the dominant one.
Finally, for my third playthrough, I wanted to try the opposite route, taking nothing but curses. It wasn't as hard as I thought it'd be, but as I near the end of the run, I'm finally getting to the point where I can't stop corruption breaks from happening, and everyone already has more P Corruption than they did in the second run on top of being cursed, so this suggests that your balancing of P Corruption versus curses is working well. Having a few isn't completely crippling, but it's definitely way worse than +1 or even +2 P Coruption.
The more surprising thing I've noticed during the third playthrough is that, past a certain point, curses stop giving each of the girls their own unique "flavor." When one girl has too many curses, each individual curse stops feeling like part of her personality. And when one curse is held by multiple girls, of course that doesn't make them feel different either. I think that the sweet spot, as far as flavor is concerned, is maybe two to four curses per knight, none of them overlapping. The way that you made the valid curses depend on the subject's personality is really clever, particularly since their personalities are something you can influence.
Now that I've explained where I'm coming from, I want to point out some specific issues I noticed and suggest some ways to deal with them. Some of these issues are things you've already said you're working on solving, but I still want to offer up my own ideas for your consideration.
(1) Action Counts and Obstacle Defeats dominate the pacing of the game
The Well-Rested counter is probably my least favorite mechanic in the game. Whenever two or more knights are moving together, trying to arrange for the more-exhausted one to get the last hit on a target feels really artificial. To a lesser degree, effects whose timers depend on the action count (including Scry) also don't feel great. Farming weak enemies to help a character recover is not only a breach of common sense, but also pretty tedious gameplay-wise. If you add some sort of penalty to staying too long in the dungeon (which I suspect you might be doing already), then you might be able to remove the need for Well-Rested entirely, and other negative effects whose durations are measured in actions could also be rebalanced. If you don't actually already have a penalty in mind, then my personal suggestion would be to make the minimum P Corruption for moving to the next floor depend on the turns spent on that floor, rather than on the floor's exploration completion. One last benefit: splitting up means finding the stairs faster, so making turn count matter will immediately cause grouping up to be less of a dominant strategy.
(2) There's never any reason to tackle multiple floors in the same day
As with making the turn counter meaningful, I suspect that you already have something in mind for this. But if you don't, then I have an idea I like: Instead of taking a curse or P corruption, why not allow the player to avoid both by immediately going deeper? It'd basically be a "double down" option where you almost certainly suffer some corruption breaks, but it might be less P Corruption than you'd suffer by taking the floors on separate days, particularly if you end the second floor by taking a curse.
(3) Dark rooms work against the game's porn delivery objective
Honestly, I feel like even if they didn't prevent you from seeing what's happening, they'd be punishing enough just by preventing you from contacting whoever's inside. One-way communication blockage would still make sense.
(4) When there are multiple buffs and debuffs present, the combat/disarming stat summary can be misleading
Instead of just displaying e.g. Raine's Physique, it might be better to display Raine's effective Physique, so that the player isn't left wondering whether the way everything is rounded will leave the monster with 1 HP left. There's a thin line between mental load and tedium, and that line is marked by a calculator.
(5) Trap specialty vs. monster specialty is hard to leverage for the player
Because you never know what's in an unexplored room, there isn't much payoff for specializing one knight to tackle traps and another to tackle monsters. In my experience, the actual specialization tends to be one knight who tanks and recovers well, then the other two to follow behind and beat the obstacle. If you want to change this, why not make it so that question marks instead show up as either "creature" or "structure"? Traps and stairs would both be structures. And the witch is relatively creaturey.
(6) The difference between 1 point for a stat increase and 2 points for a stat increase is really big
This partly ties into the above point about it being hard to point a knight at a particular kind of threat. Because you don't know what she's going to be up against, two points to shore up lower stats is pretty much always worth more than one point in a higher stat. You could maybe solve this by just changing how points are acquired and spent (e.g. you get 2 points per level, it takes 2 points to raise a stat up to 15, then 3 points for 16 to 20). But a more elegant solution might be to change where the soft cap kicks in for each character. So, maybe Raine's Strength doesn't start costing 2 points until 20, and same for Elli's Dexterity and Lucette's Focus.
(7) Curses stop feeling important once you have too many
Well, if the player has incentive to avoid curses, but they still end up with just the right amount of them through normal gameplay mechanics, then this isn't really an issue. But I still feel like the game might be improved by preventing multiple knights from receiving the same curse. A more ambitious mechanic, if you want to balance things so that knights end up with more than 3 or 4 curses, would be to let a knight "double up" on a curse, effectively gaining the same curse again and applying double or triple the usual numerical modifier (this would be less straightforward for some curses than for others). This could even play into the hypnosis system - a curse which has been rejected might never get doubled, while a curse which has been embraced might be weighted more heavily to get doubled.
Finally, one last piece of critique which applies to the game as a whole. The way that so much of the game revolves around uncovering information is great - considering the fact that the player character is an inquisitor of Melos, it's even an excellent example of ludonarrative harmony! But in order for a gameplay decision to be meaningful, the player needs a bare minimum of information to evaluate the possible results of that decision. As a new player, I sometimes felt that I didn't have any "levers" to pull in order to influence any of the outcomes, and I wouldn't be surprised if some people come to the game but get discouraged and quit before they have a chance to do much research or even meet the witch. I'm not sure what the best solution here is, but it looks like you're moving in the right direction with offering more information to the players, so maybe it'll come in time.
Anyway, I'm looking forward to the expansion of the desire mechanics! This seems like it'll have a lot of potential to make curses even more interesting.