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Rosen King

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May 29, 2019
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I haven't played much, what do you mean by "just the one"?
There's currently only one full scene to be found that way, which is the one I mentioned earlier in the post, and as I said, you can see the "???" in the character bios that tells you how to unlock it. Specifically, get Raine to embrace either the "Masochist" or "Rope Bunny" curse, get her to strip while she's in trance, and then use the "Trance Bound Sex" action that becomes available.
 

WellIGuess

Member
Jan 23, 2019
185
115
FINALLY A SEX SCENE

The tutorial being there is very helpful, too.

BUT THE SEKS

edit: I also accidentally found out we get a new, if more cute than sexy, scene when you scry on the girls while they sleep. This really only furthers the need for a gallery of some sort where you can definitively know how much of the game's content you've seen and how much is left.
 

Rosen King

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May 29, 2019
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This really only furthers the need for a gallery of some sort where you can definitively know how much of the game's content you've seen and how much is left.
Strictly speaking, that's exactly what the research notes are for, it's just that some scenes are treated as too minor to get their own entry in the gallery. Maybe they could be put in a misc section? I do feel like something will eventually need to be done to split up the events in the character list, since I imagine it will get particularly crowded even without the camp mini-scenes. But I think the goal is to eventually make it so that every "join what the knight is doing" action (or scrying an action that you can't join) will have a default mini-scene, so you'll eventually know whether a mini-scene exists based on the fact that the answer is always yes. I think.
 
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Rosen King

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May 29, 2019
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New Tweets, including something bigger than usual: A public Patreon devpost! I usually wait until I have a mini-commentary ready before reposting these here, but it's big enough that I haven't even read it yet and don't want to hold off on posting a link (although the dev will probably post it themselves if I take longer than two seconds). Will probably edit or respond with commentary later.

Very heavy on internal work today, so not much in the way of fun screenshots to share. I'm trying to put together some fun supporter stuff together here soon though. Maybe even tomorrow? Definitely watch this space!
Big patreon/subscribestar post today! It's public, so give it a look. There's some good stuff in here, with even more to come for supporters!
 

NRFB

Hi (。・ω・)ノ゙
Game Developer
Feb 14, 2020
308
678
(although the dev will probably post it themselves if I take longer than two seconds)
(´・ω・`)



Ah I see. Personally my enjoyment with that kind of game is going in the field (or in the dungeon) and seeing all the variations that I can control from camp or with gameplay. I think there's a happy medium to be found with that kind of gameplay.
I think this is fair, and I will probably add more variation to text in scenes in the future, as well as some scenes which will have desire drive requirements, etc. But I think I probably should avoid having differences of what happens in a given event be based on desires as that could make it quite finicky to get the version you want specifically to happen. It could also be annoying to properly list out/summarize scenes if their content is hugely changed by many different factors. I agree there is a happy medium though, yeah.
 
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Rosen King

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May 29, 2019
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Non-mind control based sexual knight interactions (romance options)
This implies that there won't be romantic mind control options. Where's the scene where a knight asks you to toy with her mind, or to help her get over her mental hangups about your relationship? Or even one where the inquisitor uses it like a "cheat code" on a date and makes sure everything goes perfectly and she loves it even though he/she totally fucked it up?

  • I'm not sure if the "Expanded content depth for currently existing threats" entry was very clear in what it meant or not, since I've felt like people have since then asked about features that would definitely fall under this umbrella (more events/interactions with the imp/bat girl/maids etc.)
  • Lack of interest in boss monsters/dungeon NPCs leads me to think that, to a degree, people are satisfied with the complexity/difficulty of gameplay in the dungeon, even if I personally still want to push it some more (and have been working on doing so, more on that in a bit).
Or that the people voting had more interest in porn/story/event content than game content in general. Especially with mutually exclusive choices being "more porn" (which the game was particularly short on at the time) and "more game" (which the game was not short on). But I would definitely hate to see things like bosses and NPCs discarded because you thought people felt the dungeon content was "complete", and I think there's even a lot of potential for the porn/event side of things with those ideas. (Boss monsters could potentially be given more unique/impactful scenes and even have some kind of "reward" that has implications back at camp, and NPCs that aren't trying to kill you can be just as fun but more consensual than the existing threats. Heck, for all I know, dungeon NPCs could just be a tile that allows you to manual trigger a camp-quality cutscene. Like, maybe a scene where the Witch helps coach you through ways to manipulate the knights. Although that might put off people who consider something like that to be "NTR". Ooh, but what if the Witch lets you possess her and have fun with the knight that way? Or even teaches you to possess the knight so you can use her to have fun with the Witch? Buuuut that one would have significant enough implications that would have people demanding a tie-in gameplay mechanic, and that would definitely be an unreasonable amount of scope creep.)

Beastkin

The rage filled wild men and women using the dungeon as their own endless battleground.
Stop fight. No rage. Come get cuddles and scritches.

Probably the most PLOT option of the bunch, up to and including the previous squad of knights.
I'm looking forward to having a philosophical debate with Coraline to convince her that allowing herself to be brainwashed into rejoining the Knights of Syra (and becoming the Inquisitor's sex slave) is not only completely in line with her new code of ethics, but also means having everything Eschahn promised her and the added benefit of her Master/Mistress actually being there to love her in person. Although dungeon encounters with the fallen knights is probably best combined with a "boss monster" mechanic, especially if the aftermath involves unique plot progression, such as taking them back to camp as captives to try to "redeem" them.

Experiments

The dungeon is practically lawless. If you were looking for somewhere to try some so-called heretical experiments, you could definitely make a worse choice of where to set up shop.
Witch-kin! You know, I'm something of a semi-heretical mad scientist myself. (Except with a goddess who technically permits mind control even if her religion doesn't, and she encourages knowledge and learning, so who's to say it's really heresy?)


Not that my vote officially counts as a penniless pleb, but I'd probably pick Experiments with Beastkin as my #2 choice. The fallen knights are a separate priority as I believe they're best saved for when they have a mechanic that does them justice, instead of just being added as common threats, though I am very interested in seeing more of them. The others could be added without needing to introduce a new mechanic.

Unless... Themed floors! That wouldn't be more work than it sounds, would it? Just a random modifier that increases the odds of certain threats, and has some that can only appear in that theme, maybe even make some of the new threat modifiers more likely (e.g. thorny monsters in a plant-themed floor). Maybe also some visual changes, but that's where it starts turning into scope creep if it involves redoing the whole UI. A single unique AI-generated background might be enough to cover that with no trouble, though, making it easy to tell when you've stepped into a themed floor.
 
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Rosen King

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May 29, 2019
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Random idea I had while thinking about how each of the knights seems to have an affinity with a different goddess: There should be a date/sex scene where Lucette wears one of the protagonist's spare outfits and roleplays as an Inquisitor who's interrogating a heretical wizard. And of course there's an option - purely to enhance the roleplay, you understand - to turn the tables and actually hypnotize her, implant the fantasy of falling under the evil wizard's mind control, then wake her up and have her "pretend" that she's under your power and in the process of being brainwashed into your slave. Or skip the mind control and just play out the fantasy normally as her "victim", perhaps even letting her pretend to break a taboo and use a mind control spell on you.

...Come to think of it, what are the odds that the twist villain turns out to be a fallen inquisitor? Then again, Lucette's "evil counterpart" could be an even more dangerous form of that. I mentioned each knight having an affinity with a different goddess (and the goddesses themselves seem to represent the "human trinity" of Mind, Body, and Heart/Soul), and that's likely reflected in their counterparts: Elli/Coraline to Eschahn, Raine/Olivia to Syra (who I hope she's tsundere towards, in denial of how close she is to the goddess she betrayed) and Lucette/??? to Melos. A former knight wielding Syra's power, blessed by Eschahn, and with a natural affinity for Melos's intellect and magic... Someone like that could prove too much for even Eschahn to control.


Tweet time:

Hmm... Well if they do end up winning, I hope the fallen knights are implemented in a way that does them justice. I'd like if them being pushed to the front meant that any relevant mechanics like boss fights was pushed to the front as well, but I think the addition of five new floors is going to make balance become a big priority. It may become more urgent to implement one of the other majorly balance-affecting mechanics like an alternate source of stat points or a way to remove permanent corruption, as opposed to doing a complete balance pass when the new floors are added and then doing it again once those mechanics are added. That might not leave a lot of time for the kinds of things that are added for the sake of "robustness", so to speak.

Then again, maybe this would be the perfect time to introduce the way to reduce permanent corruption anyway, especially if we're going to attempt to "redeem" the fallen knights. I've been thinking of how corruption reduction might be implemented, and as much as I'd love for it to just be "fall under the Inquisitor's control instead of Eschahn's", what if... Love? Maybe the key to overcoming Eschahn's corruption is the knights' love for each other, and for the Inquisitor? You could simply have a mechanic where any time you trigger a new (for that run) romantic scene, a bit of Permanent Corruption gets turned into Love. Of course, that doesn't mean there can't still be some mind control involved, as the Inquisitor can justify to themselves that "enhancing" their relationship with the knights is key to the success of the mission. Plus, if we've captured a fallen knight and want to redeem her, surely we'd need help to "convince" her to accept the love of her former comrades. (Seriously, though, there isn't *NEARLY* enough "reverse corruption" out there. "Unethical mind controller convinces villainess to become a warrior of love and join his harem of heroines" is just :whistle:.) (Edit: But I should be clear that I don't expect them to become playable, as that would mean exponentially more work in every part of the game. Maybe as some kind of paid DLC after the game is complete, though...)

And back to the subject of each knight having a different aspect, it would be neat if this mechanic was uncovered by Elli in a confrontation against Coraline. As the knight with the closest affinity to Eschahn, I've always felt that Elli should hold the key to overcoming her corruption, and turning Eschahn's own aspect of "heart" to their advantage would be right up her alley. "Why should I let some wannabe goddess tell me how to be happy? I've got everything I could want right here."


Oh, and I like the headwings on that "monster".

Back to the Tweets said:
Spoopy. A harmful curse, an assassin, or a symbol of corruption?

Yuss. Although I'd prefer a sorting option, that might be more of a pain in the ass to implement, I dunno. Some way to filter by tags might be nice, though, for when we're planning out a "build" and need to know what we're gonna need to get all the relevant skills.
 

NRFB

Hi (。・ω・)ノ゙
Game Developer
Feb 14, 2020
308
678
This implies that there won't be romantic mind control options.

But I would definitely hate to see things like bosses and NPCs discarded because you thought people felt the dungeon content was "complete", and I think there's even a lot of potential for the porn/event side of things with those ideas.
Any given option getting fewer votes than others doesn't take them off the table. It was more of a prioritization thing than anything else. I'm also sure that people's opinions on what they want in the game will change over time, especially once we get further into content focus when I HOPEFULLY get more support/voters.

Unless... Themed floors! That wouldn't be more work than it sounds, would it? Just a random modifier that increases the odds of certain threats, and has some that can only appear in that theme, maybe even make some of the new threat modifiers more likely (e.g. thorny monsters in a plant-themed floor). Maybe also some visual changes, but that's where it starts turning into scope creep if it involves redoing the whole UI. A single unique AI-generated background might be enough to cover that with no trouble, though, making it easy to tell when you've stepped into a themed floor.
Yes and no. This is very much a thing that I've had in mind, so the system is set up in such a way that I could very much do all of the things here, but I still have to write the code so that the game will be able to parse these kinds of instructions from floor data.

Random idea I had while thinking about how each of the knights seems to have an affinity with a different goddess: There should be a date/sex scene where Lucette wears one of the protagonist's spare outfits and roleplays as an Inquisitor who's interrogating a heretical wizard. And of course there's an option - purely to enhance the roleplay, you understand - to turn the tables and actually hypnotize her, implant the fantasy of falling under the evil wizard's mind control, then wake her up and have her "pretend" that she's under your power and in the process of being brainwashed into your slave. Or skip the mind control and just play out the fantasy normally as her "victim", perhaps even letting her pretend to break a taboo and use a mind control spell on you.
That does sound fun!

It may become more urgent to implement one of the other majorly balance-affecting mechanics like an alternate source of stat points or a way to remove permanent corruption, as opposed to doing a complete balance pass when the new floors are added and then doing it again once those mechanics are added.
I will say on the balance side that I still kinda have no idea how common it is for people (who are actually trying) to lose, which makes things a bit tough. Personally I'm still under the impression that the game is too easy, but what do I know?

Yuss. Although I'd prefer a sorting option, that might be more of a pain in the ass to implement, I dunno. Some way to filter by tags might be nice, though, for when we're planning out a "build" and need to know what we're gonna need to get all the relevant skills.
The image in this tweet is already out of date (I've already posted more on the discord but I GUESS people can see it too if they don't want to come hang out). I've added more to it. Worth noting that the filters/searching do stack with each other (so you can have more than one on at a time) and that I'll be changing the appearance further so that the checkboxes are check boxes rather than looking like radio buttons.

And with regard to sorting, I'm not sure what all parameters people would want to sort by. Name/Rarity/Count? It's technically already sorted by oldest to newest, so I could do a newest to oldest by reversing it. If you want a given skill to move up to the top of newest whenever you get a new scroll of it though, that's slightly more annoying with how I have the scroll list implemented (which of course doesn't make it in any way impossible, just more annoying).
 

Rosen King

Engaged Member
May 29, 2019
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Any given option getting fewer votes than others doesn't take them off the table. It was more of a prioritization thing than anything else. I'm also sure that people's opinions on what they want in the game will change over time, especially once we get further into content focus when I HOPEFULLY get more support/voters.
Not sure if you quoted the wrong part, since that response does apply to the paragraph after that, but the particular point you quoted was actually referring to the phrasing of the poll options that implied the absence of a combined option. Namely that "non-mind control based sexual knight interactions" being synonymous with "romance options" suggests that "yes-mind control based sexual knight interactions" couldn't also be "romance options". I was basically just saying, "Por que no los dos?" and throwing out examples of MC romance. (Edit: That's Mind Control Romance, not a weird half-acronym for My Chemical Romance.)

I will say on the balance side that I still kinda have no idea how common it is for people (who are actually trying) to lose, which makes things a bit tough. Personally I'm still under the impression that the game is too easy, but what do I know?
In its current state, yes, it's very easy. But a game that stops at an early floor, when the difficulty of each new floor increases exponentially (not just in what you encounter and how much of it, but also in how you've been worn down from previous floors), should be fairly easy to reach the end of the current content without dying once you know what you're doing. Maybe we'll get lucky enough that a 50% increase in dungeon length lands us at the perfect balance (which might mean it'll need to be made harder when those new mechanics are added, or easier when new floors are added, but at least there's no immediate need for a fix), but if it swings too far in the other direction then something will need to be done so people can actually consistently play through the new content. And if it's still too easy... Well, that's probably a good excuse to add boss fights.

The image in this tweet is already out of date (I've already posted more on the discord but I GUESS people can see it too if they don't want to come hang out).
Yusssss. (Also, I'd totally be on the Discord, but... Well, I'm bad enough just here. OCD + Active Chat Room = Unhealthy.)

As for sorting, I'm not really sure of specific examples at the moment (I'm pretty sure I had some but I just woke up), but one thing I always prefer having is a "default order", which I'd like to see for the research notes as well. It's actually a pet peeve of mine when a game will only let you sort your inventory by "order obtained" or "alphabetical" (which, come to think of it, is also not an option for that screen yet), with no option for a standard order that's chosen by the devs. Obviously it makes sense for the accessory that increases your defense by 20% to be listed right after the one that increases your defense by 10%, but somehow every available sorting option has them at opposite sides of the inventory? That's just silly, and a pain in the ass when you've got tons of items to sort through and you're not even sure if this is the most efficient one in its category. Even if the "dev order" ends up doing something weird like listing the 10% attack and 10% defense ones next to each other before moving on to the 20% ones, at least that's still a pattern to follow. And it can be helpful when searching for things that are missing, as you can learn or deduce that there *should* be something between A and C, instead of comparing two whole lists in a completely different order before finally seeing that there's a B that's in one and not the other.

(Obviously this doesn't apply to games that have items that are randomly generated, of course. Although, depending on how they work, a "sort by category" option can still be helpful there.)
 

WellIGuess

Member
Jan 23, 2019
185
115
Any given option getting fewer votes than others doesn't take them off the table. It was more of a prioritization thing than anything else. I'm also sure that people's opinions on what they want in the game will change over time, especially once we get further into content focus when I HOPEFULLY get more support/voters.


Yes and no. This is very much a thing that I've had in mind, so the system is set up in such a way that I could very much do all of the things here, but I still have to write the code so that the game will be able to parse these kinds of instructions from floor data.


That does sound fun!


I will say on the balance side that I still kinda have no idea how common it is for people (who are actually trying) to lose, which makes things a bit tough. Personally I'm still under the impression that the game is too easy, but what do I know?


The image in this tweet is already out of date (I've already posted more on the discord but I GUESS people can see it too if they don't want to come hang out). I've added more to it. Worth noting that the filters/searching do stack with each other (so you can have more than one on at a time) and that I'll be changing the appearance further so that the checkboxes are check boxes rather than looking like radio buttons.

And with regard to sorting, I'm not sure what all parameters people would want to sort by. Name/Rarity/Count? It's technically already sorted by oldest to newest, so I could do a newest to oldest by reversing it. If you want a given skill to move up to the top of newest whenever you get a new scroll of it though, that's slightly more annoying with how I have the scroll list implemented (which of course doesn't make it in any way impossible, just more annoying).
The game is definitely not "too easy"; remember, most porn games (I understand you may not like the term, but I don't think anything else applies) default to being able to win without paying attention, so you have to actually try to lose. Not paying attention in this game (or worse, intentionally losing to see all the scenes) is almost guaranteed to end a run early. I still personally think the current combat system is rather more complicated than strictly neccessary, but I can understand wanting to go all-in on a passion project. Either way, I think upping the difficulty on individual floors while also giving the player options to refresh the slate more often (or at least scale back to a certain corruption threshold that can be slowly rising as floors get higher, thus maintaining the tension) would strike a decent balance.
 

NRFB

Hi (。・ω・)ノ゙
Game Developer
Feb 14, 2020
308
678
Maybe we'll get lucky enough that a 50% increase in dungeon length lands us at the perfect balance (which might mean it'll need to be made harder when those new mechanics are added, or easier when new floors are added, but at least there's no immediate need for a fix), but if it swings too far in the other direction then something will need to be done so people can actually consistently play through the new content. And if it's still too easy... Well, that's probably a good excuse to add boss fights.
I don't recall every specifically saying I'd go up to 15 floors? I mean it would make sense to land on that number, but idk.

OCD + Active Chat Room = Unhealthy.
I wish it could be described as active...

"default order"
This is tough because there isn't really one. There's an order that entries are in the json files they inhabit, sure, but those are largely just in whatever order I added them, except when they aren't because I wanted to group things a little more (like I know all the Grace skills are right next to each other but that's not the case with the Fury or Charge skills, etc)

The game is definitely not "too easy"; remember, most porn games (I understand you may not like the term, but I don't think anything else applies)
I do like the term. It is a porn game (with less porn than one would expect maybe, but we'll get there), but I also don't see any reason why porn games have to be "no stakes wish fulfillment" or "you have to lose to see all the good stuff" or whatever. If anything, I very much like the idea that the mechanics ask that you have to pay attention to the game you're playing.

Just due to the way that having a roguelite metaprogression system enables/assists the game's replayability, my concerns are always going to be "is the game hard enough to make use of its framework" over "is the game easy enough for everyone to get through it without bonuses".
 

Rosen King

Engaged Member
May 29, 2019
2,258
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Not paying attention in this game (or worse, intentionally losing to see all the scenes) is almost guaranteed to end a run early.
I dunno, I got pretty far in one run just hitting "auto-move" and not using scrolls/teaching at camp, though I didn't keep it up long enough to see where I would have died. When I actually *tried* (with NG+ bonuses), it was pretty easy to get to the end with under 15 permanent corruption, which seems stupidly low for the "final" floor, but pretty reasonable when you consider that the game ends early.

(or at least scale back to a certain corruption threshold that can be slowly rising as floors get higher, thus maintaining the tension)
Well, that's what the to-be-added mechanic to reduce permanent corruption is for, and thus the discussion on whether an increased number of floors will need it to be pushed further ahead in the to-do list.

I don't recall every specifically saying I'd go up to 15 floors? I mean it would make sense to land on that number, but idk.
Really? Normally I would've assumed the next batch would've gone to 20, but for some reason I was thinking, "Oh, it's only 15 this time," after reading the Patreon post. But looking at it now, there's nothing that suggests that... Did I just imagine something?

This is tough because there isn't really one. There's an order that entries are in the json files they inhabit, sure, but those are largely just in whatever order I added them, except when they aren't because I wanted to group things a little more (like I know all the Grace skills are right next to each other but that's not the case with the Fury or Charge skills, etc)
Right, admittedly I know that I'm asking for more than just something that can be done with the push of a button. I'm basically asking you to come up with your own list of what you feel is best, and then make that the default. And then do that again for everything. I usually try not to say "you should do this" instead of "it would be neat" when suggesting something nontrivial like that, but like I said, to me this seems like a rather essential element of game design whose absence feels like an outright flaw when it shows up. Of course, being a one-person dev team who's making 1/10 of minimum wage means I can't fault you too much if you decide to cut back on "the essentials". (You don't get that excuse, Monolith Soft. Let me sort those accessories in a way that makes sense!)

(Edit: Actually, I suppose I do sometimes phrase things as "you should do this", but hopefully the context makes it clear when I mean it in the sense of "it would be neat" versus "it's necessary". Edit 2: ...This is still probably coming across as more pushy than I want it to be, though.)


...Oh, I just remembered something important! How simple is it to add different resolution options in the game? Because when I tried to change the game to fullscreen, I encountered an issue that may explain why some people were complaining about the eye-searing appearance of the text. I usually play windowed, but I have my desktop resolution set to 1440x900, which is a 16:10 aspect ratio rather than 16:9. (I can go higher, but that just makes things too small and strains my eyes.) The options currently in the game are all 16:9 I believe, and if I try to go fullscreen with any of them then things get *ugly*. It can be fixed by changing my computer's resolution but, again, this is the one that I'm comfortable with. And I don't really plan on playing fullscreen anyway. (This was back when I was trying to get an ideal screenshot of the Raine scene to say "you should add this to the front page", which you should, but without my clumsy cropping and low resolution.) But having an option for different aspect ratios, or even simply being able to provide an explanation/workaround the next time someone comes in to complain about unreadable text, could be really helpful.

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Sep 21, 2021
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Hey, amazing game so far. It suffers a bit from overbloated mechanics and long-winded explanations, but the execution itself is very good.

By the way, do you mind sharing what study resources you used to master Godot? I fiddled around with the engine myself quite a bit and find it quite flexible and compatible with my workflow, but I kind of lack direction as to where to start from exactly.
 

Rosen King

Engaged Member
May 29, 2019
2,258
1,743
Tweet time:

Lucette: "Excellent! With this, we'll be able to coordinate our offense more easillllnnnnnng! Elli, stop masturbating!"

While the end sentiment may be different (I'm fine with some RNG in a rogue-lite), I'm with all the other people who said that the stuff that allegedly has "no true RNG" ultimately feels no different from RNG anyway when you're not paying such close attention to the math that it stops being fun. With that in mind, I doubt that people will be as upset with the addition of a "true RNG" factor, which won't feel any more or less random to them. Of course, the specifics of this effect may lead to some inconvenient situations, and may call for further balance measures like decreasing the resurrection chance with each death... But I do like the concept in general.

But more importantly, this means the framework is there for threats showing up in any given empty square! So much potential. If health and such can be carried over between them, that opens up the possibility of treasure goblin/metal slime type monsters. There's also the bane of my classic Roguelike days, the "multiplies and spreads to other tiles" monsters. And also... Let me start by saying this is NOT my fetish, but you know how a lot of people are into "egg-laying"? You could have a monster "impreggnate" one of the girls, giving her a status ailment that causes her to lay the egg when the timer runs out while she's on an empty tile, spawning a larval monster that she has to fight. ...That one might be worthy of a content filter, though. Pretty squicky.

Ooh, what kind of synergies will we get?

  • Elli-exclusive skill where she damages all marked enemies at once (synergized with a Grace skill that lets her leave the tile of a marked enemy without penalty)
  • Formation Attack: When someone with this skill attacks a marked enemy, all allies with this skill in the same tile will get a free attack
  • Duel: Automatically marks an enemy when you enter their tile, and the mark doesn't go away when it's attacked, but only this character can attack the monster.
  • He Was Mine!: Gains rage when an ally in the same tile consumes an enemy's mark.
 

NRFB

Hi (。・ω・)ノ゙
Game Developer
Feb 14, 2020
308
678
Did I just imagine something?
Seems that way.

...Oh, I just remembered something important! How simple is it to add different resolution options in the game?
Not difficult. I can basically add anything that people request, but I'm not going smaller than 720p. I can go ahead and add 1440x900 for the next release right now.

Seriously, though, get a properly-scaled shot of this on the front page and make sure everyone knows what they have to look forward to.
I do need to update the promo-screenshots sooner or later, true.

Hey, amazing game so far. It suffers a bit from overbloated mechanics and long-winded explanations,
Do tell :)

By the way, do you mind sharing what study resources you used to master Godot? I fiddled around with the engine myself quite a bit and find it quite flexible and compatible with my workflow, but I kind of lack direction as to where to start from exactly.
"Master" is quite a word, and not one that I would use personally, but I know that's not the point here.

It's a bit difficult here because I didn't exactly take any classes or anything, and after a certain point I've pretty much just stopped looking for tutorials for things entirely. I tend to know what I want to make and just read through the engine documentation to figure anything I don't already know out. Although I'm also not exactly young. I've been in software dev (automated testing actually, but close enough) for a while so I'm used to this kind of problem solving work.

BUT ANYWAY when I was first starting out I probably learned the most from , , and while filling in the gaps for anything specific that I wanted to figure out from just searching youtube for it. The tutorial selection for godot on youtube is much slimmer than for unity (one of the notable disadvantages of the engine for sure), but it isn't ENTIRELY empty.

And also... Let me start by saying this is NOT my fetish, but you know how a lot of people are into "egg-laying"? You could have a monster "impreggnate" one of the girls, giving her a status ailment that causes her to lay the egg when the timer runs out while she's on an empty tile, spawning a larval monster that she has to fight. ...That one might be worthy of a content filter, though. Pretty squicky.
I believe one of my supporters asked me about this kind of fetish stuff (egglaying/breeding) on discord, though more in the context of if modding would allow him to create such a thing once modding exists (it totally would).

And having an effect spawn a monster in a room was actually already added for the first Shield Maid encounter, although the hook for telling the game to select a random empty room is new, yeah.
 
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CurseWave

Newbie
Dec 12, 2018
25
8
Personal opinion about the game, just to give some random feedback:

- I managed to get to 10th floor roughly 3 times out of 5, I didn't really count but I think it's right. I failed the first time but actually learned the rules over the next few attempts. Tangentially related, I downloaded the game twice: the first time I dipped out upon reaching gameplay because I didn't realize that events were listed to the side and stuff was actually happening to the knights.
- At some point I stopped trying to get to the last floor. In between perceived-exploits and slow management of temp corruption, I just didn't feel like there was a challenge or reward to be had, so I just didn't bother going for that.
- I never really taught skills to my knights (via the scrolls management system). I lost interest when I saw that there were requirements that were hidden behind researching the scrolls. It's fully doable and feeds into a "multiple playthrough gameplay loop", but reading the skills, I was not interested about trying to teach them to the knights as the game can be completed without much skill management anyways.
- I spent more time than I'm willing to admit trying to engineer a "bad end" where the curse/skills of a character would make them helpless against Mindfuckers. That's the kind of enjoyment I like to get out of these games, personally.
- The research notes are good stuff, it's nice to be able to track unknown events, curses and replay events.
- I practically never modified desires other than pleasure, relaxation and any desire that happened to coincide with potential bad ends. I think the system has a lot of potential and kindles the imagination, I just didn't see much point to interacting with it at first.

In term of content, I have the following propositions for your consideration:

- If you add or announce expansion contents around Mindfuckers, I will instantly join your crowdfunding platform, no question asked.
- There could be lingering effects that carry over to the camp from encountering monsters. Either in the camp, or like a mini event that geographically occurs in the antechamber of the dungeon (if the lore proscribe monster manifestations outside). EG: Knight that ingested slime tries to force feed other knights, knights that spent too much time controlled by marionettes sabotage stuff, knights that defeat mindfuckers after being addled actually have the thing lodged in their body and turn slimy/stupid randomly (unaware of a creature humping their cortex).
- Following up on the previous points, corruption and/or lingering effects could (potentially) be solved by controlling knights and manipulating their desires to get them closer to where it should be. EG: Marionettes lower autonomy desire to -, you must pump it to M to shake off the Marionettes for good.
- Some kind of addiction mechanics that make knights unpredictable could shake up the monotomy of looking through a dungeon. EG: Raine drops everything she's doing because Elli reported a Pink Slime or Mindfucker. Likewise, this system could be integrated as part of the desire mechanic, to give tangible effects to controlling knights.


That roughly covers the thoughts I had about the game; overall I liked the experience a lot. In order to make this a must-replay / must-monitor dev, I'd need to see some updates to make the game open-ended and gives a degree of unpredictability to the dungeon floors. I am not necessarily referring to the suggestions the ones I described, it is not my place to tell you what to do.

My personal opinion about the happy medium for chaos and reliable events is that the Knowledge system should give the player tools to shape the dungeon and make their unknown encounters more likely to happen (and/or give specific clues about achieving them). Without that kind of goodies in Knowledge, I think playing to complete the dungeon for knowledge-clout is much less interesting than just randomly starting new games after the initial run.

Anyways, this got a big long winded, take what you want out of the feedback, I wish you and this game great success.
 

Rosen King

Engaged Member
May 29, 2019
2,258
1,743
- If you add or announce expansion contents around Mindfuckers, I will instantly join your crowdfunding platform, no question asked.
Probably not my place to make guesses like this that could wrongly influence how you spend your money, but there's currently a patron/subscriber poll going on (or is it already over?) about what direction the next batch of content should take, and one of the options is "Experiments", which I believe will delve more into the characters who created the Mindfuckers and their other creations. (The other options are Beastkin, Maids, Eschahn's religion, and something called "Sealed Ones".) I could be entirely wrong about their involvement with Mindfuckers, though, and I also have no idea if the poll is still ongoing or if it's close enough for your vote to make a difference, nor whether proceeding in that direction would result in more of what you're after. Maybe the dev would be willing to answer the specifics, but

Tangentially related, I downloaded the game twice: the first time I dipped out upon reaching gameplay because I didn't realize that events were listed to the side and stuff was actually happening to the knights.
One more reason I feel it would be a good idea for "auto-play new events" to be turned on by default.
 
Last edited:

CurseWave

Newbie
Dec 12, 2018
25
8
Maybe the dev would be willing to answer the specifics, but
Ah I wasn't aware of that poll, but it doesn't seem very specific like you said. It's good to read it tho.

One more reason I feel it would be a good idea for "auto-play new events" to be turned on by default.
Ya I think that's a good call. I had no idea how the lewdness was supposed to manifest.
 

NRFB

Hi (。・ω・)ノ゙
Game Developer
Feb 14, 2020
308
678
>egglaying
Thanks that guy.
Egglaying is one of the many fetishes I more or less get, but don't have and probably wouldn't write as well as someone who does. I had another guy ask if you're going to be able to use scry to see any knights peeing at one point and that falls under the same umbrella.

I never really taught skills to my knights (via the scrolls management system). I lost interest when I saw that there were requirements that were hidden behind researching the scrolls. It's fully doable and feeds into a "multiple playthrough gameplay loop", but reading the skills, I was not interested about trying to teach them to the knights as the game can be completed without much skill management anyways.
But skills are fun!

I spent more time than I'm willing to admit trying to engineer a "bad end" where the curse/skills of a character would make them helpless against Mindfuckers. That's the kind of enjoyment I like to get out of these games, personally.
I'm not a big fan of that kind of "lose to win" sort of content so I wouldn't make dedicated lose scenes like that.

If you add or announce expansion contents around Mindfuckers, I will instantly join your crowdfunding platform, no question asked.
That's interesting but not really a precedent I should establish.

There could be lingering effects that carry over to the camp from encountering monsters. Either in the camp, or like a mini event that geographically occurs in the antechamber of the dungeon (if the lore proscribe monster manifestations outside). EG: Knight that ingested slime tries to force feed other knights, knights that spent too much time controlled by marionettes sabotage stuff, knights that defeat mindfuckers after being addled actually have the thing lodged in their body and turn slimy/stupid randomly (unaware of a creature humping their cortex).
These certainly could be things.

Following up on the previous points, corruption and/or lingering effects could (potentially) be solved by controlling knights and manipulating their desires to get them closer to where it should be. EG: Marionettes lower autonomy desire to -, you must pump it to M to shake off the Marionettes for good.
- Some kind of addiction mechanics that make knights unpredictable could shake up the monotomy of looking through a dungeon. EG: Raine drops everything she's doing because Elli reported a Pink Slime or Mindfucker. Likewise, this system could be integrated as part of the desire mechanic, to give tangible effects to controlling knights.
So one problem (and part of why almost nothing in the dungeon currently looks at current desire values) is that there isn't a quick way to glance at desire values on the UI side. It requires selecting the ally, opening their stat page, and moving to the second tab. Clunky for having to make decisions with it, especially in the dungeon.

Probably not my place to make guesses like this that could wrongly influence how you spend your money, but there's currently a patron/subscriber poll going on (or is it already over?)
It is both not over and also currently tied between Votaries and Experiments. The next update (which is not tooooo far away) actually isn't planned to contain whatever content from wins the poll, so it's not going to close until after Alpha-9 comes out.

One more reason I feel it would be a good idea for "auto-play new events" to be turned on by default.
Wouldn't necessarily solve the problem. If anything I should probably add something to FORCE people to open the event list during the tutorial so they don't miss that it's there.
 
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