this i enjoyed...and it looks great..but..totes?....dude..2009 called and want you to return..OR..you are a 13 year instagram addicted girl..HAHAAAA(do not know that from personal experience just dank memes)(dank memes are educational..true story) i feel the need to dominate Chris..she is hella sexy...alas..of course i made a play for the asian dame..as i have issues..the blonde is an adorable sweet airhead....after getting my end of content scorecard i saw i could manipulate her which i didnt do correctly i guess...actually..i got zero woohoo of any sort..first playthrough guess i was just not up to snuff...
I just fired up your game and got rocked by bass out of left field. Literally scared the shit out of me. Might want to start with music that fades in slowly so people have a moment to adjust the volume on their headphones.
Seriously though, I'm excited to play this. I'll be back later with an honest review.
I really enjoyed this. The writing is a huge step up from what we usually get on here. The Sci-Fi setting is always hit or miss for me. I loved Demon on a Starship (one of my all time favorites) but usually sci-fi porn doesn't do it for me. That being said in a couple of chapters this could very well be my favorite game on F-95 Zone.
The spacewalk was kind of anticlimactic though. I was expecting a minigame or some kind of life or death choice.
Excellent start! It's always been my belief that porn can have a good story. Don't get me wrong, I'm going to bang everything on this shuttle! But I'm also engrossed in the background story that is being built up. The mystery ship, the two planets and Dr. Walker. A lot of potential in this one! Great work!
You're right. A single playthrough in a single mode of behaviour won't unlock all the content I'm afraid. I wanted to make the choices matter and for the player to very much determine their own path so, given the variety in that respect, the content lines have to vary. There is, after all, a world of difference between say trying to blackmail Sarah over her poor performance or if you want to be friendly with her.
this i enjoyed...and it looks great..but..totes?....dude..2009 called and want you to return..OR..you are a 13 year instagram addicted girl..HAHAAAA(do not know that from personal experience just dank memes)(dank memes are educational..true story) i feel the need to dominate Chris..she is hella sexy...alas..of course i made a play for the asian dame..as i have issues..the blonde is an adorable sweet airhead....after getting my end of content scorecard i saw i could manipulate her which i didnt do correctly i guess...actually..i got zero woohoo of any sort..first playthrough guess i was just not up to snuff...
Thanks ThunderRob. "Totes". Indeedy. Well I might not be an instagram addict, but I'm sure Sarah is this settings equivalent of one Deliberate choice on my part to make her say things like that to flag her character a bit.
There isn't a great deal of lewd content in the first chapter - well it is only a two hour journey I suppose! Closest there is, is getting Annie to ask you to ...um..go for an endorphin hit I suppose so far Although obviously things ramp up as the game progresses. With another nine chapters to go, I -so- wanted this to feel as believable as I could.
I just fired up your game and got rocked by bass out of left field. Literally scared the shit out of me. Might want to start with music that fades in slowly so people have a moment to adjust the volume on their headphones.
.
I really enjoyed this. The writing is a huge step up from what we usually get on here. The Sci-Fi setting is always hit or miss for me. I loved Demon on a Starship (one of my all time favorites) but usually sci-fi porn doesn't do it for me. That being said in a couple of chapters this could very well be my favorite game on F-95 Zone.
The spacewalk was kind of anticlimactic though. I was expecting a minigame or some kind of life or death choice.
Steve, thanks. I'm -so- glad you enjoyed it, especially the writing. I really tried at that aspect.
On the spacewalk, I get you. Totally. Oddly I did have a mini-game in there a few weeks ago with the MC having to replace electronic parts but...it sorta felt like it didn't matter. Every time I failed, I just loaded it up again until I got it right so it didn't seem to add anything y'know? Just took up the players time. Although the spacewalks is....
Excellent start! It's always been my belief that porn can have a good story. Don't get me wrong, I'm going to bang everything on this shuttle! But I'm also engrossed in the background story that is being built up. The mystery ship, the two planets and Dr. Walker. A lot of potential in this one! Great work!
Thank you There is a ton of story for those players that want it. The vision here is to make a game that, if it had no porn whatsoever in it, would still be an enjoyable game. (Naturally it does of course!). I also want to make a game that the player enjoys regardless of his or her choices y'know. *crosses fingers*
@Nottravis ok, I believe you've put too much work. from facial expressions to the small flavor tweeks and minor details. I finished the chapter with plenty of stuff missed.
First of all this VN feels like Mass effect 3 played in story mode. I hope you won't flunk the ending. The characters are awesome, even Chris, I wasn't too enthusiastic about her hitting on Sarah, but that's just because Sarah is the best woman in the story (since Becca is not an option the other ladies might have a chance) but with the whole spacewalk situation I warmed up to her and wouldn't mind being her wingman (not with Sarah though). I'm trying to keep it spoilerfree but thaat joke about the mission going to fail due to the crew's demographic is bollocs. all crew members are pros in their own field.
Now to focus on the interface, sounds and UI; It has that fake 80's nostalgia vibe.
Gods, I'm not telling Becca she's fanciable. She's hard enough to keep constrained to the start and end pages as it is! (Although render time allowing, if you like her she does end up in some of the mini-games on the entertainment system on the PDA )
Also "all crew members are pros in their own field." Totally. Even Sarah who can come across a bit dim isn't really. I mean once she starts banging on about the cannon I never thought she'd stop! *gets carried away when writing her characters sometimes*
And yeppers. I can get that some people wouldn't like the idea of Chris hitting on Sarah but of course the big thing that I'm trying to reach here is for the characters to have their own motivations. That doesn't mean to say the MC can't do anything about it of course...
And thank you for the most kind review. I won't let you down.
Oh very true! But, other than having a reason for the Vanguard to suddenly look like a Victoria's secret catalogue (and hell, why not! ), in my defence...
Chris: "Annie, even if we had the time we've only got Hogan's pressure suit on board with all the rush with the swapover this morning anyway. And his won't fit any of us."
Right my fellow Lieutenant's, I'm going to have a quiet few days away from the keyboard after the excitement of yesterday. Thank you all for your feedback and for your kind words. I'll look to revise Chapter one this weekend for any other issues that crop up. I think other than the odd bug on the "results" screen, one of the biggest things I need to ponder is whether I need to add more clues and hints. I shall mull this one.
Oh! And happy new year to you all. Thank you for playing my little game and I hope you enjoy further chapters as the story progresses.
Fantastic start. This game has quite a bit of potential.
Pros
Sci fi setting +
Attractive Models +
Great Writing +
Unique designed UI +
Choices are meaningful +
Cons - These are mainly nitpicks
Music probably should fade in and out. Kind of just blares in. -
Interactives in the background might need some type of highlight to know what i can click. I know some were obvious but i'm thinking from a general players perspective. -
Can't wait to see what you will come up with next in the next chapter. Don't get discouraged. We need more devs who care about a good story with a sprinkle of sexy.
Excelsior
P.S. First run through I didn't hit any of the major events, that Becca tells us we could hit at the end of the chapter.
I have a few questions about the radio chatter (which I loved). My understanding is that Actual is used when you're talking to the commanding officer of the ship, but wouldn't you have to identify the ship too? Would the proper way be "Intrepid Actual" instead of just saying "Actual", so anyone else that may be in radio range doesn't get confused? Also, I always thought the term for an urgent situation is "Pan-Pan" and not just "Pan", so if you were declaring an urgent situation you'd say "Pan-Pan, Pan-Pan, Pan-Pan" and not "Pan-Pan-Pan". I'm more familiar with aircraft radio procedure and I understand nautical radio procedure is different (and I think they may use "Pan-Pan-Pan"). If anyone who is knowledgeable of these things could let me know if I'm understanding that correctly I'd appreciate it.
But there are minor discrepancies in definitions ...
At the beginning of the game in the "init" section (logical value): define chrishint1 = False
In the game (string value): if chrishint1 == "False":
And in logic ...
First you define: $ chrishint1 = "True"
and two lines below: if chrishint1 == "False":
So what is "if..." never happens ...
Code:
c "As long as it's not -too- friendly with -my- crew."
$ chrisrival +=1
$ chrishint1 = "True"
mc "{i}Change that protective to possessive I think...{/i}"
if chrishint1 == "False":
$ chrishints = "True"
$ chrishint1 = "True"
show newhint with dissolve
pause (2)
hide newhint with dissolve
jump christalk3b
else:
Fantastic start. This game has quite a bit of potential.
Pros
Sci fi setting +
Attractive Models +
Great Writing +
Unique designed UI +
Choices are meaningful +
Cons - These are mainly nitpicks
Music probably should fade in and out. Kind of just blares in. -
Interactives in the background might need some type of highlight to know what i can click. I know some were obvious but i'm thinking from a general players perspective. -
Can't wait to see what you will come up with next in the next chapter. Don't get discouraged. We need more devs who care about a good story with a sprinkle of sexy.
Excelsior
P.S. First run through I didn't hit any of the major events, that Becca tells us we could hit at the end of the chapter.
Will absolutely change the music fade in when I revamp at the weekend.
And aye I get where you're coming from on the spacewalk. The result of dropping a mini-game at the last minute I'm afraid.
I have a few questions about the radio chatter (which I loved). My understanding is that Actual is used when you're talking to the commanding officer of the ship, but wouldn't you have to identify the ship too? Would the proper way be "Intrepid Actual" instead of just saying "Actual", so anyone else that may be in radio range doesn't get confused? Also, I always thought the term for an urgent situation is "Pan-Pan" and not just "Pan", so if you were declaring an urgent situation you'd say "Pan-Pan, Pan-Pan, Pan-Pan" and not "Pan-Pan-Pan". I'm more familiar with aircraft radio procedure and I understand nautical radio procedure is different (and I think they may use "Pan-Pan-Pan"). If anyone who is knowledgeable of these things could let me know if I'm understanding that correctly I'd appreciate it.
The rationale for them not using Intrepid Actual all the time is twofold. Firstly, in game, there's only three "I" classes around. One is at Phoebe, the other is in transit so as far as they are concerned there isn't another "Actual" to pick up the traffic. The second reason is more of a practical one with regards to the game itself in that I didn't want to slow down the text too much with the chatter. (also, I confess, I was half concerned about how much people would like the launch and landing scenes and whether they thought they would drag)
On the Pan-Pan-Pan, again you're right. Although oddly enough Pan-Pan-Pan has been used sometimes, but I digress. Again this was more of a designer choice in that having the triple Pan-Pan's made the text look cluttered and didn't really add too much. (I'm going to go with perhaps it changed in the future a bit as a fall back defence )
But there are minor discrepancies in definitions ...
At the beginning of the game in the "init" section (logical value): define chrishint1 = False
In the game (string value): if chrishint1 == "False":
And in logic ...
First you define: $ chrishint1 = "True"
and two lines below: if chrishint1 == "False":
So what is "if..." never happens ...
Code:
c "As long as it's not -too- friendly with -my- crew."
$ chrisrival +=1
$ chrishint1 = "True"
mc "{i}Change that protective to possessive I think...{/i}"
if chrishint1 == "False":
$ chrishints = "True"
$ chrishint1 = "True"
show newhint with dissolve
pause (2)
hide newhint with dissolve
jump christalk3b
else: