RPGM Completed Henteria Chronicles Ch. 2 : The Law of the Tribe [Update 16] [N_taii]

4.00 star(s) 54 Votes

RabbitMonarch

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May 29, 2020
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Thanks for summarizing it! A few precisions, for the people interested:

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Again, I appreciate you took the time to write it all done : )
Great game, I'm really invested in this story
Did Noah really leave? What happens after?, I really wanna know
 
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Jul 20, 2019
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N_taii

I had a thought while writing my review. Games in this format (cycling through times and days) really need some way to hint to the player when a scene is available to be found. It astonishes me to look back on my playtime with your amazing game and realise that HC2 had nothing of the sort, beyond 'this happens during x quest'. I know I followed a guide as I suspect most players will, to save myself hours of wandering around aimlessly. I know you might be fully refocusing on the next game by now, but HC2 has at least two perfect ways to handle this.

First; it's in character that Noah learns from his father to do rounds of the village and check in with people now and then. Rather than expect the player to wander around aimlessly (or more likely just run around and check everywhere), you could have Noah say to himself when he wakes up, "I should check up on Neve today" or "It's been a while since I've seen Solana" when it's a day/time that a Neve/Solana event is waiting to be triggered. It's a gentle nudge, but a pretty clear one.

Secondly, a more subtle way to handle guiding the player that still maintains the character obliviousness; colored flowers. Noahs house has a flower garden and all of the key women have a unique hair color. You could put in a certain flower, say a yellow one to represent Solana, and if you notice the flower is open that means there's a new Solana event to trigger; a closed yellow flower indicates there's no new Solana event in that time slot. Likewise an orange one for Aywin, a white one for Neve, black for Thania, etc.

Again, I realise you might not want to go back and add such a system to HC2 now, though I think it would really benefit from something like this. Likewise HC3 might very much benefit from some sort of 'event guide' system like this, that's not as explicit as a 'magic diary that tells you when/where a lewd scene will occur'; there's ways to guide the player without giving them an immersion breaking guide book IC, or making them read hints in the recollection room. Looking at the two above as examples, you could have a dialogue before the start of the game that asks the player if they'd like either clear hints (like the character telling himself to go see X) or a more obscure system (like the flowers blooming for a certain girl).

Dunno, just thoughts. Nobody wants to spend hours wandering around looking for scenes that may or may not be happening, but also following a walkthrough pdf is less immersive than an in game system.
I sorta agree. I admit I actually did do a lot of wandering around at each timeslot for the majority of the game, because I really enjoy stumbling upon those free-roam NTR scenes, but there definitely should be some sorta mechanic (I like the idea of the flower idea you suggested) that is subtle and saves everyone time, for the next game of course.
 

N_taii

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Dec 4, 2017
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Man I gave it a listen and those songs are beautiful, also I wanted to ask if you were planning to do a more connected universe in the future for any works?
That was actually the plan at first, to have some kind of big open world where the characters of the previous games could be found and interacted with, all the while playing an important part in the storyline. That project is on the back of my mind for now, and I might come back to it at some point, but I'm not sure people would be interested in it, and it would be too great of an endeavour at the moment. I'm planning to maybe have some of the characters of the previous games come back as unimportant NPCs in HC3, just as an easter egg, but I'll keep the details a secret. I haven't really thought further than HC3 for now. One game at a time^^

That true ending man.
A masterpiece.
Thanks!

N_taii

One small piece of feedback. You know how, when the girls are in a h-animation, their faces are pink? Would it be possible to tone that effect down for HC3? Like, I get the effect you're going for with it, but when they have pink faces in every scene it looks out of place and wierd, like they've been choked or something. A regular splash of pinks across the cheeks to represent a blush would probably look way hotter!


Looking forward to HC3!
Got it, I'll see how I can change that. The faces of the characters in HC3 being smaller than in HC2, I'm not sure a blush limited to the cheeks would be noticeable at all. If the cheeks don't work, I'll tone down the pink shade a lot, so it looks less out of place.
 
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Queen_Nothing

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Dec 22, 2021
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I sorta agree. I admit I actually did do a lot of wandering around at each timeslot for the majority of the game, because I really enjoy stumbling upon those free-roam NTR scenes, but there definitely should be some sorta mechanic (I like the idea of the flower idea you suggested) that is subtle and saves everyone time, for the next game of course.
I went back and started on HC1 after writing that post, and I got to the part where the MC is given a magic board that tracks the girls, haha. So N_Taii obviously thought of this problem before, but dropped it for HC2's more complicated day/time system.
 
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N_taii

The world needs a little bit more Pixel Porn
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Dec 4, 2017
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N_taii

I had a thought while writing my review. Games in this format (cycling through times and days) really need some way to hint to the player when a scene is available to be found. It astonishes me to look back on my playtime with your amazing game and realise that HC2 had nothing of the sort, beyond 'this happens during x quest'. I know I followed a guide as I suspect most players will, to save myself hours of wandering around aimlessly. I know you might be fully refocusing on the next game by now, but HC2 has at least two perfect ways to handle this.
......
First of all, thank you for your kind review : )

When you mean the scenes, you mean the freeroam events, right? Since a huge majority of the scenes in the quests cannot be missed.

As you've said in your comment above, I had used the magic board in HC1, but it was probably the most hair-pulling system in HC1, because I had to think of the location of every girl at every time a through all timeframes. This was the cause of most bugs, as I usually missed stuff left and right, forgot about one of the characters moving from one map to another, and I had to come back to fix it. And that was only with four women and a linear storyline. Now, imagine with 5, of which 3 have optional storylines. That's why I decided I'd rely on the quest journal entirely in HC2.

However, a system that simply lets the player know of existing freeroam events and their location, rather than telling where the characters are at all time, could be feasible.

While I really like the flower idea, I don't want to give players obvious visual hints on the map. The reason is that some players would rather not be spoiled about freeroam events, and would prefer discovering them on their own. Having the flowers right in front of their eyes might spoil the fun for them.
I am currently making the interior of a magic shop for HC3, so I'm thinking maybe adding four magic balls in the MC's room, one for each female character, that glows a certain color for each character when the MC interacts with them. If it glows, there is a freeroam event going on. If not, well, there's nothing to be found. Whatever I do, it will always be slightly immersion breaking, but I guess by adding a certain backstory and a bit of context, it could work fine : )

Great game, I'm really invested in this story
Did Noah really leave? What happens after?, I really wanna know
I don't have an answer for that, I'm afraid. I really wanted to leave that open for player interperetation. Some might say it's lazy writing and not having the ability to create a proper ending, but I know that NTR games have a different impact on everyone, and I want to let this guide their imagination and decide the outcome of the ending. Should Aywin be left alone and should Noah go on a journey on his own or, in spite of everything that happened, should they be allowed a shot at an happy ending anyway? This time, it's the player who controls the story : )
 
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Queen_Nothing

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Dec 22, 2021
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I am currently making the interior of a magic shop for HC3, so I'm thinking maybe adding four magic balls in the MC's room, one for each female character, that glows a certain color for each character when the MC interacts with them. If it glows, there is a freeroam event going on. If not, well, there's nothing to be found. Whatever I do, it will always be slightly immersion breaking, but I guess by adding a certain backstory and a bit of context, it could work fine : )
I love the idea of magic ball that glows to let you know there's something to go and look for, and for which girl, without having to tell you exactly where. You could make them gifts from the girls instead, to make it more natural. Like one girl gives you a bracelet, one girl gives you a comb, etc. The MC puts them on display in their room because these are of course treasured gifts, and these are the items that light up when you pass near to indicate events. Why do they glow? Uhh. Something something the magic of love guiding two souls together.

Obviously it's preferable that everything would be findable in a natural way, like you get a quest to deliver a letter and pass by a h-scene on the way. But that might be hard to do for every scene you might want to show, and players generally don't want to miss anything. But I feel what you mean when you say it will be a little immersion breaking, so maybe give players the option to turn the system on or off when you start the game? Like how some games let you turn on/off certain fetishes.

"Would you like to be subtly guided when there is an event to find?
Yes/No"
 

Aquilez

Member
Jun 26, 2019
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What a fantastic game. I personally loved the NTR in this one more than the 1st chapter. While I have some small opinions about some of the gameplay elements, I understand that there's no easy way to fix it within that game engine.

I know people really like the "Happy ending," but I much rather prefer the "true ending" which was more bittersweet and realistic. It fits an NTR story. I really dislike super happy endings in NTR games. Revenge endings are fine since it's corruption completely taking over and definitely not a "good" ending.

By the way, was there a mystery only route? It's been a while since I've played from the beginning so I don't know if that was a toggle. I feel like I've seen an option to turn sex scenes from fmc pov off, but I wasn't sure if that was for all of them.

Now, a minor opinion that I have. Actually, now that I think about it, all my opinions are just personal preference but I'll say them anyways. I feel as if Celis's return from degradation and corruption was way too fast before the scene where the MC is given ending options. Disregarding how the MC felt about Celis, she never seemed to have difficulty still loving the MC. One moment she's completely taken by her abuser, then the next she forgets it all like it never happened and goes to the MC. Her suffering just wasn't enough. I wanted to see more inner conflict and remorse disconnected from the sex. Maybe a scene or two (not sex scenes) before she makes the decision to follow the MC where he makes the choice about the ending. Then again, this is one of the biggest reasons why I don't like good endings in NTR stories.

Maybe I missed some free roam scenes?

Anyways, besides my minor opinions about ntr stories, you made a fantastic game. I am very much looking forward to your next one.
 

JustXuX

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N_taii I found a bug. In the prologue, after going outside at night, I go to this place in the screenshot and after that I can hear the rain even if I move away from the place, but it's not raining. And it doesn't stop. Finally stoped when I entered the tree.
Screenshot 2022-03-12 205736.jpg
 
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N_taii

The world needs a little bit more Pixel Porn
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Dec 4, 2017
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I love the idea of magic ball that glows to let you know there's something to go and look for, and for which girl, without having to tell you exactly where. You could make them gifts from the girls instead, to make it more natural. Like one girl gives you a bracelet, one girl gives you a comb, etc. The MC puts them on display in their room because these are of course treasured gifts, and these are the items that light up when you pass near to indicate events. Why do they glow? Uhh. Something something the magic of love guiding two souls together.

Obviously it's preferable that everything would be findable in a natural way, like you get a quest to deliver a letter and pass by a h-scene on the way. But that might be hard to do for every scene you might want to show, and players generally don't want to miss anything. But I feel what you mean when you say it will be a little immersion breaking, so maybe give players the option to turn the system on or off when you start the game? Like how some games let you turn on/off certain fetishes.

"Would you like to be subtly guided when there is an event to find?
Yes/No"
To be completely honest with you, I am not that worried about a little immersion-breaking here and there. HC2 had a litteral book in the MC's room that taught the game's control and a board that listed the game's quest. That's pretty immersion-breaking in itself, but necessary to help out players.
While a comb or a bracelet sound good on papers, they would either need to be huge in comparison to the player sprite in order to be visible when they glow. Having a comb the size of a human leg might be a lot more immersion breaking than anything else^^ That's why I think the magic balls work well: they're big enough to be seen easily, can work as decoration in the MC's room without standing up too much, and their magical properties can be easily explained.

Hope HC3 will be as good as HC 1 + 2.
And I hope it will be better^^ One thing I'm 100% of is that the visuals will be greatly improved, with custom sprites tens/hundreds of hours spent doing the maps.

What a fantastic game. I personally loved the NTR in this one more than the 1st chapter. While I have some small opinions about some of the gameplay elements, I understand that there's no easy way to fix it within that game engine.

I know people really like the "Happy ending," but I much rather prefer the "true ending" which was more bittersweet and realistic. It fits an NTR story. I really dislike super happy endings in NTR games. Revenge endings are fine since it's corruption completely taking over and definitely not a "good" ending....
Thanks! : )

I alwas prefer some kind of bittersweet feeling to the True Ending, simply because I find it most fitting with the underlying tone of the game. However, different players have different expectations. which is why I did several different endings.
Happy endings are probably the most complicated, because writing some kind of redemption arc in one update for a character I spent 15 updates corrupting, well, it's always really difficult.
I usually write most of the NTR'd female character as something akin to junkies, with the pleasure of sex gradually growing into an addicition. This explain why they can appear completely corrupted during a scene, but thinking more logically the next moment, as they came down from their "high". This helps make moment like the one between Noah and Celis right before the 1st choice more easily understandable despite what happened in the sex scenes before it, although it might not feel 100% believable from a player's PoV.

N_taii I found a bug. In the prologue, after going outside at night, I go to this place in the screenshot and after that I can hear the rain even if I move away from the place, but it's not raining. And it doesn't stop. Finally stoped when I entered the tree.
View attachment 1700464
Got it, I'll give it a look and fix that. It'll probably take some more time until I release a fixed version, as I'm waiting for more potential bug reports before I do, so I don't release a new version for each bug. Thank you!

Do i need to play HC1 before playing HC2 ? I mean story wise.
They are only set in the same world, and some character from one game might pop up in the other (actually, just one of them). But even if you haven't played HC1 first, it won't change anything.
 

KatThatSmiles

New Member
Mar 15, 2022
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This is my first post, so I'm going to just go ahead and spoiler most of this because I'm not sure what the rules are in that regard or how to format individual parts of the text to be spoilers without it looking very weird and with giant breaks in the middle.

First, I just want to say the game has a very interesting story with its themes. I'm not really fond of NTR but I think this story is probably one of the better ones to include it due to the nature of the "corruption" as it were, in that it feels like its far more realistic due to a lot of the corruption seemingly coming from taking advantage of emotional vulnerability and exploiting situations rather than just straight up mind break due to "this dick is too good!", that's often seen in NTR. Especially since there's still obvious signs of the characters still struggling against their "stealers" and how their feelings and relationships for Noah and others are still there, even in the worst endings. Which honestly makes it even more emotionally tugging since you can how close Noah could have been to changing everything.

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KatThatSmiles

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Mar 15, 2022
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Also, maybe I'm just missing something, but what happens to Vaeri in the true and happy endings? I definitely remember her in revenge and am pretty sure I remember her showing up in the bad ending, so I was a little surprised she's never mentioned, unless I'm just dumb and completely missed it. Espicially since her last scene, that I recall anyway, had her struggling with the fact that she knows she's gone off the deep end and her regrets toward Noah and her family, which I thought could/would have been an interesting thing to explore in the endings where everyone else who made mistakes essentially grew from it. I'd be a little surprised if the revenge ending gives her the most character growth/conclusion, with her vowing to do whatever it takes to atone for her past sins by serving Noah when almost every other character just kind of accepts the situation with "I guess this is how it is now".
 

Command

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Mar 24, 2018
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I still have to ask why doesn't the saves of 15 and beyond show in the game when you put them in the save folder any idea? So far they all just don't show up.
and is there any way to fix it.
Right now would have to go through the entire story again to access happy ending but not really up to fully playing through it again.
 
4.00 star(s) 54 Votes