- Mar 9, 2018
- 142
- 144
I'm of the honest opinion that all work on some dungeon is a waste of time, and in fact, Hero Party Must Fall shouldn't have an actual dungeon the player ever enters to do some shitty RPGM fighting for a bunch of floors with random monsters and none of it matters at all. There shouldn't be a single fight, this game simply isn't about that kind of gameplay, and looking at the current state of mini-games I've encountered so far: none of them are functional or fun to play (yet; no offense). We can talk about the dungeon once the mini-games are good and fun and extra lewd. Way more important. And even more important is everything else.The dungeon was supposed to be more important to the story.
Also, personally I think it's just funny to not ever see the dungeon from inside in person and not having a single fight, given the whole setup and scenario. It's perfect.
Sure, sounds like a lovely pay off, for some shitty gameplay. But you can just narrate such an event as post-dungeon VN, maybe one with some choices to pick. No shitty gameplay (and precious developer time) required at all.Imagine the girls not helping Erin and fool around with Mars in the dungeon!
But I perfectly understand your opinion and wanting that dungeon too. Maybe it's more about personal taste, and as such up to the dev, if he really wants to do that and thinks he can pull it off in an enjoyable way.
I doubt it. And what do you even mean with needless traversal? The traversal isn't needless, it's a perfectly functional and comfy interface. Again: every single thing (all houses, the inn, the whole little town, maybe even the woods) is supposed to be on a single, compact map/screen (+interior screens). That's not much of a traversal, and if you also have proper indicators as suggested (and which are established in the genere for are good reason), there is no waste of time at all: a short stroll around the town is a lovely experience, where you always may spot a new side-bitch to fuck (maybe another day, but you're already keeping an eye on her, observing her patterns, haha). It's immersive. And while going from place A to B with a clear goal in mind, there is that anticipation (mind tricks) that simply does not really emerge with that static point and click screens: because you're not in there, going with the flow, there is no pacing to your point and clicks. It's not satisfying at all.Only person I've seen that wants their time wasted by adding needless traversal.
There are many very good reasons why this RPGM chibi format has established itself and dominates at least the "indy h-market" other than that it's really easy to setup and use. And sure enough, way too many of those games do waste your time with needless traversal and wast but empty maps. But, there are also plenty of games with incredibly compact (and still super lovely) maps, that are just fun to stroll around in. To name a few: The imperial Gatekeeper has super compact maps, or The Nobleman Retort which got a super lovely town on one, maybe two screens, and a bunch of interiors. Incredibly compact. Something like that. And sure enough, none of these games would be better off with a static point and click interface (and once again, think about game pads and how that's supposed to work).
Btw. visiting Lavinia or Helelle in the void could be easily achieved with an inventory item spell in addition to some magical object in his room in the inn (or the cuck shed). I don't really like the current solution with those odd icons up there. Same for the dungeon, which should simply be a small cave (entrance) on that suggested, one, super small and compact, lovely little map. Shall I draw you a sketch of what I've in mind? Or how about we make a competition out of it: let random anons come up with a map only as base for a rewrite (which is a fun activity), then you let the patreon users vote for the best and most compact map with the lovliest features it may offer, giving the author a head-start in the supposed little rewrite of the game, for free, and maybe offer a comissioned side-char to be implemented according to the taste of the winner as price in return? Just an idea, and certainly not up to me. And maybe, just maybe, nitrolith has been tempted enough and is eager to make that chibi town all on his own (or simply doesn't want to, fair enough, even if that would be quite a shame).
EDIT: Oh, and remember the doing Yvet in the woods at her favorite place every single evening (for the time being) scene? And how it was mentioned how they were watched and observed each time but nobody dared to say a word? With a RPGM map, you can actually make some randoms come up close and make them watch and observe as Mars nails Yvet in the woods. A bunch of random spots around that place, a bunch of randoms picked that will show up, maybe even some chibi we may recognize (e.g. Vi might show up every now and then and start to masterbate furiously, hahaha), a small script to make it all work, and what you get is immersive RPGM magic, you simply can't pull off with static screens. I will say it again because people tend to overlook and forget: how powerful simple movement (player and NPC) is. It's just that versatile and effective. SHOW DONT TELL. And it's the little things.
I'm also sure the Erin watching Marion and Mars scenes would work twice as good with chibi rooms right next to each other in a chibi inn. And those scenes are already incredibly hot. Similarly having chibi Erin sleep alone in his room, while you train Cecille and/or Sera a room or two away.
Click and point is like listening to a narrator. It's very passive and non-sensual (no pacing). I don't really feel like playing Mars, I'm merely listening to (or clicking through) his story.
RPGM chibis, on the other hand, are oddly immersive, sensual (bound to its game physics, if ever so simple), and now I'm indeed playing Mars, I fucking steer him and his every movements. There is so much less disconnect. Mind tricks!
Last edited: