nutnutfruit

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Feb 13, 2022
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When I spam space bar for the first spirit deflection (vs inquisitor during perfect fight), in the middle of the deflection the game will "reset" (screen goes from fullscreen to windowed, with a flash of black) and return to the start of the fight (but im missing a small amount of mp?).

No clue what to do to avoid this.
 

outsider artisan

Developer of Succubus Stories and Hex.
Game Developer
Jun 14, 2020
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When I spam space bar for the first spirit deflection (vs inquisitor during perfect fight), in the middle of the deflection the game will "reset" (screen goes from fullscreen to windowed, with a flash of black) and return to the start of the fight (but im missing a small amount of mp?).

No clue what to do to avoid this.
Is this the windows version? Does clicking work? I'll try to repro this.
 

EmDotRand

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Sep 7, 2020
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Why are there random misses in the volleyball game?! I'm getting games where I miss 3 sets and 2 bumps back to back. The game can just go "Nope. Not today" at any moment and ruin your match even if you play perfectly.

And before someone says it, yes I'm aware I'm hating a lot yet I keep coming back. I like succubi. I like that Iris is slutty from the start rather than making me wait several hours in for some BS corruption mechanic to kick in. I like her dynamic with Melia and the lore behind this game. I just don't like the actual game play. It's disappointing, which is why I keep harping on it.
 

outsider artisan

Developer of Succubus Stories and Hex.
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Jun 14, 2020
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no I have the druid magic, the baron paid me for saving the crops, I did the quest, what else could I be missing?
That's odd. The only requirement should be that quest. There should be an option called "Trick or Treat" that appears in the village. Can you double check the "seasonal events" setting? I'll try to repro this issue for myself, but just quickly checking, everything seems to work for me.
 

outsider artisan

Developer of Succubus Stories and Hex.
Game Developer
Jun 14, 2020
444
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278
Why are there random misses in the volleyball game?! I'm getting games where I miss 3 sets and 2 bumps back to back. The game can just go "Nope. Not today" at any moment and ruin your match even if you play perfectly.

And before someone says it, yes I'm aware I'm hating a lot yet I keep coming back. I like succubi. I like that Iris is slutty from the start rather than making me wait several hours in for some BS corruption mechanic to kick in. I like her dynamic with Melia and the lore behind this game. I just don't like the actual game play. It's disappointing, which is why I keep harping on it.
I don't think you're hating, but I will say, in spite of the fact that the combat encounters are rather long across the board, I've received mostly really positive feedback about the combat, and I happen to think it's fun too, but of course I'm biased.

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Making combat more avoidable in the future is something I want to do, though. It was always my intention to try to present alternate paths that don't lead to fights, and I haven't done the best job of that so far. Also, I'm sure it doesn't help that the summer event is basically a combat event.
 

EmDotRand

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Sep 7, 2020
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I don't think you're hating, but I will say, in spite of the fact that the combat encounters are rather long across the board, I've received mostly really positive feedback about the combat, and I happen to think it's fun too, but of course I'm biased.

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Making combat more avoidable in the future is something I want to do, though. It was always my intention to try to present alternate paths that don't lead to fights, and I haven't done the best job of that so far. Also, I'm sure it doesn't help that the summer event is basically a combat event.
Avoidable combat only exacerbates the issue. I grew up no hitting the Mario and Luigi games, so default turn based combat bores me. The combat here, however primitive, is one of few that breaks the monotonous turn based combat in many games. In fact the sex is so boring because it's a basically the default turn based combat with cut-ins and descriptions that you quickly exhaust. If that was the main combat too I'd rage quit ages ago.

There's other ways of making combat more engaging without undermining player skill. Eg. Parries are a single attack with no noticable change of timing (unless the game lag spikes, which happens frequently on browser, especially when it's raining. I'm on Linux so using WINE on the windows version would also introduce overhead). So vary the timing. Add additional attacks to parry per turn a la deflection challenge. Reverse the animation on the parry window. Obscure part of the screen with a blinding aura.

Btw is counterspellling supposed to randomly have half the time available? The first time I blamed the lag, but after that it started to seem intentional (not that it stopped my near 100% perfection rate).

Also, if those percentages are accurate then 5 misses in a row are as high as 3.34% (92% accuracy) or as low as 0.9% (98% accuracy). That's insane.
 

outsider artisan

Developer of Succubus Stories and Hex.
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Jun 14, 2020
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There's other ways of making combat more engaging without undermining player skill. Eg. Parries are a single attack with no noticable change of timing (unless the game lag spikes, which happens frequently on browser, especially when it's raining. I'm on Linux so using WINE on the windows version would also introduce overhead). So vary the timing. Add additional attacks to parry per turn a la deflection challenge. Reverse the animation on the parry window. Obscure part of the screen with a blinding aura.
Btw is counterspellling supposed to randomly have half the time available? The first time I blamed the lag, but after that it started to seem intentional (not that it stopped my near 100% perfection rate).
There are changes in timing based on the skill's tier and whether it's a crit. This is true of all defense interactions, they all get harder when the attack is stronger and if the attack crits. For counterspells, this manifests as a faster timer for most difficulty levels, though there's also a point as which you go from three symbols to four in lieu pf a timer reduction.

I can make multi deflection or add other multipliers, that's not a bad idea, I do feel that for some attacks it just doesn't get hard enough.

Also, if those percentages are accurate then 5 misses in a row are as high as 3.34% (92% accuracy) or as low as 0.9% (98% accuracy). That's insane.
A 92% accuracy means the chance to miss is 8%. So the chance to miss twice in a row should be 8% × 8%, which is 0.64% (0.08*0.08=0.0064)... So five misses in a row should be basically not a thing, unless I'm doing the math wrong or not thinking of something. How did you arrive at 3.34%?

The actual way this works is each skill has a number between 1 and 600 for its accuracy rating, and a number between 0 and 599 is generated. If the generated number is lower than the skill's accuracy, it hits. The value 555 (92.5%) is a pretty common value I use for attacks that should have a moderate chance to miss. The value 590 (98.34%) is usually the highest I give anything and is basically the most accurate any attack gets.
 
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EmDotRand

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Sep 7, 2020
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TA 92% accuracy means the chance to miss is 8%. So the chance to miss twice in a row should be 8% × 8%, which is 0.64% (0.08*0.08=0.0064)... So five misses in a row should be basically not a thing, unless I'm doing the math wrong or not thinking of something. How did you arrive at 3.34%?
Used an independent probability formula since it's the overlap of one event 3 times and another event 2 times:
(1 - (1 - 0.08)^3) × (1 - (1 - 0.08)^2) = 0.0339935232 = approx 3.34%

If I instead assume it's the same event consecutively, that instead would be 0.8^5 = 3.2768e6 = 0.00032768 = approx 0.03%
In other words, like you said, this should almost never happen once, much less multiple matches unless I'm the anti-Dream.
 

outsider artisan

Developer of Succubus Stories and Hex.
Game Developer
Jun 14, 2020
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Used an independent probability formula since it's the overlap of one event 3 times and another event 2 times:
(1 - (1 - 0.08)^3) × (1 - (1 - 0.08)^2) = 0.0339935232 = approx 3.34%

If I instead assume it's the same event consecutively, that instead would be 0.8^5 = 3.2768e6 = 0.00032768 = approx 0.03%
In other words, like you said, this should almost never happen once, much less multiple matches unless I'm the anti-Dream.
It's 0.08^5 (so 0.0003%), so two orders of magnitude less likely than even that; the number you got is pretty close to the likelihood of spike actually hitting 5 times in a row, though, lol.

I'm not sure about the 3.34% but I don't really remember how to do probabilities beyond the basics. You don't have to teach me or anything, I just don't get it and probably won't unless I brush up on my math. But I'm pretty sure it should be 0.64% for 2 consecutive misses, 0.0512% for 3, etc, the way it works right now. This would be the worst case scenario (i.e. the lowest accuracy move) excluding spike. This is only for consecutive misses, though.
 
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outsider artisan

Developer of Succubus Stories and Hex.
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Jun 14, 2020
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no I have the druid magic, the baron paid me for saving the crops, I did the quest, what else could I be missing?
So, thinking about this more, I realized once you change the "seasonal events" setting, you actually have to restart the game for this to fully take effect. I am adding a note about this to the setting's description, but I'd bet this is the issue.
 

ascella

Newbie
Feb 4, 2021
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outsider artisan Any plan to give counterspell keyboard keybinds? I don't think dragging around mice then clicking the prompt equal tapping them in mobile, maybe its me problem, if it is a me problem, could you relax the duration more in easy mode?
Maybe also an option to see all the keybinds, maybe i am blind, but i didn't saw anything like that in-game.

Also if possible, could you gave separate audio control for the voice acting? No offense to the VAs, i just don't like spoken words as repeatable audio, be it in EN or JP H-games, if its not possible, then i'll keep playing in mute.
 

outsider artisan

Developer of Succubus Stories and Hex.
Game Developer
Jun 14, 2020
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Any plan to give counterspell keyboard keybinds? I don't think dragging around mice then clicking the prompt equal tapping them in mobile, maybe its me problem, if it is a me problem, could you relax the duration more in easy mode?
Maybe also an option to see all the keybinds, maybe i am blind, but i didn't saw anything like that in-game.
I do plan to add keybinds to the counterspell minigame, and right now it does not interact with easy mode, but I'll likely change that. To be clear, counterspell is supposed to be more challenging than deflection and spirit deflection, but it's not my intention for touchscreen users to have as significant an advantage as they currently do.

On most screens in Hex, you can press Shift to see the keybinds. There are some other keys that aren't explained quite as well, though, but the wiki does have a list of all of them: . There are tutorial messages in the game for all of these, but I don't think there is a single list of all of them in the game right now, but you're right that there probably should be.

Also if possible, could you gave separate audio control for the voice acting? No offense to the VAs, i just don't like spoken words as repeatable audio, be it in EN or JP H-games, if its not possible, then i'll keep playing in mute.
The voiced audio is considered sound effects for most non-sex gameplay stuff. The combat voicework is the only stuff that includes spoken words (and only about a third of it or less are actual words, most of it is pain noises and attack kihaps and stuff), that's under sound effects. Voice work also has a low incident rate and there are tons of samples, so I don't think it'll get old, but if you don't like it you don't like it. For the sex stuff (moans, gasps, etc) it's under "Mute Sex Sounds."

Having a separate option for voicework is something I'll think about, but I'm not sure how to class stuff like the BJ audio; that's obviously voiced, but I'm not sure someone who wants a voice mute option would want sex audio on everything but dead silent BJs aside from cumming noises. Then again, if there's a voiced audio mute and it arbitrarily doesn't mute the BJ sounds, that feels mislabeled.
 
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ascella

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Feb 4, 2021
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I do plan to add keybinds to the counterspell minigame, and right now it does not interact with easy mode, but I'll likely change that. To be clear, counterspell is supposed to be more challenging than deflection and spirit deflection, but it's not my intention for touchscreen users to have as significant an advantage as they currently do.
So that's why i don't feel it became easier when i switch to easy mode, also glad to know counterspell keybinds are planned.

Having a separate option for voicework is something I'll think about, but I'm not sure how to class stuff like the BJ audio; that's obviously voiced, but I'm not sure someone who wants a voice mute option would want sex audio on everything but dead silent BJs aside from cumming noises. Then again, if there's a voiced audio mute and it arbitrarily doesn't mute the BJ sounds, that feels mislabeled.
At least in JP game i played, BJ slurping sound without actual word or dialogue were put in SFX just like sex wet slapping sound.

I actually asked for voicework sound option because i thought making sound option would be easier than making spoken actual words exclusion toggle, but if toggle are easier, then i would prefer toggle.

Also thanks for the detailed response.
 

Refennel

New Member
Mar 22, 2022
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Hello, thanks for developing this game, a friend of mine recommended it to me, honestly at first I don't have interest in a VN game, but after playing it, I can say I like the game so far.

The art style suits my taste, I don't know how to describe it since I cannot find a really accurate word for it, but I guess I can say it keeps a good balance between sexy/slutty and adorable? I also really like those cute and comedy expressions when two protagonists talk.

The music in this game is also good, I don't know if those tracks in game are EDM or something else, since I don't really know too much about music genres and styles. At first I'm a little surprised that this game would choose to use this kind music for a medieval like fantasy world(I guess?), but turns out the experience is neat, I didn't feel anything off.

Besides art and music, I'm also surprised that this game introduces deflection mechanic in combat system, I played Mario and Luigi RPG games during my childhood, so personally I don't really like those JRPG with traditional turn based combat system. So with this deflect mechanic at least I can feel I'm really doing something during combat, not just select option and wait,(Sexual encounter is a little simple and plain though, I wonder if it will improve in the future). There are still some random attack missing moments during combat, but I think it's acceptable. Also, use Lunar magic to make flawless boss fight before I get spell encounter ability would also make me save/load a few times, I guess it's just my bad luck.
But that spell counter feels a little harder for PC users with mouse(especially the one that need to click button four times), I feel it's much more like a native minigame for touchscreen device, at least currently I feel I'm playing spell counter as a DS/3DS game on PC emulator with mouse for touchscreen control, if I have a touchscreen monitor or maybe drawing tablet/screen, this minigame would be easy.

Characters that with unique portraits are also interesting, I'm looking forward to their stories in the future, well, maybe it would take a long time to see, but we can wait. For those generic npc, I hope it will add more hair/eye templates for them in the future.

Anyway even this game is still in its early stage, I can say it's promising.

May I ask two questions?
1. I saw that you plan to add futanari encounter and pregnancy mechanic in the future, so I wonder can protagonist impregnate futanari npc/futanari npc impregnate protagonist?
2. I saw there is a mod manager, does that mean in the future people can make mods for it? Like translate the game into other languages manually or add more game elements like new scenes/encounters/skills?

(This is my first post on F95, and my native language is not English, sorry about that)
 

outsider artisan

Developer of Succubus Stories and Hex.
Game Developer
Jun 14, 2020
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Thanks so much for this detailed feedback! I'm glad you liked the game. A balance between sexy and cute with the art is exactly what we were going for! And I'm glad you liked the music. It is mostly EDM and other types of electronic music, which is a bit of a strange choice for a fantasy game, but I also think the music really fits the mood of the game better than something more classical would have.

I am working on making some changes to the spell counter. I do want it to be harder than the other defenses, but I do think it's maybe a bit too hard. I first plan to make it interact with easy mode, and I also plan to add keyboard inputs for it. After making those changes I'll make further ones if appropriate.

I also have plans to add more mechanics to the sex encounters, but these will take time to implement.

1. I saw that you plan to add futanari encounter and pregnancy mechanic in the future, so I wonder can protagonist impregnate futanari npc/futanari npc impregnate protagonist?
Futanari characters will be able to get the player pregnant. As for NPC pregnancy, I'm not exactly sure what I'll do with that yet. My plan for the player's pregnancy is that she will give birth to little fairies that will hang out in the throne realm. They will give you bonuses, and you'll be able to have a certain amount active and a certain amount in reserve, and you'll breastfeed them or bring them milk and other presents to level them up. Think of it sort of like a gacha.

This isn't really an appropriate system for NPC pregnancy, so it's something I'll have to think more about.

2. I saw there is a mod manager, does that mean in the future people can make mods for it? Like translate the game into other languages manually or add more game elements like new scenes/encounters/skills?
Translating the game will probably not be possible through a mod alone, unfortunately. But it will be possible to add pretty much anything else, though it may be challenging as some stuff, like spell schools, involve some level of scripting. It'll be pretty easy to add new scenes, random events, locations, and activities, though. Mod tools will hopefully be released before the end of the year, as I'm already using them internally now in development, so they are pretty far along! I just want to make sure the game's APIs are better and more stable for modders before I release the tools.
 

Refennel

New Member
Mar 22, 2022
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2
22
Futanari characters will be able to get the player pregnant. As for NPC pregnancy, I'm not exactly sure what I'll do with that yet. My plan for the player's pregnancy is that she will give birth to little fairies that will hang out in the throne realm. They will give you bonuses, and you'll be able to have a certain amount active and a certain amount in reserve, and you'll breastfeed them or bring them milk and other presents to level them up. Think of it sort of like a gacha.

This isn't really an appropriate system for NPC pregnancy, so it's something I'll have to think more about.
I think in my impression, many games just treat the pregnancy system, or I mean "birthed babies" as a plain number counter, has no effects in gameplay, and really few or even no interactions with babies. So I personally think that protagonist gives birth to little fairies, which give protagonist bonuses and can be upgraded, is a great idea, it sounds interesting as part of gameplay. I guess it would be better that the real baby only appears after main story ends, I mean as part of epilogue story, not gameplay.
But yeah, seems it's hard to design pregnancy system for npc, it also makes wonder what would happen to those mtf npc if they get pregnant, iirc the spell that change npc's gender is temporary?

Translating the game will probably not be possible through a mod alone, unfortunately. But it will be possible to add pretty much anything else, though it may be challenging as some stuff, like spell schools, involve some level of scripting. It'll be pretty easy to add new scenes, random events, locations, and activities, though. Mod tools will hopefully be released before the end of the year, as I'm already using them internally now in development, so they are pretty far along! I just want to make sure the game's APIs are better and more stable for modders before I release the tools.
I see, I'm not familiar with these html based text/VN games, maybe it's hard and inconvenient to add localization support with just mod alone for it, I heard VN games may have complex scripts to control many thing, and text is mixed with them, I guess it's a nightmare to deal with it. But it support other stuffs sounds cool, I guess those live/seasonal events are already kind of official mods?

Anyway, thanks for your reply!
 

outsider artisan

Developer of Succubus Stories and Hex.
Game Developer
Jun 14, 2020
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Where is the beach? I have completed every quest but I can't find it
You have to be online from the time you start the game client, you have to complete [Holy Magic Arc: A Warm Welcome] and [Sky Magic Arc: Adjudicating Adjuncts], and you can then go to Ranbol and an option to go to the beach should appear. If you aren't seeing the option, it could be because you didn't complete one of the required quests or it could be because you are offline.

You can check the mod manager and go to the plugins tab to see if the server is able to install plugins. If you are connected to the Internet and there are no plugins listed, it is possible that it could be your firewall, so you might want to add the Hex game client application as an exception to Windows Defender or your other antivirus software. 99.9% of people should not have to do this though.
 
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