- Apr 26, 2019
- 548
- 515
Hi, all. I'm relatively new to coding, and have been having a blast learning how with my project. However, I am not new to puzzle and game development. It's been a hobby of mine for years, including one (a card game) that got professionally published over a decade ago, and had a second, small run again in 2016. For anonymity's sake, I'll not be naming it.
Anyway, I've included a few puzzles and minigames in my game, but damn, it seems some players give up fast on even the easiest of challenges. Because of that, I now have 'skip challenge' options available, so I guess I am asking this: Do you like brain teasers and challenges in your porn games? How complex do you want them in relation to casual games you might play?
So far, I have timing games, story-quest challenges, a logic puzzle, a speed clicker game, a plumbing puzzle (finished and coming in the next update), and a clues game where one mashes the clues together to form assumptions. The update to that is more graphical, where you'll investigate crime scenes and pull the best evidence to solve them . Obviously, most of the reward scenes come after one succeeds at a challenge. Prior to having the "skip" feature coded, there were some angry comments about having to retry a challenge. Some rage quitters, etc. Maybe it's just a vocal minority, but it's got me wondering… is this putting too much work into something that isn't appreciated? I'm not suggesting every mini-game I've made is top-notch, either> And of course, I'm trying to get better at coding to make them more dynamic, but still, I'd love to know your experiences and thoughts. Cheers!
Anyway, I've included a few puzzles and minigames in my game, but damn, it seems some players give up fast on even the easiest of challenges. Because of that, I now have 'skip challenge' options available, so I guess I am asking this: Do you like brain teasers and challenges in your porn games? How complex do you want them in relation to casual games you might play?
So far, I have timing games, story-quest challenges, a logic puzzle, a speed clicker game, a plumbing puzzle (finished and coming in the next update), and a clues game where one mashes the clues together to form assumptions. The update to that is more graphical, where you'll investigate crime scenes and pull the best evidence to solve them . Obviously, most of the reward scenes come after one succeeds at a challenge. Prior to having the "skip" feature coded, there were some angry comments about having to retry a challenge. Some rage quitters, etc. Maybe it's just a vocal minority, but it's got me wondering… is this putting too much work into something that isn't appreciated? I'm not suggesting every mini-game I've made is top-notch, either> And of course, I'm trying to get better at coding to make them more dynamic, but still, I'd love to know your experiences and thoughts. Cheers!