thank youHunter: Space Pirates [Ch.2 P1 v0.2.5.1] [Mr.Mister] - Compressed
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Hi...Thanks, everyone! I’ll do my best to give you some fun and sexy moments. If you haven’t already, check out Motherless to get a better idea of the direction I’m aiming for with this other game. Looks like Earth wasn’t big enough for our wild adventures! XD
I’m also working on making the choice system functional. Just a heads-up: I’m balancing the game between conscious and unconscious decisions. However, if you lean too heavily towards one side, certain options might disappear or be greyed out!
Yes I have the same questions about colored text if you take the red choice you get to see and talk to naked mom, but in the next scene if you chose red you miss our on rescuing neighbor and her daughter so you lose that romance path. Later choosing the blue text runs your sister off and seemingly closes that incest path. Pls clarify color significance.Hi...
I'm about to start a play through....but I'm finding the blue and red point choices confusing,. As there is NO explanation what the color choices represent to the story.
Could you please provide more details with what the red and blue choices will mean to MC and the others who are close to the MC? So far, the blue choices seem to blue ball MC with less content, but this is just a guess based off of trying both choices. This repeated question has been asked a number of times, but still hasn't been answered in the forms. Could you please elaborate with more details about that oddly named stat, which has never been used before with other titles?
I guess I'll put off playing this title until I find out more about the red and blue choices.
Regards
Our Conscious and Unconscious Choice System makes every decision matter:Yes I have the same questions about colored text if you take the red choice you get to see and talk to naked mom, but in the next scene if you chose red you miss our on rescuing neighbor and her daughter so you lose that romance path. Later choosing the blue text runs your sister off and seemingly closes that incest path. Pls clarify color significance.
uh... blue and blue? what's red then?Our Conscious and Unconscious Choice System makes every decision matter:
Conscious Choices (Blue): Thoughtful decisions, like helping someone in need.
Unconscious Choices (Blue): Impulsive actions, like spying through the blinds.
ok....
It also ensures the players have a massive pain in the ass on their hands and that walkthroughs will be basically a must. Motherless wasn't overcomplicated in that sense, and it worked perfectly fine. I get that you want to test the waters, create something new, not making Motherless 2.0, etc, but what works shouldn't get a massive overhaul for the sake of an overhaul. Deviating from the already working formula somewhat is fine, but doing too much will bite you back, as it already happened twice, once a major and a minor way (Bradok and the flunky mc hair). I'm sure your intention was not that, but often the intention of the creator and the preception of the consumer can be two very different things.Our Conscious and Unconscious Choice System makes every decision matter:
Conscious Choices (Blue): Thoughtful decisions, like helping someone in need.
Unconscious Choices (Red): Impulsive actions, like spying through the blinds.
The key? Alternating between both to unlock the best content we’ve prepared for you.
Soon, we’ll add a Consciousness Meter with a green zone that represents a balance between conscious and unconscious choices. If you stay in this zone, it means you’re making the best decisions to unlock the most rewarding scenes and moments in the game.
But be careful:
This system ensures every player has a unique experience based on their choices. The power is in your hands!
- If you go outside this balanced range, you may lose access to key decisions and future scenes.
I see where you're coming from, and I appreciate the thought! I think the choices are designed to be pretty clear, so no worries there. I’m confident you’ll enjoy how it all plays out. Take it easy!It also ensures the players have a massive pain in the ass on their hands and that walkthroughs will be basically a must. Motherless wasn't overcomplicated in that sense, and it worked perfectly fine. I get that you want to test the waters, create something new, not making Motherless 2.0, etc, but what works shouldn't get a massive overhaul for the sake of an overhaul. Deviating from the already working formula somewhat is fine, but doing too much will bite you back, as it already happened twice, once a major and a minor way (Bradok and the flunky mc hair). I'm sure your intention was not that, but often the intention of the creator and the preception of the consumer can be two very different things.
i think it may make multiple playthroughs more necessary. we shall see if that's good or bad. also, many of your dialogue works as a nararation (like a description in a story) but it just sounds fucking stupid and awkward as dialogue-It also ensures the players have a massive pain in the ass on their hands and that walkthroughs will be basically a must. Motherless wasn't overcomplicated in that sense, and it worked perfectly fine. I get that you want to test the waters, create something new, not making Motherless 2.0, etc, but what works shouldn't get a massive overhaul for the sake of an overhaul. Deviating from the already working formula somewhat is fine, but doing too much will bite you back, as it already happened twice, once a major and a minor way (Bradok and the flunky mc hair). I'm sure your intention was not that, but often the intention of the creator and the preception of the consumer can be two very different things.
The other girl is a princess and Diana is a commander, so maybe she's used to talking like that.i think it may make multiple playthroughs more necessary. we shall see if that's good or bad. also, many of your dialogue works as a nararation (like a description in a story) but it just sounds fucking stupid and awkward as dialogue-
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like seriously, she's standing like 3 or 4 meters away, in the same room! you just walk closer, you don't fucking say it! it would work as a line in a book- "she walked up to her." but in a VISUAL NOVEL you just SHOW HER TAKE A FEW STEPS TO CROSS THE ROOM! you don't have to say anything....imagine you're with a friend- do you say "hold on, let me get closer." or do you just get closer without announcing it?
but the princess tells her to drop the formality though....just seems a little odd......might be just me....The other girl is a princess and Diana is a commander, so maybe she's used to talking like that.![]()
Yeah, but after...but the princess tells her to drop the formality though....just seems a little odd......might be just me....
details, details.....Yeah, but after...
Thank you for your quick and detailed answer. I like the meter solution so that we can determine how far either way we want to go for ourselves. This seems to be a great way for the player move through the choices in the game.Our Conscious and Unconscious Choice System makes every decision matter:
Conscious Choices (Blue): Thoughtful decisions, like helping someone in need.
Unconscious Choices (Red): Impulsive actions, like spying through the blinds.
The key? Alternating between both to unlock the best content we’ve prepared for you.
Soon, we’ll add a Consciousness Meter with a green zone that represents a balance between conscious and unconscious choices. If you stay in this zone, it means you’re making the best decisions to unlock the most rewarding scenes and moments in the game.
But be careful:
This system ensures every player has a unique experience based on their choices. The power is in your hands!
- If you go outside this balanced range, you may lose access to key decisions and future scenes.