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MissImperia

Newbie
Apr 26, 2021
25
22
[v1.0]

Not a bad start for a sandbox type open map RPG.

Certain actions grant too much EXP (pacifying climes through talking), some don't do it at all (pacifying anything else through talking).
Though the skills are messed up, like having "Body Language" appear almost everywhere.
Menu items could be bigger and a skip text button (like CTRL) for repetitive actions would be nice.
Haven't found a use for flowers, kept bumbling about the map.

not going to review something so early, and while having stuff to do also ridden with bugs and lacking in balance or meaningful actions (story, progress)

plan to check it again in a while
Thank you so much for the feedback! If there were like a cluster of 10 red skills called body language on the lower part of the skill tree thats ok it was a bug that I didn't have time to fix but if there are even more skills doing that I'd have a problem. I'll look into it. My bad on the exp thing, I straight up just forgot it but I'll get that sorted out as well as general EXP balancing. Menu items bigger I'll work on and skipping text too, those are good reccomendations. Flowers at the moment are just for wearing and looking pretty (although you also need to be wearing one in order to pacify a dryad by talking to them).
As for things to do I'd reccomend the harder Flare bossfight if you didn't find it (fight Flare once, win 10 rounds in the battle arena area, then talk to Flare again) but most of all I just want to say thankyou so much for the time you did spend, I hope to be able to make something really fantastic!
 
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Gun-Bao

Member
Sep 10, 2019
337
158
Hmmmm, there should only be one file visible. If there were a list of files is it possible you may have downloaded one that doesnt say 1.0? What is your operating system? Did any basic things like closing the program and opening it again work?
I download only one file, not list.
Windows 10
Tried reopen, restart pc, redownload from another sites. No luck.
 

MissImperia

Newbie
Apr 26, 2021
25
22
I am really liking what I am seeing and look forward to what you have in store for us in the future. Just be sure to take breaks when you feel you need to on your free time. I for one, would not want you to feel burnt out.

I am a little confused with how to get the some of the lewder scenes, like with wolves. I keep trying to pet them, flirt with them in battle and surrender, but nothing very suggestive in terms of lewd. I also get messages that they are not able to understand me and see some (I think?) related skills that appear to not be implemented yet.

I was wondering if you can throw some tips or clarification on this?

Edit: Oh, and I am not sure if this matters or not, but I see a lot of people (including developers) get the term "sandbox" mixed with "open world". I have not fully played this game yet, so I don't know if there is (or will be in the future) any truly sandbox game elements. As a game example, the Grand Theft Auto series is "open world", while Minecraft is "sandbox".

I also found out I had SFW on by mistake.
I will most definitely take breaks and avoid burnout as much as I can. In fact for the past week I've been taking a bit of a break to play path of exile 2. Once you turn SFW mode off you should be able to get the lewd scene with wolves, I hope you enjoy it~ The first Body Language skill is implemented which should be all you need after that.
I'll remove sandbox from the tags, for now at least. You're right it doesnt really fit at the moment. Honestly I forgot I even put it in the tags at all XD.
 

MissImperia

Newbie
Apr 26, 2021
25
22
Well, congrats, then! That's a big undertaking, and it's always commendable to see people creating things that aren't overly typical! Patreon is fine when used with the right model, but it's always a breath of fresh air to see someone making a game because they want to first and foremost. If you've looked at a lot of new games here on F95, ones with nearly no content and a Patreon link already included are practically dime a dozen. Kudos to breaking the mold!

That's fair enough, thanks for answering! Knowing that it doesn't just outright end in the middle of a quest saying "That's it for now!" out of the blue is good to know. I'll give the game a try when my weekend comes around!

Thanks for responding, and best of luck going forward!
Thanks for the appreciation! I'm very glad that my not including a patreon link right away was noticed and appreciated. My goal was to make a game that was solidly above average (for a small creator lewd game, at least!) and with 1-3 hours of content as promised in the list of features.
I hope you enjoy the game when you give it a shot! I don't want to oversell too much, I'm very much still experimenting with game design and aiming more to give tastes of the combat, the quests, the types of scenes and the characters. It does end with a boss fight that I'm pretty proud of though.
 

MissImperia

Newbie
Apr 26, 2021
25
22
Wanted to point out something in case you ever want to make money on this game; the term "treant" in terms of a walking tree is copyrighted by the Tolkien estate.
Huh, really? League of legends uses it for one of their characters Maokai. Ent I could understand but Treant seems a stretch. Hmm, I'll look into it. On the plus side I never intend to sell the game itself for money, although a patreon someday is something I'm considering to be able to work on it full time. Hope you enjoy though! <3
 

MissImperia

Newbie
Apr 26, 2021
25
22
I download only one file, not list.
Windows 10
Tried reopen, restart pc, redownload from another sites. No luck.
Are you sure it was Imperial Wilds? The game shouldnt say Imperial Lust at any point in time, that's never its title nor used in the game anywhere.
 

MissImperia

Newbie
Apr 26, 2021
25
22
I download only one file, not list.
Windows 10
Tried reopen, restart pc, redownload from another sites. No luck.
Whoops, it does say debug in the title, my bad. It sounds like you're getting to the loading screen and for some reason it's not loading to the menu, hmmmm... I'm sorry I'm not sure what's happening there but I'll try to look into it.
 

fomi

Member
Sep 8, 2019
111
63
I apologize. "Ent" is the term, not "treant". I should really be more careful with responses when I have been up too long.
 

MissImperia

Newbie
Apr 26, 2021
25
22
I apologize. "Ent" is the term, not "treant". I should really be more careful with responses when I have been up too long.
That's a-ok, I wrote the tags for the game late at night and I put sandbox in there, which isn't completely false but still doesn't really belong and that was a late night brain fade of my own.
 

joepopo

New Member
Jun 17, 2024
2
1
I've played a bit and really enjoyed what I played. I like the art and the scenes. I think your game has a lot of potential. The one piece of feedback I'd give would be to increase movement speed.
 
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MissImperia

Newbie
Apr 26, 2021
25
22
I've played a bit and really enjoyed what I played. I like the art and the scenes. I think your game has a lot of potential. The one piece of feedback I'd give would be to increase movement speed.
Thank you so much!!! I want to keep it a little bit on the slower side so that the enemy bullet patterns can also be on the slower side and give people more time to think, but you're not the first person to comment on slow movement so I think I can probably tweak it upwards at least a little bit. Unlocking teleport and some of the skills in the wind and movement sections increase movespeed and it feels a lot better once they're all unlocked. But if it doesnt feel good right from lv1 then people might not get to unlocking those at all.
 

dn2sm

Member
Nov 9, 2019
111
72
Encountered some strange bug when moving cloths around, sudenly they got stuck in middle of screen, I tried reloading from save and clothes dissapeared.
 

MissImperia

Newbie
Apr 26, 2021
25
22
Encountered some strange bug when moving cloths around, sudenly they got stuck in middle of screen, I tried reloading from save and clothes dissapeared.
I've been working on that bug but so far I havent got it worked out yet. I don't mind the suddenly naked bug too much I find it funny, but ideally I do want to fix those bugs as soon as I can. Thanks for letting me know you encountered it, it helps to know how common it is.
 

MissImperia

Newbie
Apr 26, 2021
25
22
5 minutes in the game, already broken
Thank you so much for including the screenshot! I can't believe I missed this, I thought I had converted the menu opening to only work outside of conversation, battles and cutscenes but I guess not. Surprised I didn't notice that in testing, I aim for better than that. On the plus side it's a very easy fix on my end, and unless the Dahlia flower is stuck on the screen then it shouldn't really disrupt the game at all since you can just close the menu. Thanks again for telling me.
 

llama19123

New Member
Jul 13, 2023
2
1
Hey.

Fellow game developer here. I don't comment on many posts but with the amount of replies and effort to answer everyone it seems to me you have a passion for the project, so I thought I'd Shoot in my few cents here. There will be a lot of 'negatives' here but its primarily to guide you on what i've found and what could be improved.


General comments:
The game definetly feels early access right now, which is fair for the stat it is in. Some things feel a bit clunky whilest others feel good. I think with a bit of work you'll create something that plays well and is both a good game and a good porn game.

The good:
The combat feels fluent and unique and the enemies joining the combat makes the player think about where to engage combat.
The map design is mostly intuitive and looks pretty good.
The game features both turn based and real time combat, which if handled well can bring a very unique twist.
The writing is good although a bit wordy for my taste.

The bad/bug reports:
As mentioned by a few before me, the talent tree is a bit of a mess. Im sure you'll fix that though.
The art sometimes is very jarring. Specifically I didn't like how the main character keeps changing from a deer to a dragon and back again. The lighting is very inconsistent too in the character portrait.
The AI Porn is VERY hit and miss. For example, Look at the wolf scene, the left-most wolf has a completely misshapen dick and the rightmost wolf seems to be missing his entire body and only be hind legs and a head. Its also a different art style.
Navigation sometimes feels a bit clunky since enemies can block your path. This can sometimes force the player to fight a combat they've ran away from. Possibly implement intangible after fleeing from combat to avoid this?
No Quest tracker makes it difficult to know where to go and what to look for, as well as some places 'teleporting' the player around makes things feel a bit disjointed. For example trying to walk south teleports the player north as you pass out. I know this is intentional but after getting through the cave it feels a bit shit to have to go through it again because of a teleport i didn't know would happen.
Sometimes, random spells are unlocked that i don't find any explanation for. For example, i had Thunder lv 3 unlocked for a while and then it dissappeared and never returned.
The turn order isn't clarely explained, so its not easy to know who goes first.
Spells in the overworld seem to not do anything?
While in the TAB menu, actions stil happen in the world. So if you stand next to someone and open the menu, pressing space will talk to them instead of interacting with the menu.
Sometimes, selecing a menu wouldn't automatically move the cursor to the next menu to the right, which i think is the intended action.


What I'd like to see in the future:
A reversal on the combat, allowing a subdued creature to be defeated sexually.(maybe there are already plans for this)
A quest system to track current tasks.
A more consistent art style and direction.
A new font(default font doesn't really pop that well and it feels a bit basic)
Some text boxes should be moved away from the corners a bit and possibly made a bit larger.
Less enemies, or more variety in the enemy type, so there isn't 20 slimes in one small area.
Voice acting is never a bad idea.
Animations?? i know this can be difficult if you intend on keeping AI generated art but id still like to see it.


I'll check back in on this in a while to see how it progresses.
While I haven't done muchwork in godot, I've got a few years of game dev experience, so if you need any help, don't hessitate to reach out.
 
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MissImperia

Newbie
Apr 26, 2021
25
22
Hey.

Fellow game developer here. I don't comment on many posts but with the amount of replies and effort to answer everyone it seems to me you have a passion for the project, so I thought I'd Shoot in my few cents here. There will be a lot of 'negatives' here but its primarily to guide you on what i've found and what could be improved.


General comments:
The game definetly feels early access right now, which is fair for the stat it is in. Some things feel a bit clunky whilest others feel good. I think with a bit of work you'll create something that plays well and is both a good game and a good porn game.

The good:
The combat feels fluent and unique and the enemies joining the combat makes the player think about where to engage combat.
The map design is mostly intuitive and looks pretty good.
The game features both turn based and real time combat, which if handled well can bring a very unique twist.
The writing is good although a bit wordy for my taste.

The bad/bug reports:
As mentioned by a few before me, the talent tree is a bit of a mess. Im sure you'll fix that though.
The art sometimes is very jarring. Specifically I didn't like how the main character keeps changing from a deer to a dragon and back again. The lighting is very inconsistent too in the character portrait.
The AI Porn is VERY hit and miss. For example, Look at the wolf scene, the left-most wolf has a completely misshapen dick and the rightmost wolf seems to be missing his entire body and only be hind legs and a head. Its also a different art style.
Navigation sometimes feels a bit clunky since enemies can block your path. This can sometimes force the player to fight a combat they've ran away from. Possibly implement intangible after fleeing from combat to avoid this?
No Quest tracker makes it difficult to know where to go and what to look for, as well as some places 'teleporting' the player around makes things feel a bit disjointed. For example trying to walk south teleports the player north as you pass out. I know this is intentional but after getting through the cave it feels a bit shit to have to go through it again because of a teleport i didn't know would happen.
Sometimes, random spells are unlocked that i don't find any explanation for. For example, i had Thunder lv 3 unlocked for a while and then it dissappeared and never returned.
The turn order isn't clarely explained, so its not easy to know who goes first.
Spells in the overworld seem to not do anything?
While in the TAB menu, actions stil happen in the world. So if you stand next to someone and open the menu, pressing space will talk to them instead of interacting with the menu.
Sometimes, selecing a menu wouldn't automatically move the cursor to the next menu to the right, which i think is the intended action.


What I'd like to see in the future:
A reversal on the combat, allowing a subdued creature to be defeated sexually.(maybe there are already plans for this)
A quest system to track current tasks.
A more consistent art style and direction.
A new font(default font doesn't really pop that well and it feels a bit basic)
Some text boxes should be moved away from the corners a bit and possibly made a bit larger.
Less enemies, or more variety in the enemy type, so there isn't 20 slimes in one small area.
Voice acting is never a bad idea.
Animations?? i know this can be difficult if you intend on keeping AI generated art but id still like to see it.


I'll check back in on this in a while to see how it progresses.
While I haven't done muchwork in godot, I've got a few years of game dev experience, so if you need any help, don't hessitate to reach out.
Thanks so much for the comment, and for playing!

I'm glad the combat and the enemies joining is working to make people think, I'm enjoying playing with that system and I have plans for ways to explore it even more.
Map design is a bit bad at the moment imo, the map is designed to funnel you down towards the town, but since there is no town yet the funnel is leading you kind of to nowhere. Unfortunately that might be several months before its fixed since the best fix is to have the town made (or at least the farms outside the town where the map is guiding people). Glad it looks good though!
The pink wizard guy is among the wordiest in the game, probably a bad idea to put him at the start of the game so I'm going to be reconsidering that. If you havent KOd any slimes before meeting him he's much less wordy. Glad you're liking the writing otherwise!

I figure with the talent tree it's mostly a few specific placeholder skills appearing when they shouldnt, I'll get that fixed, please let me know if there are problems other than that.
The wolf art especially is one that I'm not satisfied with, and the quality of the art overall is a bit patchy. I'll need to go over them again and improve them. I'm not sure specifically which one you mean by character portrait and changing to a deer and back again, I'd appreciate very much if you can point out any particular weak links.
Intangible after combat is a good idea, I'll look into that.
There is a quest tracker, it's in the dairy tab but the inventory UI is very rough and most of my playtesters missed it as well.
The level 3 spells are unlocked if you're wearing the Elementalists Dress outfit, the initial plan was to make it so the slime wizard guy destroys that outfit and one of your main quests for the early game is to get it repaired. I'm still liking that as a quest idea but it's causing issues with the wizard being wordy and with people noticing their best spells going missing so I might have to cut that quest concept for now.
Turn order is based on your dexterity (harpies have high dex so they're most likely to go before you until you improve your dex), but it should definitely be more clearly tutorialised, I'll work on that or maybe remove it and make turn order fixed.
Overworld spells should do something when you unlock the spell thrower and melee attack skills, I'm interested to hear more about this if it's a bug or the game being unclear in explaining the system.
I'll fix talk/inventory to make it prioritise the inventory.
I'll also make move selection smoother so it will go all the way to the right when pressing.

There will be more combat sex added for sure.
Quest system exists but it's a cobbled together mess and will be polished extensively.
I'll work on more consistent art style, the best way will be from people pointing out which art pieces break their immersion the most (wolves has been mentioned by someone else too)
Font and textbox spacing are good points, I'll work on that.
There will be more variety in enemies, but not right now since the enemy code is really bad and I'm having to make each enemy as it's own seperate scene. One of my highest priorities is to make most of the enemy logic come from an inheritable base and then I'll be able to make enemies much faster.
I'll look into voice acting as an option, it'll probably be impossible to make the game fully voiced since there is a ton of dialogue and some of it could be pretty demanding from voice actors.
I would absolutely love to make the art slightly animated, at some point I'll probably take a month to train my photoshop skills to do that stuff but it's low on the to-do list compared to other matters right now.

Thanks so much for taking the time to share your thoughts, I had a few of these already on the to-do list but you've added some things I hadn't even thought of but which are definitely necessary, and just some good ideas. I'd be grateful if you'd share any more thoughts you have and especially let me know the result of the spells in the overworld seem to not do anything issue. If not that's okay. I'd also be glad to give you any feedback for projects of yours if you'd like, feel free to DM me <3
 

Sciliant

New Member
Jun 22, 2018
6
2
Congratulations on your release! I'll give some thoughts below for MissImperia, but for the rest of you:

TLDR: This is a fantastic start, support the creator and keep an eye on their projects.

First and foremost, I lament the use of AI in your project. I'm not referring to the moral issues, or quality, the former you seem aware of, and the latter you've obviously dedicated some time to clean up. Rather, lots of things about your current build scream potential and having genuine thought and effort put into it, but the AI generated content leaves a nasty stain on that. I nearly passed over trying the game because of the AI generated content, but I've been a fan of your previous work, and now I'm glad I gave it a chance. I sincerely hope you're able to eventually transition away from it; you're a fantastic artist and that should be given the chance to shine. But the AI content can make a decent placeholder.

Now, for the rest. There are lots of little details I can see already at this stage of development, and know that they are very much seen and appreciated.

Good quality of life features. The zoom is excellent, lets one see details or where they are going. Hotkeys for the overworld actions are also nice to see this early.

Love the pixel art. Animated environments and characters really sell the feel that the world is alive. Also nice to see how many little animations you've got into the game already, like the dance emotes.

The decoration for the UI is also a good touch. Many games these days shy away from that. It's not overbearing, though be mindful of that if you add more. For the bars and numbers, most of them in the menus are readable at this stage, but I'd make an adjustment to some of the text for the main game UI. I'll attach a screenshot for reference. Your larger texts are fine, you have an outline and inner fill, that's good, but the difference isn't enough for the smaller text in the game. Take for instance, the slime's MP in the image, or Imperia's numbers in the upper left of the UI. You can make all the smaller text larger, or tune the fill and outline colors to be more distinct.
Screenshot.png

Inventory could use some attention. Some text or outlines to say to the player "This is a slot for items, put it here", would help. Tooltips are also great for games like yours where a status effect might be important, specifically in a fight, where the player doesn't have access to the diary for reference. This one is a quality of life thing though, and shouldn't be too high on your list.

It's clear that characterization is an important part of your vision. Very immersive to have the character comment on the world around them, to have their own ideas of things they like and dislike. It's a strong tool to convey information to the player, or to get them closer to the character. However it's a tight rope to walk between giving the player enough agency to make their own choices and yet not be completely out of character. It's also not the easiest thing to write someone's inner monologue without it being intrusive or boring. So far you've done a great job on it.

As far as game mechanics go, this is a very strong point for your game. Mixing bullet hell and turn-based adds depth and variety to how one approaches combat. Giving incentives (like xp or secret items) for things as innocuous as exploring or picking flowers is a boon. Dialogue options that can change how a situation will go is not new, but always cool to see. All of those are good set-up for a player to want to 'experience' your game, rather than grind through it. Rewarding curiosity does a lot for folks.

The combat mechanics themselves are also nice to see. Having status effects that linger after a fight could influence situations in the world. You've got extra options for attacking or defending. Something I thought was clever was having your own spells affect you as well, which could play into the aforementioned lingering effects having more impact. The option to play passively, disarm opponents with charm to possibly build up for a strong attack, or to just end things peacefully adds a lot more choice and strategy to the combat. There's quite a bit of potential in these to make the fights more interesting, not just from the player character, but maybe the opponents as well. Impressed by the thought put into them.

The skyrim-esqe tech-tree is charming, as is the hand-drawn style for the map. Touch them up or make them prettier, but keep them. Nothing says fantasy like "How will I use my magic powers for this situation?" or "Let me roll out my huge map to see where I go next."

I'm not sure if you've got a team or not, if you're in charge of the writing or someone else is, but that front deserves kudos. Something I can praise without much spoilers is how you have Elves depicted in your world. I like that they use their long lives to develop rituals or learning methods that are deeply ingrained in the past and lose a lot of the point in the process, something that's hard for other races to understand. It's a nice take that's not just 'elves arrogant.'

It's possible you made a mistake with the post here on F95, version number 1.0 is generally reserved for the full release, perhaps you meant 0.1?



And that's all, thank you for coming to my TED talk. But seriously, you have the bones of a fantastic game on your hands, which is why I felt the need to write so much about it. It's big though, you've set yourself up with a lot of interactions, which is why I'm impressed with what you have already. Pace yourself, you got this. It's also gonna be a little more work to separate the NSFW from the SFW version, but I think that's a good idea. It's not just gonna be a good lewd game, it'll be a straight up good game, which means when it's in a good spot, post it on other platforms like Steam, and get the attention it deserves. I wish you luck and hope you continue to make stuff, be it this or otherwise!