I haven't been tracking the newest CG's. Did Nomo also tap out like Sierra did? I'll have to fire this up and check them out, or at least dig around in the gallery. Unfortunate how this went, as others have stated the concept was great and...yeah...no need to beat a dead horse.Looking at the original and current art, it's a disaster, the game is begging to be taken off life support
It started almost 3 years ago: the devs decided to created reusable assets - basically slightly polished sketches that can be used and modified easily to fit into various scenes. However for whatever reason they focused on these so much that since then only two new scenes were released with full scale art. 2 in 3 years.I haven't been tracking the newest CG's. Did Nomo also tap out like Sierra did? I'll have to fire this up and check them out, or at least dig around in the gallery. Unfortunate how this went, as others have stated the concept was great and...yeah...no need to beat a dead horse.
So, Nomo out or no? I checked her hentaifoundry and her last picture posted was Christmas 2022....
No for me, error scriptDoes JDMOD work for the latest update of the game?
It works. When the error screen appears simply click ignore.No for me, error script
It's hard to say what it's Release. Still in early access.Release dates stated there refer to when the latest update was posted, not the original release
In 1 or 2 years of work, some devs finish their NSFW games, especially if it is their first project,Man, sometimes I wonder if I should also make an NSFW game where I add some hot characters and work on the game for 1-2 years then abandon it, to earn a constant steady flow of money for years
My theory is that those patreons were there before this game and they are not leaving because of nostalgia, the development of Noxian Nights was excellent, it is like people who continue to trust Bethesda because they made good games many years ago.I don't understand I don't understand how hreinn can have 6842 patreons how? At the same time, let's say the game pale carnations 4823, how can it even be 2 years fed with filler, while the fucking word filler animals usually shit in filler and hreinn fans eat it, I don't understand how long it will last?
Hreinn has currently 633 paid members. Which is only around half of what they used to have after Noxian NightsI don't understand I don't understand how hreinn can have 6842 patreons how? At the same time, let's say the game pale carnations 4823, how can it even be 2 years fed with filler, while the fucking word filler animals usually shit in filler and hreinn fans eat it, I don't understand how long it will last?
up to you but yeah. someone's gonna burn your house or just gonna terror you, just like certain content creator.why not ? this is a valid subscription scuming strategy
JDMOD unlocks the gallery and the command console. I don't know of any in game walkthroughs for this game.After installing JDMOD, how to use walkthrough in game?
Another game with years and years of devtime where the quality gets worse and worse until it all comes tumbling down, huhLooking at the original and current art, it's a disaster, the game is begging to be taken off life support
who?up to you but yeah. someone's gonna burn your house or just gonna terror you, just like certain content creator.
Please don't, we get enough of that as it is. LolMan, sometimes I wonder if I should also make an NSFW game where I add some hot characters and work on the game for 1-2 years then abandon it, to earn a constant steady flow of money for years
I think in the case of most games it's the long runtime/development time that actually low key ruins their development. The longer the time stretches the harder it becomes to manage the constant fan-requests, own ideas and storylines. It's like with a lot of AAA titles that start with a clear vision, but it becomes muddier and muddier over time thanks to content bloat, changing designers and directors (insert changing patrons and requests here), diluted by personal side-plots and what you end up with is a game that looses it's core vision and overstays it's welcome. At that point a lot of the developers themselves actually get sick of developing for it or have highly fluctuating motivations that partially clash with fan requests, and then you have a recipe for a game that dies a "slow death". Which is why IMO a game should be at least 1/4 or 1/3 developed with it's first version/demo, then clearly plan it's scope and development time, scrap side-storylines if they get too long and convoluted and have a decent system of scrapping gameplay/sytem ideas that don't make it beyond the conceptional stage. It keeps the game "clean". Experimentation with systems should be a thing in the first half of the development stage, as fun as it is, and later on you should have a clear pipeline that you follow and minimum requirements for content delivered (at least X portion of originally planned main story content in Y timeframe (months normally)). And once the game is at the end of it's live-development cycle there should be a way to draw it to a natural conclusion. Any plot-threats that are side-plots, popular side-characters, storylines hinted at can be deal with in sequels. You don't need to finish the entire story in one game, you can always close a big chapter and put a bow on a certain part of a storyline and then make a clear cut, look at what you are working with and then decide if you want to continue in the same universe / with the same characters or if you want to explore a completely different game/genre/character and come back to it later. That keeps things fresh, both for you AND your fanbase and it ensures you haven't been working on the same game for nearly a decade without ever having "finished" it, making both you and your (former or current) fans jaded as all hell.Another game with years and years of devtime where the quality gets worse and worse until it all comes tumbling down, huh
Sure bud but we know in this case what happened here. Nomo was a solid artist and probably had some great concept ideas. But as far as vision, scope, management, and business acumen turns out not so much. The rest of this is just excuses for people that take on projects lightly and AFTER taking money from people admit or (secretly admit and refuse to do so publicly) that they can't do it. You "ideas" of how to build an h-game project fall flat considering there ARE many creators who DO successfully finish projects in a timely manner with a strong public face.I think in the case of most games it's the long runtime/development time that actually low key ruins their development. The longer the time stretches the harder it becomes to manage the constant fan-requests, own ideas and storylines. It's like with a lot of AAA titles that start with a clear vision, but it becomes muddier and muddier over time thanks to content bloat, changing designers and directors (insert changing patrons and requests here), diluted by personal side-plots and what you end up with is a game that looses it's core vision and overstays it's welcome. At that point a lot of the developers themselves actually get sick of developing for it or have highly fluctuating motivations that partially clash with fan requests, and then you have a recipe for a game that dies a "slow death". Which is why IMO a game should be at least 1/4 or 1/3 developed with it's first version/demo, then clearly plan it's scope and development time, scrap side-storylines if they get too long and convoluted and have a decent system of scrapping gameplay/sytem ideas that don't make it beyond the conceptional stage. It keeps the game "clean". Experimentation with systems should be a thing in the first half of the development stage, as fun as it is, and later on you should have a clear pipeline that you follow and minimum requirements for content delivered (at least X portion of originally planned main story content in Y timeframe (months normally)). And once the game is at the end of it's live-development cycle there should be a way to draw it to a natural conclusion. Any plot-threats that are side-plots, popular side-characters, storylines hinted at can be deal with in sequels. You don't need to finish the entire story in one game, you can always close a big chapter and put a bow on a certain part of a storyline and then make a clear cut, look at what you are working with and then decide if you want to continue in the same universe / with the same characters or if you want to explore a completely different game/genre/character and come back to it later. That keeps things fresh, both for you AND your fanbase and it ensures you haven't been working on the same game for nearly a decade without ever having "finished" it, making both you and your (former or current) fans jaded as all hell.