4.00 star(s) 10 Votes

shundi82

Member
Sep 7, 2022
188
271
I still prefer doing full party since you can stack so many buffs and combo off your party into doing some serious damage with Destiny and Treu, while Samara can summon an extra body while playing CC+Support.
But who would you need all that extra damage for?

Once Destiny has her first skill (Vanguard Wave) and nice equipment (which you'll get by just roaming around for a bit w/o any enemy contact), she'll kill any regular mob group right at the start by just keeping "A" pressed.

Then, once you've clipped a few bosses (at around lv 12), you'll have enough skills/levels to kill any Dithinion within the first round, if the Twin Bracelets proc - otherwise he'll be gone by round 2.

A group wouldn't give you any time advantage afaik, because you'd have to bring the other team mates up level-wise, too.

So you'll have to do some grinding no matter what.
And solo'ing w/ Destiny that literally just boils down to "hold down A" for mob groups (which are a time waste anyway).
And for the 1st boss it's "Charge" + Hack Slash + Magic Spear - or later just Charge + Execution.
I'd argue that's even faster than issuing commands to a whole group.

The meta just renders most parts of the game irrelevant.
Collect items, get lucky at some point, then just farm the bosses in the most boring/fast way.
Rinse and repeat until you're OP - and get bored to death with what's left of the game.

PS: This might come across way harsher than warranted.
I actually keep recommending Lilith Descent when people ask for good fem protag RPGMs.
It's more the frustration of seeing the great ideas of Spanktank not being able to play out effectively.

It's like behind the veneer of sluggish animation/UI and disjointed systems/events there is something great waiting for us.
And with each update I hope, that it's finally starting to break through.
 
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SpanktankART

New Member
Jun 5, 2018
9
162
I like this game. I think some of the systems are great, especially the entire subjugation game loop. But it also does a few things in a poor way and the UI is a monstrosity. I am happy to hear about your success.

It's also actually two vars not just one - active goblin count and total births.

For some immediate feedback:
1. Fancy fonts are for the main title and sometimes menus. Maybe it's just me, but my frustration went down significantly when I changed the gamefont to arial. I changed it manually in gamefont.css, but I found this ( ) after a quick google.

2. There should not be an entire conversation blocking interaction with utility/shop NPCs every time. Intro convo is fine, flavor text during menu interaction is fine, but the menu should be immediate outside of a quest/event. Saving the game at a manling feels like Samara's anus after being captured by the berserker.

3. I mentioned this in another post, but if you missed it, the QTE plugin chosen (ChainCommand) uses frame count and not actual time elapsed. By default, RPGMV renders at your monitor refresh rate, so it's busted hard on high refresh rate screens. A simple fix would be to just grab a plugin that caps fps like FPSLimit and set it to 60.

4. The Goblin Warden (dude with the basket of gremlins) should capture party members if they are in a sex grab and the party escapes, making the behavior of special grabs consistent with the Dithonian.

5. Faction buffs should not be permanent. They should last for some amount of time before dropping off before needing to be refreshed by a faction activity again.

For some suggestions:
1. I played around with it, making the goblin breeding ritual increase character fertility since it's a variable anyway. Nice for flavor and it represents goblins well. To counteract it I made the Dithonian decrease fertility on each birth, but having the fertility values drift back to default on each time passage while not subjugated would also work.

2. Goblin Warden can be spawned in the regular map by a faction activity to go out hunting.

3. Not sure how this jives with your idea of balance, but I added the "Seal Ability Type: Escape" attribute to the Restrained and Gagged states because I thought it was more fun for the berserker.
This is very valuable feedback on potential issues I wouldn't have noticed for awhile especially the refresh rate thank you, I'll be making use of this.
 

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I'm like a karate chop
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BazookaDre

Formerly 'nintendochamp'
Oct 31, 2017
5
2
But who would you need all that extra damage for?

Once Destiny has her first skill (Vanguard Wave) and nice equipment (which you'll get by just roaming around for a bit w/o any enemy contact), she'll kill any regular mob group right at the start by just keeping "A" pressed.

Then, once you've clipped a few bosses (at around lv 12), you'll have enough skills/levels to kill any Dithinion within the first round, if the Twin Bracelets proc - otherwise he'll be gone by round 2.

A group wouldn't give you any time advantage afaik, because you'd have to bring the other team mates up level-wise, too.

So you'll have to do some grinding no matter what.
And solo'ing w/ Destiny that literally just boils down to "hold down A" for mob groups (which are a time waste anyway).
And for the 1st boss it's "Charge" + Hack Slash + Magic Spear - or later just Charge + Execution.
I'd argue that's even faster than issuing commands to a whole group.

The meta just renders most parts of the game irrelevant.
Collect items, get lucky at some point, then just farm the bosses in the most boring/fast way.
Rinse and repeat until you're OP - and get bored to death with what's left of the game.

PS: This might come across way harsher than warranted.
I actually keep recommending Lilith Descent when people ask for good fem protag RPGMs.
It's more the frustration of seeing the great ideas of Spanktank not being able to play out effectively.

It's like behind the veneer of sluggish animation/UI and disjointed systems/events there is something great waiting for us.
And with each update I hope, that it's finally starting to break through.
I agree and disagree with this at the same time. Solo can be quickly very powerful but if you fuck up once and get captured by say the goblins and you hit a point of them powering up, they can basically get you stuck in a tough situation where escape is extremely difficult with a solo run. You really need to level up party members as an insurance. Now you've beaten Dithilion solo, I have been unable to since I have never gotten Twin Bracelets. However, overall, if you are having a very good run of the game, it can get easy with a solo run, but the same can be said with a party that is well leveled too.

Perhaps the solution lies with some enemies scaling with levels to a degree. I dont' think making the game more difficult is what I'm implying here, but like level triggers that adjust stats for certain enemies. Like say...Journey ( don't why you all say Destiny) hits lvl 15, adjust stats by +x%. Just so certain tough baddies never become push overs.
 

shundi82

Member
Sep 7, 2022
188
271
I agree and disagree with this at the same time. Solo can be quickly very powerful but if you fuck up once and get captured by say the goblins and you hit a point of them powering up, they can basically get you stuck in a tough situation where escape is extremely difficult with a solo run. You really need to level up party members as an insurance. Now you've beaten Dithilion solo, I have been unable to since I have never gotten Twin Bracelets. However, overall, if you are having a very good run of the game, it can get easy with a solo run, but the same can be said with a party that is well leveled too.

Perhaps the solution lies with some enemies scaling with levels to a degree. I dont' think making the game more difficult is what I'm implying here, but like level triggers that adjust stats for certain enemies. Like say...Journey ( don't why you all say Destiny) hits lvl 15, adjust stats by +x%. Just so certain tough baddies never become push overs.
Re Journey:
Yeah, since I only ever play once or twice per update to see, if anything meaningful has changed, I skip everything and never pay attention to the item-/skill-/character-names.

That actually goes for most H-games.
It's an ocean of them out there and I'm always on the hunt for those few hidden pearls, and I'm pretty sure I'm not alone in this. A lot of those games are RPGs with their own naming variants for similar skills, characters etc. So I guess most of us just go by whatever is mentioned in this thread - and thus you get compounding wrong names. :p

Re equipment like Twin Bracelets:
As I'd mentioned - you just need to roam around enough times to get everything you need - w/o ever touching an enemy (if you're ever unlucky you can just restart the game and redo the level w/o consequence - or bring some bombs).

At some point I'll always end up with OP gear and then head straight for the first boss - up to that point you don't have companions anyway.

And that's the point: You start out vulnerable, yes. But in order to even get the team mates, you first need to become solo invulnerable.
So once you've beaten the first boss solo, you gain the mob group killer skill - and you already have your OP equipment, that got you this far solo.
So what's the point of a team then?

And re solution:
Level scaling is never the answer.
You need a robust system of risk/reward. So everything (skill etc) needs a strength and a weakness.
Especially at the start you need lots of weaknesses on both you and your enemies.
Later you gain the ability to either "patch up" those weaknesses or gain even more power.
And the same goes for your enemies.

And that's where it's so hard for so many devs (because usually H games are their first rodeo) to create anything meaningful.
And it's even worse once you try to introduce H combat.
Because that's a second layer, that needs to follow the same rules and quadruples the balancing efforts.
In the case of most games, H combat becomes the after thought and you either willingly need to let "bad shit" happen on the player side or you get discouraged to even have your heroine touched once (because it's a clearly signalled spiral downwards).

That's why games like Karryn's prison are so highly regarded (though I have my qualms with that one, too):
You are incentivised to use H, but you also quickly learn, that it's a trap, if you lean too heavily into it.
So you start tip-toeing the line / thread the needle - and that's where the fun lies. There's no one OP strat (or skill or equipment), everything has its place, many strats are viable - but there's also a constant danger threatening to mess with your meticulous planning/strat to which you might need to adapt.
 
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shundi82

Member
Sep 7, 2022
188
271
Just to add an example for my last post:

Start with an armor with 2 slots - all other equipments have no slots.

You can add a frost gem, that gives
+ Single target frost spell (30 frost damage * frost gems)
+ Damage is doubled for frost sensitive enemies
+ Makes you frost resistant
- Makes you fire sensitive
- Damage is halved by frost resistant foes

You could now fill the second slot with another frost gem to multiply your frost spell damage for the same amount of MP.

Or you add in a fire gem, cancelling out your fire weakness and giving you more damage against frost resistant foes:
+ Single target fire spell (30 fire damage * fire gems)
+ Damage is doubled for fire sensitive enemies
+ Makes you fire resistant
- Makes you frost sensitive
- Damage is halved by fire resistant foes

Or you add in a wind gem:
+ Multi target spell, that removes all frost/fire resistances, but not blocks (10 wind damage * wind gems)
+ Damage is doubled for wind sensitive enemies
+ Makes you wind resistant
- Makes you fire/frost sensitive
- Damage is halved by wind resistant foes

From here, you could add more stuff.
Get an armor with 3 slots.
Get rare boots, that have 1 slot.
Get equipment w/o slots, but with support abilities (regain x MP every turn).
Add a flat damage bonus to higher tier fire equipment, but add an agility malus.
Add wind gems with an agility boost.
Have flat damage gems without a weakness, but also no ability to multiply their damage and no way to target enemy weaknesses.
Have gems, that have no other ability, but block one kind of elemtal damage completely.

Better equipment / better gems can only be gained in higher stages and from higher level/higher tiered foes.
Have the shop girl be the one sending you headhunting - for material she'll use to offer better gear / gems / items.

Before adding anything new always ask yourself: Is that skill, stat change etc actually meaningful?
There's a reason no one uses ticking damage (Poison / Burn) - it's usually implemented in a way, that is only detrimental when used against the player, because they actually have to use precious resources to get rid of it (only to maybe get hit by it again next turn) - the enemy doesn't have to weigh their options in that regard.
So in addition to the ticking damage it should also weaken the enemy significantly - and the enemy should not be able to get rid of it (have it stick for 3 turns or so, instead).
 
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shundi82

Member
Sep 7, 2022
188
271
Further regarding risk / reward:
Use a lust meter and corruption bar (0 - 100%)*.
*The formulas used in the following section are just rough sketches.

Corruption bar:
The higher the corruption, the higher-tiered lewd actions you can choose.
The higher the corruption, the less lust damage you take by your own lewd actions.
The higher the corruption, the more lust damage you take from enemies' lewd actions, though.
Corruption also amplifies any additional corruption gains.

For example, "showing off" needs 5 corruption, lowers the enemies' DEF by 10 and fills the lust bar by 10 - (floor(corruption/10)).
The enemies on the other hand can attack with "stroking penis", which results in filling the lust bar by 2 + (floor(corruption/8)).

If corruption reaches a certain threshold (like every 10% or so), a permanent weakness gets added.
Those could be permanent weaknesses of body regions etc.

Corruption can only be lowered to the last crossed threshold by an expensive "action" (i. e. return to the hub and take a special, expensive bath, which costs you an item you could otherwise use to add a skill).
If corruption reaches 100%, you lose all gained levels/skills and can't use any equipment anymore.
There could be a hidden/hard to get item, that either reverses the effect or "embraces" it - depending on who you give it to. If you choose to "embrace" the corruption, you'll no longer have access to any regular gear, but gain special lewd equipment instead - and every lewd action also causes damage to your foes.

Lust meter:
If the lust meter reaches 100%, the heroine orgasms and collapses, skipping her next turn.
That raises the corruption bar and gives the enemies an easy way to fill her lust bar again.

So why would you ever want to choose a lewd action?
Because any enemies beyond the very start quickly become too powerful w/o lowering their stats via lewd actions first.
Each lewd action lowers their stats (-stat * corruption bar) or removes a resistance/block.
With the right equipment/gem it doesn't even cost you a turn.
 
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KinkyPixy

Newbie
Nov 22, 2017
70
43
How exactly does the skill tree in this game work? I'm like level 5 and still don't have any points to spend in there. Some upgrades would be nice since it seems like you don't get a second party member early game.
 

Jaffarpok316

Member
Dec 28, 2021
155
169
How exactly does the skill tree in this game work? I'm like level 5 and still don't have any points to spend in there. Some upgrades would be nice since it seems like you don't get a second party member early game.
you can only get skill points when you defeat the Boss of the floor
 

kvier

Member
Apr 30, 2018
311
225
I made a few small edits, like making the Goblin Champion system actually work since a single var wasn't incremented properly during the breeding rituals, but copy/paste 5 times for each playable character is nearing Geneva convention levels of war crimes.
Would you share the part that you did do?
 

D.K

Member
Nov 3, 2017
110
250
Those QTEs are literal fucking garbage, holy shit man. In what world do you make the QTE that short with that many button inputs to press.
 
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KinkyPixy

Newbie
Nov 22, 2017
70
43
you can only get skill points when you defeat the Boss of the floor
And how far in are the floor bosses? I'm rarely even making it to the second CHAMBER, after hours of gameplay, let alone another floor. Largely cause of the broken-ass QTE on the tentacles.

Those QTEs are literal fucking garbage, holy shit man. In what world do you make the QTE that short with that many button inputs to press.
For real though. I was gonna ask a question about that but I guess its not just me. Like, whats the point of having a QTE to try to escape the tentalces if its something a human can't physically do. I never get in more than 2-4 inputs before it fails, and there are a lot more than that you'd need to pull off to escape.
 
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4.00 star(s) 10 Votes