Draupnir7

Active Member
Sep 3, 2020
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I feel like the human-exclusive slimes are related in some way to the taurs-only-producing-humans bug.

Hello friends, how much femdom is there in this game? It looks interesting but want to make sure the vibe is there yk
There is some. Open up the dungeon in Lilaya's manor and Rose will be happy to put you in stocks, and after a certain story beat there is a demon maid named Amber who tops. There are probably a couple more, but those are the only ones I know of through poking around a little. Heavy sub stuff is not my thing.

they allow u to use certain actions without corruption gain.
Behavioral fetishes do that too, so I did not mention it.
As for corruption, unless you are making an effort to be as 'out-of-character' as possible with as few people as possible, the essences earned though sex will more than keep up with the corruption gain. Besides, there are plenty of ways to earn money.
 
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CaptainBipto

Well-Known Member
Sep 20, 2018
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Perhaps it's furry encounter which is causing this, last time I played (roughly 3 days ago) they are working as normal and I am seeing various different slime types.
In all the versions of the game that I play, I turn the furry levels to maximum. I do disable some races (don't need 20 dogs and birds), but most of the races are enabled and the human spawn rates are only 5 or 10 percent.
Are you loading a save that you used on a previous version of the game and then just looking at the slimes already spawned in your game?
The issue seems to be with new, random, spawns in the game, not with slimes that are already spawned in your save file from previous versions.

I still have a copy of 0.4.8.9 and the very first slime I spawned with the buggy command, in that version, was a catgirl slime.
In 0.4.9 I fiddled around with settings, deleted my properties.xml file, loaded a pair of different saves and using the buggy command, spawned in 4 or 5 greater slimes and they were all humans.

It doesn't matter to me much, whether it is a bug introduced by Inno or something in my game, I don't play around with slimes very often, was just trying to help the other person figure out if the problem was their install or not.
 
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KaiSakurai

Member
Mar 26, 2020
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Behavioral fetishes do that too, so I did not mention it.
As for corruption, unless you are making an effort to be as 'out-of-character' as possible with as few people as possible, the essences earned though sex will more than keep up with the corruption gain. Besides, there are plenty of ways to earn money.
what sux is that there's one position that is locked entirely behind corruption level... u cant use mating press position without increasing corruption if u r pure (0-10 corruption)...
u can shove someone's face to a wall and take em from behind with "pure". u can sit on someone's face or have them sit on yours... with "pure"... but mating press needs "horny". even doggy style only needs "vanilla" and can be bypassed via 3 different fetishes. and vanilla is easily reached by using lilith's gift for 15 temporary corruption.
i understand that those positions with "pure" dont need fetishes for bypassing since they are always freely available. but of the 5 positions that have higher than pure corruption requirement (perform oral, standing receive oral, doggy style, doggy style fucked (those 4 all vanilla), mating press (horny)) the mating press is the only without fetish bypass...
doggy style has vaginal, anal, cock stud and dominant fetish bypasses. doggy style fucked has pussy slut, buttslut, submissive (why no cock addict though?) fetish bypasses. perform oral has oral performer (duh) and standing receive oral has oral fetish bypass. shouldnt mating press have the same as doggy style?
i dont get it... should get fixed

(though i should mention: in the advanced position options when u select a category (in this case "Lying Down" instead of a set position u can select mating press for urself and lying on back for ur partner and clicking accept does not increase corruption if you are less than horny. so you can completely bypass it that way but not the preset button... why?)
 

Draupnir7

Active Member
Sep 3, 2020
642
932
the mating press is the only without fetish bypass
select mating press for urself and lying on back for ur partner and clicking accept does not increase corruption
I believe the phrase is 'sheer, abject laziness'. All it needs need is Dominant, and maybe a couple of others for flavor. That makes me think Inno intended to attach the requisites and got distracted by something.
I will admit that the corruption limit for the mating press does make some sense. Face to wall is one thing, but completely locking someone under your own body, with their knees up next to their head?
But yes, the position-corruption relations could use some tweaking. A lot of things could. And you know what that means! Two months of choice paralysis, with a two-week gaming binge recovery time.
 
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Dec 26, 2018
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I'm not going to simply call Inno lazy nor am I going to do any serious speculation on her mental health. But I will say with a large degree of confidence that the lack of creative output is not some sort of calculated decision to milk her subscribers. That just doesn't make sense.
I think this is absolutely the case. Inno's lack of output is probably due to the fact that it's tough to work on spaghetti code made years ago without breaking one of the countless systems in the game. It seems like it'd be difficult to add to or revamp the current systems in place without having to do a ton of bug fixes and testing.
I really don't think this is a case of intentional paypig farming or extreme laziness. The game is just a victim of scope creep that happened over the course of years, resulting from Inno trying to do her best to add to the game and please players. It's really hard for professional game devs with project managers and corporate deadlines to avoid scope creep, when you take rookie indie devs and give them coomer crowdfunding dollars you basically encourage them to expand the game in random directions until it becomes too burdensome to work on.
 

balur

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Aug 11, 2019
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Has Inno ever paused payment for (absolute) lack of work done? I'd say that would be a good sign on what their motives are.
 

Purple_Heart

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Oct 15, 2021
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I think this is absolutely the case. Inno's lack of output is probably due to the fact that it's tough to work on spaghetti code made years ago without breaking one of the countless systems in the game. It seems like it'd be difficult to add to or revamp the current systems in place without having to do a ton of bug fixes and testing.
I really don't think this is a case of intentional paypig farming or extreme laziness. The game is just a victim of scope creep that happened over the course of years, resulting from Inno trying to do her best to add to the game and please players. It's really hard for professional game devs with project managers and corporate deadlines to avoid scope creep, when you take rookie indie devs and give them coomer crowdfunding dollars you basically encourage them to expand the game in random directions until it becomes too burdensome to work on.
All of this could have been easily avoided by simply having a roadmap, knowing your goals and predicting bumps on the road to full version of the game. Even "spaghetti code" works when you have a clear goal(I know this because I'm the one writing them). Whether he/she is milking people on purpose or not, those excuses shouldn't justify such long development times.
 

Bocoboco

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Jan 18, 2018
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All of this could have been easily avoided by simply having a roadmap, knowing your goals and predicting bumps on the road to full version of the game. Even "spaghetti code" works when you have a clear goal(I know this because I'm the one writing them). Whether he/she is milking people on purpose or not, those excuses shouldn't justify such long development times.
There is a roadmap, Inno just gets sidetracked. A lot. Her dev style is particularly...whimsical, from what I've noticed during the however many years I've been following this game.
 
Oct 12, 2023
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Ladies, Gentlemen, Non-Binaries, and Vermin! I am very proud to announce it has been almost an entire month since Inno's last post on Blogspot where she claimed she would have the new update available "very soon" along with saying she would post again a few days once she was sure she would be able to release it.
All of this could have been easily avoided by simply having a roadmap
She has an road map on her blogpost, but she gets side tracked A LOT, we are on version 0.4.9 and the next Lilin encounter would be on 0.5, Elis being resolved was the general plan for 0.4 to 0.5 yet here we are.

Now, as I am once again bored I will rank the backgrounds for shit n giggles.

S TIER: Soldier

Soldier is just incredibly OP, having double attack first turn is monstrous along with it's boost to damage and some health, it's incredibly powerful in literally every stage of the game.

A Tier: Aristocrat, Salaryman.

Aristocrat has 25% damage for ranged weapons and melee along with being able to increase resistance the more corrupted you are, there is a catch of course as it only truly shines once you actually get a good melee weapon, solid but not enough compared to Soldier


The Salaryman has 50% critical power increase which is pretty strong, ofc you NEED to have things that can crit and it doesn't have many bonus compared to the others in the list, but still a pretty good pick.

B Tier: The Chef, Teacher, Student.

I thought ot putting Chef on C but they are pretty good, the shielding of poison is neglectable as many don't use poison weapons but what it really shines on is the double potion limit which can help you trivalize encounters, ofc the others above in this list have a much easier time without prep time.

Teacher can make shit load of money with the triple obedience gain, it trivializes the obedience gain and makes it incredibly easy to farm money, sucks on combat though

Student can be good with the increased arcane bonus, it makes early game bit easier due to the discount bonus, with the perks of arcane you should be at 41 so turning into some specific beings you should be able to easily reach 80 Arcane.

C Tier: Musician, Writer, Athlete, Butler

The Musician is good against anything that aren't mythological beings and capybaras with the increased lust damage, not much to say as physical is far better to kill things with, but it is capable of longer spells too.

Writer is only really good due to the increased 25% spell damage, the experience gain can be easily ignored and you can even morph, use potions, or get tatoos to gain the 25% bonus.

Athlete is a bait, it has an increased 10 physique and 100% chance of escape, ofc Combat is easy as long you aren't on the worst difficulty.

Butler is decent but not good enough, the butler set becomes better, yes but there really isn't much to talk about the butler it is good and the income from slaves if they are working as maids.

D Tier: Construction worker

The construction worker is bait, flames can be easily obtainable once you know what to do so the discount on rooms affects jackshit, but at least it has 5 phsique.

NEET Tier: NEET

The NEET is just... awful, it doesn't really bring anything good to the table outside the well rest bonus which is neglectable at best.
 
Dec 26, 2018
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All of this could have been easily avoided by simply having a roadmap, knowing your goals and predicting bumps on the road to full version of the game. Even "spaghetti code" works when you have a clear goal(I know this because I'm the one writing them). Whether he/she is milking people on purpose or not, those excuses shouldn't justify such long development times.
It's hard for me to agree that it's that simple. Many AAA games still suffer from scope creep even with roadmaps and clear goals. A lot of times developers only get to know the flaws in their ideas when they've already developed significant portions of their game. Many beloved titles ended as very different games compared to their original visions, and that's just part of the gamedev process.
Indie devs usually have a lot less experience when it comes to project management and are often beholden to their crowdfunders when it comes to proritizing content for their game. The biggest backers often demand very specific things to be added, and so the devs have to set aside their time to meet these demands first. Backer vote is also an option, but this makes having a roadmap and clear goals a lot harder. I think people really underestimate how hard it is to prevent scope creep from occuring, because it's natural to assume that the hard part is actually developing the content. Preventing scope creep involves taking a look at genuinely good ideas and saying no to them, because you actually want to ship a finished game at some point.

All that being said, I do see your point about how it doesn't really matter if the paypig milking is intentional or not. Cause at the end of the day the dev gets paid and the backers don't get content. At this point I wonder if Inno is best served by going through the various systems and content in the game and pruning the parts that she doesn't know what to do with. This might mean removing parts of the game that I and many others like, but ultimately it'd make the game easier to work on. And the removed parts of the game could always come back, developed with a clear plan of action using the knowledge of previous success and mistakes.
 

KaiSakurai

Member
Mar 26, 2020
125
181
I will admit that the corruption limit for the mating press does make some sense. Face to wall is one thing, but completely locking someone under your own body, with their knees up next to their head?
but way much more than face sitting? sitting on someone's face should be easily as naughty as mating press.
 

KaiSakurai

Member
Mar 26, 2020
125
181
All of this could have been easily avoided by simply having a roadmap, knowing your goals and predicting bumps on the road to full version of the game. Even "spaghetti code" works when you have a clear goal(I know this because I'm the one writing them). Whether he/she is milking people on purpose or not, those excuses shouldn't justify such long development times.
even just more communication towards the fans would help. from what i've read so far she rarely gives announcements that sound like "it's going to take a few more days" and then goes silent for a month or two... if things take a bit longer than expected then communicate it. and maybe give a small summary why its taking longer so the players understand the reason for the delay.
currently its just an unannounced delay or undefined lenght for unknown reasons and we have to make guesses to make sense of it.
 

Purple_Heart

Engaged Member
Oct 15, 2021
2,681
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It's hard for me to agree that it's that simple. Many AAA games still suffer from scope creep even with roadmaps and clear goals. A lot of times developers only get to know the flaws in their ideas when they've already developed significant portions of their game. Many beloved titles ended as very different games compared to their original visions, and that's just part of the gamedev process.
Indie devs usually have a lot less experience when it comes to project management and are often beholden to their crowdfunders when it comes to proritizing content for their game. The biggest backers often demand very specific things to be added, and so the devs have to set aside their time to meet these demands first. Backer vote is also an option, but this makes having a roadmap and clear goals a lot harder. I think people really underestimate how hard it is to prevent scope creep from occuring, because it's natural to assume that the hard part is actually developing the content. Preventing scope creep involves taking a look at genuinely good ideas and saying no to them, because you actually want to ship a finished game at some point.

All that being said, I do see your point about how it doesn't really matter if the paypig milking is intentional or not. Cause at the end of the day the dev gets paid and the backers don't get content. At this point I wonder if Inno is best served by going through the various systems and content in the game and pruning the parts that she doesn't know what to do with. This might mean removing parts of the game that I and many others like, but ultimately it'd make the game easier to work on. And the removed parts of the game could always come back, developed with a clear plan of action using the knowledge of previous success and mistakes.
I'm writing this regardless of the game in question is crowdfunded or not.
Also I'm a complete noob when it comes to programming or developing a game but what I am about to write doesn't require me to have a professional understanding of how any of these works, what I'm about to write is nothing but common sense that I learned shortly after starting to work on my own game.

You will always come across good ideas, or have good ideas of your own that you wish you'd implemented them as a developer, no matter how long you worked on your game. However, if you want to finish your game at some point it is in your best interest to ignore most of those ideas/urges or you will end up in development hell, you will never be able to finish what you started in the way you envisioned it to be from the start. I am not saying you should ignore everything but you should be aware of the fact that one day you should finish what you started, prefably before your players/customers die of old age, completely lose interest in your game, technology/industry advances so much your game loses its charm, or other games comes out before yours and your game seems like just another clone game of an x game.

If I ever end up using patreon to develop a game I'll clearly state what the game is going to be, current state of the game, what kind of content I will end up adding. I'll allow supporters to only give me QoL ideas, not the game changing ones that would end up with me changing/rewriting the game so much I could only release new version of the game after a year.
 
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anubis1970

Engaged Member
Mar 1, 2018
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even just more communication towards the fans would help. from what i've read so far she rarely gives announcements that sound like "it's going to take a few more days" and then goes silent for a month or two... if things take a bit longer than expected then communicate it. and maybe give a small summary why its taking longer so the players understand the reason for the delay.
currently its just an unannounced delay or undefined lenght for unknown reasons and we have to make guesses to make sense of it.
Inno's communication skills are only surpassed by her programming and time management skills.
 
Dec 26, 2018
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If I ever end up using patreon to develop a game I'll clearly state what the game is going to be, current state of the game, what kind of content I will end up adding. I'll allow supporters to only give me QoL ideas, not the game changing ones that would end up with me changing/rewriting the game so much I could only release new version of the game after a year.
I absolutely agree with your points about needing to have a clear plan and the necessity of exercising good judgement to avoid development hell. I just think you're kind of underestimating the sheer amount of roadblocks involved in bringing even a fairly basic game idea to fruition. Even experienced devs who are beasts at game jams struggle to find success when trying to actually publish games.
This whole discussion illustrates why game development, especially indie game development, is so hard. It's hard enough to just be a competent programmer or writer or artist or project manager or financial manager in the first place, so trying to be all of those at once is going to be a big struggle. And even when you have a team working together it's hard to get the right people for these roles and harder still to get everyone on the same page. And even if you have a good team you have to somehow raise funds from a fanbase that will be clamoring for different things at the same time. And for most indie dev hopefuls their game is a side project that they work on while working and/or studying for a living.
None of that really excuses devs profiting off subscriptions while not making content, but I just wanted to illustrate just how many struggles there are in game development that most people don't know about.
 

Purple_Heart

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Oct 15, 2021
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This whole discussion illustrates why game development, especially indie game development, is so hard. It's hard enough to just be a competent programmer or writer or artist or project manager or financial manager in the first place, so trying to be all of those at once is going to be a big struggle.
I don't know about how people see/think game development works but I can say game development is not very hard, developing a game all by yourself is very hard because you are doing everything. Writing code, creating models/sprites, designing ui, designing enemies, implementing gameplay mechanics, creating animations and a lot of other stuff all by yourself.

But to counter this difficulty everything keeps getting easier every day thanks to advancements in technology and tools available for developers, for example trained ai models and convenient to use game engines such as unity and unreal engine.

Take a look at ai models used to draw porn. There is absolutely nothing preventing you or anyone else from using them to create assets for your game. Take a look at unity's latest ai assistant(I forgot its name because it is not out yet, still in closed beta I think) that is integrated into the engine itself. It can not only create assets for your game but also animate them based on your prompts. All you have to do is tell ai what it should do and it does everything for you.

Even if you have no idea what you are doing you can just ask chatgpt(free version) to write codes for your game. It can even teach you basics of programming languages and game engines, you don't need to go to a school or buy online courses for learning programming, those times are gone. It also knows about third party extensions made for those engines. I'm currently using dotween for unity to animate objects in my game and let me tell you something, two months ago I was not even aware of existence of something called "dotween" but now I've learned how to use it and I am using it on my own all thanks to ai. Nowadays I am using it(ai) to learn C# and unity more, rather than searching for solutions online by myself, it almost made google a thing of the past.

So my point is, in short, we are living in a time where game development is easier than ever, there should be less excuses for bad developers, whether they are being bad on purpose or not.

To me liliths throne seems like it already has core gameplay mechanics and characters in place. So, in my eyes most of the work is already done. There is a foundation(whether it is good or bad is another matter) and now all that's left to do is building upon it by adding more content, occasional QoL updates and bugfixes. It really shouldn't be that hard. This is what I think, I am not saying this is what is happening or happened, I didn't even know about this game 2 or 3 weeks ago.
 
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KaiSakurai

Member
Mar 26, 2020
125
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This whole discussion illustrates why game development, especially indie game development, is so hard. It's hard enough to just be a competent programmer or writer or artist or project manager or financial manager in the first place, so trying to be all of those at once is going to be a big struggle.
that may be true, but not entirely applicable here...
- artist: not the case here as the only few images this game has are by others not innoxia.
- financial manager: doing it all alone afaik so no need to pay anyone so only her basic monthly costs. which shouldn't be a problem with minimum of $5k a month income. so not much management needed in that regard.
- project manager: when its only a single person not a team that isnt too hard actually. managing your own workload should be a basic skill of every developer. if you notice that the workload is getting too much then put non-critical things on hold for after the important things are done. from all the comments about her getting sidetracked instead of focussing on the existing roadmap it seems apparent that this is her main problem: she lacks the ability to manage her own workload. and before anyone says "easier said than done. wanna see YOU do better": im a software developer myself. business software. customers arent very patient about bugs or requested features. so i know how important it is to keep your workload in manageable levels and if necessary i push "nice to have" feature requests into a later release.
side content is nice to have but if the main content (basic game mechanics and story) fall behind then you have to adjust your focus. sidequests and rebalancing can be done once the main content is done instead of trying to deal with it at the same time.
 

KaiSakurai

Member
Mar 26, 2020
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I'm currently using dotween for unity to animate objects in my game and let me tell you something, two months ago I was not even aware of existence of something called "dotween" but now I've learned how to use it and I am using it on my own all thanks to ai. Nowadays I am using it to learn C# and unity more, rather than searching for solutions online by myself, it almost made google a thing of the past.
given recent events, if your game isnt too far yet, u should switch from unity to a different engine.
with their current CEO unity cant be trusted anymore.
if you dont know about what occured, there's dozens of videos about it on youtube. u only need to search for "unity" and u already get a dozen videos about how unity destroyed itself.
 

Purple_Heart

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Oct 15, 2021
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given recent events, if your game isnt too far yet, u should switch from unity to a different engine.
with their current CEO unity cant be trusted anymore.
if you dont know about what occured, there's dozens of videos about it on youtube. u only need to search for "unity" and u already get a dozen videos about how unity destroyed itself.
If you are talking about unity wanting to charge developers based on installation count, as far as I am aware they reverted their decision but it wouldn't affect me anyway, this is gonna be my first game I doubt I'll sell enough to trigger those kinds of problems :KEK:
 
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