No. The only thing you'll miss out on is an extra sex position with Erato.Small question (asking for spoilers here, I know):
Considering that "pregnant" is not one of my kinks, will I be missing out on something important if I don't remove the Contraceptive Spell?
don't think so and preggos will be shown in epilogues only so even if you remove that spell don't have to look big bellies until then.Small question (asking for spoilers here, I know):
Considering that "pregnant" is not one of my kinks, will I be missing out on something important if I don't remove the Contraceptive Spell?
Nah, she was never intended as more than a one-shot character. In fact, you don't even want to see that model naked (she looks horrible underneath that dress). She works for that scene and that scene alone.Just one question, will you go any further with the woman who blew the MC as payment for her dress at the tailor shop?
once again no and once again not needed once starts endgame.any update Walkthrough??
well there is diferent ending, could be nice to have some hints how to have them, i played 4 different times to have same ending, and the game is quite long to restart, so yeah a walktrough is needed ( or giving up, then unlock galery and watch)once again no and once again not needed once starts endgame.
Agreeing with this.I've been one of them and I'm happy to continue to debate this with all due respect to your great writing.
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I can kinda know the feeling here. For ex if the Harem route (which I usually prefer) exists and includes Samarra, I'll refuse it as I always considered Samarra to be a pure mentor figure, to the extent that I even slightly disliked seeing essential Charisma points being locked in her route, which involves engaging in sexual stuff with her. So yeah I can get behind that. Though I also understand Belle's pov.Well that depends on what someone determines as the 'best choice'. Some consider single routes as best choices. While others consider harem endings as the best choice. So it should be an option where all the characters get that good ending, it is for the player to determine if they want that route or not. So while those who got their best choices with single routes with their favourtie girl, it seemed lacking or incomplete to not have the harem ending as an option. To me endings can make or break a game and after everything you have gone through with all the girls and done the ending to me was just unsatisfying.
if you did all what wt said before end game and made right and obvious choices who helps on what task then until you reach demon then no choices and on that you just need to figure proper clues to advance (saving after each right choice is recommended).well there is diferent ending, could be nice to have some hints how to have them, i played 4 different times to have same ending, and the game is quite long to restart, so yeah a walktrough is needed ( or giving up, then unlock galery and watch)
can confirm, was sad and guilt-ridden when i dumped nell preggers on her throne. reminder never to kowtow to a whiney fanbase or players end up with conflux instead of forge.I want LLtP to be a good game. I want you to feel as if your decisions while playing it have weight to them. I want you to be invested in the choice you make while simultaneously regretting the ones you couldn't.
Well I certainly felt invested but I regretted I could not have the ending I wished. I guess you have me where you wantedI think it helps to understand my point of view for the epilogues if you consider me to subscribe to Sid Meier's philosophy of game design. Sid Meier has been a huge inspiration to me for years due to his economical and practical approach to every single gameplay choice in the games he supervises. The XCOM remake is a perfect example of this. He wasn't the designer for that game but he did help supervise the design.
In that game, most missions are received in pairs (or worse). Accepting one mission means abandoning another. Veterans of the genre will know that this was not part of the design philosophy of the original XCOM, so how come it was added here? This was a direct result of Sid Meier's influence. He advocates that any decision a game offers the player needs to be interesting. If a decision is not interesting, the player should never see it in the first place. What does "interesting" mean? It means that no choice you can make would be easy or obvious. Each option comes with pros and cons, requiring you to sacrifice something to gain something else. This feeds the addictive quality of the XCOM remake in a way that the original couldn't.
Each time you choose a mission in XCOM, you gain a benefit for doing so (assuming you succeed). But because you also had to turn down another mission to do this one, you suffer negative consequences from the mission you chose not to do. The magic here comes from the combination of positive and negative consequences. If all the difference between the two mission choices was in what positive effect it offers you, the choice would usually be quite straightforward: pick whatever you need the most for your chosen overall strategy. But because the negative consequences are so dramatic, sometimes, the need to avoid one of those might outweigh your desire to pick the positive outcome that would most directly benefit you. This is an interesting choice. Your decision is not a given beforehand, and you'll easily end up second-guessing yourself even after you have made your choice. I cannot overstate just how much more satisfying the gameplay loop becomes once you challenge the player's decision-making in this way.
You will see this school of game design in many aspects of LLtP, both in obvious and not-so-obvious ways. This is why most dialogue choices in the game will increase one variable while decreasing another. This is why I give you the option to threaten Nell with a breakup. This is why I offer alternate paths for some characters (with more to come, hopefully).
Sure, I don't always handle the consequences properly for opinion variables (something I wish to address in a future update), but the concept is there for the fleshing out. These things were done quite purposefully when I designed LLtP, years ago.
And this is why you will never see an ending in this game that is objectively better than the others. The more desirable an outcome is, the bigger the negative consequences of picking it. I don't want my players to have their cake and eat it too, even if there are decent enough arguments for creating scenarios where it could happen. Once decisions become obvious, why offer choice at all?
I want LLtP to be a good game. I want you to feel as if your decisions while playing it have weight to them. I want you to be invested in the choice you make while simultaneously regretting the ones you couldn't.
He is not even ready to add more scenes to absorb pathSo what is remaining to do in the game? And why don't we get more sex scenes with Belle? Maybe a spell or trinket to make us shrink into belle's size to allow us to fuck her whenever we want, just an idea.
new game+ and what that brings and rest. there is size changing spell as you saw when "old witch" used it on mc but mc doesn't know that spell so he can't change belle's size or his size.So what is remaining to do in the game? And why don't we get more sex scenes with Belle? Maybe a spell or trinket to make us shrink into belle's size to allow us to fuck her whenever we want, just an idea.
In all respect I disagree. I'm really not a fan of that kind of gaming philosophy. I don't like it if one decission excludes another. After all it's a game, which is supposed to make fun. Tough choices usually aren't fun, because of missing out something and being forced to have several playthroughs in order to see most of the content. My time is precious and I usually don't like it being forced to play a game several times, if I want to see most of the content. I don't think a game should be easy, you should invest some effort in order to complete a game, but content restrictions because of in-game choices suck in my eyes and don't make a game more interesting, just more annoying.I think it helps to understand my point of view for the epilogues if you consider me to subscribe to Sid Meier's philosophy of game design. Sid Meier has been a huge inspiration to me for years due to his economical and practical approach to every single gameplay choice in the games he supervises. The XCOM remake is a perfect example of this. He wasn't the designer for that game but he did help supervise the design.
In that game, most missions are received in pairs (or worse). Accepting one mission means abandoning another. Veterans of the genre will know that this was not part of the design philosophy of the original XCOM, so how come it was added here? This was a direct result of Sid Meier's influence. He advocates that any decision a game offers the player needs to be interesting. If a decision is not interesting, the player should never see it in the first place. What does "interesting" mean? It means that no choice you can make would be easy or obvious. Each option comes with pros and cons, requiring you to sacrifice something to gain something else. This feeds the addictive quality of the XCOM remake in a way that the original couldn't.
Each time you choose a mission in XCOM, you gain a benefit for doing so (assuming you succeed). But because you also had to turn down another mission to do this one, you suffer negative consequences from the mission you chose not to do. The magic here comes from the combination of positive and negative consequences. If all the difference between the two mission choices was in what positive effect it offers you, the choice would usually be quite straightforward: pick whatever you need the most for your chosen overall strategy. But because the negative consequences are so dramatic, sometimes, the need to avoid one of those might outweigh your desire to pick the positive outcome that would most directly benefit you. This is an interesting choice. Your decision is not a given beforehand, and you'll easily end up second-guessing yourself even after you have made your choice. I cannot overstate just how much more satisfying the gameplay loop becomes once you challenge the player's decision-making in this way.
You will see this school of game design in many aspects of LLtP, both in obvious and not-so-obvious ways. This is why most dialogue choices in the game will increase one variable while decreasing another. This is why I give you the option to threaten Nell with a breakup. This is why I offer alternate paths for some characters (with more to come, hopefully).
Sure, I don't always handle the consequences properly for opinion variables (something I wish to address in a future update), but the concept is there for the fleshing out. These things were done quite purposefully when I designed LLtP, years ago.
And this is why you will never see an ending in this game that is objectively better than the others. The more desirable an outcome is, the bigger the negative consequences of picking it. I don't want my players to have their cake and eat it too, even if there are decent enough arguments for creating scenarios where it could happen. Once decisions become obvious, why offer choice at all?
I want LLtP to be a good game. I want you to feel as if your decisions while playing it have weight to them. I want you to be invested in the choice you make while simultaneously regretting the ones you couldn't.
I FIND THIS DISCUSSION FASCINATING!In all respect I disagree. .... Tough choices usually aren't fun, ..... My time is precious and I usually don't like it being forced to play a game several times, if I want to see most of the content. . . .
I did play some Sid Meier games actually. While I'm not a fan at all of his Civilization franchise I did enjoy the remake of "Sid Meier's Pirates!" back in the days quite a lot. . . . ....But I must say I never liked it, I did enjoy these games DESPITE those mutual exclusive choices and not BECAUSE of those.
Please don't get me wrong, I like your game very much, the writing, the art, the atmosphere, the music - everything is really well done, but I'd very much prefer something like a real harem route instead of mutual exclusive romance choices.
I have said multiple times during the years of development that the ending to this game would be bittersweet.I sympathize with you players who wanted the other type. If you had been warned up front what kind of game this was, MAYBE you would have not been surprised/disappointed.