Fuckmuck might be my new favorite word
Best tentacle breeding something text game? I think so
My only real complaint is that I thought there would be more outfits lol. The third one you get was the last quest I finished so I barely used it. Not sure if npcs comment on it, that could be fun
Wish there were encounters with males that weren't faceless tentacle rapists or Ziajol but I can forgive this one There's a tease of a guy you can rescue in one of the rooms I think but you can't get him out damn. and the only other one is happily married
Also less dirty talk than I expected. some other games write smut where the characters won't shut up, but Mio mostly moans and screams, and the times she isn't doing that it's usually very brief
don't get why people call it short. I'm an okay reader and it took me a good chunk of time to finish it and I skimmed a few parts
Thank you for all the feedback! ♥ Some assorted points;
- On outfit commentary: A couple of NPCs do! For example, if you comment on Prof. B's outfit, she'll retort with something like "look who's talking", snrk. Ultimately MERCANOID's meant to show off (most) of my framework, but I didn't do too much with outfits. They're probably the hardest thing to make, as I made their icons myself, and I'm no artist.
- Encounters with the rescuees was planned as a bit of a stretch goal, but as with many things about MERCANOID, I reached a point of 'either I release this now or I sit on it for another year', eheh. Current projects are dealing with a lot more variety of the types of characters your girl gets to boink, tho!
- I adore writing smutty dialogue, but a lot of the encounters in MERCANOID don't have a ton of logical opportunity for Mio to be speaking. Again, kind of a problem with not having many encounters with others - though there's a fair bit of dialogue in the unlockable scene with B4B3.~
- B4B3 actually gets it in most of the bad endings once you unlock her body. It's a separate mini-end that's called to play if you've unlocked her!
- Valid to like the 'neutral' ending over the good ending! I like them both. In Neutral she fixes her own problems via an opportunity, in Good her problems are fixed by new friends she's risked her mission to rescue (proving she has the ability to think for herself).
- Selene's one of my favourite characters, but yes, I did have plans for multiple choices. Another sacrifice to 'I need to get this game released so I can move on', I was really damn low when I release MERCANOID! It may get updated someday. The ones I have/had rough plans for were Dizz, Jii'kii, Blankenship, Flakk and maaaaybe Meh.
- If you did write something, I'd be honoured. ♥
As a general update; hello, all. I'm currently going insane rewriting a bunch of said framework to better utilize and automate off of arrays and objects, as I've learned some stuff since I hacked this thing together - in general, and some Twine-specific things that can help manage a game of larger scope.
The big and small projects I'm working on remain a focus, tho I'll be porting what I've done with both onto this updated framework once it's working. MERCANOID likely isn't getting updated with it, but the changes are primarily focused on improving my workflow and cutting down on errors rather than mechanical benefits to the player. Mostly. :3c
- On outfit commentary: A couple of NPCs do! For example, if you comment on Prof. B's outfit, she'll retort with something like "look who's talking", snrk. Ultimately MERCANOID's meant to show off (most) of my framework, but I didn't do too much with outfits. They're probably the hardest thing to make, as I made their icons myself, and I'm no artist.
- Encounters with the rescuees was planned as a bit of a stretch goal, but as with many things about MERCANOID, I reached a point of 'either I release this now or I sit on it for another year', eheh. Current projects are dealing with a lot more variety of the types of characters your girl gets to boink, tho!
- I adore writing smutty dialogue, but a lot of the encounters in MERCANOID don't have a ton of logical opportunity for Mio to be speaking. Again, kind of a problem with not having many encounters with others - though there's a fair bit of dialogue in the unlockable scene with B4B3.~
- B4B3 actually gets it in most of the bad endings once you unlock her body. It's a separate mini-end that's called to play if you've unlocked her!
- Valid to like the 'neutral' ending over the good ending! I like them both. In Neutral she fixes her own problems via an opportunity, in Good her problems are fixed by new friends she's risked her mission to rescue (proving she has the ability to think for herself).
- Selene's one of my favourite characters, but yes, I did have plans for multiple choices. Another sacrifice to 'I need to get this game released so I can move on', I was really damn low when I release MERCANOID! It may get updated someday. The ones I have/had rough plans for were Dizz, Jii'kii, Blankenship, Flakk and maaaaybe Meh.
- If you did write something, I'd be honoured. ♥
totally get that energy. 'I gotta finish this or I'm gonna go insane' is not a fun place to be. Don't stress about an update but I'll definitely check it out if you ever do one. Very curious to see what you had in mind for Jii'kii (and Meh obviously). And like, it would amuse me greatly if the succubus HR lady got her good ending but it's just her bad ending with more steps
I went back and read some stuff I skimmed aaaaaand the porn bad end really grew on me. The framing device with the movie preview was sick, but like in a *really* hot way. I only wish it was longer because I was so into it. they need to film a sequel asap or release an uncut version, *something* plzzz
and I did write like two non smutty scenes that I deemed were a little too angsty and cringe, but maybe I should have started with the smut. I do have a pretty devious idea if I can unglue myself from some other stuff
For a scene that could be considered possession (Serenity Veil) and a scene that, likewise, depending on your read of it, could be considered possession (Symbiode). If it's included, I'm required to tag it, I believe.
It is a text game made on a budget of 'no', released for free. I contest the notion that art would improve the game, and maintain that if it did have art, it wouldn't have been free.
It is a text game made on a budget of 'no', released for free. I contest the notion that art would improve the game, and maintain that if it did have art, it wouldn't have been free.
Figure I should drop a small update. I've been a bit busy with life, but I'm still working on the overhaul for my framework for future games. At the moment, I'm finishing up the updated UI for how inventory items are displayed when you click them, which varies depending on item type. Stats now live on the left and are broken up better, including on-hover tooltips to explain what each stat does, as that's a recurring question in feedback. Fluff/descriptions now live on the right, and the interactive button links now live below in a neater format - Equip, for example, stays static in place even as it swaps between 'Equip' and 'Unequip'.
I'm targetting a lot of things about my framework that I settled for at the time, but still annoy me - even if most players seemed to tolerate/forgive them, haha. But I've learned more, and I'm eager for my next project to show an improvement in quality. And new features! The new weapon modding framework in particular has a lot of cool potential for larger projects.
I also have a couple of new freelance gigs, though they aren't quite finalized, so I'll leave them at that, for now.
With that, have a screenie of the new UI. Do be aware, however, that I'm currently unlikely to port this back to MERCANOID itself - the framework skeleton that I'm using here was ripped from MERCANOID ages ago and the vast majority of its content has been stripped out. Backporting it would be a bit of a nightmare, but if I ever do a major update to the game (this is not currently planned), I'd probably update the framework too.