Flash Mind Conquest [v0.08] [Changer]

KingRocket

Well-Known Member
Jan 18, 2020
1,530
4,550
Ay, glad you are still hanging in there and not giving up on these old projects.
Though I think someone need to resurrect the thread itself now and remove the Abandoned tag lol.
 

Obside

Newbie
Dec 27, 2021
23
36
Enter continues to the next dialogue line; Alt+Enter toggles fullscreen and continues to the next dialogue line. This should be an easy fix. The Enter shortcut must be an exact match to continue to the next line. Alternatively, ignore it but add F11 as a second fullscreen shortcut
 

str8up

Engaged Member
Jun 4, 2020
3,826
1,946
if puzzles and mini games cant be avoided then perhaps should stay abandoned as most of us is to old and mature
for trash like that
 

mentalmeddle

Newbie
Jun 16, 2024
99
47
Ok a lot of these numbers do not work in very intuitive ways. Is there any kind of guide to how the mechanics work and what I can actually expect to happen on a raid?
 

pyro main

Newbie
Aug 13, 2018
61
114
Well, I have some good news and some bad news on this project.

The programmer I hired to work on the project finally gave up because he just couldn't manage to fix all the bugs in his code. So, that whole thing was a huge waste of time and money...

On the good news though, I decided to see if what I've learned over the last couple of years will allow me to handle fixing some of the things that were perpetually broken in my own version. The answer to that is, apparently yes. I've fixed a couple of the more complicated issues, updated a lot of the artwork, and have launched the live updates for the game now.

I expect to have a new public release in the next month or two, depending on how long the last few art assets I need take to make.

Have you thought of going public with your code? gitgud for example, a lot of games benefit from getting contributions there
 

osjso

New Member
Aug 7, 2017
3
0
Well, I have some good news and some bad news on this project.

The programmer I hired to work on the project finally gave up because he just couldn't manage to fix all the bugs in his code. So, that whole thing was a huge waste of time and money...

On the good news though, I decided to see if what I've learned over the last couple of years will allow me to handle fixing some of the things that were perpetually broken in my own version. The answer to that is, apparently yes. I've fixed a couple of the more complicated issues, updated a lot of the artwork, and have launched the live updates for the game now.

I expect to have a new public release in the next month or two, depending on how long the last few art assets I need take to make.
can you share the code and the bug list?
 
Nov 15, 2021
21
25
Just slightly over two months after I estimated "About a month or two"... I have done it. The supporter version of Mind Conquest is out now, and I'll be doing the public release next week. Here's the dev log for this upcoming version:


- Aime hero battle added.
- Aime capture and interrogation added.
- Sex scenes with Aime for each protagonist added.
- Recruitment Upgrade added to base upgrades.
- River Bell Kingdom added.
- Lyra capture and interrogation added.
- Sex scenes with Lyra for each protagonist added.
- All Emily CGs updated
- Laurie x Ash CG updated
- Laurie x Ashley CG updated
- Bug fixed with heroes only attacking once.
- Interrogation puzzle updated to allow some stats to carry over between attempts.
- Defense Battle UI updated to deploy units faster.
- All area Backgrounds updated.
- Laurie Avatar art updated.
- Emily Avatar art updated.
- Sandra Avatar and Interrogation art updated.
- Tael Avatar and Interrogation art updated.
- Sandra/??? CG updated.
- Tael/??? CG updated.
- Laurie/Terri CG updated.
- Laurie/??? CG updated.
- Amy Avatar and Interrogation art updated.
- Tamara Avatar and Interrogation art updated.
- Laurie Interrogation art updated.
- Emily Interrogation art updated.
WHAT A DAY TO BE ALIVE! Came back from work to this surprise, damn. Honestly, I had lost all hope by now!
Seriously, there's no shortage of corruption-type games, but I always thought the mechanics of this one to be somewhat underrated, at least in originality. I really hoped to see more, but between the general problems and Spiral Clicker taking precedence, I never thought I'd see the day.

Just to show that I mean what I say: this was my (now very) old savefile from the last playable version.

1743448475150.png

(Ignore food, I played around quite a bit after finishing, haha. Who cares for starving subjects when you can harem, amirite?)
Can't wait to play (and maybe see) a bit more of this, in the future.
 

HypnoChanger

Member
Game Developer
Feb 12, 2018
192
197
Ok a lot of these numbers do not work in very intuitive ways. Is there any kind of guide to how the mechanics work and what I can actually expect to happen on a raid?
Basically, the risk percentage is the percentage chance the raid will fail. It calculates this based on comparing your soldiers vs theirs, with their kingdom defense bonus multiplying the effectiveness of their soldiers. If the raid fails, you get more casualties, and if the raid succeeds you get less casualties.

I wanted to update the formula to something a bit more stealth-feeling for resource raids, but it broke in a weird way and I had to revert it. I'll be looking into both getting better UI design to explain mechanics better, and working out some better formulas in the next update.

What exactly does reducing morality do? I figured out what duty does, but can't figure out what morality does.
Morality currently affects how likely the subject is to resist their shield bubbles breaking when an orgasm is induced.

can you share the code and the bug list?
I fixed (or attempted to) all the bugs I was aware of in the stencyl version. Unfortunately I can't really share the stencyl code because I have a modded version of stencyl with several plugins to make it work so the project file wouldn't open in a normal stencyl engine. I will be fixing any bugs I hear about over the next few days; I do expect that once a lot of people are playing, plenty of things I missed will be found. ^__^;

WHAT A DAY TO BE ALIVE! Came back from work to this surprise, damn. Honestly, I had lost all hope by now!
Seriously, there's no shortage of corruption-type games, but I always thought the mechanics of this one to be somewhat underrated, at least in originality. I really hoped to see more, but between the general problems and Spiral Clicker taking precedence, I never thought I'd see the day.
Yeah, I thought it would lighten my load to hire a programmer to get the next update done. Its unfortunate they weren't able to do it. Now that they've quit though, I am planning to work on this game again myself. Not sure when the next update after this one will be, but I do have some ideas of where I need to work on improving it already.
 
May 30, 2023
60
48
Good to see this back up.

I'm confused on a few things, namely how you get town populations to grow, and why my towns don't give me any / many resources no matter how many farms etc I build. I have a save where I appear to be in some kind of death spiral. Through waiting and kidnapping I can probably get to the end by grinding them down but it feels pretty bad to have this useless empire as an appendage.
 

HypnoChanger

Member
Game Developer
Feb 12, 2018
192
197
Good to see this back up.

I'm confused on a few things, namely how you get town populations to grow, and why my towns don't give me any / many resources no matter how many farms etc I build. I have a save where I appear to be in some kind of death spiral. Through waiting and kidnapping I can probably get to the end by grinding them down but it feels pretty bad to have this useless empire as an appendage.
From testing, the most likely cause of this is having too high population in your vassal kingdoms. They basically eat all the food they are producing, so they end up stagnating. You can solve this by building more farms or by requesting slaves from that kingdom until their population reduces enough that their farms can keep up.
 
May 30, 2023
60
48
From testing, the most likely cause of this is having too high population in your vassal kingdoms. They basically eat all the food they are producing, so they end up stagnating. You can solve this by building more farms or by requesting slaves from that kingdom until their population reduces enough that their farms can keep up.
I don't think it was that - I think I might have allowed morale and food to both get very low so they all had like 0-5 population and no happiness because I was demanding food to feed my army and didn't know about dancers since I hadn't visited that screen.

I did a second run where I was more successful at balancing things and got my kingdom population to grow a bit, but then the game locked up when I was training some dancers. Unsure what caused it, but I was doing a lot of somewhere between 8-12 for a vasasl kingdom (input number, not output) and then the "you have trained 7 dancers successfully" screen just never went away and couldn't be dismissed.
 

HypnoChanger

Member
Game Developer
Feb 12, 2018
192
197
That is strange that it would lock up. If it was a memory crash, it would have closed the game, and if it was an error in the code I'd expect it to happen every time, not randomly... I'll have to look into what might be causing that.
 

HypnoChanger

Member
Game Developer
Feb 12, 2018
192
197
well the army and sleating food not to hard to do but i wish we can make farm and have army farm over raiding for food
You can send your soldiers to your vassal kingdoms as dancers to boost their morale and have them gradually turn into population that can work the farms. Those kingdoms can then send you food as tribute.

I am still working out how to balance land availability, building production, etc. I also need to redesign the UI to be a bit more informative to the player. I think part of what makes the army building/managing part feel more tedious is probably the lack of detailed information leading to more guesswork.