Yea but look try finding me a game with any kind of following that has a bad rating on steam. You won't find it, so the steam reviews are fairly useless. You buy the game, if you already like it then you most likely leave a positive review out of peer pressure. F95zone is the same. Who's gonna say you didn't organize it on your discord to tell a few people to make separate accounts and just bump the rating? Again meaningless.This is exactly what I mean. Instead of actually acknowledging that there is any possibility that some people enjoyed my game and you were in the minority, you twist this bizarre delusion that everyone else who liked the game must be wrong or a fanboy. Even though the game has a 94% positive rating on Steam and a 92% here on F95zone.
I'm a consumer, not your personal huggy-wuggy friend. I don't care what you think is an adequate review or not. Welcome to the real world. Anyway you mention the music, art and gameplay. The music is stock rpgmaker stuff. Nothing you made yourself. A lot of the art is stock RPGMaker stuff or like I mentioned the AI-generated Art towards the end. Like what the heck. Were you just lazy at this point to make your own character? So you copypasted some some text into an AI? It clashes hard by the way. The backgrounds are fine I suppose, which again none of these are from your own hand. But the characters? Not a very smart decision. Last but not least the gameplay. Well I'd say if you really would play this the intended RPG way, you'd be bored out of your mind quickly. At least I was and I really like my RPGs.The fact you gave the game a 1/5 but played so far in it is absurd to me. You wouldn't play a 1/5-star game this long, trust me. Should a game not deserve at least a 2 or a 3 based on the merit of its music, art, gameplay, or other content? Do you know what a 1/5 game actually looks like? It could be a buggy mess, have MS Paint graphics, messy UIs, or extremely confusing gameplay. I don't particularly enjoy Hollow Knight, but I still recognize that the game is at least an 8/10, and it'd be sheer hubris to assume that my own subjective opinions carry enough weight to give it a 1/10 in spite of its high-quality art, music, and gameplay.
Because all these games usually have a major flaw? I usually just don't bother reviewing, unless the game is very bad or very good.It feels like you went out of your way to give it a 1/5, not for any actual reason pertaining to the quality of the game but more so to stand out and give your opinions some dramatic weight. I've seen your other reviews too; a 1/5 on Succum Brewery is insane; that game has extremely polished art and an interesting story. Then you also gave 1/5 to "In Heat: Lustful Nights." In fact, almost all your reviews are 1/5. Do you just think this is the equivalent of a "dislike" button? And I'm not saying there's no such thing as a 1/5 game, and I'm not being conceited and saying my game deserves better ratings; I just don't like this trend of people who think it's appropriate to leave a spiteful 1/5 review when their feelings and points may actually be more accurate in a 3/5.
IMO, I think it just feels like it comes out of nowhere, since we are also told we're getting stronger faster than normal but it's like we have the 10% exp boost while she has a 100% boost. Like occassionally we hear about how Swiftstroke is going up the ranks in terms of targets(which helps sell her strength), but during the final battle not only does she basically solo's all the top hunters(that we can't even scratch without the Molly boost), she also starts copying moves and grows stronger with every hit despite not even recovering from losing to Blackjack and almost losing to Deathclaw. I think instead of just making her stronger after the initial fight(since she's getting stronger through training rather than killing for exp), she could start using some of our own moves against us or start getting resistance/avoidance to what we use often or something that shows her high adaptabilty. In the end, I did enjoy the game overall but Swiftstroke does sour the ending a bit when it feels like she could've beating Eris herself if she survived a little bit longer making Dante overhyped in being the "best" chance in beating Eris.Maybe if I just told everyone that Swiftstroke is closely related to a monster girl ancestor, or directly trained under Tamamo, they'd suddenly not mind, but I don't really like over justifying every little thing in a story.
I think arguing about subjective opinions and what a 1/5 or 5/5 means is a deep rabbit hole of subjectivity that's not going to please anyone. For a lot of people (especially on this site) a 5/5 is a simple "I came" mark. There's also a tone of 1/5s that are just "I don't like these fetishes." We have subjective art on top of subjective kinks and that's just a recipe for a whole lot of differences. For some, a 1/5 is a buggy mess. For others, a 1/5 is a reaction, they might have enjoyed it at the start but was soured by the end. It could also be a reaction to unanimous praise, an attempt at balancing the scales.This is exactly what I mean. Instead of actually acknowledging that there is any possibility that some people enjoyed my game and you were in the minority, you twist this bizarre delusion that everyone else who liked the game must be wrong or a fanboy. Even though the game has a 94% positive rating on Steam and a 92% here on F95zone.
The fact you gave the game a 1/5 but played so far in it is absurd to me. You wouldn't play a 1/5-star game this long, trust me. Should a game not deserve at least a 2 or a 3 based on the merit of its music, art, gameplay, or other content? Do you know what a 1/5 game actually looks like?
what does that even mean lol are you really so sensitive that criticism of a porn game hurts you?if you dont like a game then dont play it or start critzing on a thread cause it hurts the other fans.
honestly i think you should just learn to start accepting some of the 'bad' criticism.
You'd be right in any other situation; I accept any and all criticism wholeheartedly. Some of the most useful reviews to improve the game came from negative reviews. When some said they hated the RPG gameplay, I added a story mode. When people asked for the exam at the start to not give a fixed score, I changed it into a real minigame. When people complained about the fake Sybil/Nana/Olivia choice in Misty Woods, I changed it. And when people complained about Swiftstroke, I went in and performed several rewrites at different points in the story to smooth it over, even after the story was complete.You need to listen to those criticisms, understand what they're getting at, get past your hurt feelings and sometimes their questionable language and strive to improve.
i have a writing problem in my rpg game.
basically every character can only be as strong as their body allows it and trains it. but i need to give this one villain character to be so strong in such a short time otherwise my entire plot wouldn't make sense. can you give me any "cheats" on how to make this character strong without some obvious plot hole?
One way to make the villain character strong in a short amount of time without creating a plot hole is to introduce a magical element to the story. Perhaps the character finds an ancient artifact or comes into contact with a powerful sorcerer who imbues them with magical energy, allowing them to surpass their physical limitations.
Another option is to reveal that the villain character has been secretly using performance-enhancing drugs or undergoing experimental procedures that have enhanced their physical abilities. This could also create an interesting dynamic between the hero and villain, as the hero may be faced with the ethical dilemma of whether to use similar means to defeat their foe.
You could also consider having the villain character possess advanced knowledge of martial arts or combat techniques that allow them to fight more efficiently and effectively than their opponents. This would explain how they are able to defeat stronger opponents despite their short training period.
Ultimately, the key to making this work is to introduce these elements early enough in the story that they don't feel like a last-minute addition, and to make sure that they are consistent with the rules and world-building you have established in your game.
There are interesting ideas there. While I have made some rewrites already, this whole "swiftstroke problem" could probably be solved super easily by explicitly telling people why she's so powerful, instead of constantly trying to imply or show it. A lot of people tell you that you should always "show, don't tell," but in my experience, a mixture is absolutely necessary for a story to succeed.mind if I use chatGPT to your problem TS?
I'd say it's actually closer to my first game, Friendship with Benefits, but with some gameplay elements instead:I forgot what you said about the next game you're working on, but will it be more like My Tuition Academia or lean towards Monster Girl 1,000 in scope?