Thanks for the thorough reply. I think the end of your last sentence got cut off, but I have a feeling I know what you are going to say.
actually, the game is responsive and a lot of people play it on mobile. 25% as of right now.
All right, then radials are something to think about if they aren't a hassle; I'm on the graphic design end, not the programming one so no clue. It also means your current vertical layout is a necessity rather than spreading out more.
Maybe this is terrible design, but I planned to add that functionality as upgrades.
Tbh, from what I vaguely remember skimming through the thread you talked about automating part of the resource gathering? These would be more worthwhile updates I feel, because they'd be, again, making it quicker for you to get into the parts that have you dealing with the part that matters, the monster girls, and less to do with the farming. (Though I do dream one day about having a game where you have to think about soil quality, proper drainage, pests and whatnot I don't think that gives many other people hot and bothered)
Only if you have infinite cherries, right? Is it easy to come by them?
Grinding the tree is easy because it's in the field and all the interactions with the girls become fairly simple once you reach the 20 energy interactions, the cleaning and intimate questions just make it simpler to do so.
I don't think that's a bad thing per se; you just have to decide if items are something you get a lot of and throw around willy nilly or if they're rare and powerful. You can even go for both with "rare drops" but these are, in my opinion at least, lame design because they're pavlovian gambling and not actually good mechanics.
You also haven't decided if money is really important or not and so items fall under that too. Right now it's not really any use, but you could go for something like having money sinks in the town to revitalize it, using it for "cosmetic" upgrades (improving your house) or even scenes (buying the girls things like clothes, toys, potions and such)
I'm not sure which random element you are referring to. Could you give an example?
Sorry, I meant the energy costs that come with the girl events some of the time when you do things. (the pink bordered text)
It also kinda goes against the caring aspect of it because you lose energy when you actually see what the girls do, as you want them to be non-responsive (and therefore not cost energy). Them being uniformly negative is possibly the problem
Hm. Well, I think of this as a classic JRPG where you learn new spells as you level up. One of the things that kept me going was wondering what the next spell was going to be and how useful it would be.
Other than that, I think more depth to commands would be very useful and fun. I've got a plethora of ideas to steal from JRPG's. Any of the battle actions a character can use in Final Fantasy 1, for example.
That said, I'm interested in any ideas you or anyone else may have.
I agree that they should be repeatable. This was some lost functionality that used to exist in the previous version. It's gone now so I could release sooner, but I'm in a try to add that back in in the next release
Progression is always good for games because it gives you a sense of growth that lets you feel empowered as you play, but usually the best games use that progression to further the central theme of the game. If you want a player to be able to spam intimate questions going forward to charm every monster that's fine, because it's a way to let them quickly get to the best content, which are your wonderful scenes.
One simple thing I can think of immediately that would also segue into the repeatable scenes would be to split it so it would be either lewd charming or friendly charming, with lewd charming letting you repeat scenes for lesser rewards and friendly charming letting you get rewards but no sex scenes. (For quick resources)
To use the already existing system, something like half a bar for friendly, three quarter for lewd at current level and then full bar for next unlock? Just what I thought of imagining it right now. This would also not necessitate using the whole of the energy bar, while letting you get lots of smaller scenes with the monster girls that would make them feel more like living characters; I'm thinking walking the forest with the dryad to pick wood, helping the centaur hunt, Hanako lifting you up to pick her berries and so on. This would also make it possible to outsource some of these character building scenes because as people playing get more of a feel for the characters they can make them and vetting them would be easier and simpler for you than sex scenes.
You could also go for more effects and limits on them (like icebreaker only works up to 20% and intimate questions are only possible above 50% of the bar being full and such) to make their use more tactical and not making them uniformly active across monster girls (Our dog girl for instance might love walks but Hanako and our Fungi? Not so much)
Other ideas are just the obvious, more interactions between girls, more scenes and such. Oh and not losing money when running out of energy at home maybe, is my dog robbing me??
Thanks for all this wonderful feedback! I'm definitely going to rearrange the map so it's more ergonomic
I'm glad to hear it! This is a very promising game and I actually had a lot of fun with your original game, where my fav theme, amusingly enough, was the lactation, transformation and most especially the breeding so I was a bit surprised you're keeping the cowgirls for later