- Feb 27, 2021
- 18
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Riding Unicorns? You Sir (or Ma'am) have piqued my interest, and got my attention
Yes it is, but as you can see I've gone through a few artists along the way. That's why the artwork is in different styles. I really like my current artist, and I'd like to think she's a keeper. Eventually, she'll replace the other artists work, but I think most players would prefer more artwork to consistent artwork at this point in time?Wait is this OC art? In a text based game? That's kinda rare, to the point I feel we should have a tag for it.
Full disclosure: that character isn't in the game yet, but she will be. The unicorn will be a trans girl named Luna. If you've played my previous game (see my signature for a link), you'll get a sense of her looks and personality.Riding Unicorns? You Sir (or Ma'am) have piqued my interest, and got my attention
Ok, so I moved the main screen around a bit so that at the start, the things you click are all grouped together. This is just a simple ergonomy, to reduce mouse-travel. The most used are the Dining room (because it leads to the bed), the Field (as part of the early game money loop) and then the Forest because the majority of gameplay happens there.Sure! I'd love that feedback. It's kinda hard to talk about UI without getting visual, so I think it makes more sense to give me your ideas here or on my discord (You must be registered to see the links)
Looking forward to your ideas!
actually, the game is responsive and a lot of people play it on mobile. 25% as of right now.you also aren't trying to use these for touch screens methinks where the radials are the most popular for a reason
Maybe this is terrible design, but I planned to add that functionality as upgrades.Secondly, the starting loop for farming and selling would be simplified by firstly moving the crops button to the top and possibly adding a "go farm" command to the bedroom. You should also ideally have a "Go to sleep" command next to the energy bar so you can just go straight to bed.
Only if you have infinite cherries, right? Is it easy to come by them?Eating cherries lets you infinitely continue because you get more than you lose?
I'm not sure which random element you are referring to. Could you give an example?Thirdly, when you increase affection the random element is weird. It's inconsistent
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.I'm gonna say that fewer commands with more depth would be better
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 releaseThe scenes with the girls need repeatable variants or least a way to watch them again.
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.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.
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)Maybe this is terrible design, but I planned to add that functionality as upgrades.
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.Only if you have infinite cherries, right? Is it easy to come by them?
Sorry, I meant the energy costs that come with the girl events some of the time when you do things. (the pink bordered text)I'm not sure which random element you are referring to. Could you give an example?
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.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
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 laterThanks for all this wonderful feedback! I'm definitely going to rearrange the map so it's more ergonomic
No worries mateMalcowitz Sorry I haven't replied yet. I'm not ignoring you, just busy hopefully I'll be able to reply tomorrow
I googled for this but I'm not really sure what it means. I don't think I found the right search terms.All right, then radials are something to think about
Sure, that might come into play as a feature. It's a matter of prioritization. But I'm also interested on your thoughts of the feature I proposed.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
Right. I plan to solve this in two ways: make a max amount of items a character will drop per battle, and make some monster girls drain more energy than others.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.
It's definitely going to become more important, just haven't had the time to make it so. E.g. I want "armor" to protect you against types of monster girl attacks. Maybe weapons to make certain attacks do more damage.You also haven't decided if money is really important or not
See don't like how the damage is random. Why don't you like that? There isn't much variation: it's always around 15 energy points.Sorry, I meant the energy costs that come with the girl events some of the time when you do things. (the pink bordered text)
I have a feeling this will be resolved when the text in the pink box relates to your actions. That's how I foresee this working in the future. I would've done that this release, but I didn't want to delay this release by another week to write all that content, especially because I had no idea if this battle system was a turd of a concept. But it sounds like people are saying it has a lot of potential.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
I think I get the concept of the first paragraph, but I don't get how it would be executed. So there are some care activities that wouldn't do anything until you seen the first two scenes already?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.
Yep I think this is a good idea and I plan on doing it. It's actually already half implemented. When you find Sophie in the forest, if you try to play with her, she has strong defenses for that and may even lose affection points. That's just an example, there are many more, but it's probably too subtle to notice-- I consider that to be a balancing issue. In the future, I plan making it so that every monster girl has some sort of reaction to every care activity.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)
Yeah, I'd like to think of a way of adding them sooner.you're keeping the cowgirls for later
Tbh, thinking back on it, it might not be the best. Radial menus radiate out from the centre is the simplest way to explain it I guess: it's more for use in consoles than phones.I googled for this but I'm not really sure what it means. I don't think I found the right search terms.
Arright, in that case you could possibly tie them into progression with dog waifu, where instead of having her gather resources she unlocks upgrades like this if you also purchase things for her. Like, if you buy her a dog bed to keep in your room you can click her to go farm right away or if you buy her weights she works out enough that she can carry you home. This would also make you care more about her as a character.Sure, that might come into play as a feature. It's a matter of prioritization. But I'm also interested on your thoughts of the feature I proposed.
The two of these tie together strongly too, because ideally you want to have the player have to decide what to do with the items. Adding perishability to them is something some games do but it's an overcomplicated way of solving it.Right. I plan to solve this in two ways: make a max amount of items a character will drop per battle, and make some monster girls drain more energy than others.
It's definitely going to become more important, just haven't had the time to make it so. E.g. I want "armor" to protect you against types of monster girl attacks. Maybe weapons to make certain attacks do more damage.
It does and what would make it intuitive right away without changing it too much would be to list the energy costs as a range, so Headpats would be 5-20, rather than listing 5 then ending up being 20. Also more events that are positive or at least neutral or tying them to the girls so that you want to use the right ones on the right ones in the right context but again, effort, time and so on.See don't like how the damage is random. Why don't you like that? There isn't much variation: it's always around 15 energy points.
I have a feeling this will be resolved when the text in the pink box relates to your actions. That's how I foresee this working in the future. I would've done that this release, but I didn't want to delay this release by another week to write all that content, especially because I had no idea if this battle system was a turd of a concept. But it sounds like people are saying it has a lot of potential.
I made a pic again to explain things, I am, alas, not the best communicator out there and have a tendency to leave people confused.I think I get the concept of the first paragraph, but I don't get how it would be executed. So there are some care activities that wouldn't do anything until you seen the first two scenes already?
I apologize, but I don't really understand the second paragraph.
Yeah, I noticed some of it but it was subtle.Yep I think this is a good idea and I plan on doing it. It's actually already half implemented. When you find Sophie in the forest, if you try to play with her, she has strong defenses for that and may even lose affection points. That's just an example, there are many more, but it's probably too subtle to notice-- I consider that to be a balancing issue. In the future, I plan making it so that every monster girl has some sort of reaction to every care activity.
Take your time: burnout is one of the worst enemies to projects like this and its best to go at a pace you find comfortable. Hope the game goes fantastic.Yeah, I'd like to think of a way of adding them sooner.
Thanks for the ideas!
I don't know if people would want to play scenes over and over again, especially the non-lewd ones. I know that's not the main part of your proposal, but I'm having trouble looking past it.I made a pic again to explain things
The non lewd scenes would be for resource grinding and to let people know the characters better, both as part of the story as well as to let you have partial successes and let you discover better what activities they might like.I don't know if people would want to play scenes over and over again, especially the non-lewd ones. I know that's not the main part of your proposal, but I'm having trouble looking past it.
Hm, we might be on the same page, but I was going to do that as her response to your care activities instead of a separate scene.The non lewd scenes would be for resource grinding and to let people know the characters better, both as part of the story as well as to let you have partial successes and let you discover better what activities they might like.
That would probably be simpler to implement yeah and let you focus on the important elements of more smutHm, we might be on the same page, but I was going to do that as her response to your care activities instead of a separate scene.
It's a HTML game. There is no exe. Just open the index file in your browser.unplayabe (for me anyways)
after unzipping this is all I got, no .exe