4.30 star(s) 3 Votes

Who should get a sex event on the next update!


  • Total voters
    69
  • Poll closed .

The Goblin Archives

Lord of goblins
Game Developer
Apr 11, 2025
81
180
62
that's good i love femboys in general so i hope they will get as much content as girls love both girls and femboys but usually femboys dont get lots of content in games hope this will not be the case
No need to worry, both Ollie and Vexx might be optional but they are still important to the whole story and they'll not be neglected in terms of sex scenes!
 
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someyoungguy

Member
May 10, 2023
313
447
116
No need to worry, both Ollie and Vexx might be optional but they are still important to the whole story and they'll not be neglected in terms of sex scenes!
Just FYI, some people don't consider skippable content optional, especially in instances where whenever you've skipped a scene there are still references to it having happened so that it's very clear that the content of the skipped scene is very much part of the story. This issue also becomes bigger as you increase the number of unavoidable LIs because the more content a player is skipping, the more the feeling grows that the game maybe just isn't for them. There's nothing inherently wrong with having unavoidable content, but in a sandbox style game, (which is meant to give the feeling of picking what you want to see) the more of the content is unavoidable the more tedious it feels.

I saw earlier in the thread that you said you made it a sandbox instead of a VN/KN because you're not confident in your writing. Imo, the same kind of filler content you would create to pad out the story and make the world fill less empty in a sandbox could be implemented in a VN/KN and be just as effective, and as a bonus you have tighter control over the flow of the narrative, so it's easier to avoid continuity issues and bugs, generally. I also think that some of the types of scenes/interactions you're currently thinking of as filler or padding are really one of the biggest draws for a lot of AVN players anyway. Even in a more traditional narrative structure, a VN would include a fair number of "padding" scenes to help provide emotional depth and weight to the more plot relevant and lewd scenes, and a lot of VN and even AVN fans really love the cute/awkward/sweet scenes that help you understand the characters better.

Imo this story would be better served as a VN or KN. So little of the content being avoidable makes the sandbox feel very tedious and unnecessary. It might help your confidence in writing to just write the main story by itself however you're doing it now, and then write the romantic (or any other not-directly-plot-related) scenes for each character separately and deciding where they fit into the story after everything is written. Alternatively, you could do the opposite, where you come up with the romantice scenes first then figure out how the overarching narrative flows around them as you write it.

If you're deadset on keeping the sandbox format, I'd recommend making all of the romantic content and as much of the rest of the content as possible completely optional and avoidable. I hope you're not getting the impression that I'm just trying to take a big dump all over your project. I think it's a very cute and cool idea, but I think the current format is doing a huge disservice to the content, as is. You also seem to maybe be worried about length, but I don't think you should. You just started. It'll definitely get longer as you release more updates ;). The further you get into development though, the more difficult it will be to make sweeping changes to the format/presentation of the story that'll help it land best with its intended audience, and the more difficult it will be on that audience having to start over due to those changes. Whatever you decide to do, I hope your project is a success. It seems like a neat twist on these kinds of stories
 
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AnonymousFel

Member
Mar 10, 2020
126
141
165
Trapped in an endless cycle of self-destruction, our protagonist finds himself pulled away from the comfort of his life. By dying!
Yeah, you just made "LOL player has a stroke and dies due to being banned from toxic behavior" seem way deeper than it is, whilst still being technically true
 
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The Goblin Archives

Lord of goblins
Game Developer
Apr 11, 2025
81
180
62
Just FYI, some people don't consider skippable content optional, especially in instances where whenever you've skipped a scene there are still references to it having happened so that it's very clear that the content of the skipped scene is very much part of the story. This issue also becomes bigger as you increase the number of unavoidable LIs because the more content a player is skipping, the more the feeling grows that the game maybe just isn't for them. There's nothing inherently wrong with having unavoidable content, but in a sandbox style game, (which is meant to give the feeling of picking what you want to see) the more of the content is unavoidable the more tedious it feels.

I saw earlier in the thread that you said you made it a sandbox instead of a VN/KN because you're not confident in your writing. Imo, the same kind of filler content you would create to pad out the story and make the world fill less empty in a sandbox could be implemented in a VN/KN and be just as effective, and as a bonus you have tighter control over the flow of the narrative, so it's easier to avoid continuity issues and bugs, generally. I also think that some of the types of scenes/interactions you're currently thinking of as filler or padding are really one of the biggest draws for a lot of AVN players anyway. Even in a more traditional narrative structure, a VN would include a fair number of "padding" scenes to help provide emotional depth and weight to the more plot relevant and lewd scenes, and a lot of VN and even AVN fans really love the cute/awkward/sweet scenes that help you understand the characters better.

Imo this story would be better served as a VN or KN. So little of the content being avoidable makes the sandbox feel very tedious and unnecessary. It might help your confidence in writing to just write the main story by itself however you're doing it now, and then write the romantic (or any other not-directly-plot-related) scenes for each character separately and deciding where they fit into the story after everything is written. Alternatively, you could do the opposite, where you come up with the romantice scenes first then figure out how the overarching narrative flows around them as you write it.

If you're deadset on keeping the sandbox format, I'd recommend making all of the romantic content and as much of the rest of the content as possible completely optional and avoidable. I hope you're not getting the impression that I'm just trying to take a big dump all over your project. I think it's a very cute and cool idea, but I think the current format is doing a huge disservice to the content, as is. You also seem to maybe be worried about length, but I don't think you should. You just started. It'll definitely get longer as you release more updates ;). The further you get into development though, the more difficult it will be to make sweeping changes to the format/presentation of the story that'll help it land best with its intended audience, and the more difficult it will be on that audience having to start over due to those changes. Whatever you decide to do, I hope your project is a success. It seems like a neat twist on these kinds of stories
Thanks kindly by your comment. When I first added the sandbox part I thought about it as a way to serve the gameplay without relaying too much on my writing skills and still be serviceable. Now, I kind of regret it. It helped get better at codding and it's a bit of a break after the long prologue so it's FINE. However, it is at a point where I need to commit to it a bit longer that I would like for all the systems I ended up adding to make sense and not make the player go "All of this fluff for him to just go back to VN format LOL!" I'm still kinda stumbling my way forward, but this kind of comment makes me take a pause and see with a bit more clarity what I should be doing with the game! Still, I want to take the current format a bit further until we come to an appropriate point in the story when the jump back doesn't feel forced/jarring.

Also, regarding "optional content" I refer to this as the gay sex scenes on the game. Character stories even with these male characters are and will be referred in the story because they are not optional. I should make it clearer in the game and that's my bad.
 

The Goblin Archives

Lord of goblins
Game Developer
Apr 11, 2025
81
180
62
awhhh, hope you're gonna make more for chapter 2
For sure, even if I don't make more love interests on chapter 1 I'll add a couple of 1 offs with random monsters like I did with
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and the
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so there's plenty to enjoy for m/m enjoyers too ;:)!
 

AnonymousFel

Member
Mar 10, 2020
126
141
165
For sure, even if I don't make more love interests on chapter 1 I'll add a couple of 1 offs with random monsters like I did with
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and the
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so there's plenty to enjoy for m/m enjoyers too ;:)!
Oh, so they're just one offs?
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Oh well, either way, the game is still pretty good! Can't wait to see what's in store!
 
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Puralto

Newbie
Aug 31, 2018
53
158
188
I don't know about this, I am just going to throw some feedback.

the intro after the character gets isekaied, drags on way to much and it is very hard to get through, trivial stuff is being discussed constantly for a lot of in game days while the player is stuck on the bed (lore dumps are usually better locked behind optional questions you can ask, or in books).

then the world opens, but due to poor communication of quest requirements("you have everything you need to cook the food" while not being able to cook the food or see the exact requirements of it. Also the quests are extremely grindy for being the first quests you get in the game and can take multiple days to complete.

Selling items is also extremely clunky and you can't control the item being sold other than the category they belong to and the number (that you have to manually type every time). Also can you buy the foraging book multiple times? because it does not disappear after being bought like the other items.

I did not progress any further. and did finished cooking the fish food. Will come back in the future to see how this evolves, but it is looking a bit rough right now.
 

The Goblin Archives

Lord of goblins
Game Developer
Apr 11, 2025
81
180
62
I don't know about this, I am just going to throw some feedback.

the intro after the character gets isekaied, drags on way to much and it is very hard to get through, trivial stuff is being discussed constantly for a lot of in game days while the player is stuck on the bed (lore dumps are usually better locked behind optional questions you can ask, or in books).

then the world opens, but due to poor communication of quest requirements("you have everything you need to cook the food" while not being able to cook the food or see the exact requirements of it. Also the quests are extremely grindy for being the first quests you get in the game and can take multiple days to complete.

Selling items is also extremely clunky and you can't control the item being sold other than the category they belong to and the number (that you have to manually type every time). Also can you buy the foraging book multiple times? because it does not disappear after being bought like the other items.

I did not progress any further. and did finished cooking the fish food. Will come back in the future to see how this evolves, but it is looking a bit rough right now.
Thanks for the feedback! The foraging book is def a bug, sorry about that. I'm currently working on a UI revamp that includes a way better quest/achivement tracking and it shouldn't take too long. About the introduction, I'm taking notes about the player's sentiment so this helps me a lot!
Edit: Sorry about the selling stuff, I genuinely don't know how to code it better, I'll try and ask around for help
 
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Puralto

Newbie
Aug 31, 2018
53
158
188
Thanks for the feedback! The foraging book is def a bug, sorry about that. I'm currently working on a UI revamp that includes a way better quest/achivement tracking and it shouldn't take too long. About the introduction, I'm taking notes about the player's sentiment so this helps me a lot!
Edit: Sorry about the selling stuff, I genuinely don't know how to code it better, I'll try and ask around for help
I don't really know renpy, buy maybe you can make a list, where inventory items go, so the sell menu will be an expandable list with a slider.

Items will appear with the name and value of the items(you can also have them colour coded so the rarity is displayed). you will be able to click individual items and sell them.

The hebs, and fish in the game have interesting effects so just placing them and selling them in categories is a design conflict.
 

mirgin

New Member
Jan 16, 2021
13
80
90
do you by chance have a set release schedule, like an update once every month or 2 months?
 

The Goblin Archives

Lord of goblins
Game Developer
Apr 11, 2025
81
180
62
I'll do a mini update with the UI revamp sometime this month(hopefully) And then back to 2-3 months between updates. Time may vary and theres nothing written in stone as I try my best but sh*t happens and may take longer to make an update. If you want a more casual update schedule, you can join the discord as I update my progress regularly there!
 
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fodasi

Newbie
Sep 21, 2020
22
2
101
how do i help vexx clean the river, how do i find the ancient road, and where do i find more stories for ollie theres 4 more?? thats all i have left to do
 
4.30 star(s) 3 Votes