- Aug 23, 2016
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For people complaining about the no saving part you can just use the unpacker unren and use the force quick save/load option
Flame festival checks your highest reputation during outfit selection, so I imagine stacking political and combat rep respectively."queen of flames", "warrior of flames"
I love your art, world building, the many interesting charcters you came up with and your good writing. And I like that you're trying something new and making an actually good game instead of just porn. I even like the no save feature and think it makes for a more intense experience in games. And unlike some players, I do like reading in games. I really do. But how can you think anyone wants to read the whole story and all those conversations 35 times? (Yes, I understand they will change in different playthroughs, but there will be a lot of repetition as well.)You can't plan for things you don't know exist, this is how all rougelikes work. Meta game knowledge is a key part of getting better at the game. In games like Slay the Spire of Binding of Isaac, the first time you encounter an enemy you're likely to do badly, as you're not aware of their patterns and what they can do. Same thing with Naked Ambition. The first time you see Evette coming up, you don't know what she can do besides vague ideas about what skills she likes and what signs she favors. So you'll probably fail but you'll learn and do better next time.
This game is meant to be played dozens and dozens of times. Once the game is finished even if you're perfect you'll have to play it over 35 times to get all the endings. You play the game, fuck up, play again, get better and fuck up less.
This.Luckily, the skip text button will only skip text that you've seen before, and stop at card selections. So reading the same thing over and over is not a problem.
What.It's not really a trainer game, it's a rougelike with a lot of text
i'm going to pop back in real quick and stop you right their and say that makes no sense, is outright wrong in several cases and is HEAVILY contradictory.Oh, also what folks are saying above is bullshit. It's not pure random. It's skill based randomness, because you can change the chance of success with skilled play.
I largely agree with your analysis. The problem with manual saving is that kind of invalidates the whole game. The card system checks are supposed to not go your way a lot of the time, they're the Princess making a decision. If you can just go back and time and redo it until she does what you want, what's the point? If I had a way to let you save without being able to change these checks, I would be completely fine with it. But I can't think of a solution to that beyond saving the outcome of every card check to a persistent variable and clearing them on a new game start. I'm okay with the player saving a point for branching out or scouting ahead, but the card system itself needs to be 100% save scum proof or there's no point.I think that in general, the combination of high repetition built into the system, an emphasis on retrying, an absence of manual saves, and a high emphasis on randomness altogether is viable in a narrative game.
Let me lay it out.
Dilemma: The game's pre-existing systems encourage replays, as a consequence of multi-path, learning critical systems, and the inability to make save states. However, the game has relatively straightforward text, with conditionals and randomness in order of events as the primary mechanism of inducting replayability. At it's core, there is a conflict between text-heavy/narrative-heavy storytelling and repetition heavy mechanics.
Solution outlined by others above: Just use the skip button to move through playthroughs.
Response to proposed solution: Abusing the skip button is a fundamentally unsatisfying answer for two reasons. First, that it turns whole replays into games of "hunt the new content" because skipping past material is, if not more boring then a straight replay, then at least very boring.
Second, it prevents the game from feeling like a complete story. Skipping breaks narrative flow, and it reduces stories to "chunks of content" rather then allowing the game to feel like a complete begining, middle, end narrative.
Better Solutions: The simplest answer is just "suck it up" and let players create game saves. That solves, or at least heavily mitigates, the narrative issues presented. But, comes at a cost to gameplay.
There is a different (better) solution, but it is more labor intensive.
The randomness and stat heavy nature of the game works to its asset. Events are much more likely to depend on stats in a game then the minutia of what happened in a scene. The game remembers the relationship with the other cast members mostly numerically.
This means that certain scenes can be "subbed out" so to speak. The first scene with the general can have two or three variations that might play, each with their own conditionals. Most scenes that are just based on a relationship with one charachter can be replaced with others, because the only real effect that scene will have externally is via a variable.
The same is true with the random event system. There can be many more possible weekend events then can be seen in any one play through.
To pair with this, more conditionals and more possible outcomes need to be worked into events that cannot be avoided like the fire festival. As a basic rule of thumb, the more playthroughs a scene has the more conditionals it needs to have.
Eventually, you will hit a cap on it and it will still fall flat on replays. But, expanding content this way allows dramatically more replays before the player gets annoyed. Even if it's a small (20% to 30%) ammount of new text, players will still percieve the entire expierience as less boring, because players over-value new content relation-wise.
Basically, I think there's a tension here in that this game is fundamentally designed for, like, 2-3 or three playthroughs max in terms of narrative content variation. But, mechanically, it seems designed for like 6-7. Perhaps as much as ten. You either need to scale down the intended mechanical playthroughs, or scale up the number of playthroughs the narrative content can support.
Have you never played a card game before? There are entire genres of games built around the game play loop being essentially minimizing the effect of randomness on your outcomes. This discussion really isn't productive because I'm saying what the game is and it's goals and people are essentially coming back to me saying "nu-uh, those aren't your goals and that isn't this game". People can comment over and over about how the randomness isn't conducive to being a VN or trainer game and that's true. Because that's not what the game is. You don't play as the Princess. You play as her friend with minimal agency. The game is about using said minimal agency to guide the Princess to the goals you want. Her not doing what you want is 100% by design and the entire point of said design.i'm going to pop back in real quick and stop you right their and say that makes no sense, is outright wrong in several cases and is HEAVILY contradictory.
i would suggest never saying that to a game developer in the triple A industry as they would immediately punch you in the stomach.
alright, that is all, imma Ollie outie for real this time.
I can't add weeks,everything is planned out to match with seasons. March can't magically gain an extra week. But I am adding the calendar one week earlier in the next update.Apollo Seven
Stepping away a bit from general game design discussions and going back to this game specifically, would you consider adding an empty week between the ball and the first councillor meeting? Since we only gain the calendar after the ball, it sucks to have a meeting scheduled with a councillor you actually wanted to pursue immediatelly after, you have no time to fix up the skills you need unless you were already doing so during the prologue (which is pretty much impossible in a first run since the first 2 skill sessions are done before you even meet the councillors, and even in future runs it is annoying because it usually involves giving up something in the prologue itself just to deal with the off chance the councillor you wanted is the first you have to meet). Giving an extra week would help a lot with being able to react to it.
That was a gag that made a lot more sense in a previous version of the game. This game is called .3 for a reason, there were two completely different systems I used to represent the Princess's mind before I settled on the current card one. They didn't work out for various reasons. As for your second suggestion, it's a good one, I'll do that.You don't have permission to view the spoiler content. Log in or register now.
Ah okay, it could still be neat as a secret ending where you can just kill Adelin at the start of the game so there is no succession dispute at all, I'd just recommend making the odds a little more friendly. It can also still stay as an "impossible check" gag similar to the Foreign = 50 one, but if that's the case then you should change the requirement to be something more ridiculous like 5 reds, since it IS technically possible to have 3 reds in your deck at that point and people could get the wrong idea about it being possible.That was a gag that made a lot more sense in a previous version of the game. This game is called .3 for a reason, there were two completely different systems I used to represent the Princess's mind before I settled on the current card one. They didn't work out for various reasons. As for your second suggestion, it's a good one, I'll do that.
I'm fine with that, although I can still imagine being able to use that to cheese the cards.I've been thinking a lot about saving and loading and have come to this conclusion. The only thing that I care about not resetting that can't be seeded is card checks. I don't care if you go back and choose different lessons, or say different things to the Princess. So here's my concession. You can now save and load the game at will. However if the Princess makes a decision, (card color checks) that decision will be stored permanently for that run. So you can't save scum her decisions, but you can go back and chose different options. To reset her decisions, you have to start a different new run. This will also delete your saves so the old seeding doesn't interfere with the new seeding.
If people want to go through all the effort to set stuff then reset, I think that's okay. I just don't want them re-rolling.I'm fine with that, although I can still imagine being able to use that to cheese the cards.
Say I want to make sure I will get the fencing event during the flower festival, I can play the game picking nothing but red cards to ensure Colette will pick the fencing event, then load an earlier save and build my deck for whatever else while still being certain I will get the fencing event. If you really wanted to prevent that you'd also have to permanently store the deck-building choices (what card I added and what card I removed in the weekends).
I'm of the opinion that there isn't much point trying to stop people that want to cheat a single-player game from cheating, and even if you do, if they want it hard enough enough they will find a way.
You can train the Princess as Maria, just not in this version. There are endings where you become the power behind the throne with the Princess as your puppet/sex pet. There are four "relationship" stats that the Princess has. Those are those popups when you chose a color that says something like "Love++". If you get the Reliance stat high, so that she depends on you, you can start to push her into doing sexy stuff in a corruptiony way while if you push up Love, you'll get a more mutually loving relationship. The game just hasn't reached the point where that comes into play yet, except for after the Festival of Flames.As I mentioned earlier, I really like this game. The only additional comment I want to make is that part of the reason I like corruption games is for the role playing element that I am getting away with something. If I am the PC choosing to be corrupted, I have that angle. If I am doing to an NPC that is another option. While as Maria I can influence the Princess, I don't feel like I really take ownership of the results. I am not sure I have specific constructive feedback. One example might be practicing kissing with the Princess and getting an increase in a sex stat or a special event. Does that make sense? I am playing a corruption game where the PC is not dominant or even really casually taking part in the corruption aspects of the Princess. I don't mean this as a negative critique, just some open thoughts about how to get the PC more involved in the corruption of the princess.