North99139

Newbie
Game Developer
Jul 27, 2024
76
80
By the way, what is the point of the corruption the jewel-trap does? Considering you can't keep the thief like with the spider and trapdoor, it kinda seems quite reductive with the same proc-rate as the other two.
Hi, thanks for the feedback, this is a fair point. It was added as I was going to make multiple types of of raiders including a thief (which would have been valuable to this trap), but this was shelved. I will remove it for the next update until it's actually useful
 

asdhgioag

New Member
Nov 3, 2021
1
1
Just tried it, all combats end with a blank screen and no way to get past it. Outside of that the block minigame was annoying so I just skipped it.

1735336707743.png
 
  • Like
Reactions: PirateLoko

North99139

Newbie
Game Developer
Jul 27, 2024
76
80
Just tried it, all combats end with a blank screen and no way to get past it. Outside of that the block minigame was annoying so I just skipped it.

View attachment 4382644
Thanks, not sure how I missed that bug but Ive patched it and added a link to download the HTML file.
In terms of the mini games, I agree they could be better and Ill look at improving them or removing them.
 

youraccount69

Forum Fanatic
Donor
Dec 30, 2020
5,062
2,347
Overlord-NORTH99139-0.1.9
You don't have permission to view the spoiler content. Log in or register now.
rpdl torrents are unaffiliated with F95Zone and the game developer.
Please note that we do not provide support for games.
For torrent-related issues use here, or join us on !
, . Downloading issues? Look here.​
 

nononomaybe

Newbie
Jun 6, 2018
93
238
Hey North99139, cool beginnings of a game!
Reminds me a bit of which is one of my favorite Era games.

I tried out v0.1.9 and have some suggestions:
  • After the tutorial of checking the rooms I ended up stuck trying to advance to the next day. The "Wait Till Dark" button on the left sidebar doesn't advance past evening. After just systematically clicking through everything I eventually found the little "End Day" link in the Chambers. That rather important link is unnecessarily hidden, and confusingly nestled alongside game settings like entering codes or toggling sound. I suggest adding an End Day button to the sidebar or if it is already evening add End Day to the front and center on the main Castle page, as advancing time is the next thing for the player to do in the evening.
  • Overlord currently relies heavily on sugarcube's Link macro for passage navigation, but this means that the clickable interaction area is only the relatively small text. I highly recommend using (or similar Button flavors) whenever possible. Text links work well for Wikipedia articles which allow for uninterrupted reading flow, but make poor interaction locations for a game. Images/buttons allow the player to interact with much larger clickable spaces.
  • The number of targets necessary for the Defense minigame makes combat very tedious. I suggest cutting that down to 1 or max 2 "hit the spot" rounds in the minigame. Honestly if the minigame doesn't have some sort of sexy content it's probably not worth including as it is just wasting the player's time. You're already competing with Elden Ring, Masters of Ranna, and Netflix for eyeball time...
I look forward to future versions!
Cheers mate
 

North99139

Newbie
Game Developer
Jul 27, 2024
76
80
Hey North99139, cool beginnings of a game!
Reminds me a bit of which is one of my favorite Era games.

I tried out v0.1.9 and have some suggestions:
  • After the tutorial of checking the rooms I ended up stuck trying to advance to the next day. The "Wait Till Dark" button on the left sidebar doesn't advance past evening. After just systematically clicking through everything I eventually found the little "End Day" link in the Chambers. That rather important link is unnecessarily hidden, and confusingly nestled alongside game settings like entering codes or toggling sound. I suggest adding an End Day button to the sidebar or if it is already evening add End Day to the front and center on the main Castle page, as advancing time is the next thing for the player to do in the evening.
  • Overlord currently relies heavily on sugarcube's Link macro for passage navigation, but this means that the clickable interaction area is only the relatively small text. I highly recommend using (or similar Button flavors) whenever possible. Text links work well for Wikipedia articles which allow for uninterrupted reading flow, but make poor interaction locations for a game. Images/buttons allow the player to interact with much larger clickable spaces.
  • The number of targets necessary for the Defense minigame makes combat very tedious. I suggest cutting that down to 1 or max 2 "hit the spot" rounds in the minigame. Honestly if the minigame doesn't have some sort of sexy content it's probably not worth including as it is just wasting the player's time. You're already competing with Elden Ring, Masters of Ranna, and Netflix for eyeball time...
I look forward to future versions!
Cheers mate
Hi, thanks for the feedback. I will look at adding an end day button which is more clear. Also, thanks for letting me know about the Image link, I haven't made a game before so there's a lot of sugarcube features I still don't know about. I tested it out and it does seem better than the method I have been using so thanks!
Also in terms of the mini games, I am looking to change them or phase them out as they are unpopular, for now there's a skip button until I can come up with something more interesting
 
  • Like
Reactions: nononomaybe

TheMagicalSloth

New Member
Feb 18, 2019
8
7
There is a massive bug during raids. When you personally defeat a bandit who reached your vault, the raid doesn't stop, instead the game sends you to the forest, tells you it's too late to explore and returns you to the castle.

You cannot access any other bandits you might have capture during the raid, instead the game kind of stockpiles them in secret. I had to set my notoriety lower to only invite 1 bandit, save scum the encounter until my spider caught them instead of allowing them to reach my vault and only then did the proper raid over screen proc. Apparently I stockpiled about 8 bandits during the previous raids, that I now had to feed to my spiders.

My guess is the problem is related to the other combat bug in the forest, where after winning a fight you cannot continue anywhere and get no loot. I used the patched .html file, but it did not work and the encounters are still bugged.
 

North99139

Newbie
Game Developer
Jul 27, 2024
76
80
There is a massive bug during raids. When you personally defeat a bandit who reached your vault, the raid doesn't stop, instead the game sends you to the forest, tells you it's too late to explore and returns you to the castle.

You cannot access any other bandits you might have capture during the raid, instead the game kind of stockpiles them in secret. I had to set my notoriety lower to only invite 1 bandit, save scum the encounter until my spider caught them instead of allowing them to reach my vault and only then did the proper raid over screen proc. Apparently I stockpiled about 8 bandits during the previous raids, that I now had to feed to my spiders.

My guess is the problem is related to the other combat bug in the forest, where after winning a fight you cannot continue anywhere and get no loot. I used the patched .html file, but it did not work and the encounters are still bugged.
Hi, thanks for letting me know about this. I do try to get rid of as many bugs as possible but some always seem to slip by. I will try to sort this ASAP!
 

Devka

Member
May 8, 2017
275
277
Hi, thanks for letting me know about this. I do try to get rid of as many bugs as possible but some always seem to slip by. I will try to sort this ASAP!
Also The crypt in the forest is bugged. When reach a dead end room there is no way to leave the room.
 

BoobiesSugoi

Pixel Connaisseur
Donor
Mar 18, 2020
239
352
First time playing today:

Feedback
4GB seams inflated, even if the scenes are HQ- the game itself has content/Quests that you can complete in 1-2H.

What this game needs most are building on existing content, because for most the time when you finish a quest or a building/trap in your caste its snowballs the game way to hard in terms of difficulty...meaning there is none any longer when you finished powering up your "spider-trap" solution: implement quests that can develop your spider, make her snack/eat invaders for her own sake/lust/hunger create different artwork for her development steps, give her some cravings for different prey/girls from different towns...make her skin from time to time...all those are just examples to enlarge on existing content.

There seams also some bugs around: Armored Bandit, influence on the first town/hall.
There should be a better task for the Bathhouse Girl from second town...

I could go on here for much longer but I hope you get my point...
The existing content needs more stages and levels.
Basically on every level Buildings/Enemy's

The game itself is a fun/concept so far.
Much enjoyed it.
 

North99139

Newbie
Game Developer
Jul 27, 2024
76
80
First time playing today:

Feedback
4GB seams inflated, even if the scenes are HQ- the game itself has content/Quests that you can complete in 1-2H.

What this game needs most are building on existing content, because for most the time when you finish a quest or a building/trap in your caste its snowballs the game way to hard in terms of difficulty...meaning there is none any longer when you finished powering up your "spider-trap" solution: implement quests that can develop your spider, make her snack/eat invaders for her own sake/lust/hunger create different artwork for her development steps, give her some cravings for different prey/girls from different towns...make her skin from time to time...all those are just examples to enlarge on existing content.

There seams also some bugs around: Armored Bandit, influence on the first town/hall.
There should be a better task for the Bathhouse Girl from second town...

I could go on here for much longer but I hope you get my point...
The existing content needs more stages and levels.
Basically on every level Buildings/Enemy's

The game itself is a fun/concept so far.
Much enjoyed it.
Hi, thanks for the feedback. I 100% agree and I’m already working on expanding existing mechanics, I just wanted to create a foundation as a proof of concept.
I’ll also be using .gif files for most new content rather than .webm files as they are significantly smaller.
I am also working on scaling difficulty but as someone who has never made a game before, that is proving to be the hardest part.
Also, thanks for letting me know about the bugs, I’ll take a look at them.
 
  • Heart
Reactions: BoobiesSugoi

Mopoga & Lewdspot

New Member
Jul 8, 2019
13
30
Hi North, we added your game two days ago to lewdspot.com.
You mention changing the WEBM files to GIF for future releases. I don't think that's a good idea personally. GIF files are usually larger than WEBM, unless the quality is reduced a lot.
Another advantage of WEBM is that videos can be played full screen if controls are enabled.

If you want to move away from video then WEBP would be better than GIF. (smaller file size)

But perhaps you should also think about sites hosting your game.
When playing the game online the WEBM videos can be loaded while they are playing. If you switch to GIF then entire file needs to be loaded before it shows up, causing delays while playing, and wasting bandwidth.
 
  • Like
Reactions: Billshwr

Dr. Lin

Newbie
Jan 2, 2023
56
45
Hi North, we added your game two days ago to lewdspot.com.
Yoo, big fan, your sites are lit. Well, i think the lewdspot site needs a little wash in the face, gives me the impression that is more rundown than mopoga, but i guess that mopoga has way more traffic being a mobile site.
Btw, developer, you should also try to get into "porngameshub.com", pretty nice, gamcore used to be great but being quite a disappointment lately.
 

LittleVexy

Newbie
Jan 3, 2018
91
65
Bug...?

So, Gnarlak says there are 2 initial functioning rooms to setup defenses...

Code:
<<Gnarlak>>Defences are going to be important as we expand Lord<</Gnarlak>><br>
<<Gnarlak>>Currently we only have 2 functioning rooms, you can enter each one fo these rooms and set a defence of your choise, as long as you have the correct resources<</Gnarlak>><br>
<<Gnarlak>>I suggest building a defence as soon as possible Lord<</Gnarlak>>
Yet, $DefenceCount is set to 1 initially... :unsure:

And so, when you are raided, the enemy go through two room... one room where you can setup defenses, and another one is always empty because you cannot access it.

Code:
<<set $DefenceCount to 1>>

<<if $DefenceCount >= 2>>
[[Room 2|DefenceRoom2]]<br><</if>>
 

North99139

Newbie
Game Developer
Jul 27, 2024
76
80
Bug...?

So, Gnarlak says there are 2 initial functioning rooms to setup defenses...

Code:
<<Gnarlak>>Defences are going to be important as we expand Lord<</Gnarlak>><br>
<<Gnarlak>>Currently we only have 2 functioning rooms, you can enter each one fo these rooms and set a defence of your choise, as long as you have the correct resources<</Gnarlak>><br>
<<Gnarlak>>I suggest building a defence as soon as possible Lord<</Gnarlak>>
Yet, $DefenceCount is set to 1 initially... :unsure:

And so, when you are raided, the enemy go through two room... one room where you can setup defenses, and another one is always empty because you cannot access it.

Code:
<<set $DefenceCount to 1>>

<<if $DefenceCount >= 2>>
[[Room 2|DefenceRoom2]]<br><</if>>
Thanks, in the original version you did start with 2 rooms. But I changed that and clearly didnt change it correctly. Thanks for letting me know Ill take a look at it!
 
3.00 star(s) 6 Votes