North99139

Newbie
Game Developer
Jul 27, 2024
98
96
I figured out, now i circled around the "you already visit this location today" (and the solution i give works only 1 time per location), the game become doable. Also found where to get lockpics. the only thing i just enter the crypt (to where you get the mob description) and wasnt able to leave, so im clearing it now

EDIT defeated a skeleton in the right room with the skeleton on the middle and get this error View attachment 4851076 View attachment 4851076
This room
View attachment 4851080

Using the arrow to undo the actions until before searching the skeleton fix the problem, but even after reloading the game and trying again get the same error, so i will that skeleton be

going up and using the pendant, it says it will remove half your remaining energy, but dont do nothing
Hi, thanks for pointing these (and the other posts) out. I am making a list to review each one
 

Kredom

New Member
Apr 18, 2025
1
0
the church keeps telling me this:
"This section of the game is still under development ."

it doesnt matter if i go before or after talking toalexander at the tavern. Version 0.2.3 downloaded from here

Edit:downloaded just html, and there it worked.
 
Last edited:

dcosmic

Newbie
Dec 1, 2023
36
24
Some other suggestions:
1747684217523.png

1. Ive made an example for the UI (using AI) that I think could be fitting as well. All CSS-based. One of the problems I have with the UI is that I have to scroll a lot, because my screen isnt super big. It doesn't auto-size to my screen.

2. Another thing to note is that there are a lot of spelling mistakes that keep re-occuring. Might be good to run a spell check, or work together with some supporters to check the language.

3. Could be cool to adjust dialogue based on the notoriety.
Examples:
Code:
:: Raid Encounter – Iria the Unyielding
<<if $notoriety >= 50>>
The ground trembles. Smoke rises from the ruined portcullis.

A cloaked figure steps through the haze, sword drawn, gaze burning with fury.

''Iria the Unyielding'':  
"Your corruption ends today, monster. I’ve watched villages fall, comrades perish. I won’t let another soul be taken."

You chuckle from the shadows. ''"They say a beast is born from the sins of men. What does that make *you*, Iria?"''
<<else>>
The ground trembles. Smoke rises from the ruined portcullis.

A cloaked figure steps through the haze, sword drawn, gaze burning with fury.

''Iria the Unyielding'':  
"Your corruption ends today, monster. I’ve watched villages fall, comrades perish. I won’t let another soul be taken."

You step into the torchlight. ''"You’re brave… but misguided. Leave now, and your soul may yet be spared."''  
<</if>>

<<link "Fight Her">>
    <<goto "FightIria">>
<</link>>

<<link "Attempt to Corrupt">>
    <<goto "CorruptIria">>
<</link>>
Code:
:: Ending – Betrayal at the Throne
The throne room burns. Adventurers lie dead. Victory is within your grasp.

But then...

Lucien steps forward. Your most loyal warlock. His eyes no longer glow with obedience—but clarity.

''Lucien'':  
"I believed in your vision, your strength. But now I see… you’ve become the very chaos you sought to control."

He raises his staff. Your guards hesitate.

<<if $corruption >= 75>>
You smirk. ''"And yet… you still serve, don't you?"''

<<set $lucienTurned = false>>
<<goto "LucienMindControl">>
<<else>>
You hesitate. Lucien strikes.

<<set $gameOver = true>>
<<goto "GameOver">>
<</if>>
Code:
:: Broken Knight – Interrogation
Sir Aldric, once a proud paladin, kneels before you, bloodied and bound. Yet his eyes burn with the same fire.

''Aldric'': 
"I swore my sword to light, not to... this. I don't fear your chains. But I fear forgetting who I am."

<<if $corruption < 40>>
You pause. "Then perhaps you haven't lost everything."

<<link "Offer redemption">>
    <<goto "AldricRedemption">>
<</link>>

<<link "Let him go">>
    <<goto "AldricFreed">>
<</link>>
<</if>>

<<if $corruption >= 40>>
You lean in. "What you fear isn’t forgetting. It’s remembering what you *crave* in the dark."

<<link "Twist the knife — remind him of his failings">>
    <<goto "AldricBreaks">>
<</link>>

<<link "Give him the illusion of choice">>
    <<goto "AldricChoiceIllusion">>
<</link>>
<</if>>
Code:
:: Vaelora – Emotional Collapse
''Vaelora'': 
"I don’t know what’s worse. What you’ve done... or how a part of me doesn’t hate you anymore."

She clenches her fists, trembling — not from fear, but from conflict.

<<if $trust_Vaelora >= 50 and $corruption < 50>>
You step closer, your voice low. 
"Then choose. Hate me, or follow me. But don’t lie to yourself."

<<link "Offer her a chance to fight beside you">>
    <<goto "VaeloraAllyPath">>
<</link>>

<<link "Let her go with your blessing">>
    <<goto "VaeloraReleased">>
<</link>>
<</if>>

<<if $corruption >= 70>>
You trace her jaw with a shadow-wreathed hand. 
"That warmth you feel? That’s surrender… and it’s beautiful."

<<link "Push her into full submission">>
    <<goto "VaeloraSubmits">>
<</link>>

<<link "Toy with her emotion">>
    <<goto "VaeloraBroken">>
<</link>>
<</if>>

4. I did read you will change the battle mechanics as it is, but as shown in the image the UI could use a little improvement as well. I also noticed that magic attacks dont really become better, while power strikes do. I end up using trance over 5 times to break a mind, while I can just heavy strike twice to kill a bandit. (same number in the level of power/magic)

Here's what I think could be improved (is kinda subjective because it works as intended)
  • Static turn-based system (you → enemy → repeat)
  • Little/no visual or statistical feedback (hit/miss, crit, block, status)
  • Spells and attacks don’t change based on character growth or story
  • No synergy between corruption, enemy fear, or morale
You could introduce the following:


FeatureDescription
Damage VarianceInstead of fixed damage, add RNG: e.g., 8-12 instead of 10
Crits / MissesAdd chance to miss or crit (bonus damage or effects)
Status EffectsBleed, fear, stunned — simple turn-limited debuffs
Enemy Type BonusesCertain spells more effective on specific enemies (e.g., "Terrify" vs humans)
Simple CooldownsPrevent spell-spamming (e.g., 3-turn cooldowns)
Turn Log FeedbackVisual log with bolded or color-coded actions for clarity


FeatureDescription
Morale / Fear SystemEnemy morale drops with corruption/ally deaths → may flee/surrender
Energy/Mana RegenerationEncourage planning over spamming spells
Spell CombosChaining certain spell pairs grants bonuses (e.g., “Terrify” + “Drain” = Panic Feed)
Dynamic InitiativeSpeed stat or status affects turn order
Battle TraitsEnemies or player may have random traits: "Resilient", "Coward", "Blessed" etc.


MechanicDescription
Corruption InfusionYour corruption level influences available abilities or alters spell effects
Domination ThresholdWhen enemy health + morale drop below a threshold, you can corrupt/dominate instead of kill
Betrayal MechanicsIf morale of an enemy is too low and they are similar to a previously corrupted NPC, they might betray their team
Loyalty TriggersCorrupted former heroes fight for you mid-battle based on conditions
Ritual SlotsInstead of normal turns, prepare high-cost rituals over 2-3 rounds with huge payoffs


ElementDescription
Hover Tooltips on SpellsShow mana cost, cooldown, effect type
Animated FeedbackShake for hits, glow for crits, grayscale for stunned
Battle Log (Scroll Panel)Text updates with color coding & timestamps
Enemy Emotion/Status DisplaySmall UI showing fear, resolve, status effects visually

As shown in the example image below, a battle UI like this would also remove multiple unnecessary clicks (like on next during battle, you could also show the "activity" inside the battle log, so it is more seamless)


1747685845783.png

Rather than just HP/Lust:
  • Willpower: Shields from instant domination but can be drained
  • Arousal: Builds separately and affects decision-making or control
  • Clothing Integrity: Spells or attacks can strip armor, raising vulnerability

Bring a corrupted ally (Alice/Lucy) into battle:
  • You can use them to block, distract, or cast tag-team spells
  • Tag-team finishers: e.g. "Bind & Spank" or “Double Drain”
Use Twine macros to trigger:
  • Dialogue tree with choices: “Make them beg?”, “Mark them?”, “Release them?”
  • Cutscene with timed effects and choices
Real-time emotional feedback:
Code:
<<if $enemyLust >= 70>>
''Enemy'': “Why... why does this feel so... good?!”
<</if>>

<<if $enemyMorale <= 20>>
''Enemy'': “I... I can't fight anymore. Please… just take me.”
<</if>>

Behavior TypeTwine
Morale drops → flee/surrender<<if $enemyMorale < 20>> Enemy begs for mercy <<link “Dominate”>>...<</if>>
Fear of corrupted allies<<if $allyCorrupted is true>> Enemy flinches, loses next turn<</if>>
Taunts provoke mistakes<<if $usedTaunt is true>> 30% chance enemy makes a reckless attack<</if>>
Lust > 70 → skip turnCreate a flag like $lustLevel >= 70 and use <<if>> logic to skip

Code:
::EnemyTurn
<<if $enemyMorale < 25 and $enemyFear > 30>>
    The enemy trembles... then turns to run!
    <<set $enemyState = "flee">>
    <<goto "Victory">>
<<elseif $enemyLust > 80>>
    The enemy moans helplessly, too distracted to fight.
    <<set $enemyState = "aroused">>
<<elseif $enemyHP < 30>>
    The enemy fights harder, desperately!
    <<set $enemyAttack = $enemyAttack + 5>>
<<else>>
    The enemy slashes at you!
    <<set $playerHP -= 10>>
<</if>>

<<link "Continue">><<goto "PlayerTurn">><</link>>
 

dcosmic

Newbie
Dec 1, 2023
36
24
Also, forgot to mention how i like how the crypt is dynamically created and changes. Cant wait for it to have more enemy types, including a "hard mode"
 

dcosmic

Newbie
Dec 1, 2023
36
24
1747691224878.png

(starts at raidroom6 and when i press OK, and press "They continue to the next room" (which doesnt exist), it counts up to raidroom7, raidroom8 and so on.)
 
3.00 star(s) 9 Votes