YameteDesu

Member
Oct 25, 2018
206
58
No offense, but how do people lose their save? Doesn't every just copy paste their save folder over? I still have my old save folders from the past 3 updates
people are used to it because most games specifically the Renpy ones have redundant save folders and PQ doesnt.. so if you delete the game folder in place of the new update. the save goes bye-bye as well..
 

storm1051787

Member
Mar 23, 2019
398
618
people are used to it because most games specifically the Renpy ones have redundant save folders and PQ doesnt.. so if you delete the game folder in place of the new update. the save goes bye-bye as well..
Yeah I know renpy saves are stored separate from the game, but I would think people would realize rpg maker isn't like that when you start the game and the saves are gone. You have to transfer saves manually so I figured it just makes more since to copy paste rather than cut and paste
 
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muschi26

Engaged Member
Jun 22, 2019
2,702
4,053
Can you link the post about the feedback, so i can have look and talk to Tinkerer about it.
normaly we say that the turning point is after the second waypoint mision due the game got bit more open afterwords in doing quests, guess most issues are before that. Due Tinkerer was still learning from stretch.

good feedback is always welcome due people saying game bad fix it, that is something you cant really go further with.
Sorry, when I said I wrote a novel, I meant across a bunch of posts (though some of them are quite lengthy), so here’s a selection that illustrates some of what I dislike about Peasant’s Quest. Now, I haven’t played the game in a little while, so some of these issues may have been addressed.

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I don’t know exactly how much of that you care to read, so here’s a quick summary. Essentially, the game has you spending a lot of time interacting with mechanics which don’t involve porn content (combat and potions mainly), but doesn’t make these aspects interesting or rewarding:
  • For combat: Enemy variety is low. The number of available skills means there are few options on how to tackle encounters. (Combined with these two points, that levelling up requires the player to engage in a lot of combat only exacerbates the repetitiveness of the task.) Gear is useless. Levelling is not rewarding (the stats you gain are abysmal, and you don’t gain any powers that change how you can approach the game).
  • For potions: half the potions are too niche, and crafting them isn’t rewarding (health, antipoison, agility); half the potions are too indispensable, and it’s tedious to collect ingredients and craft them considering the industrial quantity you’ll be needing (fertility and enhanced fertility, biggus dickus, energy).
Here are a few suggestions I would make towards improving this game:
  • Reduce the player’s dependence on consumable items. This could be achieved by increasing the quantity of materials harvested from spawn points, increasing the number of doses of potion obtained per recipe from brewing, changing some elements of the game to no longer require potions, introducing magic spells with supersede potions and make them no longer required past a certain point, trying to avoid introducing new consumables to the game, finding new uses for existing consumables (see next point), and so on.
  • Try to expand the uses for existing items and powers. One example I have for this is the teleportation spell. As is, teleportation only allows you to access areas you’ve already visited; its function is purely one of convenience. What if instead there were active nodes on the map you couldn’t access by foot? Say for instance a floating castle in the sky, only attainable via teleportation; or an island surrounded by cliffs on all sides. What makes a progression fantasy enjoyable is gaining the ability to do new things you couldn’t do before, not just being able to do things you were already doing more efficiently. I don’t care how good I can get at killing goblins via levelling; show me something new. In that same vein, maybe the agility potion could let you get through an obstacle course to a new location, or climb a tower.
  • If you really do want to make the game be about preparing for a challenge, such as tackling a dungeon, by crafting the right potions and in sufficient quantity, and choosing the right gear for the job, etc., then make it an element to gather intel which you can use to inform your preparation. If I have to traverse a crypt full of undead that drain your energy (which requires energy potions to counteract), then have me investigate to find notes, interrogate witnesses, etc., in order to gain that information, and figure out how long the dungeon is so I know how many potions to craft. Have more gear to choose from—different materials (steel, silver, adamantium), different weapon types (swords for slashing, clubs for bludgeoning, axes for hacking), different means of protection (shields, magical charms, garlic)—and make it interesting to research and prepare them.
If you’d like me to elaborate on or clarify any of the points I’ve made, I’d be happy to (I do love to complain, after all).
 

M3ntir

Well-Known Member
Mar 20, 2019
1,326
4,472
Sorry, when I said I wrote a novel, I meant across a bunch of posts (though some of them are quite lengthy), so here’s a selection that illustrates some of what I dislike about Peasant’s Quest. Now, I haven’t played the game in a little while, so some of these issues may have been addressed.

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I don’t know exactly how much of that you care to read, so here’s a quick summary. Essentially, the game has you spending a lot of time interacting with mechanics which don’t involve porn content (combat and potions mainly), but doesn’t make these aspects interesting or rewarding:
  • For combat: Enemy variety is low. The number of available skills means there are few options on how to tackle encounters. (Combined with these two points, that levelling up requires the player to engage in a lot of combat only exacerbates the repetitiveness of the task.) Gear is useless. Levelling is not rewarding (the stats you gain are abysmal, and you don’t gain any powers that change how you can approach the game).
  • For potions: half the potions are too niche, and crafting them isn’t rewarding (health, antipoison, agility); half the potions are too indispensable, and it’s tedious to collect ingredients and craft them considering the industrial quantity you’ll be needing (fertility and enhanced fertility, biggus dickus, energy).
Here are a few suggestions I would make towards improving this game:
  • Reduce the player’s dependence on consumable items. This could be achieved by increasing the quantity of materials harvested from spawn points, increasing the number of doses of potion obtained per recipe from brewing, changing some elements of the game to no longer require potions, introducing magic spells with supersede potions and make them no longer required past a certain point, trying to avoid introducing new consumables to the game, finding new uses for existing consumables (see next point), and so on.
  • Try to expand the uses for existing items and powers. One example I have for this is the teleportation spell. As is, teleportation only allows you to access areas you’ve already visited; its function is purely one of convenience. What if instead there were active nodes on the map you couldn’t access by foot? Say for instance a floating castle in the sky, only attainable via teleportation; or an island surrounded by cliffs on all sides. What makes a progression fantasy enjoyable is gaining the ability to do new things you couldn’t do before, not just being able to do things you were already doing more efficiently. I don’t care how good I can get at killing goblins via levelling; show me something new. In that same vein, maybe the agility potion could let you get through an obstacle course to a new location, or climb a tower.
  • If you really do want to make the game be about preparing for a challenge, such as tackling a dungeon, by crafting the right potions and in sufficient quantity, and choosing the right gear for the job, etc., then make it an element to gather intel which you can use to inform your preparation. If I have to traverse a crypt full of undead that drain your energy (which requires energy potions to counteract), then have me investigate to find notes, interrogate witnesses, etc., in order to gain that information, and figure out how long the dungeon is so I know how many potions to craft. Have more gear to choose from—different materials (steel, silver, adamantium), different weapon types (swords for slashing, clubs for bludgeoning, axes for hacking), different means of protection (shields, magical charms, garlic)—and make it interesting to research and prepare them.
If you’d like me to elaborate on or clarify any of the points I’ve made, I’d be happy to (I do love to complain, after all).
its all good points you want more RPG in the game whilst most people want more porn :D and less things to get just to get at that point. Can understand you want to farm less, that is why adding points to buy them. nearly all potions can be bought at this stage (at the end). and free income to do so.

one big fight is the redhead vampire and people complained decent amount that is way to hard or that they need to THINK for winning the fight. so you cant make everything on that level otherwise you upset allot of people.

overall i get your point that the game need to be more ''alive'' in certain area's but its 1 man project, so ofc at some points it will go bit flat, specially when that isnt a selling point for his Patreon. And for him to keep at point you dont need to do to much anymore than enjoying is for him better pay off.
 

Masaki09

Newbie
Jan 21, 2021
28
3
Developer where is the android version plsss I waited for so long I love this game in the 0.3.0 version there still android what happen to the android version in this update please notice
 

Damagus01

Active Member
Nov 20, 2022
580
436
Developer where is the android version plsss I waited for so long I love this game in the 0.3.0 version there still android what happen to the android version in this update please notice
Look in M3ntir's signature, it's five posts above yours. ;)

The test build for v3.3x was just released yesterday. A polished version is due next weekend. There are no ports for test builds (unless someone reallllly wants to do their own), they're always infested with bugs. Mac/Linux come shortly after the polished version. Android ports are done by a third party, and are generally shared shortly after the Mac/Linux. So, polished v3.3x for Android sometime after next weekend but probably before the weekend after that.
 
Last edited:

Damagus01

Active Member
Nov 20, 2022
580
436
there's a cheat mode in the first page which will let you access the gallery too
As of v3.22 Cheatmode was changed to reduce the need for manual edits. The Affection Decay and BB Affection cheats are unchanged, but v3.22 also changed the grace period before decay sets in from 5 to 10 days (and slowed down Obeah's Affection loss after the first time you bring her back). You can still use the mod if you want to access the gallery and/or edit stuff anyway...

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muschi26

Engaged Member
Jun 22, 2019
2,702
4,053
its all good points you want more RPG in the game whilst most people want more porn :D and less things to get just to get at that point. Can understand you want to farm less, that is why adding points to buy them. nearly all potions can be bought at this stage (at the end). and free income to do so.
That’s not quite the point I was trying to make. I’m equally fine with a game that focuses mostly on the porn, and has minimal gameplay. However, Peasant’s Quest already makes you spend so much time interacting with RPG mechanics (combat and crafting) that it ought to make those elements of the game more enjoyable.

I’ve seen some people comment that what Tinkerer wanted was a “game with porn”, and not a “porn game”. If this is true, more attention should be put on the “game” part, so that it’s as enjoyable as the “porn” part. If it isn’t, and porn is meant to be the focus above all, then the RPG gameplay shouldn’t take up so much of your time (especially at the start).

one big fight is the redhead vampire and people complained decent amount that is way to hard or that they need to THINK for winning the fight. so you cant make everything on that level otherwise you upset allot of people.
See, I think this is an example of the issue being more complex than it might at first appear. If 99% of the combat in the game is resolved by mindlessly attacking, and really the only way you can lose is by being underlevelled, then it’s natural that players will learn to approach every fight the same way. If you then add one fight which requires the player to come up with a strategy and use every tool at his disposal, it’s going to hit people out of left field and leave them frustrated and confused.

Moreover, if players had more options during combat in the first place (more spells and skills, systems like elemental weaknesses/resistances, etc.), that would also incentivize players to experiment, instead of simply clicking “attack” over and over.
 
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DomWolf

Forum Fanatic
Jul 2, 2020
4,523
2,857
See, I think this is an example of the issue being more complex than it might at first appear. If 99% of the combat in the game is resolved by mindlessly attacking, and really the only way you can lose is by being underlevelled, then it’s natural that players will learn to approach every fight the same way. If you then add one fight which requires the player to come up with a strategy and use every tool at his disposal, it’s going to hit people out of left field and leave them frustrated and confused.

Moreover, if players had more options during combat in the first place (more spells and skills, systems like elemental weaknesses/resistances, etc.), that would also incentivize players to experiment, instead of simply clicking “attack” over and over.
I agree with this! Kinda wish I had more options during combat. MC should be able to learn more spells, more skills & mabey elemental enemies.
 

M3ntir

Well-Known Member
Mar 20, 2019
1,326
4,472
That’s not quite the point I was trying to make. I’m equally fine with a game that focuses mostly on the porn, and has minimal gameplay. However, Peasant’s Quest already makes you spend so much time interacting with RPG mechanics (combat and crafting) that it ought to make those elements of the game more enjoyable.

I’ve seen some people comment that what Tinkerer wanted was a “game with porn”, and not a “porn game”. If this is true, more attention should be put on the “game” part, so that it’s as enjoyable as the “porn” part. If it isn’t, and porn is meant to be the focus above all, then the RPG gameplay shouldn’t take up so much of your time (especially at the start).



See, I think this is an example of the issue being more complex than it might at first appear. If 99% of the combat in the game is resolved by mindlessly attacking, and really the only way you can lose is by being underlevelled, then it’s natural that players will learn to approach every fight the same way. If you then add one fight which requires the player to come up with a strategy and use every tool at his disposal, it’s going to hit people out of left field and leave them frustrated and confused.

Moreover, if players had more options during combat in the first place (more spells and skills, systems like elemental weaknesses/resistances, etc.), that would also incentivize players to experiment, instead of simply clicking “attack” over and over.
Understand your words and idea's but i can't promise anything about it. feedback is sent to Tinkerer to read when he got time. Putting things in word + examples is the best feedback for what people want to see improve.

The Game with porn is what he wants otherwise i guess he would have made a VN instead BUT compared to other stuff its a game already, but think your level of %gameplay need is higher than someones. The start of the game is bit lacking due he still was learning the engine and how to make the model for the girls. its bit of excuse but also reality how it went down.

Like before i can't promise you anything but i very very appreciate the feedback. so maybe something comes out of it that will make you happy RPG wise in the game .
 

Damagus01

Active Member
Nov 20, 2022
580
436
Not yet. She dosent have content past getting preg/gifting gold bikini yet
Adding on: Thebreeder1990 There isn't a timeframe, but Tinkerer is going to add it. He intends to get all the existing girls to where they can give birth as a priority in the next few updates. Additional girls might be added as he does that if they "fit in," as with Birgitte for v3.2x/v3.3x.

More Beth content with updated character models (potentially story revisions as well) is on deck for v3.4x. After that, maybe Vixenatrix but no promises.
 

DomWolf

Forum Fanatic
Jul 2, 2020
4,523
2,857
Am I the only one who thinks Vixenatrix need a total change to her appearance ? She is so lackluster, feels like a reskinned bat lady.
You are not the only one to mention this. Personally shes not too bad IMO I'm aware others feel different. While she is in my bottem rung of girls I do appreciate that her design is kinda unique when compared to other shapeshifting dragons (either being busty lizards or straight up human) I like that her form feels "imperfect". I do think the back of her head looks too alien for a fantasy setting lol
 
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Grey62

Newbie
Jun 11, 2022
54
80
You are not the only one to mention this. Personally shes not too bad IMO I'm aware others feel different. While she is in my bottem rung of girls I do appreciate that her design is kinda unique when compared to other shapeshifting dragons (either being busty lizards or straight up human) I like that her form feels "imperfect". I do think the back of her head looks too alien for a fantasy setting lol
IMO she needs hair. That Johnny Sins hairline is the thing that fucks her appeal.
 
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