- Aug 22, 2018
- 498
- 458
Not abandoned actually, the dev finished it but the mods refuse to acknowledge the itch.io link to the completed version's demo that was posted ages ago.its look good game but abonded
Not abandoned actually, the dev finished it but the mods refuse to acknowledge the itch.io link to the completed version's demo that was posted ages ago.its look good game but abonded
im still surprised its not on nyaa torrentsshocked that nobody was so fed up with this being incomplete that they just uploaded a complete version themselves in the commends
someone should definitely just get the finish product and post it here.
for future reference, could you give an example of a Hgame you did think was worth 10usd?Google Drive here you go.
Edit:Honestly the game isnt really worth the 10$ price tags. It's alright at best but the 10$ price tags? Nah.
I didn't think your game was a terrible value proposition, but something like Ero Witches by madodev was pretty great for its price tag before it went entirely free.for future reference, could you give an example of a Hgame you did think was worth 10usd?
ero witches looks good, itd be hard to make a game like that with live2d animations thoughI didn't think your game was a terrible value proposition, but something like Ero Witches by madodev was pretty great for its price tag before it went entirely free.
I can understand people wanting more content in a game focused in on their specific fetish though. If you're just buying Slyphy for the MC content, you're really just there to watch a few scenes in the 3rd area, and that can feel kinda bad.
Edit: I feel like SubSupreme suffers from this a lot too. Their games are kinda all over the place in fetishes, often times with minimal overlap, and once you're outside of an area you may not get any more of that fetish content again. Their Damsel's of Vice games are especially terrible about this.
Meanwhile Odyssey of Gianna felt great and I don't regret picking that up at all. It was jammed full of the fetish content that I wanted and dug a little bit deeper than it needed to, which I deeply appreciated.
the main thing that cause the problem was damsel quest 3 locked me into making lots of art when i didnt enjoy it, and it didnt let me code anything since i can only code in game maker language, and by the end of the years development, i could barely draw once a monthI wouldn't recommend trying to copy madodev, that dev works insanely efficiently and fast. Content updates were being slammed out every week and they were entire new levels full of new artwork and mechanics while the game was in development.
More to the point, I don't think anyone thinks any one style of game is more valuable than another. The more content rich a game is in its writing, artwork, mechanics, etc the better a price point will feel. You don't need to make massive, epic games that burn you out. Just that more content that is accessible to players leads to players feeling like they got the bang for their buck.
for future reference, could you give an example of a Hgame you did think was worth 10usd?
i don't release demo's until theres a properly playable area, and i never trim out content, rather i release the demo as soon as its worthy of being a demo. early awareness of a project means better sales when the games done.The whole cost-to-work ratio, especially the higher work ones is usually supplemented with god-awful devtime, which would usually bring annoying people bugging you for updates, so I would recommend the classic 'dribble them content with 0.1.1.1.1.1.1.1.1.1 versions' that maintain interest for the game for your big projects that you can work much slower on because of that drip feed, while pumping out smaller-scale games to give them a bit of content in-between that you can limit-test with.
Also with drip-feeding on a big project, the stress of waiting for your work is on the consumer rather than yourself since it gives you more control over when your game gets attention, though this isn't very ethical on either end since you could just milk it.
H-games that are released fully are typically received more negatively because of the customer's response as 'that's it?' while those that are drip-fed usually have horny customers frothing at the mouths at 1 new scene because they're being teased on a meta-level. That's why those 'big projects' that release small bits of content are so loved, especially the successful ones, which on this site I can name like 2 lol.
But if you release a title by itself, it draws criticism because it doesn't tease the player with the subconscious 'there might be more to come', so there's a psychological gap there.
Sorry if this is too long, I just hope that you don't give up on your game development stuff. It's a matter of expectations management I think, but just my two cents.
EDIT: Also, Demos are badly received on principle of it being associated with 'purposefully neutered for marketing'. 0.01 versions aren't 'Demos' in the eyes of the public because it's 'being developed', it's just that the distinction between that bracket containing the word (Demo) is the game is completed and the (0.01) means that more can still be added, giving a faux sense of participation as a 'beta tester'. Scarcity and transactional economics, y'know?
Also worth pointing out that it's more profitable to drag out the development of a game with 'donations', than to release a game with a fixed price.The whole cost-to-work ratio, especially the higher work ones is usually supplemented with god-awful devtime, which would usually bring annoying people bugging you for updates, so I would recommend the classic 'dribble them content with 0.1.1.1.1.1.1.1.1.1 versions' that maintain interest for the game for your big projects that you can work much slower on because of that drip feed, while pumping out smaller-scale games to give them a bit of content in-between that you can limit-test with.
Also with drip-feeding on a big project, the stress of waiting for your work is on the consumer rather than yourself since it gives you more control over when your game gets attention, though this isn't very ethical on either end since you could just milk it.
H-games that are released fully are typically received more negatively because of the customer's response as 'that's it?' while those that are drip-fed usually have horny customers frothing at the mouths at 1 new scene because they're being teased on a meta-level. That's why those 'big projects' that release small bits of content are so loved, especially the successful ones, which on this site I can name like 2 lol.
I'm not capable of making the sort of games that can be dragged out. big projects just lead to more burnoutAlso worth pointing out that it's more profitable to drag out the development of a game with 'donations', than to release a game with a fixed price.
I feel like something I would like to add, as a player of a lot of eroge, is that I feel authors of a lot of these games underestimate how much value additional context adds. Let's take Sylphy 2 as an example, you have that area with the office worker hypno stuff.I'm not capable of making the sort of games that can be dragged out. big projects just lead to more burnout
I'm still slower than i should be due to burnout and a lack of ideas though
since making the demo i have added the ceo wandering his floor to order you to remove your skirt (and gives you an extra spank of encouragement if youre going commando)I feel like something I would like to add, as a player of a lot of eroge, is that I feel authors of a lot of these games underestimate how much value additional context adds. Let's take Sylphy 2 as an example, you have that area with the office worker hypno stuff.
Strictly speaking, with just the animations that area already has, you could have about double the lewd things in that area for the player to enjoy. An example, there's already an animation for Sylphy being groped, where the guy then takes her panties if you let him finish her off. But if you get grabbed and groped again when she has no panties, there's no additional dialogue, teasing, etc, the encounter just ends. But you could also have a separate encounter in the area where say, an NPC wants to grope her if she wants into the room he's guarding, using that same animation. Each time she comes back you could have a bit more dialogue and teasing, until she either gives in or gets bad-ended or whatever, and at most you'd have to maybe give her a stronger ahegao for the last one or two goes.
This is just an example. But the context of "offering herself up to be groped" is completely different from "someone grabbed and groped her". It's the same base animation, but the feeling is completely different. Little things like this can greatly improve the eroticism. To you, door-groper guy might be just a reuse of an animation, but maybe that's the thing someone boots the game up for repeatedly. That's the power of a variety of context.