Valaska

[PFF: Avarice Dev]
Game Developer
Aug 5, 2017
618
920
So then there isn't a reason to play it? It does seem kind of strange that you guys add like 4 scenes to the Patreon version but only release one to the public version, it seems like as time goes on there's just going to be more and more content pilling up behind the Patreon version. I get wanting to reward Patrons and all, but this gives off a pretty bad impression imo.
Well, we are offering more than just the lewd content with our game. We are a game with porn, not just a porno. But even then we are still phasing in and bringing scenes into the public build from the Patron... for free. I really don't like letting you down, but at the same time, this is the best way we know how to run our project so far... It's working out and quite a few people are happy with how we run things now so changing course doesn't make sense for us as of current.
 

MangoMeta

Active Member
Oct 27, 2018
637
1,602
Well, we are offering more than just the lewd content with our game. We are a game with porn, not just a porno. But even then we are still phasing in and bringing scenes into the public build from the Patron... for free. I really don't like letting you down, but at the same time, this is the best way we know how to run our project so far... It's working out and quite a few people are happy with how we run things now so changing course doesn't make sense for us as of current.
At the end of the day you are a porn game, that's why the porn in particular is locked behind the wall. Am I wrong? Either way i'm not gonna argue over what I think you should do, not only would it probably not even slightly change your mind, but i'm just a pirate at the end of the day.

Of course your Patrons are happy with it btw, there's no reason they wouldn't be.
 

JG07

Newbie
Jun 8, 2017
35
97
After being disappointed by some of the lewd scenes in other games, the scenes in this one (so far) were considerably well-written. I can't tell you how disappointing it is to grind through an RPG only to be "rewarded" with a single cg, and dialogue like "mmmf...hrmm... mmm. *PLOP* I swallowed it all!" /scene. Too many games seem to do that and it's no good at all. You need some description for mental stimulation, it isn't all about the visuals.

Sorry about the rant. I just wanted to say that this game stands out in stark contrast to all of that other trash out there. I am looking forward to purchasing a more complete version of this game someday.
 
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Solak

Member
Nov 22, 2017
492
704
^ Pretty much this. The animated scenes are pretty good quality AND have the writing to spice them up.

The Nailah scene in particular comes to mind. The way it "can" play out is surprising to say the least. Reveals a part of her character and her reasons why she's kind of a stick in the mud when you first meet her, showing a much more likeable persona thereafter.

... And then dialogue resets back to her calling you "sir" because that's the end of the content for Nailah. WHY?! WHY HAST THOU FORSAKEN US?!
 

Valaska

[PFF: Avarice Dev]
Game Developer
Aug 5, 2017
618
920
^ Pretty much this. The animated scenes are pretty good quality AND have the writing to spice them up.

The Nailah scene in particular comes to mind. The way it "can" play out is surprising to say the least. Reveals a part of her character and her reasons why she's kind of a stick in the mud when you first meet her, showing a much more likeable persona thereafter.

... And then dialogue resets back to her calling you "sir" because that's the end of the content for Nailah. WHY?! WHY HAST THOU FORSAKEN US?!
I mean... the game isn't finished yet :x. There's no more with Nailah in Patreon either.
 

Konius

Newbie
Aug 2, 2017
26
23
Okay maybe I’m dumb, but i don’t know what to do with my additional skill points. I got the first few skills but that’s about it. Oh like many I came for the lewds stayed for the gameplay oof
 
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Valaska

[PFF: Avarice Dev]
Game Developer
Aug 5, 2017
618
920
Okay maybe I’m dumb, but i don’t know what to do with my additional skill points. I got the first few skills but that’s about it. Oh like many I came for the lewds stayed for the gameplay oof
So right now there's not anything your eally can do with the spare skills until we further develop the skill tree's. There's a lot of game left to build and a lot more chances to play and mix up the skill tree etc when we finish it all!

Thanks a ton! It's been a LOONG day and that means a ton :)
 

Konius

Newbie
Aug 2, 2017
26
23
So right now there's not anything your eally can do with the spare skills until we further develop the skill tree's. There's a lot of game left to build and a lot more chances to play and mix up the skill tree etc when we finish it all!

Thanks a ton! It's been a LOONG day and that means a ton :)
Thanks for answering, definitely going to support this awesome game
 
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DDCall

Newbie
Feb 20, 2019
22
30
Claiming to be a Baldur's Gate alike game was a risk...

It paid off.

This is a proper game, not just a cliker or RPG maker grind fest. Sure, the combat isn't exactly what you'd expect from that claim but the world building, the dialogue, the maps... for a project in this genre and with limited resources what has been accomplished is quite remarkable.

I spent a few hours today playing the intro and meeting the first proper companion and I can already tell this truly is a proper adventure game with porn where you'd expect vanilla games would have it if they didn't have to appeal to as wide an audience as possible.

A bit of criticism is in order though. Barring changes in development, the current iteration of the combat system is a bit cumbersome. I was actually expecting a turn based combat similar to Baldur's Gate (that was the promise wasn't it?) but found a hex based map with a multitude of not really well explained mechanics. Now, this is not a deal breaker for me, but there should be a brief introduction to the elements of combat. This combination of armor, multiple body parts to target, cards and buffs/debuffs is quite staggering at first. I can imagine some people getting frustrated. Half the time I wasn't even sure what was going on.

Other than this, Build 9 has been a pleasant ride so far and I can whole heartedly recommend it.
 
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Valaska

[PFF: Avarice Dev]
Game Developer
Aug 5, 2017
618
920
Claiming to be a Baldur's Gate alike game was a risk...

It paid off.

This is a proper game, not just a cliker or RPG maker grind fest. Sure, the combat isn't exactly what you'd expect from that claim but the world building, the dialogue, the maps... for a project in this genre and with limited resources what has been accomplished is quite remarkable.

I spent a few hours today playing the intro and meeting the first proper companion and I can already tell this truly is a proper adventure game with porn where you'd expect vanilla games would have it if they didn't have to appeal to as wide an audience as possible.

A bit of criticism is in order though. Barring changes in development, the current iteration of the combat system is a bit cumbersome. I was actually expecting a turn based combat similar to Baldur's Gate (that was the promise wasn't it?) but found a hex based map with a multitude of not really well explained mechanics. Now, this is not a deal breaker for me, but there should be a brief introduction to the elements of combat. This combination of armor, multiple body parts to target, cards and buffs/debuffs is quite staggering at first. I can imagine some people getting frustrated. Half the time I wasn't even sure what was going on.

Other than this, Build 9 has been a pleasant ride so far and I can whole heartedly recommend it.
Thank you a ton! :D - but yes I actually agree our combat system has a long way to go in explaining and teaching how it works. Normally a game would slowly introduce you to each mechanic in either a textual prompted tutorial or a diegetic way that would slowly pull the player forward.

There's SO much going on with our combat system that some form of tutorial or manual is needed, sometimes I get a little confused about what exactly is going on and I am one of the devs haha.
 

ArbuzBudesh

Newbie
Game Developer
Sep 12, 2018
89
71
Game is inspired by Baludrs gate, but wasn't claimed to be baldurs gate-like. Mimicing the the classical game was never the goal since there's always the "why play a parody if you have the original" question. We mostly aiming to capture mood and general feeling of the game, while from mechanical stadpoint decided to experiment a bit.

As for combat, as Valaska said its still work in progress and we just didnt have time to polish it yet, including proper tutorial. We planning to update our combat with big update we planning for early summer.
 

Spyrø

Newbie
Jan 4, 2018
47
22
when this game fully released, do you guys "dev" intend to sell it on steam? if 'not' would you tell me why?
 

ArbuzBudesh

Newbie
Game Developer
Sep 12, 2018
89
71
we intend to sell it on steam when its finished. There's no good reason not to sell on every available storefront.
 
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Solak

Member
Nov 22, 2017
492
704
A bit of criticism is in order though. Barring changes in development, the current iteration of the combat system is a bit cumbersome. I was actually expecting a turn based combat similar to Baldur's Gate (that was the promise wasn't it?) but found a hex based map with a multitude of not really well explained mechanics. Now, this is not a deal breaker for me, but there should be a brief introduction to the elements of combat. This combination of armor, multiple body parts to target, cards and buffs/debuffs is quite staggering at first. I can imagine some people getting frustrated. Half the time I wasn't even sure what was going on.
The devs have already replied, but there's another point they "forgot" to mention.

Gameplay is still work in progress. This means that if they made a tutorial to explain how combat works now, that may not apply anymore in the future. Given that tutorials take quite a bit of time to make , this would equate to a loss in productivity for... not that much, honestly. You can easily test what works and proceed with the game despite not knowing the full depths of the combat mechanics. It IS an "early release" after all.

That said, a few thoughts. I think forbidding players from choosing the limb to attack would be a good idea. You have some skills that can only target Torso or Arms for example. It'd make these skills more valuable since you would know what you're hitting. For instance, spear lady has a skill that targets legs. Except Samara's basic skill deals as much damage (or more?), can target anywhere and costs less... making the legs-only skill useless. Besides, after finding out the way it works, I'd mindlessly bash their torso in until death ensues. Go on, catch your breath while I'm stabbing you.

I'm also confused as to why until a limb is maimed, the character takes no HP damage. In effect, that makes "Limb Armour" and "Limb Health" the exact same, slows down the pacing of the game... and doesn't make a whole bunch of sense. Mind you, I get that you have "blunt" damage that can't inflict HP damage. This could be kept, with slightly higher damage ratios than "deadly" ones, BUT can't inflict HP damage even when hitting "Limb Health". As for "dull", it'd then inflict HP damage when hitting... maimed limb or limb health. It depends on what you want players to do: break more limbs? HP damage on limb health only, forcing them to switch limbs to target. Otherwise, on maimed limb. That'd give you:

blunt - Limb health: no hp damage / Maimed limb: no hp damage
dull (break more limbs) - Limb health: inflicts hp damage / Maimed limb: no hp damage
dull (alternative) - Limb health: no hp damage / Maimed limb: inflicts hp damage
deadly - Limb health: inflicts hp damage / Maimed limb: inflicts hp damage

Limb Armour would prevent any kind of HP damage.

Last thought, the "enemy deck" thingamajig is very confusing. I still don't really get it, and it's hard to know what the enemies actually are doing. It might as well be "Attack" "Attack" "Attack". Not too engaging :(
An idea: each time you see a new card used by one kind of enemy, "revealing" that card in the deck of all enemies of that kind. That way, you can quickly check what skills they have. The game would also automatically remove/grey out the cards already used until it reshuffles. (Obviously you wouldn't know which card they want to use, but you'd know what they can do/still do).

Just food for thought anyway, a bit of brainstorming. Figured it could help spark new ideas. Feel free to ignore all of this if you've already planned out what you want for your combat mechanics! :poop:
 
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DDCall

Newbie
Feb 20, 2019
22
30
I totally agree, the card part of the system is the most confusing aspect.

But as of now everything is functional so the issue is offering constructive criticism to help develop the game.

EDIT: I played a few more hours today and think I reached the end of content for this version. Perhaps a walkthrough is in order? Or perhaps a few bullet points to show just how far you can progress in the build?
 

ArbuzBudesh

Newbie
Game Developer
Sep 12, 2018
89
71
Fighting mass enemies is currently confusing due cards, yes. Im aiming to adress it in next big update.

As for HP and dull\blunt\etc. Deadly tag is currently being reworked, new meaning likely would be "do something when limb health is hurt". Overall HP pool is measured by amount of blood character has, so attacks which provoke less bleed cause less damage to it, but planned to have other benefits like more limb HP damage or additional utilities. Aimed limb ability is planned to be slightly weaker due its flexibility, and random limb abilities generally have biggest damage output, abilities with locked limb usually have specific functionality with them.

How bleed damage works currently is following. Each limb has %bleed marked on it, this means how many bleed damage character will recieve per limb HP damage. Blunt and Dull put 25% and 50% modifier on them (while Sharp(only crimson dervish has it atm) has positive modifier). When limb is maimed you get ruptured vein debuff which will add DoT at start of each turn, but in addition will change bleed% to a much lower one. This is done to make bashing single limb is less efficient, making rotating limb target better. And i know all of this is not explained in the game and counter intuitive, but we'll try to solve it as we go. And generally damage numbers need balancing too.
 
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Solak

Member
Nov 22, 2017
492
704
Fighting mass enemies is currently confusing due cards, yes. Im aiming to adress it in next big update.

As for HP and dull\blunt\etc. Deadly tag is currently being reworked, new meaning likely would be "do something when limb health is hurt". Overall HP pool is measured by amount of blood character has, so attacks which provoke less bleed cause less damage to it, but planned to have other benefits like more limb HP damage or additional utilities. Aimed limb ability is planned to be slightly weaker due its flexibility, and random limb abilities generally have biggest damage output, abilities with locked limb usually have specific functionality with them.

How bleed damage works currently is following. Each limb has %bleed marked on it, this means how many bleed damage character will recieve per limb HP damage. Blunt and Dull put 25% and 50% modifier on them (while Sharp(only crimson dervish has it atm) has positive modifier). When limb is maimed you get ruptured vein debuff which will add DoT at start of each turn, but in addition will change bleed% to a much lower one. This is done to make bashing single limb is less efficient, making rotating limb target better. And i know all of this is not explained in the game and counter intuitive, but we'll try to solve it as we go. And generally damage numbers need balancing too.
That does explain a few things! Anyway, it seems you had been testing waters here and have already thought about how to improve it. Fixed limb skills dealing less damage was what me and my friend were thinking too. Risk vs reward.

If you want to encourage breaking more limbs, the bleeding reduction is a decent enough incentive, but you may want to consider buffing the bleeding ratio on other limbs as well. But overall, I'm all the way behind the changes you've thought up! Can't wait! (y)
 

juanito

Active Member
Jun 19, 2017
765
551
After waking up in the cell the screen is black. I can only see the UI at the top, the sprites when talking and the icons that appear when (I presume) hovering over objects. Using a mac.
 
4.10 star(s) 35 Votes