Others Completed Princess of the Ring 2 [v35] [Toffi]

4.00 star(s) 9 Votes

Taisha

Newbie
Aug 27, 2017
27
33
So, it has been finished?

Is it better than the first one?
Yes, it's finished, although an update is coming in the next few months to add futa mode.

Yes, it's better than the first one, although I think the gameplay in the first one was better. That's not praising the gameplay of the first game, I just really dislike the combat system in this game.
 
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Christin Eleven

Active Member
Sep 3, 2017
951
424
Yes, it's finished, although an update is coming in the next few months to add futa mode.

Yes, it's better than the first one, although I think the gameplay in the first one was better. That's not praising the gameplay of the first game, I just really dislike the combat system in this game.
How so?
 

Taisha

Newbie
Aug 27, 2017
27
33
The gameplay of PotR2 is almost entirely based on reaction speed. You need to grab your opponent before they grab you, and then you need to win the grab counter check. That grab counter system looks like rock-paper-scissors at first, but since you can see what your opponent picks, it's actually a reaction check to pick after your opponent but before the timer runs out.

A game that's mostly about reaction speed is annoying enough to play against a human, but against a CPU opponent it's downright infuriating. Either you set the difficulty low enough that you can beat the CPU 95% of the time, or if you set the difficulty above your reaction speed then the CPU just wins every grab interaction. The fact that it's optimal (and necessary on medium-high difficulties) to delay your input as long as possible also leads to an annoyingly long pause every time someone does a grab.

Strikes have a bit of non-reaction gameplay because you can try to control spacing, interrupt attacks and stop on different parts of the attack chain. Unfortunately, strikes only build up damage, which is only part of what you need to win. Even worse, during a grab you can perform unblockable attacks that are completely impossible to avoid, making strikes even worse in comparison. This grab attack mechanic isn't only bad because it makes strikes even less relevant, it's also silly to have a "mechanic" where you just press a button for free damage; there's no reason to not do as many grab attacks as possible.

Maybe you think strikes might be useful to knock down your opponent before going for a grab, but that's a trap; if you try to grab a knocked down opponent and they counter you, you get knocked down, allowing the CPU to get a free grab. This doesn't happen if the opponent is standing, so grabbing a knocked down opponent is (counter-intuitively) riskier than grabbing an opponent while they're still standing.

A lot of these criticisms also apply to the first game, but since there was no reaction speed grab minigame, it was easier to win with good spacing, blocks and strikes. The lack of a grab minigame also meant that even if you were trying to grab a standing CPU opponent, you only had to beat the CPU's reaction speed once to land a grab, rather than twice in a row. You could also predict the CPU's forward movement to grab the CPU while it wasn't able to grab you, whereas in PotR2 if you tried to do that, you would land the grab but almost inevitably get countered (on higher difficulties).

Eventually I just gave up playing on higher difficulties. I just play it on normal or easy to look at the animations while beating up opponents, and for that it's okay. It's a bit disappointing to see so much work being put into these animations, but have them in a game that doesn't seem well designed.
 
Last edited:

Christin Eleven

Active Member
Sep 3, 2017
951
424
The gameplay of PotR2 is almost entirely based on reaction speed. You need to grab your opponent before they grab you, and then you need to win the grab counter check. That grab counter system looks like rock-paper-scissors at first, but since you can see what your opponent picks, it's actually a reaction check to pick after your opponent but before the timer runs out.

A game that's mostly about reaction speed is annoying enough to play against a human, but against a CPU opponent it's downright infuriating. Either you set the difficulty low enough that you can beat the CPU 95% of the time, or if you set the difficulty above your reaction speed then the CPU just wins every grab interaction. The fact that it's optimal (and necessary on medium-high difficulties) to delay your input as long as possible also leads to an annoyingly long pause every time someone does a grab.

Strikes have a bit of non-reaction gameplay because you can try to control spacing, interrupt attacks and stop on different parts of the attack chain. Unfortunately, strikes only build up damage, which is only part of what you need to win. Even worse, they're that great when you realize that during a grab you can get a bunch of attacks for free without any interaction. I'm not a fan of gameplay options that should always be used, so the grab attack mechanic seems unnecessary to me. Maybe you think of trying to knock down your opponent with strikes before going for a grab, but that's a trap; if you try to grab them and they counter you, you get knocked down, allowing the CPU to get a free grab.

A lot of these criticisms also apply to the first game, but since there were no grab counters, it was easier to win with good spacing, blocks and strikes. The lack of grab counters also meant that even if you were trying to grab a standing CPU opponent, you only had to beat the CPU's reaction speed once to land a grab, rather than twice in a row. You could also predict the CPU's forward movement to grab the CPU while it wasn't able to grab you, whereas in PotR2 if you tried to do that, you would land the grab but almost inevitably get countered (on higher difficulties).

Eventually I just gave up playing on higher difficulties. I just play it on normal or easy to look at the animations while beating up opponents, and for that it's okay. It's a bit disappointing to see so much work being put into these animations, but have them in a game that doesn't seem well designed.
I guess Toffi is STILL kinda bad at creating good Hentai Games . . . (Long time following his "progress")

:unsure:
 
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OnyxShadow

Member
May 21, 2017
308
507
The game is solid. Its really the same as most of the previous games minus about 80% of the futanari content and with 80% more generic yuri. I'd have hoped for a bit more nuance or improved visuals after so much game design experience.

Toffi has suggested on their homepage that they want to fill out the remaining sex moves with 100% footjobs and are waiting for feedback on that proposition. Personally, a footjob is a null sex move for me.
 
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MrFrosty

Member
Oct 6, 2018
168
280
People who listen to that vocal minority that want every game ruined with a futa mode will end up losing the silent majority that do not want the game ruined with a futa mode or whatever other nonsense people come up with elsewhere.

Toffi already makes futa based games with other offerings. I see no reason why this one needs to be just like every other game. At the end of the day, these games mostly fell off my radar. I'll at least mention one of the many reasons why.
Under the witch's devs has been shoehorning scat fetish slop into that game and you're triggered by dickgirls?
 
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4.00 star(s) 9 Votes