Question to the audience
Focus
I’ve taken all the feedback into account- including personal feedback- and realized that there are a few things that absolutely need to be changed. Thanks for your remarks.
Before going deeper, I want to mention one core shift in the rework concept: completely removing the pressure/tension factor from sex. This, however, will require other changes as well.
First of all, I’d really like to hear your opinion on a system I haven’t received much feedback on yet- specifically, the
Focus and Concentration system.
I know it’s still rough and unfinished, AI doesn't even work with it (there are no code for that yet), but even at this stage, I’d like to understand how this mechanic feels to you.
Having completed everything now, here's my two cents on focus/concentration.
In its current state I think it's too powerful and governs too much of the action economy. Your attacks don't really matter in terms of the hp damage they do, since just the concentration damage is a shorter path to defeating the enemy. The greater utility in hitting the enemy is without changing your focus and diverting theirs, and so having a health pool is trivial.
I find myself choosing the verbal action that my current focus is so that I gain double focus, and then I switch between hitting them (thrust or slash depending if they have clothes) and for example verbal action: my own lips. I then win the undressing minigame if they have clothes, get both myself and them to maximum overheat (so I don't have to worry about satisfaction, both people are guaranteed to have the same arousal and I gain an adoration slot). And then I win with Will Breaker. I know there's gonna be revamp on this, but for now it's just the current combo I use.
It seems like in an attempt to add variety to the abilities and discouraging spam, the focus system boxes you into only caring about it.
Not sure if there's any impact the disconcerted debuff meaningfully gives (from pummel), it seems there's not much difference if you do 14 focus damage or if you let them get down to 4, they gain 4 focus on the next round and pummel them (which does 8 focus damage) which brings them to 0.
There's almost no case in which blocking an attack will be useful in its current state. Now if there was a riposte option that allowed you to reflect the attack against them, gain stamina at their expense, an extra action point, apply some debuff, create some distance (maybe someone is spellcaster focused), enter close proximity, cast a spell for free, etc. then it would make more sense. I'm not too big of a fan of the "click at the same time the dots overlap" as well.
The only purpose of breathing removing your focus is just so that on a turn you don't attack or give yourself double focus, you don't get concentration damage from the opponent. Otherwise if they attack you on a turn you breathe, they just add whatever was going to be removed. Which is fine I suppose, but there's not much prophylactic strategy involved. You're just breathing as soon as you're out of stamina and that's it.
In terms of strategy there's a few routes you can take to make the combat more dynamic that's around with RPGs. You can go the pokemon route and use an ability against someone that's SUPER EFFECTIVE. The opponent would try to bait out this move by switching to a pokemon where it's not very effective and can take the hit and have a decent move to fire back with. The way this would apply in game is maybe some titcow has a vulnerability like having her boobs played with or being eaten out while she's standing and you're on your knees (not to be graphic) and so the AI tries to predict you're going to use this move and gains some kind of resolve against it, baiting out your move. When your move is on CD the AI can be more offensive now. Something like that.
Another mechanic would be getting them to low enough HP by first attacking their clothes (so whenever you attack you choose where - face does raw damage but if you destroy their pants and panties you get to rape them as a counter attack randomly). This might be a bit primitive, but just throwing ideas.
Having a talent of some kind signifying their next move would give out if you should attack or block in games that have a guaranteed block with no CD. You then slowly damage the opponent, heal up greatly and close the giant HP gap they have over you by hitting only when it's safe. Also a bit primitive but not too bad.
You could potentially make multiple different loadouts possible with a talent system, where the variety is the build you've made and not necessarily the buttons you press. If you're going the roguelite route this could be cool.
I don't hate the system ultimately, but it's not anything special.
As an aside:
I think you ought to add an indicator of how many actions you have left, like in Divinity 2: OS. It follows the "don't make me think" philosophy, and while you can mouse over a certain action to see why you can't make it, I shouldn't have to take extra steps to see why I can't do something, it should be readily apparent. You have no action points and the abilities on the ring are grayed out. Simple.
While I think the inner/outer ring looks cool, the design doesn't match the purpose of it being there. In a standard rpg you have box menus with labels "attack/spell/defend/item", and with a few tweaks you can replace everything you have with that menu system and it'll be much simpler. For the sex scenes while grappling the ring system makes slightly more sense (shift 3 to go up a level, shift 2 to go down a level, that is, if the person is flipped over you can return to the missionary root with shift 3, and you can upgrade to a prone bone with shift 2) but even then it's not as intuitive. There ought to be a better justification for the ring system design representing actions you can take rather than just using something simple.
There is a typo in #4, "you already the Ritual thanks to me". I think the fluff/backstory is interesting in there as well, but for beginners or the game's current state there should be more of a focus on explaining the concept. This is just an opinion, if there's a larger cutscene explaining the backstory and how to go about it, it'll be cool.
I think "enter close proximity" should just be renamed to grapple.
I for some reason can't go in first person mode when I press 0, is this a bug