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DrakoProductions

Newbie
Game Developer
Apr 16, 2018
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Oookay so I decided to give this game a try, despite the virus warnings.
Thankfully the posts above with the detailed feedback made me trust this enough to put the file as "accepted" on Windows Defender, though it didn't like that.

I haven't seen any sexual content yet because I want to be a 'good guy.'

Will there be lewd scenes when I get to bonetown?
Say, our dearest friends get 'captured' and we have to 'save' them? Or perhaps we lose a shared fight? :)
Currently the Lewd content is limited to the first Slave that can be captured.

More lewd content will follow through future quests, random events and more enslavable characters.

Thanks for trying the game
 

DrakoProductions

Newbie
Game Developer
Apr 16, 2018
33
49
106
Hi Drako, I tried out v13.1 for a bit over an hour and have some feedback.
  • I like the post-apocalypse setting you've written, it provides an excellent narrative foundation for slavery and depravity. The intro is meaty enough to give the player context for the game without being an overwhelming text dump.
  • I recommend adding an instant text display setting, which should probably be default. Even the current "Fast" text display setting is painfully slow. The typewriter text effect is acceptable for visual novels where a line will only ever appear once, but considering how many repeated dialogues there are in this game the slow text is very annoying.
  • The story dialogues with the trader Bren should be compressed or better yet only happen once. He repeats several lines of story dialogue every time I trade which creates a lot of extra clicks when I just want to sell some scrap. Also when ending a trading session Bren repeats his dialogue, but he should exit out of talking to him.
  • I highly recommend adding some probability numbers for player actions that give random results like scavenging water/scrap or exploring. For example, in No Haven when the player is sending a mission there's a "Success: 55%, Failure: 45%" message to give the player some idea of their chances. Currently the player has no idea why they are succeeding or failing. Also, do player stats like Strength make any difference for the random results? The game doesn't make it clear.
  • The wide variety of activities available when training Kyra is awesome. I do wish they were organized into some sort of logical groups (maybe Service, Sex, BDSM), instead of randomly slotted into a grid.
  • The multitude of numbers associated with Kyra mean that understanding the results of any action is challenging. I suggest adding little green +1 / red -1 indicators when stats change.
  • The direction of stat changes from actions with Kyra could use careful review. For example, giving Kyra a verbal Reward seemed to increase her Fear, but a verbal punishment did not affect Fear, which doesn't make any sense to me. I don't understand what the difference between "Loyalty" and "Bond" are, those seem like conceptual synonyms. Maybe merge them or rename one to make it clearer.
  • I really like the game taking a shot at making a complex NPC psychology/relationship system. Does Kyra obey out of fear? Is she a loyal companion? Is she a traumatized mess hiding in a corner? That depth is great. Building a nuanced NPC psychological model is a lot harder than simply giving them a linear Obedience meter like many other games, but I think it is definitely worth the extra effort.
I look forward to trying future versions!
Cheers mate
Thanks for the feedback.

I actually tried adding in the instant text display button the past but failed at the first attempt :), the dialogue speed button was my next best attempt. I will make the fast button much faster for the time being. Please note the space bar autocompletes the text as well.

Comments about Bren are well noted and will adjust accordingly. Random outcomes are indeed not yet communicated clearly. I am looking for ways to make it more nuanced as an actual percentage. I tried to do that with training already but should spread this out through every event.

I will try to arrange the sex types better but I am trying to avoid the player having to click to many buttons to reach anything as this might cause frustration as well. For reward and punishment I tried making a very complex justification system that defines outcomes based on past events, but this has not come to full fruition just yet. When it does I will also increase the logic of the outcomes.

Overall this has been great feedback and I will try to prioritize all the points you made!
 
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nononomaybe

Member
Jun 6, 2018
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I'm glad my thoughts were helpful!
Thanks for listening and answering player feedback.

try to arrange the sex types better but I am trying to avoid the player having to click to many buttons
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Something like this was what I was envisioning with the grouped grid for Kyra training actions (obviously the visual style of the example is different). Nothing that requires more player clicks, I totally agree it is best to minimize menu navigation clicks.
 
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SoviTeliya

Newbie
Dec 7, 2023
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Now this depends on the dev's preference of learning the harder to work Unity engine (which allows far more complex games), but considering that this game it's about images and scripts, Ren'Py would be far quicker and easier to be used for projects like these.
 
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DrakoProductions

Newbie
Game Developer
Apr 16, 2018
33
49
106
Now this depends on the dev's preference of learning the harder to work Unity engine (which allows far more complex games), but considering that this game it's about images and scripts, Ren'Py would be far quicker and easier to be used for projects like these.
Did it for the long-term benefits :)
 
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