WHOAH. All of this feedback!
First, thanks for writing all of the stuff that you did! I appreciate you guys taking the time to talk to me about how you feel about the game.
I'll be responding to your posts in part.
When I played, the arrow inputs seemed near totally random. Some were revealed to you before the turn, but most were blank. The purple ones which I was warned would be 'random' were actually the only non-random ones, because they'd tell me what to press.
Ahhh I can see the confusion here. You get "free" arrows and "random" arrows are what's confusing.
OK I need to explain the "free" arrows as well.
The tutorial says they aren't completely random. First time you fight an enemy it will feel random because you don't know what their pattern is, by the third turn though you should know what it is.
But you're saying that each girl uses the same pattern each time, so you can 'remember what she likes?'
Are we really expected to... what? Memorise the button-input for every enemy type in the game?
Yeah... that's not going to happen.
It's really not that hard. Especially if you fight a bunch of them. Fate/Extra had a similar system, and you do the same thing in most JRPGs.
Also, the enemies make it easy for you by having patterns of their patterns. I'm sure you've noticed what Rouge does right. All the enemies have something like that.
The music is great, the art is great, the animation is great., but none of that will matter if your intended combat system really is 'Just remember each girl's combos'
Rote memorisation is boring.
As I've said before it's not "just" remembering the girl's actions, because there's still challenge in the game after you remember what their actions are, and even if you just have a general idea the free arrows should help you get the rest.
Not only that, but it's not like each girl's pattern can just be anything. They have patterns within their patterns.
Rouge does two of the same arrows, then the last two is two of the same arrows.
If it was just 'this girl like doing up/down/up/down strings' or 'this girl do clockwise rotations' then it wouldn't be too hard, but actual randomised strings instead of patterns make it a bugger to remember even a single girl. Trying to memorise the attacks of four or five is a no-go from the start.
Well...
Does Rouge use vertical attacks in her first pattern? Does she use Horizontal attacks in her second pattern?
If you know Bleu's first arrow, can you guess her second?
Edit: Booted the game up again to check. Fought the red girl. First round she had all up arrows. Then she had all left, then she had left/right/left/right, then she had a random burst of all four directions.
... I don't know what you mean about 'learning what she likes' because she never repeated a pattern and her order of attacks seemed totally random.
Is this... working properly?
Whenever you boot the game, the girl's patterns are a bit randomized. This is so
I don't even know what the patterns really are so I can feel the same things the user does. While playing the game though, they'll be the same as you fight multiple of the same enemy.
Anyway, how I'd do it, is I'd give each girl three or four premade combos to switch between and she'd use those three combos at all speeds (so if she's at speed one and only has four moves, she uses the first four moves from combo A,B, C, or D, and at max-speed she'd use the full combo-string)
Except I'd have the character learn and remember the combos, not the player.
As in, each time a move is countered properly, that part of the combo is permanently made visible every single time she uses that combo.
If I mash random keys the first time we fight and manage to find out that the third attack on her A-combo is a left? Now every time she uses her A-combo, that third move being a left will always be visible to me.
So the first time you fight her, you don't know any of her moves, but the second time you've got chunks of each combo, and by the third time you might know her entire A-string, so if she busts that out you can perfect parry it so long as you don't fumble the inputs.
On the other hand, if she breaks out Combo D, which you haven't seen yet, you'll be fighting blind again.
Hell, maybe that's how it's supposed to work now, but I'm not seeing it at all.
Every time Red-girl gets an attack, she throws out a totally different string. As far as I can tell, she's not working off any kind of preset combo-list here.
No matter how many moves I get right, i don't seem to be making any more of them visible in the next series of rounds.
I'm thinking of a different system to get free arrows, as your recommendation would trivialize early battles and bring the player more out of the experience. In fact, in your system, the enemy will offer no challenge after a few rounds.
I'd also totally do away with the purple 'random' moves. You're trying to reward the player for learning her moves, so sticking us with an attack that's 5/7ths unknowable purples is kind of a dick move.
Ok so the pink diamonds look purple hunh.
I'll have to go make sure that's not the case.
Regarding them and their addition to the game. I mentioned this in my initial post, but it's the extra layer to strategy outside of just handling enemy patterns. If you get a handle on the enemy pattern w/o the pink arrows, the game becomes too easy, and the enemies become non-threatening. I also wanted to show their personality in some way.
That's where speed manipulation and other come in. At higher speeds knowing their pattern means less because they move in more random ways, AND you have less time to put in actions.
Also, the Preparation Skills in game are kinda...
I think I only ever used the two heal-type skills, and maybe the damage-boost one.
All the others felt either unnecessary, or something I wished I could try not but wasn't able to because I needed to be healing.
Ah.. no wonder you were struggling so hard. You didn't do any speed manipulation so you couldn't get your passives to help in lowering your lust.
Focus is a fantastic ability to use on turns when you have NO idea what to put in.
Calm is a fantastic ability, and might actually be broken right now. I still need to figure out how high it's cost is.
Slow might also be too strong even though I added in an element of randomness as well.
Psych Up and Meditate are kind of last resort skills. They're useful but not that useful, in comparison to the others.
Yeah, you seemed pretty defensive about it. Which I get, it's something you're working on that you really care about so fair enough.
If that's how I came out, I want you to know that's not what it was.
It's just that on forums conversations happen slowly and I wanted to get to the root of the issue (for other readers) from past conversations I've had with users
In regards to making it look less like a rhythm game, I don't actuallly know that there's much to be done there. I think it's because the arrows give me a real DDR sort of vibe. Maybe different colour arrows besides white would help? Or if the whole point is memorization, maybe something besides arrows?
It's not the whole point, since you've still got skill manipulation.
I've noticed a lot of the same stuff as iamnuff is saying. If pattern memorization is the goal, then why are so many attacks so random? I've also noticed that some of the patterns are only the first and last arrow, and everything else appears to be random? I don't know if that's a bug or not.
Not a bug.
If you are concerned about pink arrows then you should probably do something about them in battle right?
I really hope blowjobs/titjobs/footjobs/ect are added, because vaginal all the time gets fairly boring. Keeping the femdom feel of the game is obviously important, so trying to keep girl on top on most of the scenes is probably the easiest way to do that, unless a bunch of the girls get mind-control type stuff, which might be fun in it's own right but isn't really my thing. Footjobs are easy enough to do in a femdom type game, and blowjobs and titjobs could be done with the girl on top in 69 maybe?
Not during the battles... I think. You still need to "win" so the sex is necessary but we've got some interesting ideas to add service animations to the game.