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mncub31

Member
Nov 1, 2017
344
125
As a fan of The Gift, I see and appreciate the obvious influence on this game.

The Gift was abandoned TWICE though; so hoping that eXtasy is committed to this one.
 
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Ruff Ryder

Member
Aug 18, 2020
469
625
The quest log in the phone is not very helpful.
Some Quests say it's not been implemented yet, while others that don't say it aren't available in this version (e.g. Kobe at detention).
Furthermore I don't know how to proceed with roommate and the erotic books or Alice and the favor.
I bought the books for Chloe and went to her class room while she studies and yet I can't give her the book.
I think the quest log/help menu should be reworked.
 

kokos94

Active Member
Aug 31, 2022
704
1,177
As a fan of The Gift, I see and appreciate the obvious influence on this game.

The Gift was abandoned TWICE though; so hoping that eXtasy is committed to this one.
wonder why would that masterpiece be abandoned... :unsure:
 

fishbrain

Engaged Member
Apr 9, 2018
3,676
4,662
Shit.. well I really enjoyed FATES and was disappointed we didn't get more story on the female agent but this might just have too many negs for me. Let me ask this, is the annoying twirpy sidekick going to be with us for the duration or can we get rid of him?
 

Factor96

Newbie
Apr 6, 2022
77
50
So, this was interesting, and mind control isn't exactly a genre overflowing with choice, but to echo others, this needs way more signposting on quests that aren't finished. I do like the character representing mind control abilities, as the contrast really helps get through some early parts of the game.
 
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Hongfire Survivor

Active Member
Mar 28, 2020
678
1,755
eXtasy Games

nice, glad to see that pregnancy is not something we see as a little reward at the end of the game, but something that we can enjoy DURING the game. So now i have to ask, will pregnancy have some sort of "progression" or will they give birth to the baby at some point? If yes will pregnancy be repeteable?
:unsure: Pregression? (patent pending)
 

eXtasy Games

Member
Game Developer
Feb 16, 2022
299
2,878
Shit.. well I really enjoyed FATES and was disappointed we didn't get more story on the female agent but this might just have too many negs for me. Let me ask this, is the annoying twirpy sidekick going to be with us for the duration or can we get rid of him?
Bill? After the prologue and after completing his first quest, he plays a rather minor part.

eXtasy Games



:unsure: Pregression? (patent pending)
I want to show some form of progress, but I think there will only be two stages.
The beginning with a little visible belly and already far advanced, with larger, lactating breasts and belly.
I will not include the actual birth.
But pregnancies will be repeatable.

I have to keep in mind that I will eventually have to implement this for all of the characters I have planned for this game.
That's why it's important to keep the workload in check.
 

ghjghjghj

Member
Dec 10, 2018
155
358
Well... I can already see where this one is going. Yet another game I'll have to try to forcibly ignore, and then occasionally I'll give in, only remember - far too many hours later - exactly why I swore it off last time.

More than enough potential to tantalize, with bits and pieces executed well enough to make you *want* to hope that the payoff is just one more scene away... But ultimately it's just so god-forsakenly slow and tedious that it would actually bring more value to my life if it was utter shite. At least that way I wouldn't be tempted by it.

Honestly, dev... The good news is that this is still real early. If you fix it now, you'll have to throw out the least amount of work. Things that need addressed...

  1. Movement. I know it's a fine line between making it take an age and a half to do anything, and smashing any sense of space as the player insta-teleports between random backgrounds. As a sandbox game, this is kind of just an inherent problem with no easy solution... but it doesn't need to be this bad.
    1. You should really ask yourself if all the various little hallways really *need* to be there. If it's not a place that's important to have a spatial sense for, just remove it.
    2. The more common it is you need to go somewhere, or do something, the easier it should be. For example, why doesn't passing time at the end of the day automatically take you back to your room and sleep?
    3. Make it as easy and quick as possible for players to determine where they want to go. Less fruitless wandering means less wasted time moving. And if actually going somewhere always has a payoff, it makes it *so* much easier to deal with. To that end...
  2. Information. It's good that you tried to address this with the quest log and tracker, but... it's not enough, but a long shot. It's not just about the info being available, but being *easily* available. Think how many clicks it takes to actually figure out what to do next. Think about how easy it is to forget just one little thing in the process of gathering the information.
    1. Take everything possible out of a menu and slap it right on the screen. Not everything needs to be just lists either. You can do things like add visual clues to characters on-screen that have new interactions available too. And you can keep the menus too, for completeness, while the main screen just functions as HUD . You can keep clutter down by only showing information that is immediately actionable.
    2. The goal here should be to make it take zero extra time to figure out *something* they can do next. You don't need to achieve this 100% of the time, but it shouldn't be so far away that it sounds impossible either. This isn't that hard either. It's good enough if, at a glance, you can see who you might want to talk to *right now* and where you have to go to do it. The time between dialogue and moving around is more than enough to passively absorb that info.
  3. This is the least important, but I figured I'd throw it out there. Minigames... Again I appreciate your skip (at least for xp), but... If a player doesn't want to play a minigame, do you think they want to have to spend more days grinding?
    1. A setting is your friend here. Let those who aren't interested outright turn the minigames off and get max benefit from it. By throwing it behind a setting, you can sidestep the issue of minigame-enjoyers being slapped in the face with a max-benefit skip.
I really do mean it when I say you're in a great position to fix these things, major as they are. I mean, even if you don't do any of this, your event sequencing/dependency code needs some serious testing/fixing anyway ;). May as well rip the band-aide off and just go for it, since the time lost won't ever be less than now.
 
3.80 star(s) 151 Votes