prowhy
New Member
- Feb 8, 2020
- 6
- 19
- 21
I don't want this to be a full review, just some things I found interesting, my opinions, and my hopes for the game's future. The video is just a little proof of completion of this update at all stats lvl1:
(yap warning)
Stats:
Not all Stats are the same, the top three (in order) are Libido, Strength, Handling.
-Vitality: Gives health obviously, not super useful unless you plan on brute forcing every encounter. Tit for Tat is good in conjunction with Lust on Dmg taken. Once you get Tit for Tat you dont need the other blessings.
-Mind: Dump stat, absolutely useless. Taking damage lowers it, "Purifying" raises it. Blessings also suck ass.
-Strength: Deal more damage with melee (NOT RANGED), makes stealth killing or normal killing much easier, at mid strength Bottles will be your primary weapon being able to kill enemies from stealth.
-Stamina: Run for longer, also blocking but who cares when you can parry. Paired with Agility, but Stamina takes less priority if you crouch around or check corners, giving stamina regen time.
-Agility: Run faster, IMO more useful than Stamina but both become pointless when you have 50+ adrenaline.
-Infusion: Consumables fill bars more (maybe makes adrenaline last longer??). Okay for Healing and Lust but all around pretty pointless.
-Libido: Most convenient stat, Aphrodisiacs are uncommon and you won't have to wait around for the bar to fill up. Also the best blessings, Lust on Damage, Heal on Purify.
-Handling: Items wear out slower, convenience stat.
All perks have a pair they work with so you can dump half points into each or ignore one:
Vitality-Infusion (choose vitality)
Mind-Libido (take a guess)
Strength-Handling (if you have to choose do strength, both are good)
Stamina-Agility (preference, I prefer Agility)
Blessings:
Blessings vary in usefulness, not only because of their effects but also because some require heavy investment to acquire. I'm just going to list notable blessings as well as my opinions.
Vitality Blessings: Tit for Tat is all you need. It seems like its glitched giving you a 25% chance to recover health when dealing damage.
Dungeons:
For brevity I won't go into total detail about each dungeon and mainly talk about my problem with the third. The first and second dungeons have predictable spawns, the second being the easiest for stealth and best for loot. The third dungeon is a disappointing mess of hallways...
Each dungeon took about an hour to complete despite requiring more orbs each time, I took a while on the first to get loot, the second was normal, but the third was mostly run-through's simply because of how awful the 3rd dungeon is. When I say the 3rd dungeon is bad I mean it is truly terrible here's why.
-The dungeons generation is mostly hallways, some of the rooms are even long and thin like them, this causes the dungeon to spread out and typically never connect.
-The spawn room has three adjacent areas where rooms can spawn and due to the few selection of rooms available one in three floors will have you immediately spotted.
In combination you are usually discouraged from exploring the entire floor because of how disconnected and spread out the dungeon is, if you still choose to explore most of the rooms containing enemies will be unfavorable and lead to you being spotted. If you spawn-in and get spotted you might just sprint to the next floor making the third dungeon really boring and quick to complete. Here's my idea:
The second dungeon introduces a new mechanic: Locked doors. If you encounter a locked door you have to search the floor for the key. This is an interesting new mechanic that requires the player to actually explore the floor instead of heading straight to the exit (although its ruined by the keys being purchasable). The third dungeon does not expand on this idea. Instead of locked doors most of the floors should be locked by Sealing Talisman (to keep with the asian theme), the player has to find the one or two talisman throughout the floor and destroy them to unlock the exit. Because the Talisman's ward off evil, there is no stalker timer while they exist but as the player defeats them more enemies spawn throughout the level. Maybe the tailsman could be on a Jiangshi enemy?
In order to keep the Stalker involved I have two ideas:
1. When the last talisman is destroyed there is nothing holding back the stalker, a 15 second timer will count down, after which the Stalker will spawn as normal. You'll have to rush to the exit to avoid getting caught.
2. Once the last talisman is destroyed the Stalker will spawn immediatly at the floor-start location and will quickly hunt down the player.
Now the player is allowed to actually play the game and fight enemies while the Stalker can still be in the mix, the player begins the timer of their own volition and they can prepare as much or as little as they'd like.
All-in-all I think Sin Spire is the most interesting ero-games to enter development. I think the game is very fun and has a lot of replayability and challenge potential even as the allure of porn wears off over time. As long as the developer tries to shake things up between dungeons I could see myself sinking hours into it.
(yap warning)
Stats:
Not all Stats are the same, the top three (in order) are Libido, Strength, Handling.
-Vitality: Gives health obviously, not super useful unless you plan on brute forcing every encounter. Tit for Tat is good in conjunction with Lust on Dmg taken. Once you get Tit for Tat you dont need the other blessings.
-Mind: Dump stat, absolutely useless. Taking damage lowers it, "Purifying" raises it. Blessings also suck ass.
-Strength: Deal more damage with melee (NOT RANGED), makes stealth killing or normal killing much easier, at mid strength Bottles will be your primary weapon being able to kill enemies from stealth.
-Stamina: Run for longer, also blocking but who cares when you can parry. Paired with Agility, but Stamina takes less priority if you crouch around or check corners, giving stamina regen time.
-Agility: Run faster, IMO more useful than Stamina but both become pointless when you have 50+ adrenaline.
-Infusion: Consumables fill bars more (maybe makes adrenaline last longer??). Okay for Healing and Lust but all around pretty pointless.
-Libido: Most convenient stat, Aphrodisiacs are uncommon and you won't have to wait around for the bar to fill up. Also the best blessings, Lust on Damage, Heal on Purify.
-Handling: Items wear out slower, convenience stat.
All perks have a pair they work with so you can dump half points into each or ignore one:
Vitality-Infusion (choose vitality)
Mind-Libido (take a guess)
Strength-Handling (if you have to choose do strength, both are good)
Stamina-Agility (preference, I prefer Agility)
Blessings:
Blessings vary in usefulness, not only because of their effects but also because some require heavy investment to acquire. I'm just going to list notable blessings as well as my opinions.
Vitality Blessings: Tit for Tat is all you need. It seems like its glitched giving you a 25% chance to recover health when dealing damage.
Dungeons:
For brevity I won't go into total detail about each dungeon and mainly talk about my problem with the third. The first and second dungeons have predictable spawns, the second being the easiest for stealth and best for loot. The third dungeon is a disappointing mess of hallways...
Each dungeon took about an hour to complete despite requiring more orbs each time, I took a while on the first to get loot, the second was normal, but the third was mostly run-through's simply because of how awful the 3rd dungeon is. When I say the 3rd dungeon is bad I mean it is truly terrible here's why.
-The dungeons generation is mostly hallways, some of the rooms are even long and thin like them, this causes the dungeon to spread out and typically never connect.
-The spawn room has three adjacent areas where rooms can spawn and due to the few selection of rooms available one in three floors will have you immediately spotted.
In combination you are usually discouraged from exploring the entire floor because of how disconnected and spread out the dungeon is, if you still choose to explore most of the rooms containing enemies will be unfavorable and lead to you being spotted. If you spawn-in and get spotted you might just sprint to the next floor making the third dungeon really boring and quick to complete. Here's my idea:
The second dungeon introduces a new mechanic: Locked doors. If you encounter a locked door you have to search the floor for the key. This is an interesting new mechanic that requires the player to actually explore the floor instead of heading straight to the exit (although its ruined by the keys being purchasable). The third dungeon does not expand on this idea. Instead of locked doors most of the floors should be locked by Sealing Talisman (to keep with the asian theme), the player has to find the one or two talisman throughout the floor and destroy them to unlock the exit. Because the Talisman's ward off evil, there is no stalker timer while they exist but as the player defeats them more enemies spawn throughout the level. Maybe the tailsman could be on a Jiangshi enemy?
In order to keep the Stalker involved I have two ideas:
1. When the last talisman is destroyed there is nothing holding back the stalker, a 15 second timer will count down, after which the Stalker will spawn as normal. You'll have to rush to the exit to avoid getting caught.
2. Once the last talisman is destroyed the Stalker will spawn immediatly at the floor-start location and will quickly hunt down the player.
Now the player is allowed to actually play the game and fight enemies while the Stalker can still be in the mix, the player begins the timer of their own volition and they can prepare as much or as little as they'd like.
All-in-all I think Sin Spire is the most interesting ero-games to enter development. I think the game is very fun and has a lot of replayability and challenge potential even as the allure of porn wears off over time. As long as the developer tries to shake things up between dungeons I could see myself sinking hours into it.