nightsight

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Mar 25, 2019
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It's likely you bred her with a heavy or powerful unit meaning that she has a high gestation time. If you look on the upper left side of the screen when you end your day, it will tell you how many days need to pass before she births the unit. Weak units are fast to produce, and the wait time grows longer as the unit's power grows.
im playing from my last play threw but its not giving me the choice to battle or not the battle.... am i missing something
 

The Anax

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Game Developer
Oct 24, 2017
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im playing from my last play threw but its not giving me the choice to battle or not the battle.... am i missing something
Not that I know of you. Once you finished your day the first time, you get the option to not fight ever, fight once, or fight at the end of each day. Maybe you picked no or only to fight once.
 

rainwake

Member
Jun 8, 2019
269
1,725
Not that I know of you. Once you finished your day the first time, you get the option to not fight ever, fight once, or fight at the end of each day. Maybe you picked no or only to fight once.
Yeah, I wasn't sure if Battles could be toggled back on either. It was only after the 1st playthrough I realized that Battle once meant, you only get one fight for the entire playthrough. Which locks you out of half the content.

Why not have it so that the player gets to choose whether they want to battle or not at the end of each day?
 

Henryhyde

Member
May 25, 2017
140
47
It's likely you bred her with a heavy or powerful unit meaning that she has a high gestation time. If you look on the upper left side of the screen when you end your day, it will tell you how many days need to pass before she births the unit. Weak units are fast to produce, and the wait time grows longer as the unit's power grows.
why yes that is what happened. Thanks for you quick response
 
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The Anax

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Oct 24, 2017
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Yeah, I wasn't sure if Battles could be toggled back on either. It was only after the 1st playthrough I realized that Battle once meant, you only get one fight for the entire playthrough. Which locks you out of half the content.

Why not have it so that the player gets to choose whether they want to battle or not at the end of each day?
Not planned for this, sorry. I want to give them a choice, but they need to go ahead and pick their poison and stick with it on that.
 

The Anax

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Game Developer
Oct 24, 2017
1,348
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Perhaps I didn't see it for Trixie, but I did see the pop-up for other characters on a separate attempt. I don't recall seeing a new pop-up everyday telling me how many days are left for each character. I think the real issue here is that gestation period is not part of the UI so players can't check it. If they miss the pop-up because they are not expecting it, they might not ever see it
Just saw this, I think to make it more obvious and blatant for folks (because the new fans are the first people to have issues with the gestation bits) we will make in either the Chieko release or one after where on their portraits in the Prison or Harem chambers, it will have on their portrait "Returns X". So if Trixie has 11 days on her gestation, it will say Returns 11 over her gray portrait. It'll barely fit but hopefully that will make folks really see it that do not watch for the upper left updates.

EDIT: Done for the next public release
1652825304995.png
 
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Master of Puppets

Conversation Conqueror
Oct 5, 2017
7,378
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It's likely you bred her with a heavy or powerful unit meaning that she has a high gestation time. If you look on the upper left side of the screen when you end your day, it will tell you how many days need to pass before she births the unit. Weak units are fast to produce, and the wait time grows longer as the unit's power grows.
I didn't remember seeing that either, so I checked and it's totally broken, it says 'Trixie will give birth in None days' for a split second, then another notification is called that overwrites the first one. You can't call two notifications in a row like that, it doesn't work. I have a file that will work for that, though it has to be called as a single thing so if you have the notifications in multiple places they would need storing in a list during the day end section and then calling all together at the end. It's used like so:
show screen notify_multiple("Notification 1", "Notification 2")
or
show screen notify_multiple(*listOfNotifications)
 

The Anax

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Game Developer
Oct 24, 2017
1,348
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I didn't remember seeing that either, so I checked and it's totally broken, it says 'Trixie will give birth in None days' for a split second, then another notification is called that overwrites the first one. You can't call two notifications in a row like that, it doesn't work. I have a file that will work for that, though it has to be called as a single thing so if you have the notifications in multiple places they would need storing in a list during the day end section and then calling all together at the end. It's used like so:
show screen notify_multiple("Notification 1", "Notification 2")
or
show screen notify_multiple(*listOfNotifications)
Yeah, it got fixed between this release and Chieko's on Trixie.
 

Rheavon

Newbie
May 12, 2018
43
27
Rheavon - I read through your rating you gave the game, so I wanted to address things you said since I like to do that! lol

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As always I like hearing and getting feedback and chatting with fans! Obviously, even with an average score, you liked my game enough to spend the time to write all that up and rate it, so I feel I should spend the time to thank you and respond! Thanks again!
Hello Anax! Thank you for the response, I will say I have played a few of your games, before this one it was mostly the real porn ones that had their images adjusted. Overall I really like your games!

Its not even that I want each scene to be posed differently. Honestly I get as an indy dev you need to reuse everything you can, but even reusing things the scenes felt the same. As I eventually mentioned in my review, getting one unique room for each character would be great! I fully understand that it is a lot of work, I'm sorry if I sound ungrateful at all. As you mentioned, the fact that I have even taken the time to review this game of all the games I have played, I only really do that when I like them and hoped for more. Your constraints make perfect sense, but sadly that doesn't change the fact that right now going through each character is very repetitive. If the text is mostly placeholder and more will be added later, that is awesome, I look forward to that time and I will go through it then. I will definitely update my review at that time.

I understand there is a mod to make it easier, I saw that, but didn't feel it was fair to review based on the mod. I know for myself I got around the grind by turning the menu back on and fast forwarding through scenes I had already seen, but honestly doing that felt like a failure. It feels like being handed a book that has a bunch of blank pages between each chapter or chapters repeating to pad the page count. The content is still good, but doing it 5 times per character and for 4 characters, is the same scene 20 times. I super look forward to seeing those unique scenes that are planned. Definitely will check them out!

If there are people who like the battle part, great! Honestly, the fact that you can just skip it and forget about it makes it mostly fine. I wanted to like the combat, but for me it felt a little too Rock Paper Scissors that just took a long time to finish. Maybe I didn't give it enough of a chance, was there scenes where you turn the person you fight? All I saw in the one I went through was fighting the one person for an extended period of time of back and forth before it ended.

I super look forward to seeing what is to come and I can't wait to update my review with the changes you have mentioned. That definitely sounds like a game I will enjoy playing.
 
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demonbra

Newbie
May 5, 2021
95
167
Just a few lines to express my appreciation of your project.
This is the game some of us wanted to see for a long time.
I am forced the think of the Starcraft parody and compare them, because you did what they completely missed : monsters, impregnation, hive, hive-mind... no stupid secondary characters and teenage bullshit like "fap material". Oh god... Sorry to talk about this but he "writing" is still hunting my nightmares... It's not about being the new Shakespeare, but I had the feeling of reading some 17yo's secret diary...

Anyway, you nailed it. And if only for that, thank you.
The renders and clean and nice, the women look like adults and not 15yo swearing to be legal... And without falling for the MILF or giant boob cliche ! Wow... It's getting hard to find something like that ! I find it hilarious to be forced to look at a monster game to find good and human looking females... I wouldn't know what to add, it says it all.

No, it's all good.

May I suggest to show a bit more about the battlers in the dedicated section ? Like, their HP for our troops, and maybe the enemies once we defeated one of this type ? I would help to know what we are sending to fight without rollback or save/load.
 

The Anax

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Game Developer
Oct 24, 2017
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Rheavon it's all quite alright! I thank you again and I always appreciate feedback.

demonbra I am very happy that you've enjoyed what I've made! Battle Phase may evolve later on, we'll see!
 
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Master of Puppets

Conversation Conqueror
Oct 5, 2017
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I understand there is a mod to make it easier, I saw that, but didn't feel it was fair to review based on the mod.
Just to note that my mod doesn't make it easier, it fixes what I see as a bug (and not the fun kind of bug); by default if you grind out a girl's first level then decide that it's too much and use the menu to reduce the number of visits needed, her corruption will spike up dramatically and likely skip several levels. With my mod the slider still has the same range, but changing it only affects future scenes, it doesn't make the ones you've already done suddenly count for more causing the girls to skip levels.
 

Darkmetal

Well-Known Member
Jul 6, 2019
1,095
14,133
Reading through the comments, I get the impression that you ( The Anax ) are taking the Battle/Strategy element of SBC very seriously as a core element of the game you wish to design and I applaud you for that. With this in mind, I would like to make a couple of observations/suggestions based on my own experience playing SBC as well as what a few others have posted:

1. A way to scout and easier access to unit info pre-battle is very much needed.

However it's a massive pain to look up the names of your own units and that go with the portrait. It would really help if each hex also displayed the unit's name. Also, when fighting the enemy, not knowing what unit you're facing is very stupid. You wind up needing to load up a save, just to look up what enemy you're fighting to then be able to pick the right counter unit.
IMHO the above quote is especially valid for two reasons:

1. There are a LOT of units in this game. More than most people (or at least me) are going to memorize. It is in fact, significantly more than any strategy/RTS' I've played whose whole raison d'etre is the combat, not just a side module. e.g. In Starcraft2, the Zerg had 17 unit types. On the current Barracks Chamber roster, the Infectulons have 32!

2. For the average player this setting is unique and we do not have any frame of reference as a base. Everybody already knows what archers or spearmen or heavy cavalry do before they even load up Total War, Age of Empires, Civ etc. OTOH, I for one, have absolutely no clue what clicking on a portrait of a blue thing that looks like a cross between a spider and the hand from the Adams Family is going to do for me. I have to look it up.

I strongly suspect that suggesting the roster be streamlined is going to be a complete non-starter :D.
So FWIW, I'd like to throw out a way to ameliorate this issue with the least amount of burden by way of adding just one sub-menu.

Clicking on the End of Day button brings up a sub-menu of 3 hexagons. 1. Observation, 2. Barracks Chamber, 3. Battle. (Hex 2 is not needed if "Strong against: /Weak against: " info is put directly on the unit's portrait at a cost to aesthetics). Selecting hex 1 leads to the exact same render as 3 but w/o being transported there. Hexes 2 and 3 leads to exactly where they do now.

By clicking 1 > 2 > 3 , a player sees what they are facing, goes to get what info they need and then proceeds to battle. No major changes or nor any new renders required. (An added filter when clicking on 1 whereby it looks like we are viewing the battlefield through cctv, a pere-slime tube, a distended eye or some such might be nice though).

... ... ...

2. A reward system for battle victory (other than just surviving for another day).

"Your base body belongs to us!". An incentive is pretty key if the player is to view battle as something they want to do in and off itself as opposed to something they have to grind through (or switch off entirely) so that they can get back to corrupting the harem.

In mainstream games this reward may come in the form of loot, capturing a new city, access to new resource nodes, an artifact/wonder/boost/buff of some kind to your faction, expanded territory etc. All of which are of course completely beyond the scope of this game. Ergo, this being an adult game, I submit and endorse t727 's suggestions:

Are there any plans on having any form of defeat sex in the combat scenes?
Also if there would be any way of increasing the chance of the soldiers turning?
I definitely agree that there be more captures (even if it means having to rebalance the game for difficulty as our force would of course grow at a faster rate). The core "thrill" of this game is based around getting humans to submit to the over-mind after all. Captures are both consistent and additive to the core premise and selling point of SBC. As to sex, if it is unfeasible to work into the battle, the ability to summon Bugged, Indoctrinated and the like, if we have any, to the Harem Chamber in a simple way that does not come close/compete with Bad Ends, perhaps.

Cheers

PS. Not making a request of anything. Just throwing some ideas out there that may or may not be of any use. Best of luck with the game and looking forward to the next iteration.
 

t727

Well-Known Member
Jan 4, 2018
1,515
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If I knew how, I would do a mod which would look something like this
SBC_SelectChampion.jpg
The strong/weak against is defined in the combat script file.
But I have no idea how to alter scenes (as of yet)
 
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The Anax

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Game Developer
Oct 24, 2017
1,348
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Added a few tags because of content, if any do not apply, let me know.
 
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The Anax

Well-Known Member
Game Developer
Oct 24, 2017
1,348
1,937
Full bad end gallery save?!
The bad ends are just automatically unlocked on this particular project of mine, you don't have to do anything to unlock them like on the novels. This is the first release that has any bad end in it, only on this release did I start taking commissions for the usual $250. So it only has the one bad end with the Spored Shotgunner. The update that is currently trickling down my patreon has another new one.

As people find out that they can do this I expect to have more people commission me for what they want to see, but anyway you don't actually have to do anything to unlock the bad ends, they will just be waiting for you in the memory chamber since the memory is that of the infectulon units.
 
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3.70 star(s) 11 Votes