Rat-attack

Active Member
Aug 18, 2020
631
561
Albert757 Unlikely since the Dev's current project is a squeal to an game where there was no story really at all let alone choices.
Here's the thread link of the sequal: https://f95zone.to/threads/kinky-fight-club-2-v0-9-mrzgames.161330/
What it's a sequal of: https://f95zone.to/threads/kinky-fight-club-v1-2-mrzgames.29905/

The only game they've done in the past where you had story with choices (that you had to discover yourself as well since hints were somewhat hidden or in the text alone) was this one: https://f95zone.to/threads/dungeon-coup-v1-0-5-mr-zed.68885/
Personally I hope that they do another game where they combine that past game with Solas since while I liked the Solas combat, I found the escaping from capture lacking, same as dealing with getting restrained after an point in levels where you simply had to take a debuff or let yourself get restrained.
 

Rat-attack

Active Member
Aug 18, 2020
631
561
Albert757 Hey just noticed that actually the Dev has another game in production though much earlier in development than their sequel game. However it is an open world game and trying (at least by it's description) to be an more story focused game so it's more likely to be what your wanting though keep in mind that the combat is turn based.
https://f95zone.to/threads/yaradiels-crown-v0-2-3-patreon-mr-zed.230435/
 

KinkyPixy

Newbie
Nov 22, 2017
28
13
So, I had a really outdated version of this, and never saw the mod, but it doesn't appear to work in the current version. Is this accurate, or am I doing something wrong?

Nevermind. I installed the wrong version of bepinx, needed the IL2CPP and had installed mono.
 
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BRoss5

Member
Jul 29, 2018
110
39
I love the the game but wish one of two things were done. One is infinite health on the stages to endlessly corrupt the characters with dp situations. Two is dp situations in heavy bondage setups. Is there any possible ways to make those happen with mods or setting modification?
 

Mardion

Newbie
Feb 23, 2018
93
90
Meanwhile, I just want to remove bullets from this game. Who the heck thinks that being shot is a better idea than getting dominated?
 
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RubyZeronyka

Active Member
Jul 26, 2020
795
700
Meanwhile, I just want to remove bullets from this game. Who the heck thinks that being shot is a better idea than getting dominated?
Yeah NGL the game was overall okey until the dev decided to needlessly overhaul the enemies to have among other stuff guns the shoot regular bullets but that in effect feels like single projectile-d shotguns. Among other dumb stuff.

Don't get me wrong, I love SCH and it's possibilities but the game kinda lost it's charm for me after that update. Frankly I think devs should be more aware of when they make big changes on the base game in an aspect like that and turn such "new features" optional, instead of altering entirely the base playloop. Specially when people already voiced their dislike for that.
 
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Dracis3D

Member
Game Developer
Nov 16, 2017
267
411
Agreed. Guns aren't sexy
I found the guns really annoying, especially when shot way off screen. But they made combat harder and I generally played the game as sexy time on knockdown, without the guns stun block was too easy. Really the game needs better combat AI and more options for attacks like the leg sweep which was the only other attack that got me from time to time. Those things take more time to code while guns are quite simple. MrZ hopefully will make an SCH2 with better combat and more focus on themes.
 

Rat-attack

Active Member
Aug 18, 2020
631
561
I think the combat was easy prior to guns and they did make it more difficult however I personally feel that the combat was flawed in it's design since kicking gives the best damage and is fast enough that you can use it against ALL enemy types and win. I would make kicking slower slightly or cause less damage and more knock down chance while punching I would have it include an heavier version of it alongside the current light fast hitting version.
Additionally I would have different generic enemy types for each playstyle with their weaknesses being the best way to combat them. E.G Puncher is fast hitting but weak in hitting so counter with kicking or sexual. Kicker is heavier hitting with higher chance of knock down (never the first or second kick) while is countered by punching or sexual. (Making guns be replaced by this enemy type) Finally Sexual is only doing sexual or grabbing attacks which is countered by kicking or punching them before they wind up and launch their attack if you don't decide to avoid it. However a problem with making generic enemy types is how to identify them since there's already different enemies where the main difference is the sexual positions and clothing I believe.
One more change I would make is improving the AI when it came to doing grabs since many times I've had an group of enemies near me as I get downed and the weakest one (sometimes with just a slither of HP) does the grab and so instantly get defeated/orgasm making the grab a free heal.

I doubt that MrZed will make any more changes though due to them focusing on their new open world game (still early development and their big game) and fight club 2. (small nearly finished game I believe) So their next development will probably be another small game if they don't focus completely in on their open world game.
 
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Dracis3D

Member
Game Developer
Nov 16, 2017
267
411
I doubt that MrZed will make any more changes though due to them focusing on their new open world game
I did read in a Patreon update that MrZed may add new sex animations to SCH. I'd be super surprised if any combat changes are made to SCH. Most of this year will indeed be focussed on YC.

 
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RubyZeronyka

Active Member
Jul 26, 2020
795
700
The issue with the difficulty that the guns update changed is that many of us played the game before that bloody overhaul and found the base combat quite fun, cause you have to remember that there's ways to make the combat optionally harder like adding the body BDSM accessories that restricts your movement and stuff, but those are optional so if you're up to a challenge you can have them but if you don't, you just turn those off. The issue is that the guns and stuff got added as an unavoidable BS of the BASE game and sure, the folks that wanted a more soulslike akin experience in difficulty (like BTW, the dev is) would love that overhaul but others like me who hate that kind of crap on the base gameplay and specially enjoyed it when it was nice and easy by default, simply have their fun ruined. Cause I gotta tell you, lowering the difficulty in those cases is only a patch, not a solution, since the annoyance is still there, just in a minor degree, which EVERY game with high difficulty like soulslikes seem to have.

I think it wouldn't be as much of an issue if the base game was like this from the start. Tho the people that would enjoy or pass on the game would be the same, it just gets extra annoying when the game used to be fun but now isn't. Cause folks, is super easy to make a braindead piece of cake game into a nightmarish hardcore challenge if you're up to it. But how in the brick do you make a hard game into a fun easy experience? See what I mean?
 

Rat-attack

Active Member
Aug 18, 2020
631
561
I disagree with the notion that we're unhappy with the gun as we've experienced not having the gun be present.
As the gun is the only mechanic in the game which is triggered by means out of your control since it only occurs when an enemy is too far from you (and with some specific enemies which are then always trying to keep somewhat distance from you) but going after them to close the distance is impossible if there's more than two and they're on both side of you or you got a hoard of enemies blocking you from getting to them. In both cases dodging is not fluid or possible due to how visuals are with showing what Y-axis or lane your in (which has always made me let enemies come to me rather than deal with it since I've many a time felt I should be able to hit the enemy but can't......only for them to hit me when neither of us have moved) while enemies prevent you from moving if they hit you. So when I'm changing Y-axis or lanes I always move backwards and then do the change since changing Y-axis or lanes seems to be really slow.
Mechanics that aren't triggered out of control I would say is trap boxes and such. Additionally enemies attacking or moving as well since that can be controlled a bit via distance management/kiting.

If guns had to be put in the game I would much preferred it if they were instead implemented in the form of an turret that mechanic/trap placing enemies (Which I had forgotten about in my previous post as they are rare and appear very late game) can well place if you leave them be/ignore them. As then it's your own fault for letting them place the traps similar to it's your own fault for hitting the boxes or stepping on a trap. But again I feel that they could have been completely nulled by enemy changes. As the guns are currently I would still find them to be annoying if it was my first time playing.

PS I recall also that you don't encounter enemies that can use guns until past a few levels so even first time players would still have the experience of not having guns be present in the game until that point.
 
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