CREATE and FUCK your own AI GIRLFRIEND TRY FOR FREE
x

Others Completed Sorceress End [v1.0] [Darkred333]

3.00 star(s) 23 Votes

BadColor

New Member
Game Developer
Nov 12, 2021
13
37
Thanks for the thread.

I read all the comments about it good and bad, for the good. Thank you. glad u enjoyed some part of it. For the bad, I'm sorry. I'll take them into account.

Most of the complaints seem to be about being blocked by the tile that you are currently standing on. It is intentional like SonaraFox explained. You have to leave absolute safe tiles to hop in between. And even the path of maneuvering and opening tiles is crucial, exposing the outer more exposed tiles first then only routing to the safer ones. It adds a layer of complexity, figuring out where the mines are and then figuring out the best way to reveal them for better planning ahead.

But I can see that even minesweeper players don't really enjoy that idea, and I can understand. Learn from your mistakes as a dev I guess.
 

ShinV

Member
Aug 10, 2017
393
585
Thanks for the thread.

I read all the comments about it good and bad, for the good. Thank you. glad u enjoyed some part of it. For the bad, I'm sorry. I'll take them into account.

Most of the complaints seem to be about being blocked by the tile that you are currently standing on. It is intentional like SonaraFox explained. You have to leave absolute safe tiles to hop in between. And even the path of maneuvering and opening tiles is crucial, exposing the outer more exposed tiles first then only routing to the safer ones. It adds a layer of complexity, figuring out where the mines are and then figuring out the best way to reveal them for better planning ahead.

But I can see that even minesweeper players don't really enjoy that idea, and I can understand. Learn from your mistakes as a dev I guess.
For what it's worth, I'm a pretty avid minesweeper fan, and I thought the mechanics were a breath of fresh air. On denser minefields, I can see how traps could be detrimental to gameplay, but as it is, I consider the game consistent enough that the core mechanics (blind recent reveal, player movement, and traps) don't need changing.

Gameplay suggestions, from someone ignorant of how difficult it would be to code such things:
  • Add a timer.
  • Tutorial skip. Level jump in general. Also, separate enemy types by floor range so scenes aren't RNG.
  • Classic mode with no traps that allows people to see the tile just revealed (i.e. the one the player stands on) and reveals adjacent zero tiles when a zero tile is flipped.
  • Hard mode with one life and no life upgrades.
  • Survival/endless mode with no ending.
  • Challenge mode where the goal is to mark all monsters with minimum reveals.
  • Free/custom mode where you can control map size, traps, enemies, etc.
  • Force initial reveals to be zero tiles, or change the random distribution into a clump or pattern of adjacent tiles.
  • Instead of disarming all traps of a specific category, allow the player to clear traps from a limited number of tiles.
  • Grant 1HP or bonus money on a "perfect" clear (all tiles except enemies revealed and/or no damage taken).
  • Add one-time use consumables for blind reveals, on-demand healing, timer freeze, trap disarm, etc.
  • Add more passive abilities like regen, luck manipulation, sonar/radar, etc.
  • Add more varied maps besides rectangles and squares.
I'm well aware those last few points are entirely out of scope, but in case any other aspiring devs are cooking something, I'm always up for more H-minesweeper or games like it.
 
Jan 15, 2021
319
954
I like the pokemon parody better, it had bigger and longer animations. This one isn't so bad either but bit of a downgrade in my opinion.
 

Cheese_Dude

Newbie
Mar 10, 2019
76
73
Thanks for the thread.

I read all the comments about it good and bad, for the good. Thank you. glad u enjoyed some part of it. For the bad, I'm sorry. I'll take them into account.

Most of the complaints seem to be about being blocked by the tile that you are currently standing on. It is intentional like SonaraFox explained. You have to leave absolute safe tiles to hop in between. And even the path of maneuvering and opening tiles is crucial, exposing the outer more exposed tiles first then only routing to the safer ones. It adds a layer of complexity, figuring out where the mines are and then figuring out the best way to reveal them for better planning ahead.

But I can see that even minesweeper players don't really enjoy that idea, and I can understand. Learn from your mistakes as a dev I guess.
The only reason I think it's a problem is because it's a porn game, otherwise it'd just be an interesting extra challenge for minesweeper fans. Challenge to get the porn we wanna see can get frustrating if it's too tedious. That's my take anyway :)
 

TheMud

Newbie
Oct 25, 2018
88
198
Thanks for the thread.

I read all the comments about it good and bad, for the good. Thank you. glad u enjoyed some part of it. For the bad, I'm sorry. I'll take them into account.

Most of the complaints seem to be about being blocked by the tile that you are currently standing on. It is intentional like SonaraFox explained. You have to leave absolute safe tiles to hop in between. And even the path of maneuvering and opening tiles is crucial, exposing the outer more exposed tiles first then only routing to the safer ones. It adds a layer of complexity, figuring out where the mines are and then figuring out the best way to reveal them for better planning ahead.

But I can see that even minesweeper players don't really enjoy that idea, and I can understand. Learn from your mistakes as a dev I guess.
I think the design is sound enough. For someone who knows how to play Minesweeper, the player still has enough tools and info to win without being able to see the tile they just revealed, as the "mine" density is low and you have multiple lives, and while clearing spaces one by one is a bit tedious, the additional mechanics keep the brain thinking trying to remember obscured spots and react to traps. I'd say the greatest problem is what others have echoed about accessing the porn - I beat the game in one go while slipping up a few times, but that means I didn't see any of the lewd at all. And having to start the game over to see lewd definitely would have been annoying. Level select would deal with this problem most completely, but playing animations on every misstep would additionally break up the clicky tedium. I think H-games need to prioritize delivering the goods more often, and create a gameplay loop around that.
 
Last edited:
Sep 22, 2017
71
91
So in my opinion, like others have said, not seeing what your character is standing on is quite annoying, It really doesnt add anything to the strategy and just makes the game way longer. I can figure out where all the bombs were and have half the board to keep clicking around in. I also don't like how the game doesnt open stuff up, just make it like normal minesweeper. I appreciate that you thought of something to make it interesting but I'd say it didn't quite work in my opinion. I have no Idea what spider webs do even after like 10 rounds, the slimes were annoying and just there, I would take them out. I have zero idea what to do with traps, I got killed because a bar shows up, I click around and died so I gave up. Lastly, If rape is your fetish then maybe make the character a man who gets a woman after each level rather than being forced to lose or complete the game, or maybe you pick a monster and you have to play as the monster to get the scene. Like rather than having 20 levels with 4 monsters have the 4 monsters with 5 levels each. Get rid of upgrades too. overall It was an Idea but could have been good. I don't want to sound mean but thats just what I would do if I designed this game.
 

Seracjuze

Newbie
Jan 16, 2018
32
34
Also, the gallery should have the dialogue version of the h scenes too as an option, (also does anyone maybe wanna compile them into a video or something?)
 

Divus

Newbie
May 6, 2018
34
45
The one complaint I have is the lack of a checkpoint feature, at the very least having the option to start at each altar floor would make gallery hunting easier, even if you did not get any upgrades or money from the previous floors for jumping further into the game.
 

JasonJX

Newbie
Jul 15, 2018
50
44
this is fun and all and nice pixel art but uuuur...i dont wanna have to use my big brain when jackin it
blood has gotta go somewhere and this seems like a lot of effort for either

a text option for the gallery would be nice too
 
  • Like
Reactions: Forge Wright
3.00 star(s) 23 Votes