Chefkiss
Newbie
- Jun 3, 2024
- 91
- 90
- 104
It doesn't seem like you added a link to the discord in the OPIf you have a better idea for a replacement, I'd be happy to discuss it on discord.
It doesn't seem like you added a link to the discord in the OPIf you have a better idea for a replacement, I'd be happy to discuss it on discord.
I think it should depend on what type of event is happening. Pressing the right button to avoid a certain attack but a more complicated bondage could go for a list of commands to put in to avoid it. QTE should also be for the more fast based ones that would be hard. Like if hypnosis stuff has QTE, it would make sense because it would only take a second to get caught.)If you have a better idea for a replacement, I'd be happy to discuss it on discord.
I will analyze the freeze problem.Hm. I keep getting image freezes while the game continues under the frozen image. Big props for the autosave that means I lose at most a battle of progress.
Edit: Also it's been a bit, but is the maid outfit supposed to be locked so I cannot remove it?
The QTE system is there only for the console hack system. It is not an intrusive system, which is triggered regularly like in other games. So I was thinking, to let the player the choice between doing the QTE or, a mini game where you have to find a 4-digit code in a minimum of tries. But I'm still thinking about how to do it.I think it should depend on what type of event is happening. Pressing the right button to avoid a certain attack but a more complicated bondage could go for a list of commands to put in to avoid it. QTE should also be for the more fast based ones that would be hard. Like if hypnosis stuff has QTE, it would make sense because it would only take a second to get caught.)
The only dice or RNG I can imagine is if an enemy is throwing a bottle of whatever substance at random and even they don't know what it is.
Just no button mashing please. My computer keys can't take them. Its why I hate that shit in Kingdom of Subversion and why sword attacks are a huge no no for me.
Thank you. If it helps, I'm pretty sure it only happened in the 2nd map of chapter 3 where you steal the ice cream machine.I will analyze the freeze problem.
Go to Luna's room and interact with the wardrobe to change costumes.
I will give players the option to choose between using intelligence-based RNG or QTE (for the next update).I think my first encounter with QTE was in The Wolf Among Us (2013) by Telltale Games. My first reaction was to uninstall the game, and I have never touched it nor any other game by the same developer ever since. Their implementation was basically having "press x not to die" prompts appear during cutscenes. If you failed it was game over and you had to start over. This was terrible then, and it's terrible now.
Aside from this just being terrible game design, it's also bad for people with disabilities (speaking as someone who once injured a wrist), or bad/unusual keyboards. Button-mashing style QTE, like someone brought up, are especially bad for this reason.
However, since then I've seen a fair bit of other uses of "QTE", and I think the results vary wildly based on how it's used. Magicka and Helldivers use "QTE" in realtime to activate spells and airstrikes, and I think this works really really well. Lots of games (like Warframe) have "QTE" hacking minigames which I don't mind at all. And the same goes for the current hacking minigame in Spy Bunny Luna, which I think is perfectly fine.
And then there are the "QTE" events during combat in erotic RPG, which are more like "press xyz to avoid having sexy stuff happen". It's rare that these get the QTE difficulty tweaked just right, but overall I think QTE improves these games. Some of them even have a "reversed outcome" user setting, which changes them to "press xyz to not avoid having sexy stuff happen" instead.
I think the key points for QTE in this case are:
- Provide a user setting for replacing QTE with RNG, mainly for people with disabilities.
- Don't give harsh penalties for failing, or force the player to clear them in order to progress.
- Avoid "button mashing" style. I think "rhythm game" style events are the way to go for combat and "puzzle" style for hacking.
- Make their difficulty adjustable, either by a user setting or automation (slightly adjust difficulty up/down each time the player succeeds/fails). My gut feeling says the sweet spot should lie somewhere around 75% success rate for combat and 90% for hacking.
- Try to give them some variation and unpredictability, so they dont end up becoming too routine.
- Bonus: add a "reverse outcome" user setting for combat QTE.
I would argue that having too much control over whether sexy stuff happens is problematic. A significant difference between Spy Bunny Luna and Monster Girl Quest, is that iirc every encounter in MGQ is unique, while SBL focuses more on replayability and repeating encounters. What drives players to take the bait in MGQ is curiosity about what might happen. And when it happens, it involves an elaborate, non-interactive and very very wordy cutscene, which the player will have low incentive to repeat after their curiosity has been sated. In other words: players will always savescum to deliberately take the bait only once, and then never again. In this sense MGQ isn't very different from other erotic games which lock content behind losing a battle. This is very bad game design imo. Don't get me wrong: I do really like MGQ... but I think it could have been a drastically better game if the sexy stuff involved actual gameplay and not chapters of a visual novel.This game is a dramatic improvement in gameplay over the Space Prison demo, but I would make a recommendation that both games have a similar problem: not enough control for the player over whether erotic things start happening. Sometimes you can stand around and the enemy will, even with a massive healthpool to chew through, just choose to whittle you away like it's a regular battle rather than do anything fun, which is frustrating.
Monster Girl Quest had this figured out a long time ago, there the enemy "Traps" the player into erotic events with obvious bait you either choose not to block or attack into. You could also consider skills for the player that are obvious setups for the enemy to do something. Just spitballing but if the enemy does hypnosis the player might have a "Observe" skill that deliberately sets them to hypnotize you.
I'd also appreciate a surrender skill, or a "wait" skill that does nothing, since sometimes trying to find an action that won't kill the enemy also creates troubles.
Overall, excellent work and as I said a big improvement. I love the bondage dressup costumes and would love to see more of those over time.
I can try to suggest a few ideas since I really like the hypno genre of games. Something I don't see often in this genre is common sense alteration which is a shame, basically as the hypno stat would rise up, the mc would also face certain reprocussions, making them confused, making them wear gradually more revealing clothing, changing the dialogue, make them think certain bad stuff is actually good etc. I think it can work really well, might also not, just a suggestion. I also really enjoy games with multiple endings, games that have virgin routes aswell as bad ends, so maybe a hypno bad end would not be a bad idea where the mc just loses to hypnosis. Multiple endings are really why I play these games since it feels like you have control over the outcome with each choice unlike in a visual novel or something. Also just going to ramble now about what I really think would be cool altho I'm not sure if it would fit into this story, I really like it when the main heroine falls to hypnosis and gets so addicted to all the lewd stuff that she wants her comrades to feel the same kind of pleasure and in turn hypnotizes and gradually brainwashes them aswell. To give an example, two of my most favorite mangas, Hypnosis curriculum by dodameyasan and inspector Mizuki 2.0 by Tenro Aya. They are some of my all time favorite works because of how they go about their story. Altho hypnosis curriculum could be better I think they handle the hypnotism stuff very well compared to any other work, since I think that with hypnotism, instant brainwash just sucks while here it gradually builds up and the main heroine is more and more open to more lewd stuff and in the and falls to pleasure. While it could use a bit more build up towards the climax, I think it still does a great job at being a hypnosis work. Even tho inspector mizuki doesn't really have any hypnosis content it has a hint of that common sense alteration stuff plus body modification which is great in my opinion. Anyways that's about it for my ramblings, hope that some of what I said can help you or give you more ideas on how to progress with your game. Looking forward to the final version.I modified the Hypno stat for version 0.3. Now, It is no longer reset when it reaches 100. When the stat is at 100, enemies using Hypno can inflict states ailments, lower certain stats, etc... Any ideas are welcome.
fix in the next version. Thx ^^I found a small problem in the game: You can buy multiple copies of the spy suit for 0 gold, but you can't sell them. This causes a situation where you have an useless copy cluttering your inventory with no way to get rid of it. To fix this I would recommend either making the spy suit able to be sold or removing it from the shop.
Also, 2 save slots IN MY OPINION are a little bit too restrictive, could we get 10 please?Hello everybody, I really like the game and want to see where this is going, but Trying to play on Joiplay results in all the sprites doing this... Any fix?
This is a bug with Joiplay. The game works perfectly on PC/Mac and on the web.Hello everybody, I really like the game and want to see where this is going, but Trying to play on Joiplay results in all the sprites doing this... Any fix?
Is there some reason you want to avoid letting people avoid penalties?This is a bug with Joiplay. The game works perfectly on PC/Mac and on the web.
Ask the app creator (Joiplay) to fix the bug.
I could add more save slots, but I'm afraid it would break the game. In the sense that people will save to avoid penalties.
At first, I only wanted to put 1 save slot. But, I ended up putting 2. So if I put more save slots, I will have to find a solution, like removing the save point in the base or preventing disabling autosave.
I'm assuming that it's something to do with it being hard to make a game about consequences if there are no consequences. Just a guess though.Is there some reason you want to avoid letting people avoid penalties?