Unity Subjugation League: Super Heroines in Peril [Devilment Thread]

Romenjack

Member
Game Developer
Feb 18, 2018
308
1,108
Hello everyone. I know it's been a while since you heard anything from us and for that I do apologize.
So a lot of the story for the first act of the game is pretty much written, and from a writing aspect we are focusing on the individual steps in the quests as well as alternative ways of completing quests as well as different ending.

Right now the thing we are focusing on is game mechanics. This was always going to be in part a base builder/harem manager game. However there are several gameplay mechanics we want to test out.

For example, there will be a day system that can allow for different things, complete quest in x many days or something. However, do we progress days through a time cycle (Morning, noon, night) or an energy system? Each action cost x amount of energy, rest to next day to restore energy? Or some both?

So what we are thinking, either the end of this month or next we will release a sort of sand box version of the game. There will be little in way of story with one or two quests for you to complete. Again these quest will be different in the actual release.

The idea being for you to play around and see if you can find the fun. Then give us feed back. What was too tedious, where can we streamline things and so on.

Once we have your feedback then we can take that and start structuring the actual quest and story around that. And fingers crossed. Have the first real update out beginning of the year. screenshot0001.png frost07.jpg screenshot0002.png zantana07.jpg frost10.jpg
screenshot0003.png zantana05.jpg
 

eyuge

New Member
Aug 7, 2023
1
1
great to hear from you, do we get a demo of said systems? I'd like to give you my feedback since this game is perhaps the closest thing to my wild fantasies.
 
  • Like
Reactions: blacklight47

Romenjack

Member
Game Developer
Feb 18, 2018
308
1,108
great to hear from you, do we get a demo of said systems? I'd like to give you my feedback since this game is perhaps the closest thing to my wild fantasies.
Not sure yet. I wasn't exactly thrilled when the proof of concept got it's own thread as an actual release only to have people complain that there wasn't a lot of content yet and so on and so forth.
 
  • Like
Reactions: exloladdict

Romenjack

Member
Game Developer
Feb 18, 2018
308
1,108
For any lurkers here there is a poll live on my patreon that is open to all. If you could go there and let me know your thought's that would be a big help.

Thank you all!
 
  • Like
Reactions: exloladdict

Romenjack

Member
Game Developer
Feb 18, 2018
308
1,108
Hello. So thing got busy for me this month, and right now I'm not sure how much of the full demo I am going to have ready by the end of the month though that is still our goal. But I did want to share with you some of what we do have.


Please keep in mind this is really just a vibe check of how things look and feel. What I really want to know is how intuitive things feel. Or do you see something that might be a point of frustration in the future.

again there is no story in this, this demo is all about mechanics. So please I beg you don't leave a comment telling me there isn't much content. I know. That release is coming at the end of the month hopefully.

PC:



Mac:

 
  • Like
Reactions: exloladdict

exloladdict

Member
Aug 13, 2022
153
183
What I really want to know is how intuitive things feel. Or do you see something that might be a point of frustration in the future.
It feels good, although I think that the navigation section of the UI should have "breadcrumbs" at the top showing where you are. For example:

Base > Gym

Also, I feel like action, back and other navigation buttons should be better separated and color-coded. For example, the button for talking to someone could be color-coded with the character's name color. Actions like "Train" could use generic colors and I would prefer if it was more immediately clear the difference between action and navigation buttons. The back button should always be in the same place in the screen, and maybe it would be better to have an icon instead of text.
 

Romenjack

Member
Game Developer
Feb 18, 2018
308
1,108
Th
It feels good, although I think that the navigation section of the UI should have "breadcrumbs" at the top showing where you are. For example:

Base > Gym

Also, I feel like action, back and other navigation buttons should be better separated and color-coded. For example, the button for talking to someone could be color-coded with the character's name color. Actions like "Train" could use generic colors and I would prefer if it was more immediately clear the difference between action and navigation buttons. The back button should always be in the same place in the screen, and maybe it would be better to have an icon instead of text.
Thank you for your feedback.
The color code thing is something I certainly want to do but renpy can be weird when it some to text in screens.

But having a little map or something that shows where you are in the base is something to try. And yes constant button locations.

Thank you this has given me some things to think about
 
  • Like
Reactions: exloladdict