3.50 star(s) 103 Votes

Zion of Olympus

Well-Known Member
Game Developer
Apr 23, 2019
1,838
3,880
Ophanim Two things that I forgot to tell you. My mind is tired of working on the game.

-The reason why I don't add more text to and sexy attacks on the girls in battle is because I prefer to build a single but better structured scene during the fight. If you are seduced in battle by a succubus, you will see an entire scene, not just pieces of text while in combat.

-Another thing, about the events of the world, like you said, the events of your brothers in arms are more interesting, is because you will eventually get there too. I'm not developing this story with a single game in mind, but instead I'm building the world and events for when you finally arrive to solve them. It could be a bit boring or tiresome in the beginning, but I feel that I need to present the world before you get there, so when you do, you will arrive with a much better understanding of the region/city and the situation there.
 
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Ophanim

Member
May 2, 2018
197
415
Ophanim Two things that I forgot to tell you. My mind is tired of working on the game.

-The reason why I don't add more text to and sexy attacks on the girls in battle is because I prefer to build a single but better structured scene during the fight. If you are seduced in battle by a succubus, you will see an entire scene, not just pieces of text while in combat.

-Another thing, about the events of the world, like you said, the events of your brothers in arms are more interesting, is because you will eventually get there too. I'm not developing this story with a single game in mind, but instead I'm building the world and events for when you finally arrive to solve them. It could be a bit boring or tiresome in the beginning, but I feel that I need to present the world before you get there, so when you do, you will arrive with a much better understanding of the region/city and the situation there.
The thing is, most games worth mentioning in this genre have a decently structured 'bad end' scene in addition to having sexy stuff happen in battle. If you're strongly opposed to the idea of having full-contact foreplay happen in battle, how about seduction? Dirty talk, empty promises, magic to screw with your emotions, that kind of stuff. Make you lose if you decide you want them, which is basically the system now, except if they're priming your imagination/expectations, it's way hotter and way more tempting to actually do it. Maybe have arousal stand in as HP, like what stuff like Mindia did, so when you run out of 'HP' you're too addled by them seducing you to resist anymore. As it stands, the sloooow game over screen followed by another five minutes of... honestly pretty dull rpgmaker combat is a pretty hefty deterrent against clicking the game over button, at least for me. I think you have to do something more to make the player actually want to lose.

Basically, if this wasn't a porn game, the combat would be a pretty big downside. As a porn game about being seduced and screwed to death by big tiddie predators, the fact they're doing 'double strike' and not 'Hey, don't you want a ride on this huge butt?' is a pretty huge downside, especially when you have as good an artist as you do. That way, it doesn't have to be a full scene, just a piece of standalone dialogue (possibly leveraging cut-ins with said gorgeous art) drawing attention to what the Succubus could do for/to you, if you just stop being a violent prude and let her basically kill you. It'd make the combat mechanics work for the atmosphere of the game, rather than against it, imo.

I honestly wasn't complaining about the side characters being more interesting, and I'm really sorry if it came off as such. No, I was more saying that while others were complaining about them, and the exposition, I actually started to like them a lot when I realized the sex scenes weren't doing it for me.
 
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Zion of Olympus

Well-Known Member
Game Developer
Apr 23, 2019
1,838
3,880
The thing is, most games worth mentioning in this genre have a decently structured 'bad end' scene in addition to having sexy stuff happen in battle. If you're strongly opposed to the idea of having full-contact foreplay happen in battle, how about seduction? Dirty talk, empty promises, magic to screw with your emotions, that kind of stuff. Make you lose if you decide you want them, which is basically the system now, except if they're priming your imagination/expectations, it's way hotter and way more tempting to actually do it. Maybe have arousal stand in as HP, like what stuff like Mindia did, so when you run out of 'HP' you're too addled by them seducing you to resist anymore. As it stands, the sloooow game over screen followed by another five minutes of... honestly pretty dull rpgmaker combat is a pretty hefty deterrent against clicking the game over button, at least for me. I think you have to do something more to make the player actually want to lose.

Basically, if this wasn't a porn game, the combat would be a pretty big downside. As a porn game about being seduced and screwed to death by big tiddie predators, the fact they're doing 'double strike' and not 'Hey, don't you want a ride on this huge butt?' is a pretty huge downside, especially when you have as good an artist as you do. That way, it doesn't have to be a full scene, just a piece of standalone dialogue (possibly leveraging cut-ins with said gorgeous art) drawing attention to what the Succubus could do for/to you, if you just stop being a violent prude and let her basically kill you. It'd make the combat mechanics work for the atmosphere of the game, rather than against it, imo.

I honestly wasn't complaining about the side characters being more interesting, and I'm really sorry if it came off as such. No, I was more saying that while others were complaining about them, and the exposition, I actually started to like them a lot when I realized the sex scenes weren't doing it for me.
This is an interesting observation, I'll see if I might be able to adapt that in future games, since the system for this one is basically done.

Lore-wise, Iron Will overwrites any temptation, allowing you to think clearly (that's the whole point of the Gauntlet, besides giving you access to magic attack). So said promises wouldn't have any effect on you.

Which brings me to the actual scene combat that will develop itself during the fight while the player wish to see more of it, since it's better developed than loose phrases or text only. But each time you don't fight back, energy is drained from you, not only reducing your HP but also recovering hers, like a true succubus.

It's basically a grab attack that happens in many hentai games. But since I wish to just create a single one per succubus, I also decided to develop it way more.
 
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azraelswegul

Active Member
Dec 27, 2017
685
378
Am I the only one who likes the combat?
i like it too, actually i think that fact that there's somewhat of a timer of 5 turns (because you'd want to have the protection of the glove at all times, so every 4 turns you use the iron will) to be engaging and make the combat something more than "attack-heal-attack-heal"

But if i may give some ideas:

-I'd buff a bit the buffs, i don't know if the way they raise stats now is worth losing a turn... if you want the glove to be kept activated you got 4 turns to work with, one to buff, one to attack and probably one to heal...and the buffs only last for a couple of turns... so the buff is not worth it, because it would be better to just attack twice.

-buff also the probability to poison the player, i got thrown poison like 10 times in the game and i don't think i got poisoned even once.

-do not be afraid to make it more challenging with scummy tactics, from succubus with high evasion, succubus that attack twice in a row, some multi-effect spells (like it poisons you but also makes you weaker)

-And add more skills and spells for the player with a reduced cost. Now i don't know if there's any act that is worth the turn more than "attack"
 

Zion of Olympus

Well-Known Member
Game Developer
Apr 23, 2019
1,838
3,880
i like it too, actually i think that fact that there's somewhat of a timer of 5 turns (because you'd want to have the protection of the glove at all times, so every 4 turns you use the iron will) to be engaging and make the combat something more than "attack-heal-attack-heal"

But if i may give some ideas:

-I'd buff a bit the buffs, i don't know if the way they raise stats now is worth losing a turn... if you want the glove to be kept activated you got 4 turns to work with, one to buff, one to attack and probably one to heal...and the buffs only last for a couple of turns... so the buff is not worth it, because it would be better to just attack twice.

-buff also the probability to poison the player, i got thrown poison like 10 times in the game and i don't think i got poisoned even once.

-do not be afraid to make it more challenging with scummy tactics, from succubus with high evasion, succubus that attack twice in a row, some multi-effect spells (like it poisons you but also makes you weaker)

-And add more skills and spells for the player with a reduced cost. Now i don't know if there's any act that is worth the turn more than "attack"
Thanks! this type of comment helps me immensely! gonna see what I can do (y)
 

Lazercat

Member
Nov 1, 2019
142
94
-buff also the probability to poison the player, i got thrown poison like 10 times in the game and i don't think i got poisoned even once.
I would actually say the probability is just fine. For example, every ingle time I fought the final boss, she would throw poison at the start of the match and it would hit without fail, I think you just got really lucky
 

azraelswegul

Active Member
Dec 27, 2017
685
378
Thanks! this type of comment helps me immensely! gonna see what I can do (y)
i appreciate creators who take notes and for what i've seen you are really active and attentive to feedback and i have nothing but respect for you as a creator!
if you end up taking the idea of making a succubus with high evasion or evasive tactics try to balance things out with, for example, a skill or spell for the player that makes a bit less damage than the normal attack but it never misses. play a bit with this things where the player thinks "oh, damn this is a big challenge and i'm on a tight spot... but i remember i have this other option in my skill/spell set that maybe could help me on this tough situation". It's complicated to do right, but if you manage to do it the combat becomes more engaging.
 

Succubus Hunter

Conversation Conqueror
May 19, 2020
7,691
14,805
Not Christmas, I'm still finishing the last scene, then comes balancing the game, play testing, etc.
It's will probably be 28 - 31
That is still a pretty good release time. With any luck we will be able to play this going into the new year

Also, please do not put empty promises into the game. I know it is accurate to succubus lore but it is so immersion-breaking imo.
 

Kild

Newbie
Aug 18, 2019
75
33
Am I the only one who likes the combat?
I think it's perfectly functional if a bit one note. Some of the buffs don't seem worth doing while others seem essential. It could do better from a balancing perspective but it works as it is. To clarify defense buffs feel as though they work a lot better than offensive buffs.

This is mainly because offensive buffs need to be counterbalanced with healing, and can't be put to use instantly and arguably isn't worth getting a buffed attack vs two attacks.

But a defensive buff gives you more turns to act since you need to spend less of them healing and arguably are better for sustained dps since burst dps is relatively pointless atm. (since Burst DPS is the counter to high sustained enemy dps, and works best when trying to reduce the number of enemies from 2 to 1 before they overwhelm you, which the current stacks system doesn't aid since that is turns of prep not attacking.) Not to mention you get their benefit immediately rather than on the next turn assuming the enemy attacks you.
 
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3.50 star(s) 103 Votes