3.50 star(s) 103 Votes

Traedor

Newbie
Feb 14, 2018
43
40
hi is there a recollection room in the current version? if so how do i access it because i am apparently retarded.

this is of extreme importance because everything in this game was amazing
IIRC, the recollection room is going to be added in this upcoming update.
 

Vader_PT

New Member
Jun 23, 2020
13
14
So let me get this right, im new to the community, we are currently in chapter 2 right? And if so what's chapter 1? I played the game downloading the link from here in the first page of this thread, did I play chapter 1? Sorry if the question doesn't make much sense lol
 

Zion of Olympus

Well-Known Member
Game Developer
Apr 23, 2019
1,838
3,880
So let me get this right, im new to the community, we are currently in chapter 2 right? And if so what's chapter 1? I played the game downloading the link from here in the first page of this thread, did I play chapter 1? Sorry if the question doesn't make much sense lol
Each general represents the end of a chapter. General Dahlia represents the end of chapter 1 and general Gloriosa represents the end of chapter 2.
 

Porn_Jesus

Forum Fanatic
Jun 21, 2017
5,542
5,454
So let me get this right, im new to the community, we are currently in chapter 2 right? And if so what's chapter 1? I played the game downloading the link from here in the first page of this thread, did I play chapter 1? Sorry if the question doesn't make much sense lol
The chapters get combined and there's no specific, "you are now in chapter XX" message to keep it smooth. It would get annoying and the PC would try to find the succubus who can create such illusions so he can put his blue flame into her devilish hellhole.~
 

loshad

Newbie
Jun 25, 2020
80
229
Zion of Olympus, first of all thank you for creating this game and distributing it - I know from experience that this sort of game development requires a lot of effort and dedication. I also agree with many of the people in this thread who have called out the art and world building as strengths of the game.

That being said, I'd like to comment on two aspect of the game that I personally found to be lacking - I hope that these come across as the constructive criticism they are meant to be.

  1. The first is the lack of any meaningful consequences for the choices of the player. That may sound odd given that in any single encounter the player has the option of giving in to the succubi and ending their quest. However, note that the decisions made by a player in a given battle have no impact on any future interactions - no dialogue changes, no additional interaction options, no mechanical changes.

    The game appears to treat each succubus encounter as a sealed box, with one way in and one way out, regardless of what happened during the encounter. A Hunter that took advantage of every opportunity to indulge with a succubus, and a Hunter that resisted all advances play the rest of the game exactly the same (at least as far as I was able to tell). Any consequences start and end within the box of the individual encounter. This lack of reactivity is also evident in player interactions with other characters. The Hunter is free to treat Iole like a treasured friend in one conversation, and dismiss or demean her in the next - with no reaction from Iole herself to boot! The Hunter comes into each interaction as a fresh person, with no sense of the weight of previous decisions, conversations, etc.

    World reactivity can be difficult to do, but it is almost always worth the effort. Additionally, there may be ways to introduce minor consequences that may not require significant writing or coding effort. For example, what if after a Hunter gives in to a succubus in one battle, he receives a debuff to his Iron Will skill? Perhaps in the next battle it has a chance of failing or lasting for only 4 turns instead of 5?

  2. The second aspect is the formulaic approach to the succubus encounters themselves. The pattern of "Start" - "Optionally give in 2x" - "Fight" - "Optionally give in 2x" - "End" becomes apparent and predictable after 2 or 3 fights. This lack of variety is at odds with the diverse lineup of succubi you have created. Additionally, this predictability takes away all risk from a sexual encounter that is presented in-game as inherently dangerous and risky. Why would a Hunter worry about giving in to a succubus after the 5th or 6th time he escaped without any consequences by using the exact same trick again and again?

    Creating additional dialogue branches in the pre- and post-battle scenes could introduce much needed variety here (no new art assets required!). This would add to the replayability of the game (and individual encounters), as well as reduce the "railroad" nature of the game-play and narrative.

Again, these are only my subjective opinions, and they are offered in the spirit of constructive criticism. If they are useful, great! If not - no big loss.

Thanks for reading.
 

Zion of Olympus

Well-Known Member
Game Developer
Apr 23, 2019
1,838
3,880
Zion of Olympus, first of all thank you for creating this game and distributing it - I know from experience that this sort of game development requires a lot of effort and dedication. I also agree with many of the people in this thread who have called out the art and world building as strengths of the game.

That being said, I'd like to comment on two aspect of the game that I personally found to be lacking - I hope that these come across as the constructive criticism they are meant to be.

  1. The first is the lack of any meaningful consequences for the choices of the player. That may sound odd given that in any single encounter the player has the option of giving in to the succubi and ending their quest. However, note that the decisions made by a player in a given battle have no impact on any future interactions - no dialogue changes, no additional interaction options, no mechanical changes.

    The game appears to treat each succubus encounter as a sealed box, with one way in and one way out, regardless of what happened during the encounter. A Hunter that took advantage of every opportunity to indulge with a succubus, and a Hunter that resisted all advances play the rest of the game exactly the same (at least as far as I was able to tell). Any consequences start and end within the box of the individual encounter. This lack of reactivity is also evident in player interactions with other characters. The Hunter is free to treat Iole like a treasured friend in one conversation, and dismiss or demean her in the next - with no reaction from Iole herself to boot! The Hunter comes into each interaction as a fresh person, with no sense of the weight of previous decisions, conversations, etc.

    World reactivity can be difficult to do, but it is almost always worth the effort. Additionally, there may be ways to introduce minor consequences that may not require significant writing or coding effort. For example, what if after a Hunter gives in to a succubus in one battle, he receives a debuff to his Iron Will skill? Perhaps in the next battle it has a chance of failing or lasting for only 4 turns instead of 5?

  2. The second aspect is the formulaic approach to the succubus encounters themselves. The pattern of "Start" - "Optionally give in 2x" - "Fight" - "Optionally give in 2x" - "End" becomes apparent and predictable after 2 or 3 fights. This lack of variety is at odds with the diverse lineup of succubi you have created. Additionally, this predictability takes away all risk from a sexual encounter that is presented in-game as inherently dangerous and risky. Why would a Hunter worry about giving in to a succubus after the 5th or 6th time he escaped without any consequences by using the exact same trick again and again?

    Creating additional dialogue branches in the pre- and post-battle scenes could introduce much needed variety here (no new art assets required!). This would add to the replayability of the game (and individual encounters), as well as reduce the "railroad" nature of the game-play and narrative.

Again, these are only my subjective opinions, and they are offered in the spirit of constructive criticism. If they are useful, great! If not - no big loss.

Thanks for reading.
Thank you for taking your time to write this, I really appreciated it! I'll try and go by points.

-Choices and Consequences will be added in important parts of the game, like the Witch Quest in the upcoming build, where it has 2 paths and it will play out a role in the main story.

-These important choices will be carried out throughout the games until the end of the Era. Which means that you can "import" your save (I'll ask you questions in the beginning of the sequels) for you to have these consequences played out.

-Only these two topics above give me a lot of work, since they will accumulate, especially in the 4th and final game of an Era. Even AAA games struggle with it, imagine a single guy like me.

-I'm just one guy and I can't create hundreds of thousands of choices/consequences, even if small, throughout the game without hurting the development itself. Imagine creating small variations to every single battle, like you suggested, to all succubus we have planned, it will be a nightmare for me having to develop, play test, etc everything. For me this sounds wonderful but also unrealistic.

-The dialogue where you can treat Iole well and then in the next treat her bad, for example, is for the immersion of the player. The options to treat her well or bad will always be present, however is up to you to make your character consistent, it makes no sense to me treat her well and then treating her bad in the next interaction, even if the option is there. So yes, the dialogue will always be open for you to fit the character you want to build. But it's up to you to make him consistent.

-If you advance your relationship with these girls, by treating them well, in the case of Iole, you will unlock unique conversations and interactions, including hentai scenes. For normal interactions for the progression inside the plot, all options will be available, since I can't create a story based on how you treated every single person.

-Plot choices will be commented upon, however.

-The main focus of the game is trying to resist a fight with a succubus, their constant temptation, the risk of energy drain. This is the Age of Invasions, things will be completely different in each Era as we move forward. For example, in the present, succubus would have developed illusion magic, so they will become these true predators that only reveals when there is no chance for the victim to escape. Very close to the modern legend.

-Every single game follow a "box". A script if you may. To spice that I added the temptation events, that escpaes the formula of the battles, like the tribal succubus or the tied one.

-I don't know of a single game that doesn't have this "box". I prefer the formulaic approach, it's how I develop the game. From Monster Girl Quest to Lust Series, all of them have a pattern for the enemies you face, with some variations here and there. Then you must defeat them using acquired skills, items, equipment, etc. Not only it accelerates production, it keeps things consistent. For example, all girls can receive the same number of images, without one have more or less than other. Because the script is there, and therefor inclusion and development are objectively better and quicker, avoiding that I forget a image here or there for another girl.

-Believe it or not, I spend days to create these branches for the dialogue, the more options I give, the more complex and laborious it becomes. That's why very rare developers have them included in their games. The amount of work is huge to the point that if I add more of them I might burn out from the game and can't even look at it anymore.

-The way I chose to develop the game is the best compromise between including choices and burning out myself from the game.

-There is just so much in terms of including dialogue that I can add without becoming repetitive with a single set of images. That's why the generals have 2 set of images, so I can develop another scene.

-These new branches in option would result in the same thing, either the death of the protagonist or the succubus' defeat. Succubus in the world I built drains the man dry, they don't keep them in a eternal sex loop or carry them to hell to keep them as eternal slaves, etc. No the succubus here were build following my view on them, they are predators and they suck life, kill you and move on.

-More areas will be added to the next builds to expand the world and make it less linear.



I hope I addressed most of your points. Have a nice day! ;)
 

Billus

Newbie
Nov 14, 2019
67
77
Thank you for taking your time to write this, I really appreciated it! I'll try and go by points.

-Choices and Consequences will be added in important parts of the game, like the Witch Quest in the upcoming build, where it has 2 paths and it will play out a role in the main story.

-These important choices will be carried out throughout the games until the end of the Era. Which means that you can "import" your save (I'll ask you questions in the beginning of the sequels) for you to have these consequences played out.

-Only these two topics above give me a lot of work, since they will accumulate, especially in the 4th and final game of an Era. Even AAA games struggle with it, imagine a single guy like me.

-I'm just one guy and I can't create hundreds of thousands of choices/consequences, even if small, throughout the game without hurting the development itself. Imagine creating small variations to every single battle, like you suggested, to all succubus we have planned, it will be a nightmare for me having to develop, play test, etc everything. For me this sounds wonderful but also unrealistic.

-The dialogue where you can treat Iole well and then in the next treat her bad, for example, is for the immersion of the player. The options to treat her well or bad will always be present, however is up to you to make your character consistent, it makes no sense to me treat her well and then treating her bad in the next interaction, even if the option is there. So yes, the dialogue will always be open for you to fit the character you want to build. But it's up to you to make him consistent.

-If you advance your relationship with these girls, by treating them well, in the case of Iole, you will unlock unique conversations and interactions, including hentai scenes. For normal interactions for the progression inside the plot, all options will be available, since I can't create a story based on how you treated every single person.

-Plot choices will be commented upon, however.

-The main focus of the game is trying to resist a fight with a succubus, their constant temptation, the risk of energy drain. This is the Age of Invasions, things will be completely different in each Era as we move forward. For example, in the present, succubus would have developed illusion magic, so they will become these true predators that only reveals when there is no chance for the victim to escape. Very close to the modern legend.

-Every single game follow a "box". A script if you may. To spice that I added the temptation events, that escpaes the formula of the battles, like the tribal succubus or the tied one.

-I don't know of a single game that doesn't have this "box". I prefer the formulaic approach, it's how I develop the game. From Monster Girl Quest to Lust Series, all of them have a pattern for the enemies you face, with some variations here and there. Then you must defeat them using acquired skills, items, equipment, etc. Not only it accelerates production, it keeps things consistent. For example, all girls can receive the same number of images, without one have more or less than other. Because the script is there, and therefor inclusion and development are objectively better and quicker, avoiding that I forget a image here or there for another girl.

-Believe it or not, I spend days to create these branches for the dialogue, the more options I give, the more complex and laborious it becomes. That's why very rare developers have them included in their games. The amount of work is huge to the point that if I add more of them I might burn out from the game and can't even look at it anymore.

-The way I chose to develop the game is the best compromise between including choices and burning out myself from the game.

-There is just so much in terms of including dialogue that I can add without becoming repetitive with a single set of images. That's why the generals have 2 set of images, so I can develop another scene.

-These new branches in option would result in the same thing, either the death of the protagonist or the succubus' defeat. Succubus in the world I built drains the man dry, they don't keep them in a eternal sex loop or carry them to hell to keep them as eternal slaves, etc. No the succubus here were build following my view on them, they are predators and they suck life, kill you and move on.

-More areas will be added to the next builds to expand the world and make it less linear.



I hope I addressed most of your points. Have a nice day! ;)
I love how much effort you put in and that you actually interact with the community you are great man
 

loshad

Newbie
Jun 25, 2020
80
229
Thank you for taking your time to write this, I really appreciated it! I'll try and go by points.

-snip-

I hope I addressed most of your points. Have a nice day! ;)
Zion of Olympus, thanks for reading through and considering my thoughts.

You brought up some valid counterpoints - it is indisputable that game development can demand a lot of time, and is very hard to do on your own. And of course it is important to avoid burn out, to ensure that you like the game you are creating. Again, I speak from first hand experience here. If you are happy with the current direction of the game, and are eager to continue work - that's great! It has already found an audience here.

I do think that in several spots I could have been clearer in the wording of my original post - for example, perhaps my "sealed box" analogy was not the best for conveying my meaning. And in others places, it appeared as though you were locked into some false dilemmas.

I don't want to belabor the point or become a nuisance by responding to each comment in turn with a "no, this is what I meant!" - I don't think that's a productive path forward. That being said, if you'd like me to clarify anything, please let me know.

Thanks, and best of luck with the game!
 
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Porn_Jesus

Forum Fanatic
Jun 21, 2017
5,542
5,454
Thank you for taking your time to write this, I really appreciated it! I'll try and go by points.

-Choices and Consequences will be added in important parts of the game, like the Witch Quest in the upcoming build, where it has 2 paths and it will play out a role in the main story.

-These important choices will be carried out throughout the games until the end of the Era. Which means that you can "import" your save (I'll ask you questions in the beginning of the sequels) for you to have these consequences played out.

-Only these two topics above give me a lot of work, since they will accumulate, especially in the 4th and final game of an Era. Even AAA games struggle with it, imagine a single guy like me.

-I'm just one guy and I can't create hundreds of thousands of choices/consequences, even if small, throughout the game without hurting the development itself. Imagine creating small variations to every single battle, like you suggested, to all succubus we have planned, it will be a nightmare for me having to develop, play test, etc everything. For me this sounds wonderful but also unrealistic.

-The dialogue where you can treat Iole well and then in the next treat her bad, for example, is for the immersion of the player. The options to treat her well or bad will always be present, however is up to you to make your character consistent, it makes no sense to me treat her well and then treating her bad in the next interaction, even if the option is there. So yes, the dialogue will always be open for you to fit the character you want to build. But it's up to you to make him consistent.

-If you advance your relationship with these girls, by treating them well, in the case of Iole, you will unlock unique conversations and interactions, including hentai scenes. For normal interactions for the progression inside the plot, all options will be available, since I can't create a story based on how you treated every single person.

-Plot choices will be commented upon, however.

-The main focus of the game is trying to resist a fight with a succubus, their constant temptation, the risk of energy drain. This is the Age of Invasions, things will be completely different in each Era as we move forward. For example, in the present, succubus would have developed illusion magic, so they will become these true predators that only reveals when there is no chance for the victim to escape. Very close to the modern legend.

-Every single game follow a "box". A script if you may. To spice that I added the temptation events, that escpaes the formula of the battles, like the tribal succubus or the tied one.

-I don't know of a single game that doesn't have this "box". I prefer the formulaic approach, it's how I develop the game. From Monster Girl Quest to Lust Series, all of them have a pattern for the enemies you face, with some variations here and there. Then you must defeat them using acquired skills, items, equipment, etc. Not only it accelerates production, it keeps things consistent. For example, all girls can receive the same number of images, without one have more or less than other. Because the script is there, and therefor inclusion and development are objectively better and quicker, avoiding that I forget a image here or there for another girl.

-Believe it or not, I spend days to create these branches for the dialogue, the more options I give, the more complex and laborious it becomes. That's why very rare developers have them included in their games. The amount of work is huge to the point that if I add more of them I might burn out from the game and can't even look at it anymore.

-The way I chose to develop the game is the best compromise between including choices and burning out myself from the game.

-There is just so much in terms of including dialogue that I can add without becoming repetitive with a single set of images. That's why the generals have 2 set of images, so I can develop another scene.

-These new branches in option would result in the same thing, either the death of the protagonist or the succubus' defeat. Succubus in the world I built drains the man dry, they don't keep them in a eternal sex loop or carry them to hell to keep them as eternal slaves, etc. No the succubus here were build following my view on them, they are predators and they suck life, kill you and move on.

-More areas will be added to the next builds to expand the world and make it less linear.



I hope I addressed most of your points. Have a nice day! ;)
You are doing very well. No worries if it takes longer. Just don't refuse help/additional manpower if they are trustworthy and can improve quality and dev speed. =3
 

Proxamin

New Member
Mar 24, 2020
11
10
Thank you for taking your time to write this, I really appreciated it! I'll try and go by points.

-Choices and Consequences will be added in important parts of the game, like the Witch Quest in the upcoming build, where it has 2 paths and it will play out a role in the main story.

-These important choices will be carried out throughout the games until the end of the Era. Which means that you can "import" your save (I'll ask you questions in the beginning of the sequels) for you to have these consequences played out.

-Only these two topics above give me a lot of work, since they will accumulate, especially in the 4th and final game of an Era. Even AAA games struggle with it, imagine a single guy like me.

-I'm just one guy and I can't create hundreds of thousands of choices/consequences, even if small, throughout the game without hurting the development itself. Imagine creating small variations to every single battle, like you suggested, to all succubus we have planned, it will be a nightmare for me having to develop, play test, etc everything. For me this sounds wonderful but also unrealistic.

-The dialogue where you can treat Iole well and then in the next treat her bad, for example, is for the immersion of the player. The options to treat her well or bad will always be present, however is up to you to make your character consistent, it makes no sense to me treat her well and then treating her bad in the next interaction, even if the option is there. So yes, the dialogue will always be open for you to fit the character you want to build. But it's up to you to make him consistent.

-If you advance your relationship with these girls, by treating them well, in the case of Iole, you will unlock unique conversations and interactions, including hentai scenes. For normal interactions for the progression inside the plot, all options will be available, since I can't create a story based on how you treated every single person.

-Plot choices will be commented upon, however.

-The main focus of the game is trying to resist a fight with a succubus, their constant temptation, the risk of energy drain. This is the Age of Invasions, things will be completely different in each Era as we move forward. For example, in the present, succubus would have developed illusion magic, so they will become these true predators that only reveals when there is no chance for the victim to escape. Very close to the modern legend.

-Every single game follow a "box". A script if you may. To spice that I added the temptation events, that escpaes the formula of the battles, like the tribal succubus or the tied one.

-I don't know of a single game that doesn't have this "box". I prefer the formulaic approach, it's how I develop the game. From Monster Girl Quest to Lust Series, all of them have a pattern for the enemies you face, with some variations here and there. Then you must defeat them using acquired skills, items, equipment, etc. Not only it accelerates production, it keeps things consistent. For example, all girls can receive the same number of images, without one have more or less than other. Because the script is there, and therefor inclusion and development are objectively better and quicker, avoiding that I forget a image here or there for another girl.

-Believe it or not, I spend days to create these branches for the dialogue, the more options I give, the more complex and laborious it becomes. That's why very rare developers have them included in their games. The amount of work is huge to the point that if I add more of them I might burn out from the game and can't even look at it anymore.

-The way I chose to develop the game is the best compromise between including choices and burning out myself from the game.

-There is just so much in terms of including dialogue that I can add without becoming repetitive with a single set of images. That's why the generals have 2 set of images, so I can develop another scene.

-These new branches in option would result in the same thing, either the death of the protagonist or the succubus' defeat. Succubus in the world I built drains the man dry, they don't keep them in a eternal sex loop or carry them to hell to keep them as eternal slaves, etc. No the succubus here were build following my view on them, they are predators and they suck life, kill you and move on.

-More areas will be added to the next builds to expand the world and make it less linear.



I hope I addressed most of your points. Have a nice day! ;)
I very much appreciate your dedication and fine-crafting of this game that you have and are still constantly updating the game from both a game-play and dialogue perspective to achieve your vision. That being said, I thought that some of the dialogue for 2 of the succubus to be a little iffy at best and should be edited in the updated version.


Spider Succubus

The fact that she was more violent and less seductive towards the protagonist is not an issue to me at all. Maybe this is a hint at how most insect clan succubus will be like or just how you wanted the story to play out as a "cameo" character. The problem for me comes from the dialogue after the battle. She says point blank pre-battle that she murdered an entire cave full of miners and goes straight into attacking you but then just begs to be set free after you beat her. I was thinking to myself, "why on earth would I ever consider letting her go" but chose it just to see if there was a juicy temptation. The spider minion acting as a decoy wasn't a bad excuse at all, but it makes the idea of her begging feel silly to me. It would have made more sense if the spider succubus had tried to make a false offer like general Delilah did(maybe with precious ores/lie about there being some survivors) or try to flirt with you as a distraction. I completely understand not wanting to add too much artwork for the non-boss related succubus which is why the dialogue helps to make every post-battle temptation, pre-battle temptation, and defeat feel special despite having just the same gif/image. As a player, it doesn't feel rewarding if the scene for giving in feels exactly the same as the scene for losing. The main concept of this game is about the consequences of thinking with "what's in your pants" rather than "what's in your head" has always made me chuckle but when it comes to the spider succubus, it just feels like the main character was being a total idiot.

Alraune Succubus

Like with the last one, the main issue to me comes from the post-battle dialogue. When I compare the temptation pre-battle to the one post battle, the only small difference I noticed was that she went from "I'll use my mouth on you to study human behavior while draining you dry" to "I'll use my mouth on you to study human behavior" while being slightly subtle that she'll drain you if you indulge too long. It makes the artwork where she shows her whole body feel a little pointless because it doesn't really lead to any real change in the scene. It's kind of like with the Daisy succubus where there is a focus on her breasts (had kind of expected a puff-puff) but then goes abruptly to doggy-style. I think that the post battle temptation scene should be changed a little so that the Alraune succubus offers the hunter to use any part of her body that he wishes (which helps to add to her showing off her body) but seeing as how he was so enthralled by her mouth early on, he chooses to use that.


These are just some of my thoughts and I am not trying in any way to offend or criticize what you and your team have already done, I just want this game that is already showing an amazing amount of potential and work put into it to continue to improve and be as grand as you are hoping it to be.
 
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Zion of Olympus

Well-Known Member
Game Developer
Apr 23, 2019
1,838
3,880
I very much appreciate your dedication and fine-crafting of this game that you have and are still constantly updating the game from both a game-play and dialogue perspective to achieve your vision. That being said, I thought that some of the dialogue for 2 of the succubus to be a little iffy at best and should be edited in the updated version.


Spider Succubus

The fact that she was more violent and less seductive towards the protagonist is not an issue to me at all. Maybe this is a hint at how most insect clan succubus will be like or just how you wanted the story to play out as a "cameo" character. The problem for me comes from the dialogue after the battle. She says point blank pre-battle that she murdered an entire cave full of miners and goes straight into attacking you but then just begs to be set free after you beat her. I was thinking to myself, "why on earth would I ever consider letting her go" but chose it just to see if there was a juicy temptation. The spider minion acting as a decoy wasn't a bad excuse at all, but it makes the idea of her begging feel silly to me. It would have made more sense if the spider succubus had tried to make a false offer like general Delilah did(maybe with precious ores/lie about there being some survivors) or try to flirt with you as a distraction. I completely understand not wanting to add too much artwork for the non-boss related succubus which is why the dialogue helps to make every post-battle temptation, pre-battle temptation, and defeat feel special despite having just the same gif/image. As a player, it doesn't feel rewarding if the scene for giving in feels exactly the same as the scene for losing. The main concept of this game is about the consequences of thinking with "what's in your pants" rather than "what's in your head" has always made me chuckle but when it comes to the spider succubus, it just feels like the main character was being a total idiot.

Alraune Succubus

Like with the last one, the main issue to me comes from the post-battle dialogue. When I compare the temptation pre-battle to the one post battle, the only small difference I noticed was that she went from "I'll use my mouth on you to study human behavior while draining you dry" to "I'll use my mouth on you to study human behavior" while being slightly subtle that she'll drain you if you indulge too long. It makes the artwork where she shows her whole body feel a little pointless because it doesn't really lead to any real change in the scene. It's kind of like with the Daisy succubus where there is a focus on her breasts (had kind of expected a puff-puff) but then goes abruptly to doggy-style. I think that the post battle temptation scene should be changed a little so that the Alraune succubus offers the hunter to use any part of her body that he wishes (which helps to add to her showing off her body) but seeing as how he was so enthralled by her mouth early on, he chooses to use that.


These are just some of my thoughts and I am not trying in any way to offend or criticize what you and your team have already done, I just want this game that is already showing an amazing amount of potential and work put into it to continue to improve and be as grand as you are hoping it to be.
-The Spider Succubus was just trying to gain some time so her minion could attack you and she would then proceed to jump on you. She wasn't expecting you to let her go, she just wish to talk for a moment. She is less sexy then any other leaf succubus due to her aggressive nature. The leaf clan heavily relies on seduction and temptation while the insect clan just ambush and devour their prey. You might have noticed that she doesn't even tempt you before battle.

-In the Alraune Succubus case it's more like the game structure. For example:
--All succubus will receive a second image showing her front or back depending on the original pose, so you can appreciate all her beauty. This is something that almost no hentai game does, showing the girls body from multiple angles. It bothered me because when I like the girl, I wish to see her in at least 2 angles, frontal and back, to have an idea of her whole body. So I added this feature in the game.
--Only the generals have 2 sets of hentai scene images, since she was a normal succubus she has only one set. The duchess will have 3. This is mostly due to time, we can't have multiple hentai scenes for all succubus without taking years to finish a single game. So only the most powerful/special ones will receive another set of images.

;) (y)
 
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Nullx54

Active Member
Jun 4, 2017
584
813
-The Spider Succubus was just trying to gain some time so her minion could attack you and she would then proceed to jump on you. She wasn't expecting you to let her go, she just wish to talk for a moment. She is less sexy then any other leaf succubus due to her aggressive nature. The leaf clan heavily relies on seduction and temptation while the insect clan just ambush and devour their prey. You might have noticed that she doesn't even tempt you before battle.

-In the Alraune Succubus case it's more like the game structure. For example:
--All succubus will receive a second image showing her front or back depending on the original pose, so you can appreciate all her beauty. This is something that almost no hentai game does, showing the girls body from multiple angles. It bothered me because when I like the girl, I wish to see her in at least 2 angles, frontal and back, to have an idea of her whole body. So I added this feature in the game.
--Only the generals have 2 sets of hentai scene images, since she was a normal succubus she has only one set. The duchess will have 3. This is mostly due to time, we can't have multiple hentai scenes for all succubus without taking years to finish a single game. So only the most powerful/special ones will receive another set of images.

;) (y)
The duchess will have THREE scenes?! Hubba hubba flower mother, that's gonna be some good shit.
 

Porn_Jesus

Forum Fanatic
Jun 21, 2017
5,542
5,454
WTF ever happened to this game has it been finshed yet or what and will the sex scenes ever be animated like last time again hope we get something here soon.
Devs are working on finishing chapter 2 with lots of animations and art. After that is done work on chapter 3 will start.
 

Sigurd_022

New Member
Jun 29, 2020
1
0
it's kind of sad to think that the protagonist we played will die, and also for now having sex as a route to his game over is a little strange, but I have to give credit to these arts and stories that are VERY good for more than some elements like that of sex giving in game over (those of succubus) is totally consistent with the plot that is being created and even though some indications of history have shown that maybe this changes as the magician who captured the succubus said he was seeing a way for you not to die as soon as you contact her.

Well I really think that this number of alternatives is something very cool, it makes you want to re-log into the game just to know what would happen if you chose another option so it would be nice if the alternatives had a little more impact on the story and not had a simple change in the dialogue since an alternative is your choice theoretically, the dialogues are well chosen and the art is incredible, to the point it was sad that the designs of the succubus that were killed by the protagonists were '' discarded '', I have high expectations with the project when it is close to the next launch I plan to become a boss to see it up close.

Note: the only thing I missed a little was a character as built as the others with black hair and blue eyes (sorry for the spelling or conjugation errors there are still a few touches left for my english to be entirely good).
 
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