- Jul 1, 2019
- 17
- 78
Hiro is supposed to be a know-nothing newbie adventurer. Adventuring is not easy, safe, or intuitive, and the complete lack of a tutorial mixed with the huge amount of information that the game dumps on you reflects that very well. If you take your time, do some research, or just practice and learn from your experiences, you'll eventually find something that works for you. If you experiment beyond that, you can easily conquer the more difficult encounters with advanced techniques.The combat system is actually great. The only problem is that it falls into the "let's dump a bunch of choices on an unwitting player before they have any idea what actually matters" trap.
It's a fantastically deep and customizable system, especially for a porn game. But who the hell is gonna flip through everything and know what is actually gonna work based on text alone? An interactive tutorial where people can actually see the effect various stats have on various combat (or sexual) maneuvers would be great but such a tutorial would be long and grinding because of how much variation there is. And to expect someone to read a wall of text and understand it is a known faux pas among the game development industry.
A common solution to this problem is to introduce a tiered system where one ability unlocks another so "hidden" tutorials (where you unlock an ability and are immediately tasked with using it in a story-relevant context) can be used to explain the mechanics you just unlocked. That obviously wouldn't work for a game like this.
These are deep game design issues that I feel literally cannot be addressed given the current state of the game The simple "spring attack, crushing blow, guard" cycle will work for most encounters so I'd recommend getting comfortable with that before you start experimenting with shit outside of your bread and butter "hit them until you are about to fall over then brace yourself" strategy.
Plus, losing and humiliation are key themes. One of the best ways to make that feel natural is to make the gameplay a genuine challenge, and in ToA's case, figuring out how to fight and read your opponent and so on are the challenges that you have to overcome. Nothing makes you feel weaker than getting raped by a goblin because you don't actually know how to fight and therefore lost to one of the weakest monsters around, and nothing is more humiliating than being turned into a fucktoy for the Warlock or the Dark Knight because, despite whatever advantages that you had, they beat you anyways.
It's not a game design issue, it's a game design choice, and it's arguably one of the strongest choices that the game has made because it fits with the theming so perfectly.