- Jul 30, 2017
- 2,135
- 3,352
I'm going to share my experience with this game as I play it. Hopefully the developer finds this information useful.
(1) ".... and infamous ladies' man, as he makes his way through a fantasy world full of horny babes (noblewomen, female soldiers, peasant girls, slutty bandits)....."
So you already start out with maximum seduction skill. Where's the sexual growth? It sounds like all you have to do to get the girl is press "fuck her" and that's it. Not a good first impression. Okay, let's try to be fair. Geralt of Rivia was an infamous ladies man, he went around screwing everyone, but the game's combat is where he improved and got stronger, but Witcher series was not a porn game. His seduction / dating wasn't the games primary focus. So immediately I think that the game's seduction will be TOO EASY, handed to you on a silver platter, that's a negative. I don't want it to be too easy to get the girl, that's boring.
EDIT: Yup, you get the sex way too ease, without having to do anything, stupid.
(2) "Install the SHERWOOD.TTF font that comes with the game by double-clicking on it and hitting the 'Install' button up near the top..."
It looks like the dev already fixed this problem....
Sooo, get rid of this text file and font files, since you already fixed the problem, unless it's a pre-caution of some kind for old operating systems maybe? Get rid of the readme.txt, save-game location.png(put this tutorial in game), and get rid of the font file, since it's already in the correct folder.
That save-game location.png is considered a form of TUTORIAL. You shouldn't have tutorials in a folder as an image, and expect people to double click that. Better to include the tutorial in the actual game.
(3) Okay, the Sherwood.TTF file is working. I didn't need to manually install it. BTW: This main menu screen is beautiful. However, is the image of the characters being stretched somehow? It feels like the characters-image-width is being stretched, I could be wrong.
Overall, this main menu is better than most RPGMaker games, nice! Very nice. Great first impression.
This loading screen flashes for a second right before the main menu. Not good. Only show this load screen if you know it will take a while to load the files. That condition can be checked on file count perhaps or total file size. Not sure what RPGmaker lets you do here.
(4) This text is too small. You're automatically going to lose potential patreons over this accessibility issue. There's got to be a Yanfly plugin somewhere to allow the player to change the font size.
CRITICAL: Double the font size and split the amount of text in half.
So the above text gets split into two clicks. One click shows half of the above text. Then on the next message window, it shows the rest. Double the font size and split the amount of text shown in half. This is critical.
So it should look like this:
That will automatically help you get more patreons. If you don't believe me, study the concept of software accessibility, especially in regards to readability. Don't bombard the user with too much text. You can have lots of text if you want, but don't hit them all at once with too much text. Let them absorb a few sentences at a time.
(5) I changed this part in photoshop. It's easier to make a decision when you present a one sentence dilemma, instead of a large wall of text.
The fact you're showing the player a tutorial, teaching them how to play, that's AWESOME. That's definitely the right track.
(6) Can you guess why I made the number 5 yellow in this photoshop edit? See where I'm going with this? If a dialogue option actually sets some kind of flag, a decision made of some kind, perhaps change the number to a different color. Anyways, obviously number 5 moves the conversation forward, while options 1-4 probably don't set any flags and are just there for the sake of immersion.
(7) DIALOGUE BRANCH HELL. Too many choices without the player being properly invested into the character. Too much, too soon.
I literally find myself spamming random dialogue choices to get to something interesting. Showing a background of a forest overlay doesn't make for interesting conversation.
Let's study a triple A game that generated millions and millions in revenue. A game with heavy roleplaying:
Notice how there's no dialogue choice hell. You can still RP with meaning, without bombarding the user.
(8) How do you check the quest log from here, to know what to do next?
So after a few minutes of clicking around. I have no idea what to do?
So how do I enter this building? I guess we're not supposed to?
I have no idea what to do. In most RPGMaker games, you can press escape to check the quest log. I tried pressing every key on my keyboard, but no quest log?
And thus my journey ends, on to the next f95zone porn game. Chances are most players will experience what I just experienced.
(1) ".... and infamous ladies' man, as he makes his way through a fantasy world full of horny babes (noblewomen, female soldiers, peasant girls, slutty bandits)....."
So you already start out with maximum seduction skill. Where's the sexual growth? It sounds like all you have to do to get the girl is press "fuck her" and that's it. Not a good first impression. Okay, let's try to be fair. Geralt of Rivia was an infamous ladies man, he went around screwing everyone, but the game's combat is where he improved and got stronger, but Witcher series was not a porn game. His seduction / dating wasn't the games primary focus. So immediately I think that the game's seduction will be TOO EASY, handed to you on a silver platter, that's a negative. I don't want it to be too easy to get the girl, that's boring.
EDIT: Yup, you get the sex way too ease, without having to do anything, stupid.
(2) "Install the SHERWOOD.TTF font that comes with the game by double-clicking on it and hitting the 'Install' button up near the top..."
It looks like the dev already fixed this problem....
Sooo, get rid of this text file and font files, since you already fixed the problem, unless it's a pre-caution of some kind for old operating systems maybe? Get rid of the readme.txt, save-game location.png(put this tutorial in game), and get rid of the font file, since it's already in the correct folder.
That save-game location.png is considered a form of TUTORIAL. You shouldn't have tutorials in a folder as an image, and expect people to double click that. Better to include the tutorial in the actual game.
(3) Okay, the Sherwood.TTF file is working. I didn't need to manually install it. BTW: This main menu screen is beautiful. However, is the image of the characters being stretched somehow? It feels like the characters-image-width is being stretched, I could be wrong.
Overall, this main menu is better than most RPGMaker games, nice! Very nice. Great first impression.
This loading screen flashes for a second right before the main menu. Not good. Only show this load screen if you know it will take a while to load the files. That condition can be checked on file count perhaps or total file size. Not sure what RPGmaker lets you do here.
(4) This text is too small. You're automatically going to lose potential patreons over this accessibility issue. There's got to be a Yanfly plugin somewhere to allow the player to change the font size.
CRITICAL: Double the font size and split the amount of text in half.
So the above text gets split into two clicks. One click shows half of the above text. Then on the next message window, it shows the rest. Double the font size and split the amount of text shown in half. This is critical.
So it should look like this:
That will automatically help you get more patreons. If you don't believe me, study the concept of software accessibility, especially in regards to readability. Don't bombard the user with too much text. You can have lots of text if you want, but don't hit them all at once with too much text. Let them absorb a few sentences at a time.
(5) I changed this part in photoshop. It's easier to make a decision when you present a one sentence dilemma, instead of a large wall of text.
The fact you're showing the player a tutorial, teaching them how to play, that's AWESOME. That's definitely the right track.
(6) Can you guess why I made the number 5 yellow in this photoshop edit? See where I'm going with this? If a dialogue option actually sets some kind of flag, a decision made of some kind, perhaps change the number to a different color. Anyways, obviously number 5 moves the conversation forward, while options 1-4 probably don't set any flags and are just there for the sake of immersion.
(7) DIALOGUE BRANCH HELL. Too many choices without the player being properly invested into the character. Too much, too soon.
I literally find myself spamming random dialogue choices to get to something interesting. Showing a background of a forest overlay doesn't make for interesting conversation.
Let's study a triple A game that generated millions and millions in revenue. A game with heavy roleplaying:
Notice how there's no dialogue choice hell. You can still RP with meaning, without bombarding the user.
(8) How do you check the quest log from here, to know what to do next?
So after a few minutes of clicking around. I have no idea what to do?
So how do I enter this building? I guess we're not supposed to?
I have no idea what to do. In most RPGMaker games, you can press escape to check the quest log. I tried pressing every key on my keyboard, but no quest log?
And thus my journey ends, on to the next f95zone porn game. Chances are most players will experience what I just experienced.
Last edited: