- Jun 28, 2019
- 134
- 33
enjoyed what there was despite it being so light, hopefully we can get something more explicit next time
The purpose is to see a man say this and revel in the story.There's no sex scenes.. Like tf? There's genuinely no sex scenes. Like it's all implied but nothing is shown.
No compatriot, wear it as a badge of honour.is it bad for me to say i know this persons work from some where else
I have a theory that the author didn't want to get in trouble for the loli stuff so chickened out at the last minute. The fact that the loli succubus, dragon, and vampire routes *exist* and are quite detailed but somehow have less content, plus the fact the splash image above shows a loli-ish Alraune but the final product's alraune is a fair bit bustier and is the only form with a single ending...View attachment 3597823
What the fuck is the story behind this? Were there more explicit scenes in this game that were edited out somewhere, in translation or in development itself? Or is this a translation joke or joke put in by the developers?
Yeah from a scope perspective that's a much more reasonable approach, and I'm sure you could make a good game out of it - but I also feel like it's a different vibe. Things like this is some generic mc everydude that you control and then end up getting TFed. There's a bit of self-projection fantasy in there, or just connecting to the single character that it happens to depending on perspective. With multiple party members you run the risk of reducing the TFs to what feel like a game mechanic. "Ah I need to get past this boss, so the busty one over there needs to turn into the alruaune" sort of loses the impact.The usual answer to this issue is to have multiple characters.
If I want to add more monster girl TFs I'd just make a freakin' sequel lol
It's all in the framing.Yeah from a scope perspective that's a much more reasonable approach, and I'm sure you could make a good game out of it - but I also feel like it's a different vibe. Things like this is some generic mc everydude that you control and then end up getting TFed. There's a bit of self-projection fantasy in there, or just connecting to the single character that it happens to depending on perspective. With multiple party members you run the risk of reducing the TFs to what feel like a game mechanic. "Ah I need to get past this boss, so the busty one over there needs to turn into the alruaune" sort of loses the impact.
Honestly yeah, I rather like that approach too. With good enough writing you could definitely hit the mark on it all, and can still allow some minor branching to allow people to get what they like. Don't like when it's forced? You can have some choices on guiding the characters towards wanting to embrace it or not. This reduces the state logic to a much more manageable level (Basically amounting to a few flags of if they like it or not, really). It also gives a convenient avenue for some character development in the form of inter-party chats post-TF, since one of the things these games are almost universally guilty of is the character just instantly being totally okay with it and having basically no development after.It's all in the framing.
That's one of the advantages of using multiple characters, you can see different approaches to the changes rather than needing to "blandify" the protagonist or have him/her reacting the exact same way to every TF. In addition it's a very "have your cake and eat it too" because some players like characters that are into it, and others like characters that feel forced into it, and you can have both in the game.
Let me fix this for you. RPG maker is in fact an RPG maker. The more flags and integers you use the more complex things get. If you want a dozen different interlocked systems that is a mess you as a developer made. If you want to go from point A to point B with a hero in RPG maker the engine has you covered. If you want point A while the character is an orc to give you a flag that enables you to go point C then you have to code that yourself. If you want a plugin that keeps count of transformations and manages your character's state you need to code that. Because these scenarios for TFs are so hyper-specific that making this happen is on the part of the individual(s). Lastly there are plugins that have been developed in multiple languages, lots are in English, and lots more are in other languages. If you want to make something, the responsibility for managing the scope, and needs are solely on you as the developer.RPGM is a mess
See, this is exactly why I call it a mess. Not that you need to code it yourself, but that doing coding is a mess. RPG Maker has no concept of scope. Variables are global, in all cases. This works *okay* if you have a mostly linear game, just name things halfway sanely and you can just flip the flags as the player moves along the rails. If you want to do anything remotely complex though, it breaks down. You're correct that it does what it advertises, that does not change that making things in it can quickly become a mess. This same issue exists in Ren'Py, where it will handle minor branching just fine but anything more and especially any systems you try to jam into the thing, also makes it turn into a mess very quickly.If you want point A while the character is an orc to give you a flag that enables you to go point C then you have to code that yourself.
Yeah it's always a bit off-putting when characters are suddenly totally OK with their entire being being physically altered possibly forever. This game we're in the thread for actually addresses this, but since each route is a one-off it's basically the same reaction each time except the succubus route: "Oh no my DIIIIIICK!"Honestly yeah, I rather like that approach too. With good enough writing you could definitely hit the mark on it all, and can still allow some minor branching to allow people to get what they like. Don't like when it's forced? You can have some choices on guiding the characters towards wanting to embrace it or not. This reduces the state logic to a much more manageable level (Basically amounting to a few flags of if they like it or not, really). It also gives a convenient avenue for some character development in the form of inter-party chats post-TF, since one of the things these games are almost universally guilty of is the character just instantly being totally okay with it and having basically no development after.
Big fan of world building myself as well. And yeah it IS hard to find mechanisms. I tried Twine myself and yeah it's a mess if you want different values.The main reason I was drawn to my open ended multi-faction approach is that the world building and writing part of that is fun for me. I like world building, so writing how these different factions behave and their specific cultures, how they feel about other factions is enjoyable. (This is likely why I have ended up being the DM in TTRPGS for my friends for like 2 fuckin decades now... someday I'll get to play all these character ideas I have). It's just when I sit down and consider the technical aspect that makes me groan. Plus the engines all suck. RPGM is a mess, Ren'Py is *fine* if you're doing minor branching in a VN style but quickly breaks down at anything more, and Twine is... ugh, you can make it work but I'll just say I have a lot of respect for the people that manage to make good games out of that garbage.
Try the dragon one too.The harpy mother ending in the nest was unironically wholesome...
On the first point of this quote I made here. Just as a writer you don't now how many 'variables' change with character changing races. As someone dabbling with fanfic just changing out one character changes how all events would occur to some degree. My favorite detail in the game if you go down the brat succubus path suddenly everyone who was transformed has difficulties with their height and everything being sized for an adult male. (We can't reach the tables, unloading things from boxes is hard, and tiresome with this height) Indeed writing is the silent killer for a lot of this sub-genre of game. Most games completely ignore the detail your character is now a different race. At most the race you are will suddenly go, 'Hey you're one of us. Here is 5% discount on the house.' Let alone mentioning how different arms or legs would affect them. (not mentioning the changes in muscle density and strength)Anyway, I think it's also worth looking into how different characters have different feelings about their TFs. Like, is there a mind control aspect? Is it just a new body? Is the character totally fine with one aspect (example: being immortal and REALLY pretty) but not another ("OH NO MY DIIIIICK!") Since my personal fetish involves the "change" aspect I see merit in all of them...though I do like characters slowly embracing the change, just how they go about it can be different.
Big fan of world building myself as well. And yeah it IS hard to find mechanisms. I tried Twine myself and yeah it's a mess if you want different values.
RPGM would actually work fairly well it just wouldn't be the most ambitious thing around.
Not having coding knowledge is the bane of TF fetishists all over, cuz damn do the games we like require it. And art. Lots of art.