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Others The Perfect Pair Shall Rise! [Prototype-rev-1.1] [prostochel2002]

3.80 star(s) 6 Votes

prostochel2002

Newbie
Game Developer
Oct 7, 2024
25
112
I suppose it has to do with immersion, with having a better idea of what the MC is seeing.
Yes, you're right. At the earliest stages of development there was no such thing as split screen, it was all just one screen, and you had an option to skip your turn, turn around and check on Aster. That was immersive, right. But it was boring in visuals and the gameplay pacing. Once again, I will definitely consider your suggestion, but there are a couple of issues:
1. Making animation transitions takes up time. As much as "real action" animations everyone would like to see. I'm not talking about these transitions modern engines can automate populating. I'm talking about "Walking closer" in Mentor Idle -> Walking closer -> H-action or something like that. So this would mean I need to make a transition animation for every H-action. So the overall number of animation would tend to the number twice as much bigger than the number I planned out.
2. Of course these are matter of taste. But worse angles. I really like the idea of spicier ones. They won't necessarily lose the feeling of being in a skin of someone who loses. I came up with this thought just yesterday, so I might be wrong. I will ponder over it more.

Thank you for your input. I appreciate it. I really do. But doing twice as much animations is not something I can prioritize at least before the game is fully released.
It makes seeing what's going on harder, but much more fun.
That's the point :)
 
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Arkade

Member
May 23, 2017
379
730
It'd be nice of the games cycle is challenging enough to make you feel like you're fighting against the NTR. Like 180 gold for -15 points of lust is relatively 1 point per 10 gold. But you need money for torches too so you don't let it build up beyond the race to buy these potions. And it should likely build up faster the higher it already is(as she gets into new acts). The job system in future could help keep that ratio- like +5 lust for 100 gold or something once a day would ultimately beat the sedative ratio and help a bit.

Basically I think this games balance should be around the cost and necessity of items. It'd also be nice to have the combat system be more like rock paper scissors much like fate/extra(if anyone has played that or knows of it).. Seems like what it is going for now but the missing is so often it's better to jsut spam heavy- light- rest. to keep stamina up. With rock paper scissors system the ??? hidden turns of the enemy would actually have a reason to exist- perhaps some job in town can teach you a skill that lets you see more of those ???s and further help that ratio between gold gains(as you'll use less potions and less torch) and necessities to take(to avoid NTR)-. .

Well- I doubt it's meant to be a big ambitious project- just looking forward to an actual game rather than a scene viewer for once. And I think this can deliver on that with a bit of polish.
 

quiboune

Well-Known Member
Sep 2, 2018
1,136
1,211
At the earliest stages of development there was no such thing as split screen, it was all just one screen, and you had an option to skip your turn, turn around and check on Aster. That was immersive, right. But it was boring in visuals and the gameplay pacing.
1733600300631.png
(That sounds super hot, actually)

It's alright, dev. It's very early in development so it's hard to get a feel of how exactly those things will look by the end, but I'm sure it'll be great regardless of details.
 

Indexless

Newbie
Aug 25, 2017
94
155
Really like the premise of this. Can't wait to see it more fleshed out. I hope it gets paced better once it's in a more realized game with proper slow corruption.
 
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prostochel2002

Newbie
Game Developer
Oct 7, 2024
25
112
Like, she is super in love with us, but as we fail to defeat monsters and her mentor who is a dick interfere to save us from these monsters, she would gain more admiration for him... So the gameplay loop would be us trying to beat the monsters to keep her love on us rather just keep the light lit...
That's what I plan to do, actually. I have one abstract gameplay mechanic in mind, that would enforce "difficult" decisions and competition with Mentor. I'll probably release this mechanic as an experimental feature later. If players like it, it will go into the game.
If the game has a Stress system, where we the hero gain debuffs when we are stressed, and sex would be a way to keep stress low, she could be persuaded to use skimpy outfits to please us the hero and give the player a reason to why she dress like a slut xD maybe the clothes could have a bonus to reduce stress, but the more sex we have in the dungeon the less stress theses same clothes have that week? And the more she dress slut, the more her mentor wants to bang her xD
Edit: Maybe the mentor has some clothes preferences for her, so we have to discover what she would have to wear to keep his interest low...
This idea is HUGE. I love it. That's some genius solution on the ludonarrative dissonance. I don't know if I want it to be namely STRESS, I'll think of it. Yes, definitely. Thank you!
 
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Febui

Active Member
May 6, 2022
503
556
Bit sparse on all counts. I hope the mentor is not ugly, retarded, or uncharismatic, as is custom for games. I want to actually believe she'd be turned on, almost no NTR ever does that, they make sure you are intensely aware that he's as unerotic as they come and that it's only because the other characters are even more intensely retarded that anything can happen.
Don't make it raceplay shit either.
But besides that, there's little to say. This is a pretty well-tread premise, it could end up quite good, but this is so early that there's no way to say. Unsure what input would be useful. The gameplay doesn't look promising. Even if you add more abilities so there's some strategy, it is a little dry of a concept. But one the dungeon has more than a single linear choiceless route, where you can actually choose directions and have other events, it could pan out to something good. Could have a minimum delve length of 10 tiles but you can rest and do more in the same area. Resting being an avenue for a variety of events, including full-restoring the fiance's mana by meditating with the mentor, allowing her to be more helpful for the next 10 tiles but obviously being her with him. Tons you can do there. And the benefit of staying in the dungeon longer can be things like checking out the other paths that were generated but not explored, and could be incentivized with things like getting a key to a locked door, where there would be good loot, but you likely won't be able to reach the door and the key all in the first 10 tiles. If you want enough loot to keep paying for the resources the expeditions cost and turn a profit, you have to stick it out longer in there.
Or you can play it safe, sticking to short delves that barely break even on cost.
Idle speculation, I don't know how you'll develop the idea.

I did enjoy a particular RPGmaker game where you had to keep fighting off the enemies before the reach your love interest, but there being several times you can leave her in one place that might be safer than being near you in a particular section, or you might move too fast and just outpace her, and you'll see her render on the side, cast in shadow, as she's getting molested by someone while away from you, prompting you to rush back and save her. I'm not a fan of rape at all, I think it's cheat and detracts from the NTR, but the concept of having reasons to separate and the anxiety of it works pretty well. Maybe in the dungeon, when given multiple paths, you can split up to get much more loot, but if you take too long to rejoin her, who knows what she's getting up to with the mentor. Then again, if you abandon your path right away to catch up, what did you even split for? I like it when there's a real compelling reason to make these choices.
As it stands, there's no deep NTR here, she's a paper cutout of a love interest and he's a black void with no character and there's nothing to engage with. It's just a basic demo of a concept for a game that shows that you as a dev can do something and are figuring things out. And I hope as you develp this, it really grows into something I like.
Good luck.
 
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archedio

Well-Known Member
Modder
Apr 18, 2019
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"...but as we fail to defeat monsters and her mentor who is a dick interfere to save us from these monsters, she would gain more admiration for him... "

That's what I plan to do, actually. I have one abstract gameplay mechanic in mind, that would enforce "difficult" decisions and competition with Mentor. I'll probably release this mechanic as an experimental feature later. If players like it, it will go into the game.
Seems like another "we have to purposely plays bad to get the h-scenes" system. I don't think that's a good idea.
Eeeh maybe it's just me, though, coz that system is the one that I avoid in most games.
 
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Illustrivity

Member
Mar 2, 2018
186
440
Yeah, it's a nice concept and the main girl is cute, but it's veeery sparse, and trying to get scenes without it being just silhouettes is, uhh, very annoying. Also, the scenes seem to pop primarily while you're moving forward, and I'm not sure there's a way to just keep the scenes up (but it would be nice if there was).
 

Hasselnut

NTR DEMON
Game Developer
Jun 18, 2021
566
944
Yeah, it's a nice concept and the main girl is cute, but it's veeery sparse, and trying to get scenes without it being just silhouettes is, uhh, very annoying.
that's precisely the point bro, it's very close to the censorship fetish. "for reasons" you're not allowed to see
 
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Illustrivity

Member
Mar 2, 2018
186
440
that's precisely the point bro, it's very close to the censorship fetish. "for reasons" you're not allowed to see
Fair enough, I suppose. I just meant more getting scenes when it's dim, but not outright black silhouettes, but I understand the intent there with the whole torch mechanic.
 
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3.80 star(s) 6 Votes