Multifan90

New Member
Jan 20, 2024
14
28
Hmmm? Character creation? Pregnancy? Based on Degrees of Lewdity?

You had my curiosity, now you have my attention.
 

Zaky0909

Member
Feb 20, 2023
164
38
you know what? i think you're taking inspiration from the wrong source. DoL is a good game for what it is, but what you're going for seems more like a cross of Abyss Diver interactive...and Corruption of Champions. specifically, the Xianxia mod. more specifically, the Ebony Labyrinth in the xianxia mod.

allow me to explain if you haven't played it.

the ebony labyrinth is an infinitely looping dungeon that gives exp rewards for every ten floors you explore. every fifty throws a unique, labyrinth-only boss at you that drops unique gear and transformation items. every hundred floors contains a pool that you can use to upgrade a weapon into a legendary/unique variant. every time you explore up to fifty floors you have the option of dropping 'down' a level, that increases the difficulty and exp/money rewards accordingly.

now, this is a game where you explore a hole that gets progressively deeper and more dangerous, and more difficult with rewards to match, i assume. you could do what i think you're going to do with this, which is make each floor a unique thing that has its own unique enemies, curses, and locations...or, you could take from the Ebony Labyrinth. you could make it so every ten floors you fight a boss, and after fighting the boos you get a drop related to that boss; a weapon, armour, a transformation item, or even a unique companion if you do something special beforehand - that is, if you're adding companions. after beating the boos you get the option to retreat back to the safe zone, or to drop down a level. the next level is much harder, composed of fifteen floors, and every level afterwards goes up by five. so floor three is composed of twenty, floor four of twenty five, and so on and so forth.

the point is, all you'd need to do is make the general enemy set up of the level, and what drops and rewards there is a chance of getting, along with level-specific curses and whatnot. you won't have to handcraft everything because all you need to do is make a general outline for now, and fill it in as you go.

an example of what i'm envisioning is this; let's say level one is a plant-based floor. so the enemies are plants and things that thrive on plants, like insects, living vines, trees, things like that. starting on floor one you get the basic bitch enemies, like the weakest insects and the easiest vines. then as you get deeper you find yourself fighting harder and harder, and much more common, enemies. the boos at the end is suited to the theme, so something like a dryad that controls a grove, or some obscure nature spirit of a sort. you kill it, it drops you a themed weapon, armour piece, or transformation item, and gives you the option to go down to the newest level or not. this incentivises the players to go up, prepare, and go through it all again to get their level up and fight the boss again to drop more of the armour set, or more of the tf items. the curses in the area would revolve around that theme, too, so anything to do with sprouting tentacles or ovipositors, insect transformation, plant transformations, things like that. every level would be like that, centred on a theme and always making sure players want to keep going down.

...sorry, i let this get aay from me. i see something that looks fascinating and genuinely interesting, and something i haven't seen much of before, and i just spew ideas. sorry about that.

EDIT: i wrote boss as boos and you know what? that's what they are now. i no longer fight bosses, i fight boos.
Hello how can I play this game on mobile offline
 

KhanJr

Member
Sep 15, 2017
138
138
After messign around with it for a while, it doesn't look like vore is implemented yet.
Player: Oh no, I'm going to end up in this animal's stomach... :love:
Wolf: Actually I had a big lunch.
Player: Eat me!
Wolf: I'm really quite full.
Player: *puts apple in mouth and starts self-basting*
Wolf: I'm going to go now.
 
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Elona Spiral

Member
Aug 31, 2020
231
218
This looked interesting and I tried it for a while and here's my thoughts.

Map:
You definitely need a map or a representation of the area that you are at.
It doesn't need to be fancy, it can just be Squares joined together by lines.
Just like what Corruption of Champions 2 and Lilith's Throne did. for their maps.

As for the game environment itself. each layer of the depths can be designed to be quite different from each other.
Each of them can have their own danger, that the player character has to overcome somehow.

Combat:
It needs some work, which is not surprising given that the game is new.
You can take inspiration from DoL (Degrees of Lewdity) as well with their combat ending either you win by defeating the enemy, or making them cum and you lose by being beaten up until you cannot continue combat.
You might want to think about a combat system if you want to have ranged weapons or some magic involved.
If you plan to have ranged weapons when maybe combat system that includes distance might be needed, and if there's distance, then speed comes into play.

Leveling system:
Given the inspiration from Made In Abyss, your character will need a lot of skills to be able to survive in the lower depths.
A poor rookie will just perish in the harsh environment.
It seems like there is some sort of leveling system from what I see, you can level up Running in this game.
You can use it to work with the distance system that I mentioned above, get enough distance between you and the enemy and you can then escape the battle. Maybe even have different proficiency at navigating different terrain, so your character can get better at moving in forest area or swampy area or rocky areas, something to think about.
It would be interesting if your character has some sort of scouting skill or stealth skill to be able to spot and avoid dangers, if spotted, be able to run away.
Of course this scouting skill can be helpful for finding Relics or navigating through dangerous terrain.
And since you are inspired from DoL, you can take inspiration from it as well, like the leveling system.
It's harsh in DoL if you have low skills but it becomes easier to manage things when your skills go up, so why not have it in this as well?
It makes a lot of sense to have many skills related to exploring and diving into the depths.

Art:
The AI art as placeholder right now is fine, I suppose.
You can look into Lust Doll Plus for what the Dev did with their paper doll system, to see what might work with your system.


As the game is super early in development, I guess we will have to wait as the game is being worked on.
One piece of advice, break the game development into smaller manageable chunks and don't be afraid to simplify things.
Like if developing a particular part of the game is hard, you can simplify it for now and move on to other parts of the game.
Degrees of Lewdity wasn't made at one go after all.
You can always go back and rework a particular system as you get better at game development.
 

Polarthief

Member
Dec 29, 2021
326
724
After messign around with it for a while, it doesn't look like vore is implemented yet.
*Sex* isn't even implemented, unless you count jerking off/frotting only.

Also, tip for the dev: Please make running away/submitting options to do in the future. It's annoying to keep running into things I don't want anything to do with (most notably females, lol) and I have to kill them or get them off to progress. Also also weird when I try to sex things up and they keep biting/attacking me.

Oh and one more thing, it'd be cool if we could toggle genders of encounters so your experience can be purely what you want to see, hint hint. (+1 for toggling on/off species of encounters, like if I didn't want humans for example, though in the future if there's ever special/boss encounters, I totally understand we can't disable those).
 

BobCarter

Well-Known Member
Jan 28, 2018
1,072
859
I have no idea what I am doing, got lost with bad english, as in this game even says west when it means work.
 

Tattletale21

Member
Jan 26, 2020
415
586
I have no idea what I am doing, got lost with bad english, as in this game even says west when it means work.
i'm a little bit lost. the english here is pretty good, actually, in an unpolished sort of way. it's definitely a first draft, and honestly, are you gonna complain about poor english from someone that can actually write english as comp0ared to the poetry-spewing MTLs on here?

just assume they're spelling mistakes, my guy, and don't get all bent out of shape on them.
 

BobCarter

Well-Known Member
Jan 28, 2018
1,072
859
i'm a little bit lost. the english here is pretty good, actually, in an unpolished sort of way. it's definitely a first draft, and honestly, are you gonna complain about poor english from someone that can actually write english as comp0ared to the poetry-spewing MTLs on here?

just assume they're spelling mistakes, my guy, and don't get all bent out of shape on them.
So you can play the game without being completely confused as to where your meant to go, what your meant to do, and where things are?

You can work, and there is a west, nothing is west, you need supplies and money but nothing is clear if it's even single use or not. The design for this main as well be MTL, like a bad one. In fact it might be, given all the AI assets.
 

BobCarter

Well-Known Member
Jan 28, 2018
1,072
859
My man, if you got an issue with the translations, let me know where, cause on my end I can't find it. That said

"The project is still very much in the early prototype phase, things will break a lot and things will be missing."

Theres going to be placeholder art, missing translations, crashes, missing content.
The demos out there so people can try its broken ass quality, and let me know what else they want to see, at this point its not a game.
I'd have to re-download to find the exact part, however as whole none of the labels seem to actually give enough detail to make out what is inside of them, and a bunch of resources are spent on each transition from locations.

As a whole I think I know what your going for, but even then the lack of any idea of what you need and what is what, makes it unplayable.

As a general idea of how this could be improved, maybe add a description under the selection option to go to a location, as well as just giving the player basic supplies for their first delve, or giving them a suggested list. As is this is worse then a text adventure without a manual for a commodore.

A lot of locations don't do anything, or at least I cant figure out what they are meant to do. Also the job you can work in town seems to not actually give you money even if you work hard the whole shift.

Items are very unclear, like is a camping supplies a consumable, torches seem to be but I have no clue, I also don't know how long anything will last.

As a whole for movement I'd either say to stick to just cranial directions or use only locations and be more vague. Having them both just makes it very unclear where things are in relation to each other, which makes manually mapping this place out impossible as a player.

Edit: By vague I mean do it like Corruption of Champions, a location is just 1 zone, you click it then hit progress X number of times with random events from a deck.
 
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Elona Spiral

Member
Aug 31, 2020
231
218
The whole map idea is something Ive been going back on forth on alot. Liliths throne works with it, but man it looks basic. The current plan is more like a fully dawn map, with dotted lines showing the paths as you explore it. So we'll see how it goes.

Everything else super helpful!
What I mean with the map is that even if it looks basic, as long as the player has visual representation of the area, it's good enough for them.
A square tile based system is enough, it doesn't need to look super good.
The effort saved here can be put to good use in other, more important parts of the game.

I think the smart thing to do, is to implement a basic map system, like Lilith's Throne or Corruptions of Champion 2 does.
It works pretty well for them so it can work pretty well here as well.
Given that you said that you are going back and forth a lot on this whole map idea, it's safe to say that you have no finalized idea on how it actually should be.
Once most of the game is up to a good standard, then you can think about reworking the map system.
By then, you should have a pretty good idea of what you need and what you don't need.
 

KhanJr

Member
Sep 15, 2017
138
138
Agreed on the map. Even simple squares would make navigation much easier.

Legitmate question, do you want this? I know nothing about vore, but Im more than happy to add this in. Furthest Ive gotten is in DoL when a giant snake eats you so my plan was just big giant plants, or things the size of whale. But wolf?
Personally, no. But as long as content can be turned off, it won't turn me off from the game. In face I disabled a lot of toggles.

 
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Softys

Member
Feb 1, 2018
138
194
Played a little, setup is good, looking forward for more updates. And yeah map should be №1 priority, just copy the one from Corruption of Champions 2 or TiTS.
 

Carl B

Newbie
Jun 26, 2022
17
32
Legitmate question, do you want this? I know nothing about vore, but Im more than happy to add this in. Furthest Ive gotten is in DoL when a giant snake eats you so my plan was just big giant plants, or things the size of whale. But wolf?
If I were you id consider opening up a poll to guage the level of interest before deciding where to focus your efforts so you dont waste time making content that maybe only a few people are interested in, vs making content the majority is interested in.
 

MiseryOfMine

Member
Jul 14, 2020
147
54
I don't like half of the tags, but man... Is anything fun if there is no freedom and threats?
I just hope, dev doesn't make it all about losing and being sub to play.

I wish luck and success to dev.
 
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2.90 star(s) 12 Votes