I honestly don't know what's wrong with this conceptThis game is like "I'm so horny, I'm so kinky! Enslave me please! Enslave me NOW!"... Sorry, but this is boring AF.
Is it? Porn games with female protagonists that (the plot claims) don't need to be forced into being sexual are already extremely small (whether that is true in actual gameplay isn't a factor, you can almost immediately start slutting it up in most games but the protag will still say and think constantly about how she wouldn't do this except...).This game is like "I'm so horny, I'm so kinky! Enslave me please! Enslave me NOW!"... Sorry, but this is boring AF.
Any update soon?I honestly don't know what's wrong with this concept
Version 1.0.6 is scheduled to release on July 28 for patrons. Version 1.0.3 will become free on July 19.Any update soon?
Thanks! I will see to it that it gets updated.I think you should write a brief synopsis of each game and how they relate to each other, or the order in which they should be played, in the "About me" section of Patreon, as it's not very clear when you log in to the site.
I have seen that many creators write a summary or who they are, etc., so that every visitor can read it and decide whether to join or not.
Thanks, I will consider these as I move up with the conversion!Some ideas (didn't think them through, just brainstorming):
1. Consider ditching the full sandbox and going for a semi-sandbox route by having the player visit the sandboxy planets in a pre-determined order. Then adjust and add more content on those planets, something to make it feel like we're making some kind of progress. Alternatively you can add special events happening between completing each planet's main quest. Each time we succeed we should be able to experience some kind of a positive result, like getting better guns or somehow improving our ship. You can also have one "main" planet we'll go back to each time after completing an important mission on another planet.
2. Try to provide better lighting in images set in dark environment, like locked cages etc. I often can't see anything in those pics.
3. Make the female sidekick's presence more proactive and interactive. For example you can make her increasingly dommy by default unless we stand up to her, which should make her remain a switch unless we we put in the extra effort to dominate her. She's one of the few constant elements in the game so if you want to make the game more story centric, adding events that let us develop her character over time seems like the obvious direction to consider.
4. You can follow the steps of old school space games like mass effect or star wars knights of the old republic and give the player an opportunity to gain new crew members on each planet. This time we're playing a porn game, so those new crew members could have (maybe optional) fetish specializations we could explore. I mean stuff like a crazy scientist who likes to experiment with all kinds of (sex) toys, a sleazy rogue who likes high risk high reward stunts/bets, or a rough barbarian with a bdsm focused mindset.
5. Improve tough times variety. Being locked in a full body latex suit in a cramped environment is fine but it doesn't have to happen every second time our character gets in trouble. I'm not saying you should ditch latex entirely, having different kinds or levels of latex bondage would be fine too.
It's a bit samey because of the lack of budget. In the daz store, I can get substantial discounts on some stuff, but the nsfw related stuff is coming from Renderotica, and I don't have that much luck in there. The other thing I consider is to make a fantasy game or perhaps a post apocalyptic one, and have one zeta sector update in one bi-weekly period, then get one update for the other one in the second bi-weekly period. Of course, that would mean leaving the side games unfinished, but this seems to be the only way of getting out of the "no subscribers because of the lack of budget-no budget because of the lack of subscribers-no subscribers because of the lack of budget" cycle.One more thought. All of your games feel more or less similar, which means most of your new content feels like it's just more of the same. Maybe having some kind of a goal or at least a clear direction should help in attracting more followers. Try giving them something to look forward to.
What I could do I guess is to make it more grindy. You have to shoot Elizabeth ten times before you get enslaved with warnings. You have to submit to the vibrator ten times before the next scene comes. You have to earn ten times the money in the game to essentially buy anything. I just don't like these type of games because I think that the repetition is boring, and honestly just stop playing them (I think one of the examples I could bring is Darktoz, where I really like The Shadow over Blackmore or The Asylum, but the other titles bored me a lot and I could never finish them). On the other hand I go to work, go home, work on one of the games, sleep, go to work, go home, work on one of the games, sleep, sometimes relax a bit in between, but relaxing is important too, so I don't know how could I make more content :/I know they are difficult to make, but the downside of this type of game is that they are very short, or at least I feel that way.
It's very rare, but it happened to me with this game, although I think I played the first version, the one where you could choose between three planets.
I don't know how to explain it, because most games made in RenPy take me hours, maybe because the dialogues progress slowly, or even I was playing a novel type of game with choices made only in text on Steam and the clock was already more than 8 hours and still unfinished (almost at the end), so it means that I read very slowly.
I think the fault lies in the fail-states, or I don't know what to call them, situations where the game might last an hour but it's over in 5 minutes because the blindly chosen path wasn't the 'right' one .
But I didn't say that the game was short and needed more content, that was just the feeling I had (without having played the updates).What I could do I guess is to make it more grindy. You have to shoot Elizabeth ten times before you get enslaved with warnings. You have to submit to the vibrator ten times before the next scene comes. You have to earn ten times the money in the game to essentially buy anything. I just don't like these type of games because I think that the repetition is boring, and honestly just stop playing them (I think one of the examples I could bring is Darktoz, where I really like The Shadow over Blackmore or The Asylum, but the other titles bored me a lot and I could never finish them). On the other hand I go to work, go home, work on one of the games, sleep, go to work, go home, work on one of the games, sleep, sometimes relax a bit in between, but relaxing is important too, so I don't know how could I make more content :/
The endgoal for me would be something like The Shadow over Blackmore, since I could render the images with my computer while I'm at work and write the text after I got home. The problem is really just getting there. If it's only text, and I switch, I would essentially swap audiences, and that's very dangerous. On the other hand getting the stuff for a fifty render Elizabeth scene alone would be a lot of a money, so all I could do is one update every few months, which is not enough.But I didn't say that the game was short and needed more content, that was just the feeling I had (without having played the updates).
The Shadow over Blackmore is the only Darktoz game I've played, and there you have to avoid the fail-states because you have to advance the days, but some of them are very satisfying, it's a game very much for its niche audience and I like that.
Do you want to know how I came across this thread?
I like the latex fetish (especially black latex), "the shinys" as some call them, and I played 'Lost in Laminate', the highest rated game here made in HTML. I went crazy, it's very similar to your games but they use real porn images (which limits the content you can show) and it's 95% text with options all the time, I've never played anything like it before, but they release an update every year .
I thought this would be something very similar, but it's not that perverse, although it's still good. That's when I realised you weren't the same type of creator, you were more into science fiction and not all the latex perversions.
That's why you should do what you love most, if the assets are expensive, you can make something that is just text but focused on a fetish or a specific niche that you like, or as you say yourself, something sci-fi but always focused on something very specific to attract that audience (Darktoz for example only makes hardcore femdom games).
Now your site is easier to understand , that's good. Someone new should always know the recommended order of play, where to start and the key tags.