Laundryviking
Member
- Jun 28, 2021
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yeah, i love 62 studio's story, art, and gameplay even if they're not the most complex, but the character designs kind of get to a point. i guess they found their niche and stuck with it, and if that's the kind of content they like then that's cool, even if it's not my cup of tea. at least there's still some neat characters that aren't on either extremeMight be just me but I wish they'd go back to making big-but-not-humongous boobs, like in Lust Grimm.
I wonder if they got too ambitious with this particular project.here a google translate of the part on 2.0
First of all, I apologize for keeping you waiting so long for Mirror Incubus and Demon Seed Ver . 2.
As I mentioned briefly before, various circumstances have come together and
we are unable to move forward.
We considered releasing it with some changes to the content, but that
might have taken even longer, so we
decided not to make any major changes and instead to
release it as planned if it looks like we can make it by the end of the year, but
if we can't make it by the end of the year, we'll divide it into sections we can release between December and January
(up to the Onigashima arc + α) and
release them as Ver. 1.9 first, then release the rest as Ver. 2 at a later date
.
We apologize for keeping you waiting longer than expected, but
we will do our best to accommodate your requests, so
we appreciate your continued patience.
I'm not surprised about that as this is hands down 62 studio's best game without question and probably one of the best porn games I've played in a long time.I wonder if they got too ambitious with this particular project.
No, RPGM - Completed - Dreamin' Wisteria [v1.03] [62studio] | F95zone | Adult Games | Comics | Mods | CheatsIs this game "dreaming wisteria"?
Thanks, do you have the latest download link for this games translation? (Mirror Inma)
Thanks, do you have the latest download link for this games translation? (Mirror Inma)
I dont think this is translated
This is the latest translation, how do i run it? There is no exe. Sorry im a noobView attachment 5295257
Here's an updated translation for Version 1.60. The main benefit of this is that the 1.0 content is almost entirely translated, I'd say it's at least 95% complete. It's mainly lines of some dark succubus enemies that remain untranslated.
The translation gets patchier for 1.5 and 1.6 content, but some of that is still translated, such as all map events and both of Steria's H-scenes.
Ahh i figured it out, download the link you quoted for the full game, download the link i quoted for the translation, replace the folders in the full game with the translated ones, then it will work.This is the latest translation, how do i run it? There is no exe. Sorry im a noob![]()
nvm, I translated the nursery myself. Still gotta do cafe au lait though.View attachment 5462588
Does anyone have a translation that translates the nursery and cafe au lait events?
Probably a change in philosophy.I know this is a kind off topic question from the thread, but I don't know where else to ask this.
I was wondering why the level drain system of the original Lust grimm and all the other 62studio games that came after it are so different from the former.
I. e.: In lust grimm a level drain generally weakens you while making the succubus stronger (actual level up) and slightly healing her, while in all the other games it only leads to you getting weaker and them fully healing, while not obtaining any boost to their stats).
Rather than thinking that devs got lazier with game design, my guess is that the rpg maker engine that they now use is less versatile on that aspect.
I was wondering if anyone knows anything regarding the topic as what I stated above is only my point of view as a player and not as a developer and I'm curious to know why the system changed so drastically.
P. S. : i know very well that this is a overanalysis of the level drain system
The things you mention are all valid points, however I don't think they are the reason for the changes in the level drain system.Probably a change in philosophy.
Usually games where losing gives you the porn scenes tend to work better when the punishments aren't borderline crippling (I doubt the old games were that crippling it's been awhile since I've played them though). But generally because you're often conditioned to want to win in most games ppl get pissed more easily when you tell them the actual porn is hidden behind losing. So the job is to encourage losing or getting people to intentionally throw. But if the consequences are too dire then people are just going to ask for a gallery save eventually or not bother.
Mirror Inma and Devil's seed and lust friend asks the player to interact with the game's systems in order to collect succubi so making the failure too punishing seems counter intuitive to that goal. And even then, devs change their minds over time with these kinds of thing in order to evolve what they have.
With the level items it generally feels like those things are made abundant in order to soften the blow of losing a level especially since games like Mirror Inma and Demon in wonderland asks you to sacrifice your levels in order to strengthen your party members/access extra scenes. And I think that their mere abundance proves my point that the devs want at the bare minimum their games to be cozier and decently accessibleThe things you mention are all valid points, however I don't think they are the reason for the changes in the level drain system.
Regarding the "crippling" part you mentioned, I point out that in all of 62studio games there are plenty of items that gives you bonus levels, making it much easier to be over leveled in any point of the game (I don't remember if those items are also in Lust Friend but you get the point).
Also, I think it is more frustrating to get an unavoidable level drain at high Lust level that refills the enemy's health completely (see Lust grimm again, demon in wonderland), rather than getting a random level drain from an enemy during battle in Lust grimm (not to mention that in Lust grimm most of level drains happen during an Hold, which you can break free from quite easily, and even then the level drain does not completely refill their health).
As you said, the fact that the most recent 62studio games focus more on the dialog aspect rather than combat, probably encourages ending the battle that way rather than with defeating the enemy but I believe both options should be viable for a good game design.
As you mentioned, the system might have been modified mostly for semplification purposes from the devs, however I also still think that the change of rpg maker versions impacted the most in the change in game design
In what way is this their most ambitious project? In Delays? Dudes keep pumping out other mini games and hentai manga when they could be focusing on wrapping up Mirror already lol.I wonder if they got too ambitious with this particular project.