- Sep 25, 2017
- 24
- 44
For Mutatio, is there any way to get the essence conversion effectiveness back up? Trying to max out stats feels pretty difficult, but I might be missing something.
If i say that it is a mater of pride and sense of control over game development. I think you understand. And yes i like the game also.This part I can't judge and don't want. Any game development not easy. Have some difficultys in one way or another. I mean there can be some technical moment, with code and etc. In some moments any dev can answer on question "Why you don't do this?" "Because".
I mean why someone do or not do something have reasons. So if dev can do something - good. Can't? Ok. And for me don't matter why. I alredy like this game.
there is a mod for it.For Mutatio, is there any way to get the essence conversion effectiveness back up? Trying to max out stats feels pretty difficult, but I might be missing something.
Please, make this variant for mini game with nano bot defense. Not every touchpad can afford you click really fast, like example. Some touchpads don't even have separate buttons and then you click or move - it's same "button"(just don't know how discribe more accurate and word button there not very correct). Like 3 in 1. You can't even activate some function in some games. Like you can't click right and left same time.FYI regarding tetris in milking and the warehouse - in the upcoming version, both have skill check options to skip, as well as "Skip (Win)" and "Skip (Lose)" options if you have the skippable minigames set on. Milktris has been made about 2x as easy in terms of points gained. I will keep tweaking those as we go - I think they are still not great on mobile and will keep tuning them.
Probably a good call - first time I played milktris I had no clue what I was doing. I puzzled it out eventually, but the differences from normal tetris took a little while to twig.FYI regarding tetris in milking and the warehouse - in the upcoming version, both have skill check options to skip, as well as "Skip (Win)" and "Skip (Lose)" options if you have the skippable minigames set on. Milktris has been made about 2x as easy in terms of points gained. I will keep tweaking those as we go - I think they are still not great on mobile and will keep tuning them.
With current update pretty easy to hit 5 orgasms as the secretary. How?
- e.g. it's pretty hard to hit 5 orgasms as the secretary - even if you're trying get have that many, quite often you'll fail. Lower the limit before side effects?
Damn so no way to do it in vanilla? That's brutal. I might try and restart. Good thing this game is fun to go through even in the early stages. Thanks.there is a mod for it.
Thanks for that input! It is very well thought through and valuable to me.I'm wanting to weigh in a little bit on the mini-games talk:
At the moment there's a big discrepancy between how rewarding it is to do the mini-game vs instant-completion
- Realtime arousal for casual lays can get very high quickly if you're trying to earn exp, leading to conflicting incentives. I don't feel as though instant-solve should be the most rewarding approach.
- Dredd's boys faces a similar problem, whereby the money prompts are inconsistent in comparison to instant completion. I've earned between $200 and $800 with the same 10x exp multiplier approach, when only doing triple $ because of how inconsistent it is. It's also neigh impossible to evaluate at a glance when the striptease is forcefully ended, all of the mini-games stats have no explanation. Likewise, because of how long it takes, it would be really nice to get a money multiplier from pleasure & satisfaction or something like that, if the MC is going to be treated like a whore, it'd be nice if they're paid accordingly.
- The Secretary Wordle mini-game is currently running with counter-incentives, the most efficient way to earn points is to solve the puzzle and the refresh the instance to get the 100 points for a 1st try completion, interrupting the situation only to have sex with a co-worker to reset arousal or going into the warehouse for the same. Having the flow-state increase how many points you get from the actual mini-game, as well as making the rewards from the coworkers more lucrative would go a long way to make having them appear be a useful event.
- Having the exp multiplier for manually playing the mini-games going up by something like 0.01 after you hit the x10 multiplier would go a long way to not make prolonged mini-game situations feel entirely worthless.
- Having no exp multiplier on the seesaw mini-game makes it a rather unwelcome mini-game, combine that with sometime getting knocked out of it because of the reverse modifier not having a timer on when it ends (you can get some really unlucky spikes, where your key press coincides with the modifier going away and the bar spiking in progress). Using the arousal zone for multiplier or something would help.
- I do like the relationship management of the Titris mini-game, but it can get incredibly frustrating when you're not aware that making sure that the NPCs have the right level of each relationship attribute is incredibly important to the success of the mini-game.
That's all I can think of right now, just about to crash from 2 days of sub 4 hours of sleep because I got stuck in a "One more day" loop in the game, so it's definitely a thumbs up for me overall.
Edit: please remove the diminishing returns on the Mutatio essence trade, it's already a massive grind to get you primary attributes up to the limits before upping the cap. If someone wants to do that grind, I really do think it should be allowed.
Is there a reason why it cannot do both? Give the player a choice between auto-completion or a bonus seems like a good decision tree.One thing I definitely didn't know about was the refresh-the-page Secretary trick. I like the idea of making the flow state increase points earned during the actual minigame, although the flow state was originally introduced so that people would play the minigame one or two times to build it up, and then use Auto-work a few times. I wonder if I make the incentive for actually playing Wordle every round too high, if that will make this segment drag on for people - usually I just play 1 round of Wordle until I solve one puzzle, and then I continue on.
that is the present systemIs there a reason why it cannot do both? Give the player a choice between auto-completion or a bonus seems like a good decision tree.
Also, the "Manually Select Penis Dimensions" option doesn't work if you skip the intro.
You know that you can change the difficulty aren't you?I usually play every game of wordle because I am so god-like good at that game that I can rack up huge gains very quickly. The only time I use the autowork is when a co-worker makes an unworkable request like "start 6 words with the letter X".
Generally speaking I find the minigames a bit too easy. Both the arrow-key game and the balancing game are really hard to fail - you have to deliberately ignore them and let them fail - so the only incentive for auto-completing them is saving time. The same is true for the charm grid - it is rather easy to see how to clear the square from any starting position, so you only fail if you roll a one. The only game I sometimes fail on is the moving block one.
It might be nice to have more dependence of the difficulty on your stats. So if you have a low bj experience for example, make the arrow game very unstable or introduce some complicating distraction. For example, during the dancing game you have to choose the correct choices occasionally. Maybe the sex games should have something similar, but also make the wrong choice rather catastrophic if your stats are low. For the charm game, I think the number of allowed moves should be insufficient to clear the grid if your stats are low, so that performing well on the puzzle only slightly improves the charm roll.
Game have some mini games that more difficult with lower stats. Just not always.Like charm check.In some event on some pills.On Hot&Ready after heat10 minigame each time more and more difficult that about not losing charm stats. Moving block one. Just try to play in this on full heat, act like slut and don't use hittchhiking. About another don't remeber now.I usually play every game of wordle because I am so god-like good at that game that I can rack up huge gains very quickly. The only time I use the autowork is when a co-worker makes an unworkable request like "start 6 words with the letter X".
Generally speaking I find the minigames a bit too easy. Both the arrow-key game and the balancing game are really hard to fail - you have to deliberately ignore them and let them fail - so the only incentive for auto-completing them is saving time. The same is true for the charm grid - it is rather easy to see how to clear the square from any starting position, so you only fail if you roll a one. The only game I sometimes fail on is the moving block one.
It might be nice to have more dependence of the difficulty on your stats. So if you have a low bj experience for example, make the arrow game very unstable or introduce some complicating distraction. For example, during the dancing game you have to choose the correct choices occasionally. Maybe the sex games should have something similar, but also make the wrong choice rather catastrophic if your stats are low. For the charm game, I think the number of allowed moves should be insufficient to clear the grid if your stats are low, so that performing well on the puzzle only slightly improves the charm roll.