indyc wrote: ↑Fri Feb 04, 2022 10:09 pm
Alright... consider this huge list of opinions a combination of 1.05 and 1.0:
- Spoiler: show
- Overall I still consider the potential of this tease to be immense but there are somewhat simple things to change that are keeping my replays feeling quite frustrating. My high level feeling is that the player choices matter much less than the random probabilities that happen. If you go to F95zone where they are more critical you will see this comment echoed among several.
I consider the high randomness mostly stemming from: (AKA my biggest issues)
-Blue potions are the most impactful thing that can happen on your runs and they are completely random.
-Lack of actual decision in the combat. Your main decision is pretty much attack or run.
-And then random encounters like the statue showing up or not, box on ground potentially hitting you with major corruption.
For the other opinions:
I BEG of you to lower the starting HP of the forest girls. (lower their gold if you must) In other RPGs where there are more combat decisions there are usually less than 10 hits required to kill a monster in a starting location. Here, you have made it a minimum of 10. Starting a new version with only 11 damage infuriates me to click click click click click click... until they die and then for resting click click click... again and again.
I really don't like how the main way corruption is raised early is the consumption of purple and red potions. I totally get that there should be some drawback but the 3 addiction is that drawback for me. To further this, it doesn't even tell you that it is raising corruption by 2. Even further, the fact that getting a blowjob, sticking your dick in a girl etc doesn't raise your corruption until you outright lose to a girl doesn't make any sense to me. Currently you have corruption come in huge bursts, consider instead spreading this out to smaller events which leads me into my next point -
Currently your wait option in combat is pointless for anything other than trying to lose. What if instead, this is what triggered a girl to start stripping for you which raises your addictions or corruption. It would make me tempted to want to see more but then have control over whatever drawback happens. This also lets you add more photos in combat which I have desperately wanted from day 1. (there are also more photos in those sets to use)
I don't understand the point of the items girl, at best she gives you the same rate of the shop but is only limited to one item and burns an hour of your day regardless of what you do with her. The lack of any stripping or options just rubs me wrong. At least let the player sell recipes to her or items you aren't using.
Though the new Anastasia is an improvement, why not have both versions for variety? You already put the work in for the previous one, why throw it away? (Plus each region is lacking variety already in my opinion) I think it would be fun to see a girl in a different outfit sometimes.
Consider asking fapnip to create an HUD that displays your gold.
Why did you add an extra button for sleep through the night? If players are accidentally clicking to sleep it is because they are rapidly clicking. Fix the rapid click issue instead of adding more clicks.
Consider making a player have sexy dreams for the really high addiction when it tells you "you cant stop thinking of X" Also consider removing the 3 sec timer that leads into the 10 second dream timer. (The one for normal sleep, they don't need to both be there) On that note, could you please add more photos to those dreams? I love them being a reward for high corruption (something to look forward to for being bad) but then they become repetitive quickly.
The penalty on points you can spend for early game over is WAY too large and the benefits you get from getting to the end of day 14 are WAY too high. Please consider compressing these towards each other significantly. Losing early is also way more possible for early runs too so it will greatly help the "ramp up" for repeat plays not feel so dang frustrating.
Forge costing 50 gold is too high especially considering that it doesn't have to be unlocked on following plays. It makes that initial run nearly impossible to get very far. That being said I really liked not having to "rediscover" the town on repeat plays but on that same note the tavern doesn't stay revealed. I don't know if you removed getting raped in the city without clothes but I haven't triggered it again after a great many plays and I miss that content. Grammar "You might as well do" doesn't make any sense for the blowjob call out in town.
I like the addition of Kitty trying to be different but I don't understand the mechanics behind it. Do you have any control over her lust whatsoever? I don't think I like it as a sudden gameover loop at the current numbers. Grammar "did you finally gave in" -> "did you finally give in"
"Raven wrap her mouth around your cock" -> "Raven wraps her mouth..."
The 2 girl trivia needs to change the question of what boss is in this area because they are not bound to areas anymore. The question of how much lust does maxing out the lust track give can be taken 2 different ways: Either what you get from the entire tree, or what you get from the last perk that maxes it out.
When you get naked from a fight, you should be able to get your clothes back if you beat the girl within 1 or 2 rounds of losing the clothes. Otherwise this is too strict of a penalty. (if this penalty is reduced feel free to add more clothing loss events)
The confusion timers are WAY too random. When they are 1 seconds they are too fast to humanly react and click. You can keep them random just bring the minimum up. On the same note, I feel like the timers for deciding what you get from the fairy and witch are too short to even read all the options.
Mia's chastity cage event is EXCELLENT but why is it so hidden? Consider her asking you to try it out or something during her encounters otherwise the vast majority of players won't even know it exists.
I have no idea what "aroused" does without looking at your game code.
The gabby 3 way scene triggers the failure loop way too early randomly sometimes which ruins an entire run.
I get in the past you have been resistant to lowering the random factor. You want things difficult and I agree they should be difficult! However, if you increase the decision space, you can make the game just as difficult in other ways without being nearly as random. Please please please read what they are saying on F95zone, these are those who really like what you are doing but find the randomness far too frustrating. Feel free to PM me if you agree about changing any of it because there are quite simple ways to rehaul the randomness but keep the difficulty. I can even do a few things for you in your code for you to try it out if you want.
Hey indyc, I will try to answer the points that I consider most important:
Randomness is something present in Hero Corruption, but not the way you think, I agree that some runs can be frustrating due to bad luck, but as we've already talked, I don't want it to be a purely skill-based game, Hero Corruption is not meant to be a competitive game.
Replayability is something very present in the game and removing or decreasing randomness will only make restarts even more boring, which is one of the points you mentioned.
Blue potions are extremely important, but there are other ways to reduce your corruption and addictions, and reducing these numbers is not the only viable strategy. However, I do agree that there is room for improvement in this area, currently the probability of encountering the alchemy lab is
pseudo-random, which means that there is indeed a certain probability, but
the player is guaranteed at least one potion every two encouters per day, I believe this can be implemented in potion types as well (maybe all first potions of the day should be blue? Nvm, not really a great idea)
Reducing the initial enemies' health and their gold would accomplish nothing really,
the player would have to face more enemies to compensate for this readjustment and consequently, the game would become more repetitive. Starting a new version can be a little time consuming, but after two or three runs you'll be running over the first few enemies without too much trouble.
I agree that player actions themselves are limited, but I seek to bring diversity to battles not through player actions, but through the way enemies interact with the Hero (Addiction checks, status effect, gold manipulation, special moves, etc), rather than flooding the player with hundreds of choices just to create the illusion of choice, when in practice, they will only be used to reduce the enemy's HP value.
That being said, I have a feeling that I could improve a lot more in this aspect, a great observation brought by you is the "Wait" button which, for the most part, has no practical effect. I tried to circle this issue in the battle with Kitty,
- Spoiler: show
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if the player chooses to wait, Kitty's lust will decrease and the hero can use this to control the battle and keep Kitty in a stage that is most beneficial for him (Kitty's stages change according to her lust and each stage is focused on a different addiction)
In other words, you can literally manipulate Kitty's attacks in order to have an easier run.
This kind of interaction is reinforcing my previous point, although many fights seem simple,
there are some things going on the background that you might not have noticed, If anything should be improved in this aspect it's the transparency of such mechanics, for sure, there's no point in having this kind of diversity in battles if the player can't see them
The same can be said for other things:
- The ability to find potions is not entirely random.
- Important events and scenes happen according to player stats.
- And now, there's even greater control over which enemies the player can come across.
To be honest, there are very few really random things in the game, maybe just the loot system?
I took a look at the thread you mentioned and apparently one of the criticisms is regarding the randomness of the church event, which is not random at all, here is the script:
- Spoiler: show
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There's 0% chance of triggering the event on the 1st, 2nd, 3rd visit
30% chance on the 4th visit
60% chance on the 5th visit
90% chance on the 6th visit
100% chance on the 7th visit
Also, the chance of the event actually happening is based on user corruption (with the exception of the 7th visit)
Again, it may seem like things just happen by chance, but almost nothing is truly random.
I really appreciate your feedback because it's always honest and straightforward, but I often get the feeling that we're talking about two different games, where you portray a linear game and without a lot of surprises and twists, which is a very good concept, but not is my plan for this particular game
Also, I replyed to most of the stuff that i
disagree with, but you gave me great ideas and I'll do my best to add some of them.
Quick side notes:
Thx for reporting the grammar errors, I really need to get better at them
When you get naked from a fight, you should be able to get your clothes back if you beat the girl within 1 or 2 rounds of losing the clothes. Otherwise this is too strict of a penalty. (if this penalty is reduced feel free to add more clothing loss events)
I Loved it ! Great idea !
Though the new Anastasia is an improvement, why not have both versions for variety? You already put the work in for the previous one, why throw it away? (Plus each region is lacking variety already in my opinion) I think it would be fun to see a girl in a different outfit sometimes.
I specifically removed her because you said the early fights were very repetitive without much complexity, and she seemed to fit your description exactly. I also remember you commenting on Anna, who also got a new move.
What made you change your mind?
Anyway, I agreed with your previous position and that's why it was removed, but I have nothing against the same enemies in different situations. I actually didn't like repeating enemies before, but I've been liking the idea more and more.
I have no idea what "aroused" does without looking at your game code.
There is a description for every status effect in the Codex, was it too confusing there? Maybe I should rephrase?
The gabby 3 way scene triggers the failure loop way too early randomly sometimes which ruins an entire run.
You meant the "dominated" attack? It is not random either, you need to attack her at the right time to avoid this move