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I'mm'a be real, I think it was less that the combat is easy, it just felt... insubstantial. Just pick the easiest fights, spam whatever your best move is until the end of time, pick a different move if the opponent is resistant to it, repeat until all scenes are unlocked

I mean I suppose that's how it works in the real Pokemon games too, but IDK. Not really sure what could be done about this, either, since having to put in actual effort into fights would make the game take longer and probably be a bit of a drag, since the fights themselves aren't the "sexy part" of the game, but then a mindless grind isn't fun either.

All I can really think of is the possibility of some kind of actual dungeon crawl to break up the combat, exploring random-generated dungeons (even if it's just [EXPLORE] [LOOK FOR FIGHT] [EXIT] text stuff and not a real "map", maybe culminating in a "boss" fight if you explore enough?) that can have random sexy events pop up, rather than just repeating fights forever until everything's unlocked.

Either that or go a bit deeper into the "porn" side and add post-victory sex mechanics for bonus XP, I guess.

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Thanks for your feedback! 

I agree that the current battle system is pretty simple, I mean I also get quite bored while playing the main series, I could just one shot everything with my overpowered partner and repeat that.

I'll be rework the battling part, such that it's a bit "random" but not too extremely hard. Hopefully that tickles a bit of your brain and try out different combinations. 

I have no prior experience of making a dungeon crawler, so probably I won't do that. And for random encounters/sexy scenes, well I guess I can just share those in my Discord, I guess that's also random, you'll never know when a spicy 'mon pops in to the chat :D 

As a Twine game, if it was using my example text-only scenario I put there, [EXPLORE] would simply just mean it'd roll a die where 4/5 of the possible rolls would be you finding nothing or getting a random good/bad event and the fifth would be a battle (maybe one at a disadvantage, like they get a free turn against you?), [LOOK FOR FIGHT] would either be a guaranteed fight, or maybe 4/5ths would be a fight and the other 1/5 being a random event pulled from the random event pool. [EXIT] could either be a guaranteed exit, or something like 2/5ths chance be exiting and 3/5ths being a fight. Just basic dice rolls. If I ever got off my ass and made a second game, I'd totally do something like this because there's NO way I'd actually code a real dungeon.

Since there'd be no actual dungeon, it'd just be a basic simulated "experience" of one, where entering means you don't heal after fights, but rewards are higher, and you lose everything if you lose a fight without exiting first.

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Thanks for your suggestions!

If I were to do a dungeon crawler, I’d want to fully commit to it and thoroughly study how to design it properly. For now, though, I probably won’t include it in the game, as it would significantly delay the plans for v0.0.4, the development of future 'mons, and require a lot of additional coding and polishing (as you mentioned, it would be quite complicated to implement  it nicely).

I already have some exciting ideas and plans for the combat rework in v0.0.4, and I want to try and focus on making that as polished and engaging as possible. Thanks again for your suggestion!