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Ah, got you. I didn't know about RPGM not having bold or italicized, never messed with it seriously enough to notice the text limitations, but that's good to know. 

I noticed the HP kind of randomly ending up around 50 in previous builds, but I never saw it go to 1000 before. I thought it was solely the bed, but I think it was just as you said related to being level 2. Speaking of which, are level ups going to be tied to skills? Like, will you learn a new skill every few level ups?

Another bug I noticed was that race selection still uses the old "can only go left or right, not down" movement that the new UI doesn't have. Also, you can move during the first scripted slime encounter to get the gate key, it didn't get fixed like the current encounters, which now properly lock you in place.

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Yeah it is tied to the bed, when you sleep I made it so the player would get +1000 HP and MP but it would cap out at the max and then go back to 20 and 2. But when you level up it changed the cap to nothing because I forgot to add it, so you would just gain an infinite amount of HP and MP. I could tie skills to level ups, I was maybe thinking you could just learn the skills through NPCs or books but I could also add some through leveling. 

I also just fixed the bugs you mentioned in the last paragraph! The western hall of the apartments is a placeholder, I plan on making it a bigger puzzle (just adding this part cuz I saw you mention it earlier) I kinda just wanted something for the player to do for some loot.

Learning skills through books and trainers is a good idea IMO. Gives the central hub another purpose and you can use skill books as rewards/loot in later levels.

And yeah, makes sense about the western hall.

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Might also have certain skills require a certain weapon. Like if you have a gun you can use a gun skill or if you have a sword, you can do like a power slash. Also thinking of when I add lust skills, they could make the enemies arousal go up, which in turn could let the player dominate over the enemy. Idk just some ideas Id thought I would share.

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On lust skills, I think that's a great idea. I honestly basically never do lust-based playthroughs of the classic text-based H-games, so my experience with it is limited. I like the idea of lust abilities increasing your own lust like an overheat mechanic, so you have to manage your ability usage to avoid lust KOing yourself. Higher level lust abilities could have much more reduced build-up, and clothing/gear could also help with this. Looking back at that, it seems like a LOT of work compared to the current system. But I do like the idea of your weapon skills translating over to certain lust attacks requiring certain clothing pieces/sets, and even species-unique lust skills. 

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Sorry for the late reply. I do really like the idea of making it an overheat mechanic in a sense, like you have to manage it. It might add some difficulty but I could add some items or way to get rid of it or increase it, just so the player can manage it a bit easier. My main concern is making it balenced which is something I struggle with doing. I was also planning on  adding lust clothing and weapons, I was going to make it cosmetic, but making it actually useful would be better.

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Right now the safehouse has the masturbate option to lower lust (or at least I think it lowers lust?), and I assume having sex with NPCs/Mobs also lowers it, or at least the framework for it doing so exists. "In the field" solutions could be stuff like a tablet with porn (using the excuse that the player gets bored with the material after use, to explain why you need to use/find another one), some kind of auto-masturbator that has a single/limited uses, and lust-supression pills of course.

Balancing  cosmetic apparel with stats in a game with a paper doll is kind of tricky IMO. Since you want the player to be able to control how their character dresses, but also want them to gain stats. I do think it makes sense for something "sexy" to make the player do more lust-damage, and something like Combat armor to reduce how much damage they take.

One idea that did pop into my head is the player being able to modify certain gear pieces to become "sexier",  like turning "Combat Pants" into a "Combat Thong"

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The idea of modifying gear is pretty cool! I plan on adding crafting so maybe it could have something to do with that? 

Also yeah I just fully implemented the masturbate option, and those ideas are pretty cool. I can do the pills easily and then maybe like a purchasable option that lasts longer, like the auto masturbater you mentioned.