Aaw dang, sorry to hear the second run was such a bad experience. I was so fixated on making sure that the first run is always full transform that I overtuned it. I’ll see if I can make it more fun by adding some boxes and tweaking the goo placements. The transformation shouldn’t speed up, I’ll investigate. Thanks for the thorough feedback! Hope you give it another shot after I’ve adjusted the level.
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Then I'll definitely try again once it's updated. I honestly feel like most people are going to get fully transformed on their first run in a game like this, even if they try not to. The best runs are going to be won by knowing the layout of the map and the placement of obstacles, as that knowledge will be what allows the player to take the proper routes and be hit as few obstacles as possible. I would probably be able to get through easily if I spent a bunch of time memorizing the map and plotting a route, even if it would still take a few attempts due to the uncontrollable factor of when boxes fly past; however, I'll probably wait for that balance patch before doing anything like that.
Balance can be difficult to get right period, and how difficult it is depends on the game.
I just realized I've never actually confirmed how much you play test your own games; although, it sounds like you're quite a pro when it comes to playing games, especially since I feel like the difficulty of a lot of your games tend lean on the more challenging side, at least compared to other NSFW games. I'll certainly be sure to check back in on this game soon and give a "successful" run another try.
Aaw yeah, I tend to playtest quite a lot, depending on the game. This one I kinda half assed since it’s so random and a bit janky. Figured the fight back mechanic would patch up the level design errors.
Have been gaming my whole life, and at one point took competition quite seriously. Nowadays more interested in creating games and art. Pretty washed up skill-wise compared to my friends nowadays. But yeah, still want to offer a bit of a challenge, even if it’s just a porn game. But I tend to make the lewd stuff easy to access and then give something extra for people who want a challenge. Also I’d like people to spend a bit more time on a project I’ve spent a lot of time making, difficulty adds some playtime. But I do understand that frustration really kills the mood ahah. Dunno how big the audience for hard porn games is, but foremost I need to make stuff that makes me happy.
Well now I know a fun fact about you. I try not to take competitive games too seriously, but sometimes I just really like winning.
I can respect that. Not every developer is going to have the same mindset, and the great thing about that is that it means there something out there for practically any audience.
The genuinely challenging gameplay does tend to get me out of the mood one way or another, but a gallery feature of some kind might work, especially for the games where the only scenes are at the end. That way the player still has to put in the time and effort to obtain the reward, but they keep the reward instead of having to work for it every single time and always kill the mood before getting there.
Thinking about it now, while I'm assuming it is I wanted to ask if Godot is capable of a gallery mechanic like that. I've never worked with it before so I wouldn't know.
Aaw yeah I think Godot can handle that, though I’m not sure about if you mean like unlocking the gallery and after reloading the page it’s still unlocked. Haven’t experiemented with saving like that, but in Hypnothick I showed how to unlock a cheat mode in the ending, I think that’s a pretty good roundabout way to implement that kind of function. I’ll keep this in mind if I make a tougher game again and maybe add a gallery to this one.