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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.

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perhaps part of the problem is that you have played it so much that you overestimate how easy it is for a new player? That said, i do love an "inescapable doom" kind of kink scenario where escape is technically possible just to keep you wondering :D

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Oh yeah, absolutely, really hard to estimate the new player experience when you’ve played it so much yourself. Ahah glad that it can be a kink too <3

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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.

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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.

You could do a password menu system, where each ending gives a password that can be input to view it again. That way the player can still view the endings they've earned while still needing the work for the ones they haven't gotten yet.

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Aaw yeah that sounds great, though a bit more work than just having some secret spot to click on or other specific input. But I could see a password system working on like a multilevel platformer game for level select too, to have the system serve another purpose.

That would definitely work well in a stage-based platformer, especially if there are multiple scenes per stage; of course, it would also serve very nicely as a level select system as well.