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Of course, I very much appreciate the fact that you seem to care enough about the game to give such a large and clearly passionate comment. And I'm happy to respond in kind.

Yes, there'll always be 'Game Overs' in this game, at some point after a fail state. It could be immediately, it could be after repeated failures, it could be after an extended playable scene. I know you referred to Skyrim's defeat mods, but that game has the benefit of being a wide-open sandbox, where a player can make their own end goal as much as the game provides one, and has systems in place that can support a near-endless play session. We have a more narrative-based game, a story we wanna tell and a rough path we wanna guide you down, so... we can't allow for too much divergence or that'll go totally out the window. Hopefully you understand what I mean by this and why I feel we NEED Game Overs.

It's a shame you don't seem to care for the grapple system because you find it difficult... but for what it's worth, may I just repeat from my previous comment that it's not intended to be a replacement for combat, but a supplement to it. Trying to 'main' grapple combat isn't really the design intent, and it'd be very difficult indeed. We think of it more as a 'back-up', a stance change, allowing you to switch gears and finish off a weakened enemy, at the risk of putting yourself in sexual danger. 

But your suggestion of a quickload system, something to keep the game from going right back to the main menu, is something we've been thinking about. I don't know if it'll work within the framework of RPGMaker, but we're looking into it at least. Though... it's still a menu you have to navigate in order to get back to gameplay. Is being able to quickly resume from the Game Over screen as opposed to the title screen really that much better in your eyes? I know you want quick saves, save states, things like that... but unless you know of any other RPGMaker engine games that do such, we are limited by our software. This isn't something like Skyrim or an emulator engine, I'm afraid.


Yes, of course there's a way to succeed in the cyberspace! That wasn't meant to be an unwinnable state. Once you've activated all three memory cores, and the invaders and restrainer suit appear... you've just gotta escape back the way you came!

Regarding other party members, you may have guests briefly show up in your party to help, and we might even have periods where you briefly play as another character... Grove will remain the main character in a solo party most of the time, but we have some ideas to spice things up a little from time to time.


I appreciate you giving your suggestions on what an enhanced seduction mechanic might look like, and I am aware of games that give enemies certain tastes and kinks that can be used against them, or having lust systems that can confer buffs and bonuses and suchlike. I still don't know if we'll go down such a route, if that's something my dev partner wants to actually do with this game and Grove as a character, but... yeah, we do have ideas at least. Maybe something will come of it, but I really can't make any promises.

Same goes for all your suggestions about what to do with corruption based mechanics. They are very much appreciated, and we do consider most every idea people throw at us, buuuuut... we do have our own ideas about what we want to do with corruption, with seduction, with enhancing combat through different avenues and such. So there might be shades of what you and other folks have suggested, but ultimately we're going to follow our own ideas first. Again, I appreciate the well thought suggestions, but it's not like we don't have a clue what we wanna do ourselves.

Zombies and other such undead in sexual scenes... maybe. I wouldn't bet on it, at least in the sense of 'rotting undead corpses'. There might be zombies of another stripe in the game, something more magical maybe, but if you're specifically looking for something corpsy and grotesque, you'll probably be disappointed.


Once more, the suggestions are appreciated, but as long as you in turn can appreciate we do have our own ideas for the game and what we wanna do with it. To be honest... the more granular you or anyone gets with an idea, the less likely we are to adopt it. Not because we are spiting people's creativity, but more so that we want to put our own spins on mechanics and systems and other sexual games out there, rather than just copying things whole-hog. We'd rather look at what people want, or think is a good idea, in a general sense... and then apply our sensibilities and creativity to it and hopefully come up with something that surprises folks in a novel way.

Thanks again for the comment. Hopefully you can understand where I'm coming from with my various points and responses.