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HoshiHonk

9
Posts
A member registered Mar 23, 2022

Recent community posts

Yes, I would feel honoured. Thank you!


New artwork: OK, I hope it will be even better than the current one. Please make sure the front and back view match for all Items.

The current progression already feels good. please add new items in addition to the current ones, not instead of them. She starts wearing an outfit expected from an ex-military Blue Collar "space Trucker". The first Obligations make her change to a more formal office style dress and the high level Obligations are already very slutty (e.g. wearing a short office Skirt combined with high Heels and Gaudy Makeup). In my last game, on one station the pilot has lost her jacket and shirt (wearing only the sexy bra) but she still wore her Trousers and Work Boots and no Makeup. That looked sexy but not particularly feminine. I hope you won't change that.

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Thank you for the update!


The game is much easier now, with morale being not a problem, but this will change when you'll add the morning scenes, higher Level obligations and passenger interactions.


In the late game, I've usually maxed out all evening activities to Level 13, 14 or 15 (i theory) but I've never seen them getting higher than 11, as there are not enough activities to choose something else before repeating the same (and resetting it). You should consider slowing down the progression here.


An option to finish earlier might be useful, but the Player could might miss some high level obligations.


The clothes obligations now work without bugs, but the Flavour for some higher level clothes doesn't match:

- If the MC agrees to wear a sexy bra AND  neither Jacket nor Shit, and visits the officer who wants her to wear the bra, the description says how she has to unbutton her shirt and then put it back on again. But she's not wearing it at all!

- even if the shirt is merely unbuttoned, the Bra becomes clearly visible, so there's no need for an examination.

- The "short office Skirt" should be renamed. It's too short and too colourful to pass the dress code in any office I know. You could rename it a miniskirt or something like that.

- the front and back view some items doesn't match:

- the "short office Skirt" is visibly smaller in the front view

- the "sexy Bra" has a different shade.


The higher rank Officers pay more, but the mission Flavour is the same as for captains (furniture, documents etc.). It would be much more immersive if the higher pay was due to them having more important things to send.


Focusing on writing stuff is a good idea, while UI and gameplay needs some improvements, they are generally fine.

It's a long game (by design!). Ergo, more variety is better.

It would be nice to add weight to scenes happening (e.g. if the pilot wears Pants but unbuttoned her Shirt, the Cargo Loader (or others in the Morning Scenes you want to add) should be more likely to grope her Breasts, but if she's wearing a Skirt with High Heels, then he would touch her Butt). That would make Clothes (and obligations to wear them) more meaningful.

In this version (and 0.1) there are too few scenes, and the ones that are in are repetitive, but it's OK for a beta version, I expect you to add more scenes in future updates.

The most annoying case are the sponsored Dates. I would expect more stuff to happen, especially with multiple dates with the same Officers, but that would probably require more personality types. BTW, are sponsored dates supposed to be only with female Officers or just unlikely RNG?

A Skip button could be useful for some scenes, but not in this case: pressing Skip every time is more complicated than going to settings and choosing ON/OFF one time.

Here's my feedback with a few suggestions:

1. These scenes seem useful for a new Player, but become repetitive and tedious after multiple playthroughts.

Suggested fix: make them toggable (with default setting ON, for the Noobs)

2/3. These increase replay value and make the game notably easier than version 0.1.  I hope there will be more bonus options in next patches!

4/5. Both help to understand the rewards. Good to have them.

6. The new outfits look good, but many are bugged. Here are the bugs I've seen so far:

- if the pilot already wears a Skirt and agrees to wear a short Skirt, nothing changes.

- if she is asked to wear her Shirt in a sexy Knot without removing the Jacket, nothing changes, but if when wears no Jacket, it works fine. (unbuttoning the top Buttons to show Cleavage works fine both with and without Jacket)

- if you rotate the body, the Skirts seem to sit much higher on the back side than from the front (the Hem to Waist distance doesn't change, it's just shifted down for frontal view and up for the backside, that's irritating)

- If I decline a proposal to wear some clothes or do lewd things, the Officer asks the same thing again and again until I agree.  It would be much more fun if they made a different proposal after refusing.

7. The new UI looks better and more immersive. A few Suggestions for further improvement:

- change the order of Next/Previous/Finish to either Finish/Next/Previous or Previous/Next/Finish.

- change a few terms to fit the sci-fi setting: use Spacecraft instead of Aircraft, Holo-Movies instead of Movies.

8/9. Both things are helpful.

Summary: It's a good update, I hope you'll fix the bugs with the new outfits soon.

Good work! The new hints will be very useful, particularly officer personalities and moral loss.

Here are some ideas for such situational bonuses:

Improved Morale management:

- Stoic personality: The pilot girl is less concerned with being harassed (e.g. because she's' used to it). Less morale loss for her (either 1 less or 1/2 of the normal)

- a chance of positive morning encounters and/or friendly loadmasters who make her happy instead of groping her.

- Determined: She has a kid (or other dependent) and needs money to support them. Effects: 1. slightly higher morale at start (60 or 75 instead of 50, representing determination to support the kid) 2. Special interaction: look at the kid's hologram to regain morale (always available form the pilot's room in the ship, helpful in case the evening recovery options are giving only 1 or 2 morale) optional: The Loan Shark holds the kid as pawn pledge, she has to pay slightly more money than usual but  every time she repays the weekly sum as she gets a message from the kid and gains morale (no morale gain if she fails to pay).


Special stations:

- Resort station: (better opportunities for morale recovery, special lewd options)

- Space Vegas: Gambling opportunity (chance to gain or lose morale or money)

- Penal colony: missions to transport prisoners, guards, supplies etc. Opportunities for smuggling stuff to the prison (gain more money but risk to be caught)

- Construction Yard: ability to modify the ship. That would use up a day so no missions on that day and increase total debt, but enables some features, e.g.:

1.  making the ship more comfortable during flights (e.g. new seat for less morale loss due to missions)

2. larger cargo hold. that would allows taking two missions if they have the same destination. NOTE: sometimes, two officers both offer missions with the same destination (e.g. both want different goods transported to the Headquarter). Unfortunately I can't take both at the same time, presumably due to lack of cargo space.

3. Foldable passenger seats (makes officers more likely to give you missions to transport passengers, they pay more than cargo)

4. Install gaming device. Allows the pilot to spend an evening in the ship recovering morale playing holo-games. (essentially, a new morale recovery option)


Special officers (some may be combined):

- Non-binary/genderqueer officer: neither male nor female.

- Old friend from her time in the military: special boosts, perhaps an option to chat with them for a morale recovery.

- Old rival: hates her, might give dangerous missions, might even sabotage her.

- Ex-partner: can be either a friendly ex or one who wants to restart the relationship. Optional: if you also use the "single mom" option suggested above, a male officer could be the kid's father.

- Alien, Robot or Cyborg officer: could allow some special interactions and demands, it's a Sci-Fi game!


Evening activities (more options to regain morale):

- Solarium: gives the pilot a tan if she visits it (would require a new art layer to visualize it)

- Zoo (perhaps with alien creatures, it's a Sci-Fi game!)

- Restaurant (yummy!)

- Dancefloor

- Shooting Range


That's all so far. I don't expect you to implement these ideas, but I hope to see some of them in the game.

I'm glad you liked it!

And yes, you can implement this suggestion an any other I may give you later.

But I probably won't make any new ones until you've updated the game, the ones one your list already look good, I want to test them in the next version.

It's good to hear that my feedback helps you!

So, the chance to raise relationship level is 100%, but your have to fill up the relationship points, which you do by doing missions.

In this case, you should consider implementing additional pay raises on top of the ones gotten by doing missions. e.g. 1 pay raise per RL and any more per RNG Nice officers could have a chance to give one for free while pervs would require the MC to wear skimpier clothes or do other lewd things. This would speed up the pay raise, currently the problem is that the debt rate raises faster than the pay increases.

But then, why level Bob above level 2, then?

More than that, why should the pilot keep wearing clothes she agreed for that captain if she doesn't need him any longer?  

Did you know you can also fly to other stations (without doing a mission), as well?

Yes, but this option seems vastly inferior to just resting: I don't get morale but lose it and the differences between stations are not that big that changing it would pay. I admit that I've never unlocked any of the Colonels or the General so I don't know if they would pay much more than the Majors.

I can easily make the days between repayments longer. I can also easily make the missions pay more. Lastly, I can change the loan structure so that you pay for a longer period, but the increase between each week is smaller.

A fourth option would be making the Loan Shark make lewd offers (like the officers) in exchange for reduced rate. That would match the game's theme.

In regards to the officer ranks and distribution, sure I'm always happy for more feedback, thanks.

Thanks, here are a few annoying things: 

1. the distribution of officers seems random, a Captain might work for a Major on the same colony or on a different one.

2. Some colonies have 2 Majors and 2 Captains, making it confusing who's the overall superior officer, others have a Colonel with Captains but no Majors.

3. any officer could offer any task.

This looks more like competing businesses and not like a regular, organized military.

Here's my suggestion to fix that:

There are 3 types of colonies: Red (Industiral), Yellow (Security) and Blue (Research). These immediately reminded me of Star Trek uniforms. I would therefore recommend assigning all officers (except the General) to 3 Branches matching these colours, e.g. Engineering, Security and Science. Each hierarchic tree (1 colonel, 3 Majors and 9 Captains) would belong to 1 branch.

- Officers would give tasks fitting their branch. e.g. only engineering officers would ask to transport construction materials and only security officers would ask to transport ammunition. Some goods (like furniture) could be send by any branch.

- Each of the 3 Colonels would be located on a colony of the matching colour and have 1 Major of the same branch on the same colony responding to them, while each of the 2 captains on that colony would belong to a different branch: e.g. Settler Security Array (Yellow) has a Security (Yellow) branch Colonel with a security Major reporting to her, a science Captain (reporting to a science Major on a blue station) and an engineering Captain (also reporting to an engineering Major elsewhere).

- 6 other colonies would have 1 Major (same branch and colour as the colony) and 3 Captains (1 for each branch). The Captain of the same branch as the colony's Major would be reporting to that Major: e.g. Pioneer Research Base (blue) would have a Science Branch Major, a Science captain reporting to him, a security Captain (reporting to a security Major on a yellow station) and an engineering Captain (reporting to an engineering Major on a red station).

- The headquarter would have the General (either from a random branch, or no branch at all, as she or he is the Commander in Chief for that sector) and 1 Captain from each branch.

- During the introduction each officer would state their job (e.g. I'm Captain Alice Smith, Security officer on the Horizon Industrial Array)

This would be similar to real and standard sci-fi military structures, with each colony having one senior officer and the different branch officers have their clearly defined duties. It would explain why officers are not on the same place as their subordinates and superiors: every station needs officers from all three branches to be run, so they assign their subordinates to nearby stations. 

I hope you like that idea, it shouldn't be too hard to code.

This game looks promising as do the improvements on this list.

Except this one:

  1. Make officers have 100% chance of giving missions (unless their subordinates don't know the MC well). Currently, it's set to 60%. I thought it might be fun, but in practice it's pretty anti-fun.

This WON'T help reduce difficult but will reduce fun. here's' why:

1. in v.0.1 the 60% chance to get a mission from any officer makes you sometimes take missions from officers that a player wouldn't contact otherwise, if the major (once unlocked) has 100% chance to give you a mission why would anyone ever take a lesser paying mission from a any of the captains on that colony? With the change, the player would ignore most of the officers in the game.

2. rarely, this can cause you to have no missions on a day and have to take a day off resting. this restores morale buy 6 to 8 points, which can help you. I've played this 5 times, and on the 2nd playthorough I lost due to moral drop. In that game I've had only 2 or 3 days off and at least one mission on every other day. in 2 other games (that i eventually lost due to failing to pay the debts) I would have lost earlier if the Pilot girl hadn't rested on days without missions


The change will not help to reduce difficulty, because the problem is not lack of missions but low paying missions, when I have to earn 15-17K in 5 days but every but have to choose between missions paying 880 , 1200 or 1300 credits, I won't make the money despite flying 5 missions, I would still lose but be more frustrated.


What you need to change instead is the chance to get a pay raise. I don't know the code, but in v.0.1 if I ask for pay raise, the officers decline far more often than agree or make an offer. You should instead increase the acceptance ratio for pay raise (not to 100% but higher than now). This would make missions worthy doing and speed up the outfit progression.


Finally, if you want to give the player a way to do something other than rest if the officers have no missions, add an option to do something else on the colony that's criminal or lewd. But you might already plan that, (judging by this dialogue lines:  Some officers mentioning an other way to earn money when they decline a pay raise)


I hope you'll consider this Feedback. If you want, I can give some Feedback/Ideas on the hierarchy of officers and their distribution between colonies.