side note, I think refugees should be nationless - since refugees might be fleeing, say, from the alliance (due to being razed) to the dark empire yet the dark empire will just see the refugees and consider it an enemy and kill the people that would work for it
megaboto
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Did some more playing. so far I have noticed that:
- the dark empire and the dark are hostile to one another, BUT dark combat support from heroes joining the DE applies to both the dark (tentacles) and the dark empire, while the dark empire is forced to battle the tentacles (despite being allied)
- the tentacles can only raze and drive back, since they cannot move and you need a movement point to attack
- you can just stack inordinate amounts of evidence via level 1 blood magic. if you are extra spicy, go up to blood 2 and thus double the effect of the disruption power
- in fact, talking about blood and evidence, if you make a single deep one city you can then begin converting minor settlements into deep ones after getting a special item from it, which you can mask via just using something like the web of hate or lies or whatever you wish, which then causes that to have more menace than the actual deep ones have, so they always succeed
- heroes do not know what to do if the nearby universities are raided and thus non functional, so everyone keeps investigating evidence but not reasearching it
- heroes joining the DE at 100% darkness is honestly kinda neat, especially after you kick start the magical arms race
- web of hate and web of guilt allow you to basically any evidence anywhere you want with barely any consequence, as well as directly creating the things that will make them active (since they drop evidence at their own location, thus making people either enshadowed or giving them a reason to hate them)
- the charity blood effect should either make the ruler give you 50% of the gold or scale with the blood level. 20 for that amount of menace is not really a good trade
- orcs are still incredibly hard to actually capture without either leveling up your warlord or giving them items and minions
- universities barely if ever get repaired, since they have a flat 50 motivation that is then divided by turns needed to do it, making no one really care
- messengers still appear from aware locations even if they are enshadowed. they should either stop spawning or have some sort of subversive effect like increasing shadow or like for shadow at the same time as spreading awareness (since awareness can be a boon for say, joining the dark empire)
- I have yet to see a single defensive mechanism vs blood magic, as researching magic related stuff does not actually seem to create any kind of thing like wards or inquisitors etc.
- slaughtering inquisitors creates neither menace nor evidence
- it does not appear as if being a deep one or liking deep ones does anything except somewhat reduce likelyhood of going against deep ones; aside from making them more likely to join the dark empire
- deep one rulers die when their city gets drowned via 100% maturation, making me question why I turn them into deep ones in the first place
- there is no way to scroll down if you have armies crowding everything else out
- messengers are in the recruit able units list. trying to recruit them does nothing except take away your recruitment point (they are recruit able due to being fully enshadowed, stemming from enshadowed locations)
- messengers have family trees and clog up the relations trees, even after they die
- the "final battle has begun" or "can begin" message appears every single turn
those are the things that come to mind right now. I am gonna attach a screenshot to show some of the absurdity (not derogatory, more like it is funny, though it definitely needs to be fixed). I am playing on version 2 as a side note (aka the one that was updated less than 24 hours ago)
one of THE most important things right now, I believe, is to mark which challenges create a piece of evidence in the first place. as an example, I infiltrated two universities next to one another and put cultists into their faculty - however, the game never mentioned that at any point it would create a piece of evidence, which is especially counter intuitive since the evidence is right on the location where it would also be studied
I see, thanks for explaining
I am not sure if I need a tutorial exactly - SOFG was played by me without a tutorial as well (for the most part), most if not all the information was able to be inferred from the challenges or the quest descriptions - as such, I would request that those be the foci - something like having infiltration describe what is necessary for it to happen, or maybe having specific quests by the heroes describe what the quest is supposed to achieve (which would also be useful for quests like guarding - like, if a human is being guarded, it would be nice to know for how long they will be guarded. in fact it actually would be kinda nice if obsessively liking a species would not result in someone just becoming a dedicated guard forever)
what I can say are some nice changes mechanically or UI wise are how shadow does not spread as easily, how infiltration is not a thing that "just happens" anymore (since you need to have a somewhat significant cost to basically start doing it), and the way that the challenges are filtered (based on stat used or things like infiltration) means that it was easier to actually see specific things; especially when you have things like death, souls or geomantic loci in a given location since those added a looot of challenges you might not wanna see right away. I also like how numerous challenges have "other" effects that basically make them easier (or harder) like how cults improve certain challenges based on their growth
I think one of the most important things is going to be clearing up the descriptions - what I mean is that a lot of the challenges are randomly assigned text that is not supposed to belong to them, and a lot of challenges (like infiltration) do not have text to say what is needed to do them (like how I need a cult to infiltrate a location - or what happens in location that do not have a cult and how they can be infiltrated)
otherwise, it is definitely...interesting, although I do feel like I have to basically get a city right next to a university so I can immediately infiltrate it and thus reduce the amounts of understanding generated; especially since, when inquisitors are in play and I want to remove them, that just creates even more evidence to be used against me (and possibly to grow understanding)
orc upstarts basically require you to have a kitted out orc (or at least get vermin) so you can deal any kind of damage to the 8 damage dealing upstarts, which makes orc gameplay significantly harder
the way the new map looks is a bit eh in my personal opinion, as I much prefer the hex based one, especially since it meshes weirdly (suddenly cuts off into new pieces of land) as well as geenrates small islands in location that are purely ocean making me think there is land there
so, having played the version before the update/overhaul - it is miles apart in terms of both quality and story. I am kind of afraid of continuing to play it because I do not want to be spoiled for the better version, but from what I can tell the MC in the first version is an uncontrollable horndog assaulting anyone he can, who needs to understand how to effectively "convince" people using magical hypnotic suggestion to do what he wants them to do, whereas in the updated version he starts off doing it unconciously, then to train himself but mostly kinda falls for his very horny (while hypnotized) childhood friend (and then crosses a lot of lines while that is the case)
the goddess too, goes from a more or less all knowing entity that quickly disappears after she gets her boobabe to someone confident in her powers and skills but unaware of how the human world functions (besides what she gleamed from the protag), and also kinda passes out quickly (be it due to exhaustion or due to mentioning her friend - she always seem to pass out when she talks about her)
that is like, purely talking about story, ignoring such massive improvements such as the dialogue, art and of course just generalized pacing and progression.
I am kinda curious to see if the mechanics of the updated game will be somewhat similar to the first version, regarding needing to understand your subject to know how to hypnotize them, or if the "hidden side" of his subject comes out when they are hypnotized, thus not necessarily needing him to push them into depravity as it is present from the start already
so, I just finished playing the game (unfortunately had to find out via the main menu that there is no more content)
and I have to say - holy shit I missed this type of content
no, let me correct myself - I feel like this is the type of thing I always kinda wanted but never could find anywhere, while drowning myself in stuff that is acceptable but not really satisfactory. I spent a lot of my time the last year or two just roleplaying with AI, trying to make it work with hypno/corruption content somehow as well as with other fetishes, yet always getting disillusioned at the end, and kind of even resenting opening the apps and websites. I spent time on nhentai and reddit, and usually had to scroll through 90% of boring content to find something good. but man, this feels nothing like it
I was not expecting this game to have so much thought put into detail, like with the facial expressions changing during the conversations (rather than always having one specific PNG per text popping up), or the text slowing down or speeding up to signify the actual speed/weight. there is voice acting, something I also did not think would be present in something that is currently free, and the way how magical hypnosis and inductuctions are combined in this game is honestly peak - MC living through the dream of everyone who is into hypno as a top rn
I do not know where the story will go - from what the menu implies, I will both be befriending and hypnotizing every main female character in this game, including the goddess (since she has a bar for it as well), so I cannot tell if there will be a split between hypnotized and regular people, if it will slowly merge (similar to the command to not wear clothes/find it natural not to wear any) or if people will be made aware of it (and be able to give consent, I find it hot with or without while in fiction) and thus lean into it/request things
I feel like I may be glazing the game too much but man, after having to deal with so much slop or just boring content from so many things, I legitimately just cannot appreciate the game enough. I also wanna note, despite only knowing the MC for a few hours, I already kind of have a feel for his character, so kudos to the writer for that as well
I do not know what the future has in store for you good sir, but I hope that you succeed in whatever it is you are doing; I know that I myself will certainly be following you throughout that journey because I do not think I will get any kind of hypno game this good have a new release within the next 5 years at least
Heya! a small bug/oversight: before you even get into the castle, you can open the quest tab, and see quests like "reclaim your stolen power" and "gather an army" - I assume that these things should pop up only after you are done getting your powers sucked out (I have only now finished the lamia, so I do not know the details of what will happen)
heya! apologies for asking, is there a dev log where updates are tracked? I ask specifically because looking at the dev log here I see the last version update was in january, the one before in april, the one before july etc. which implies that another update could drop soon, and I would rather wait till the update drops assuming it is within the next two months
no rush by the way - I just like downloading a game once rather than downloading an update and playing some more, hence the question. I have not tried the game yet, but heard it was great, so I am surprised to see that it is free! thank you for developing this game
played till the end now. the remaining 2 cutscenes were good as well! part of me hopes that she undergoes some sort of psychological change from the extended tickle torture, like maybe becoming a pervert who gets off of the tickle torture or no longer resisting it. from what I see she will remain unchanged in that regard, and honestly I assume it is for the best to keep the story going
the puzzle is easy once I figured out that specific part. all of them in fact - it just seems to be that specific piece of knowledge that I needed, that the block in front of you never hardens. it might be a good idea to have her call it out, or implement a hint system of some kind where either after a certain amount of retries or always nestled somewhere in the menu is an option to recieve a hint to help you progress
only annoying thing was with the last puzzle where it was not possible to see the hard block hidden behind the pillar, and the fact that I was at the start unsure if I could activate the emerald pillar by interacting from the side
I am glad to know that it is developed in english originally. I wish more games either were developed in english or had someone do a proper translation considering that you can say things that go so hard in the original language, as opposed to whatever machine translation does (usually turn me off from the game completely, especially if it is explaining something complex like game mecahnics or the story but utterly fails due to the nature of machines). and as a fellow writer, I enjoyed what I saw. it is one thing to write a girl being tickled by machines and growing to love it (a story I have written, though I usually share it with people individually if they want to see it rather than publically posting it since it feels personal) and another to actually see it drawn. I hope you guys are successful!
so I have played a bit now, though I have not gotten completely through it
I like the visuals a lot, it is a high quality tickling hentai game. though it could use more and improved visuals, that is like saying that food costing 200 bucks is probably tastier than something for 10 bucks. all around, I like it.
the fetishes in the game are mostly some which I enjoy - tickling, orgasm torture (whether forced orgasms or orgasm denial/edging, though I cannot tell which one it was). peeing is not for me but luckily it seems to be limited and more of a side thing rather than a main fetish like it is in other tickling games. if it becomes big enough, you could potentially add a "fetish list" to the settings where you can turn off specific fetishes to change the cut scenes by cutting out the pieces that are not liked - if it is within the budget to do that
the translation is good. like, actually good - most hentai games get machine translations. not only do I always get the point across, it feels very well done, like something done by an actual writer, rare it feels like nowadays
the story is questionable, but that is very common in hentai games. you have a premise to get you into the action, and the specific story details do not matter. it does feel somewhat dark, which I like though. like any real religion, their religion too is based upon their hypocrisy, and the condemnation made me actually feel things. so who cares about details, the presentation is key and was done well
I sadly cannot say much about the gameplay, because I got stuck in the first puzzle room with the roots, since there was seemingly no way to cut a root to access the root that needs to be cut next without making it harden. this is especially exemplified because the rules are nto clear - since you get a 2 block thick 3 blocks wide bush you have to go through first, and it only makes the blocks at it's side hard, not those in front - but I assume there is a clear solution. a thought that propped up is that the block after it, aka. the second block in front of you does not harden, but I will have to see
all in all, I wish you luck, because there are too few hentai games and FAR too few tickling games out there. I would love to know more about your dev teams and what kind of things you have planned (whether gameplay or tags, eg. corruption, foot worship etc.)
aye, thanks for reading it. I do def recommend looking into either giving the enemy equipment or making it more dangerous to board the enemy as well as more reliable ways to get psykers (you could make it possible for the craft to either be damageable or for it to take longer depending on the strength of the enemy's weapons/shields/thrusters so that there is an incentive to first damage the enemy craft before sending in your people) (as for the second, mixing up the people available at trading stations could work - rather than having one type filling all three slots)
I def see potential with the game so I wish you luck sir!
well, having played a round of the game I have to say, this game looks interesting. it is very obviously FTL With a grimdark totally not warhammer 40k spin don't sue us GW with it's own spins and twists upon numerous systems, for the better or worse
many things I can simply note as "it is in an alpha, it makes sense that it is not fleshed out" since it released relaticely recently so I will not say much about features which might or might not be good
what I would like to note however is that currently, boarding is far too OP, especially considering that you can get equipment, while your enemy cannot. this leaves you with ultra tough warriors as you stack one or two sources of DPS reduction in a world where most enemies deal 3 DPS, get multiple weapons which either deal immense damage (arc rifle) or in fact just kill multiple people at once (the one that attacks the entire room) and you are left breezing through the game as you just launch your warriors to kill everyone inside the enemy ship with ease while able to recall them instantly, or if it is a demon ship you can just park them on the shields system and as long as a single person remains in that room it will not be rebuilt. the system of "death causes the system to be damaged" just makes it more egregious
psykers, though an interesting concept, are sadly not worth anything because you will practically never get anyone, even if you travel to a shaman (you just get the ghoul summoners most likely), even though it looks like they could be immensly powerful if you have the proper templates (since psychic bolts pierce shields, so you can just go for the shields system straight away)
all around a 3/5, needs a lot more work before I am interested in doing anything, since I will not restrict myself to only ranged combat when invasion is possible and intended. it does show promise however
a really interesting game that I will watch the developement of! Really hits well regarding the kinks (BDSM, tickling, furry) and the art/design is awesome! few games which are as graphically good as this one without being visual novel styles of games
only thing is that the gameplay atm is rather lackluster, however I assume it is because this is a demo and because it is early access, more or less, so it will be way better in the future. wish you luck/fun during developement, sir/miss!
are there perhaps any examples of that, if I may ask? I cannot tell if the lewd parts are some small scenes, cutscenes, or are happening when you interact with some entities inside the world, nor how it actually looks like, and i would like to, if it is allowed
though, it is understandable too if you wish to keep everything in the game.
