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qinlongfei

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A member registered Apr 07, 2018

Recent community posts

Well... from a game play mechanic perspective I can understand why male as a possible gender got taken out. Unless Mado was interested to do some possible bishounen/trap/yaoi action with this new game (which I assume they don't judging by their previous games), adding only one in-game male character to represent the player would only limit how much can off springs be produced with one character.

Could have been an interesting idea to bottleneck the player's manpower/economy growth if a game is set with only a single male character to impregnate a vast pool of randomly generated female characters. But I'm guessing in the end Mado didn't want to turn this into a 'plug in the math formula game', so that idea got dropped very early on during development.

And you can always add more content yourself since the game's resource is entirely open for modification. I know nothing about coding, and I was able to do some basic content addition for myself just by looking at what Threshold is doing in game.

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Kind of ironic that male character got taken out. I still remember near the end of EroDungeon's development, the creator made a point along the line of this new game letting the player be a male character as their own self-insert.

P.S.

If you want a monster person catch/management game with male and even futa characters, I would suggest [Portals of Phereon] by Syvaron if you haven't heard of it yet.

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If you played old Oblivion with mods, AFK_Weye was admitted by the creator, directly inspired by the Raven Rock questline from Morrowind Bloodmoon. I'm expecting something alongside AFK_Weye.

But yeah. Don't worry about trying to satisfy other people's want and just focus on what game you are passionate at creating. Because it'll surely be better than something you made out of misguided sense of obligation to others but you aren't passionate about. A lots of my favorite games (quite weird, not cookie cutter genre fitting ones), I never knew I wanted them till I played them.

Speaking of which... not sure if you played one of the 2 Thea games (Thea the Awakening, Thea 2 the Shattering) by Muha Game. But I can definitely see Aphrodisia's setting and lore be great for some kind of mixed/hybrid genre game like Thea. Which use 4X system as a base, but it's mostly a narrative driven game about managing a village (first game)/a migrating tribe (second game) of survivers on a magical post-apocalyptic world. Once again, not asking you to make something like it once you are happy with the current project, but I do want to give a recommendation for the two Thea games if you never heard of them (they are very niche). I feel like you might enjoy them based on the games you made.

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So something along the line of Raven Rock quest storyline from Morrowind's Blood Moon expansion? I'm looking forward to that, although I'm sad there's not more management/simulation option for basic followers planned.

I do think if you commit to the whole settlement questline, maybe there could be an option where the player leave their followers as settlement guards with some basic need system to keep them working there? This could be a reasonable way for the player to store/collect followers. But obviously you are still the one who is developing the game, so it's your decision to include something like it or not.

I vaguely remember seeing someone asking this before, but don't remember seeing any answer. Is there any future plan to add some kind of player stronghold where we can safely store our followers, maybe even put them to work in the stronghold? Because I can't be the only who wants to collect all kinds of characters like pokedex, right?

Find a bug while I was playing around editting my save file. If a player's haggling skill is too high, player actually receive gold when buying from merchant. Obviously this won't happen unless one cheat/save edit, but I think it makes sense to put an upper limit on how much haggling skill would reduce buying/increase selling.

It's definitely too advanced for a coding iliterate like me to use for now. Hope there'll eventually be some kind of tutorial on how to use it. As games that let us edit even the base game events (the aforementioned Thea 2, and Monster Girl Dreams on this site) gives a game so much more replayability since it allow player to tweak events to our liking.

Is the quest editor at the left top corner currently only for test and not actually implemented? I'm hoping this eventually turns out like the event editor from MuHa's Thea games (especially Thea 2 where we can learn/modify even the base events), as I do find most of the quest in the game too linear.

On the point of rearranging active battle members. I would like to add a bit more of what I found in my game.

If I send an active party member (I shall call this party member 1) home from the dungeon, I can replace the now empty slot with another member (I shall call this party member 7). But if I send the now at home member back in to the dungeon, the slot where member 7 is at get replaced by member 1 without me trying to rearranging it again. Which is why I think it's some kind of a bug.

I would also add redeploying characters when you bring more than 6 member to a dungeon run is wonky.  Dragging a new character into a position already filled only work sometimes (meaning it fails over 80% of the time). So I don't know if rearranging active combat member is bugged, or if I'm going at it wrong and only when the member gets replaced is when the bug happen.

I would suggest add some way to easily turn active members inactive. Maybe a right click, or maybe a button to one click dissolve the entire combat party for us to rearrange characters.

There appears to be bug with rearranging active battle group as well. I don't know what's the exact condition to trigger it, but often when I try to switch backup characters to active role, the character doesn't change. If I want to change the active character, I have to send the active character back, and if I bring the character I'm trying to switch out back, they auto replace the character I'm trying to switch them out again.

I am aware there are ways to increase the current room limit. Heck, even without considering modding, I can save edit to give me more rooms simply by giving me a higher number on room's upgrade level than what's normally allowed.

That being said, I still think a much higher upgrade limit is better as a vanilla inbuild system even if performance is a concern. Because people with a weaker computer would realize not to upgrade it too many times, or keep a smaller pop once they hit a performance threshold, but it allows people with more powerful hardware to keep more characters.

More legit room expansion (with both population limit and how many people we can have in bed) would be really nice. The prequel's small room upgrade made in story sense with it being a city manor with limited space. But in this story we are supposed to be land owners, a much bigger pop limit would give us way more space (pun intended) to collect a waifu of each race and maybe some special ones with good trait.

Speaking of which... the current room upgrade system using higher tier material makes sense form a game design perspective, but not really an in story reason. Why can we only make more rooms with magical materials to increase pop limit when people has been building more living spaces with common wood, stones, or even mud through out history?

Pretty sure you don't want to fully gut the current room upgrade system for something new. But maybe something to consider if there'll be a Strive 3. Maybe allow us to build more rooms with basic materials, but using higher grade material gives bonus similar to the current crafting system. Or maybe having room upgrade (that gives bonus) with higher grade materials.

I think the biggest challenge with adding new skills is all the enemies need to have their dialogue editted with dialogue for them. Which is massive work even if the writer copy/paste pre-existing dialogue from similar skills.

抱歉,这个任务我个人还没做过。Wiki上也没详细攻略。你可以试试自己用英文发个帖子看看有没有人知道?

I think you probably have to reload an earlier save now if you already released her from your house.

Based off the wiki, I think she only become a persistent NPC after you completed her quest.

不好意思,个人直接玩的英文原版所以不知道瓦莱丽是谁。

Alternatively you can also give a Prowler to Fort Sera like other human slaves and it count towards your quest completion. Not sure if it'll cause negative consequences like if you free them though.

因为我每次更新都开新档,所以有一段时间没做这任务了。基本就是跟着任务提示走,然后我卡在了女角等水源实验结果哪里。根据网友提示要保持她的奴隶身份不能提前解放。

Can you consider posting your experience at making your quest mod? While I personally hope there's a proper event editor for Strive similar to Survivalist 2: Invisible Strand and the Thea games. I could still learn from example with 0 coding knowledge like with Monster Girl Dreams.

Would be nice if the divine beast we summoned is actually a wyvern and not a recolored Shenrong.


:)

Do wish there's more expansion on this character. I understand that characters are written in a specific way, especially someone who is a convict. But even if we don't go into Tavi's route, you'd think there would be other interactions that could explore her personality a bit.

Do you not have a backup for an earlier save? You can download saves and keep the file on your computer anywhere. That's a good way to keep backup to points you want to restore.

But I didn't see 'Black Scorpion' under scripted random male NPCs list on the wiki, so he's probably just a randomized NPC with higher base stats. You probably aren't missing by killing instead of enslaving him if you are already doing save state editting as you can freely change character stats.

The one I played was the 64 Bit Windows version. Not sure if I was particularly unlucky for some reason, or if that's a persistent issue during Tutorial phase. But it definitely soured my first impression on the game.

But other than that, the game definitely has promises. Wonder if you will consider making more persistent NPC characters (maybe with their own custom portraits) who can join the crew down the line than simply having them all be randomly generated.

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I encountered multiple crashes while trying to save before even leaving the tutorial phase, which made the experience pretty miserable. Probably should get this fixed for the next version.

If combat and follower system both got an overhaul (love the follower overhaul), I wonder if slavery system will also get one. It never made particular in-game sense (other than artificially set a difficulty) that the game hardcode slave chance to be one male and one female per battle.

...I feel like this is more of an oversight on the dev. Since her talk option implied that you need to treat her well rather than treating her like a slave. Plus the player can initiate the quest after freeing her.

But thank you very much for explaining how this quest's trigger works!

I wanted to see the game's code more as a whole like Monster Girl Dreams mostly because I'm clueless about what specific thing I should be asking for. But if modifying the game's vanilla content is very hard or impossible, I guess I'll just have to see what Convent mod did and try to learn what I can.

I know this is a dead horse, but will you consider releasing the source code once this game is considered complete? Because I think it would really help people (myself included) start to figure out how to actually mod for this game.

Not sure if this game is still being worked on. But I would like to add the count down timer feels too restrict at the moment. Usually Beat'em Up game would have the timer refresh back to 99 after every major group of enemies (as in the stage could be moved again). But this game only refresh timer when the player dies. So I would die from the time run out before my health does.

It's fine for the demo since demo give infinite continues, but I imagine this get really annoyed once the full release version come out.

Also... the hit box can feel a bit of wonky at times when enemies would merge with my characters. Usually in Beat'em Up this is a none issue since character merging together would result in a grab (either by the player or the enemies), but I had more than a few instance where the enemy ends up standing together with my character where I can't hit them standing still, and I would just have to take the hit as I move away.

Agree. And to be honest... I don't see the actual content of Capital to live up to the hype by this point. Honestly think Threshold took too much time to get it out (if I'm the one developing I definitely would have gone straight to the capital post cave and not do the whole Lybyrinth section), and people's imagination has been flying wildly in every direction.

I wouldn't mind the long wait time, or the actual content of the capital not live up to my imagination as long as Threshold being transpirant about what's being worked on, and what we should actually expect. Since to this point we still don't know what the demon lord is like, and the suspence is really killing me.

Not a fan of Discord myself since I don't like chatroom. But thanks for pointing to reddit as a source of information. Although I would still question why there's a need for 1 month's delay with the news update. Since the main point here is about the transparency of crowdfunded game makers with their community. Going back to Lilith's Throne again for example. I'm not going to pretend there wasn't other issues (Innoxia repeatedly going back on her own words again and again really eroded trust the non-discord community had in her), but people having no idea what's going on in the large gap of update draught was a huge issue.

Bottomline, I don't see keeping timely information (unless it's once again, art works) away from non-subscribers to be a good reward for those who support the creator with money. Since it really doesn't give any incentive to those who are paying, all it does is grow distrust with people who are already hesitate to support the creator financially.

Even if there's no version update with the game, some update on what's been going on for those of us who don't subscribe on Patreon of Substar would be nice. This was exactly how Lilith's Throne went to the gutter, lack of communication from the creator which eventually bred toxidity out of resentment and distrust.

Personally, gating news update with patreon/substar subscription never made sense to me. If it's art work... yeah, I can understand the creators only show them to supporters. But wouldn't it make most sense to let everyone know what's been going on with the development?

I'm doing Caitlin's personal quest and on the step where I collected both water samples and the journey told me to wait for a day or two. But it has no count down timer like 'A Sisterly Dilemma' or 'Fort Sera' and it's almost a week without update now. What should I do to progress this quest further?

My guess is she won't be anymore than a story NPC even if she returns. Since she has AI generated arts, not 3D rendering like characters who could join you or even other story NPCs like a lot of shop keepers. Still crossing my fingers that at some point she becomes a recruitable NPC.

It's a crowdfunded 18+ RPG that has a ton of great customerization featuress, that has since went into the gutter due to the maker's inability to keep a proper update schedule, and the constant emotional validation/pampering from their discord crowd. You could still find the latest version by searching the name, play it and form your own opinion on the game (I'm personally in the 'love the game, not loving the creator's workflow or lackthereof' camp). Although I recommend against donating for the project yourself since throwing money at it (as its diehard fanbase already done) doesn't seem to help move the development along.

Not to mention the other elephant in the room. Threshold isn't an artist, so they have to pay artist a lot of commission if every skill and scene have artwork.

And I don't even consider this as a negative. I would rather this game have no image but have more complex mechanic like Lilith's Throne (before that project went completely into the gutter). Been wanting a partner, if not a full party system from the start. A waifu adventure game just doesn't feel the same if you can't take your favorite waifu to adventure with you.

Maybe something to think about for a 3rd installment in that case (as well as more food types, where are diaries, eggs, or fruit categories)? The game already feature customerizable backstory, portrait and body image for the characters. Customerizable dialogue feels like a natural next step.

My problem with the personality is the same with the food category. Too little depth to them, too little categories to make a real difference.

Having a personality attribute being cosmetic to give characters more personality (pun intended) is more than fine, but there isn't enough variety. Instead of having it become an actual attribute that affect bonus stats, I wish it has a Galactic Civilization 3/4 like system, where we can customerize dialogue of what the characters say during certain triggers.