Casting my vote and hoping it becomes a mechanic. Getting the heroine knocked up by multiple guys/enemies is hot. also like 3 different guys have "get bred/get pregnant" in their lewdtime dialogue so it makes more sense to make it a mech. but i understand if you dont. its you game after all
W3r3 W0lf
Recent community posts
Not a bad start. few things i had issue with was during combat the 5mp attack sometimes did more damage then the 20mp one.
if you're going to give us a spend-y attack, might want to add like a stun or a stat drop to it to make it worth choosing.
Also when confronting F.F. he mention Psi Master had already been beaten by someone, but during the lair tour Psi Master never alluded to that, might want to change the dialogue a bit and make it so P.M. is actually a rookie supervillain, not an experienced one. Might also make his rule/conquer dilemma more believable and a great running gag.
When after successfully hypnotizing F.F. you get asked to choose what kind of slave he is. Would it be possible to instead add that to their talk menu as a kind of "mode change"? Would probably save you a lot of writing later AND would be an interesting game mechanic.
Example: you take him to your playroom and initiate playtime. He automatically switches to kinky mode so you only have to write kinky mode dialogue for him.
Mechanically, you could make it so that different modes give you better bonuses against other supers. for instance, a super that's weak against dirty talk or kinky displays against a party of kinky mode villains. or a hero/villain that can disrupt your mental hold so the solution is to turn off your party thoughts with drone mode.
Also might want to change the "Heroes" on the lair panel to "Supers" since you'll prolly have to go against other villains as well. The more the merrier right?
wrote more than i thought, but its got a LOT of promise, looking forward to more
Games absolutely amazing. Love the story, the characters, the lore, the combat. Traitor and Hunter are really interesting characters, and i love how Traitors lore dropping you without lore dropping you. (There is no dragon ON the island) speaking of dragons...the story in the sanctum of the guy who went from hating the dragon to being it lover was cute as hell. totally definitly unrelated to dragons but are we going to be un-hooded in the future?
so if you accidently click the "load game" button you have to go back to the main menu and lose a bunch of progress. either that or im missing a button somewhere. other than that i really like the game and the writing. Also, another bug i found is when giving lightrot to the Titan alchemist guy, he actually doubles the amount youre carrying instead of taking them
went through the demo and its fantastic. The action controls weren't too difficult to get used to although I would like a way to refresh spine usage (such as 1 back every unit of time spent) and the possibility of using the TAB key to either access or exit out of menus, since I'm personally more conditioned to using tab then esc.
But the scenes are FANTASTIC and well written, and the animation accompanying them is also top notch. you guys really stepped up your skills here.
Sidenote-Its absolutely adorable Kivuli adores potted plants or gardening in general in the same vein that Grove adores carrots. Gives a nice piece of personality.
Definitly need the ability to move items that were already placed, and the ability to replace walls and floors with new ones rather than break them down to build them again. also, need wall types (like hosipital walls) to be placed on one side of the wall, allowing adjoining rooms to have a different type (like dungon walls) placed on the same wall block
Alright, after sinking some more time into this, i have to say that poison NEEDS to be nerfed. a 50 something damage hit along with an immediate proc of 40? Not fun, and a pretty major difficulty spike going from the slimes to the woods. i understand that slimeform gets some minor poison resist, but ash does not. Adding a small blurb when he tell you to prepare reminding you to stock up on antidotes would be nice.
Maybe also change poisons damage from a flat number to a % based on max hp, like 15-20 % of max hp as damage, that way its still a threat but it wont end your character in 3 turns or less.
Maybe also add some skills to the base adventurer form, like a taunt skill, or a guard stance. since we cant equip our allies (that I've found, or maybe there's a bug there) it would go a long way to making things much more manageable, particularly against tough fights.
Lastly, healing items should also be tweaked, maybe take a page out of the Tales series and have healing items be limited amount in inventory, but heal a large % or max hp, like the 30% apple gel. Would save the need to go potion, high potion, mega potion, etc etc and make healing items a bit more tactical in their use. If not then maybe a bump from 100 to 150, so they're more relevant in these first 2 dgns we have access to.
All in all its shaping up to be a really good game, the only minor gripes i have is lack of party customization and no skill descriptions for party skills (have no idea what the diff between ephemeral edge and sneak attack is)
But im excited for more, will prolly pledge once my finanaces get in order, thank you for your hard work
Edit: found how to equip allies, its by clicking their portrait with the equip window open. Will also ask to make left and right arrows in window for a slightly easier time.