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A few progression ideas

A topic by tomwilliams9911 created Oct 05, 2020 Views: 828 Replies: 1
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First off, I wanted to say I love this game to bits. The art and style is gorgeous, combat is pretty fun, and the story is interesting. I definitely like the dark themes as well, it's a nice aesthetic overall (not to dissimilar from the Witcher in some ways, I've noticed :p )

It's going to be really interesting to see how things go, and I hope Kara gets to do a bit of exploring outside of the forest (maybe killing the troll won't be enough to sate the spirits? :p. There's huge potential here for many types of enemy.) A city would be cool (and adds the option of fights in the city, probably against muggers if you go down the wrong alley), as would fields, deserts, an ocean, etcetera, etcetera. Even if it's just a brief visit, it could be an excellent opportunity to showcase the effect of the upswing of bandits and pygmies has been on a wider scale. 


Point being, I want this to do well, so I thought I'd put a couple of suggestions forward (and apologies for length):


1 - Combat needs another step forward to balance things out. I assume it's planned for sometime in the future, and I'm probably rushing things (because I'm like that), but I find a lot of the combat quite difficult (but fun, all the same). Bandits especially. Even with Nora's help and good gear, some of the 4v2 encounters (many are optional, I know) are nearly impossible to deal with, and someone always gets knocked down. It's probably me just being bad, but oh well.

To mitigate the disadvantage of numbers, either have more characters in the party, skills (which I know are probably planned, and should give things like a bonus AP, heal, more movement, special attack, etc), or a weapon proficiency system (ie: a proficiency in, say, bladework, which boosts or multiplies a related base stat or effect when using a sword or dagger, and thus amplifies damage). More investment in these proficiencies (small boosts from combat and greater boosts from special training) make them much more effective over time.

2 - combat loss shouldn't always be an instant game-over. Some enemies might either take Kara (and any companions) back to their camp, where she can try to escape. Alternatively, they may just fuck them or rob them (or both) and leave. 

3 - If a character is beaten and fucked in combat, maybe have their character profile screen reflect that with, ahem, evidence. Varies according to what and how (and thus, where on the body). Doesn't even need to impact gameplay (if it does, a minor mood debuff, but let's be honest, it's probably too minor to bother with), would just be a neat detail. Cleaned off before bed, bathing, or going in a body of water.

4 - More combat 'animations'. Bandits should have something (give me proper human sex dammit), and sex-crazed pygmies would probably try double-team a defeated warrior. Also, some enemies may try to go in for extra, if there are no other characters who seem to be a threat (like if the other party members are downed or far away), and fuck the downed character more than once, even if they've been fucked before. Hell, just more animations in general. 

Also, girl-on-girl animations (I see those female bandits and I want in)

5 - Grappling by certain enemies or enemy types. Some enemies will grapple the characters, either to remove armour and leave them vulnerable or to fuck them. Does extra damage (than normal combat) to clothes, but none to the character, and the character will keep their clothes in their inventory even if its been removed, though it will have to put back on manually after combat. Other characters (enemy or friendly) can try help out, either making it harder to break free or by taking the attacker off. Of course, if someone grapples for sex, then they'll have to take off or rip any panties, which would delay the grapple and give more chances to break free.

Grappling would likely be a random chance (essentially a dice roll) that is influenced by a combination of some stats vs the opponents. For example, pygmies and those bug things would be very weak and unlikely to successfully grapple unless the character is quite weak (which, if you remember, Kara starts quite low). Humans would have a much greater chance at grappling, and certain enemies or bosses would be much better at it. 

6 - Night time system, and enemy variations accordingly. I believe it was mentioned in the game that pygmies sleep/do less during the day, so maybe combat encounters with them will have 1 or 2 more pygmies. In contrast, maybe bandits and frogs will be asleep, slowed, or absent from the game world. Additionally, detection range is decreased, so it will be harder for Kara to spot things, but also for other things to spot her. Could also play with the possibility of night-specific enemy types, and opens up the possibility for sneaking/stealth missions and ambushes on roads.

7 - A game over screen featuring both our protagonist and any companions (basically Nora ATM) if they lose the game. Just as a nice change. 

8 - Certainimpacts that are visible in the world through your actions. Like when you clear out the Bandit Chief whose been kidnapping women, after maybe an in-game week the place would've been cleared out and guarded by a soldier. After a little while more, maybe someone would've moved in and started a hunting or fishing lodge. Just to show how things change over time.

9 - New weapons. Spears are already in the game but the 2-tile range is sometimes buggy, and can't be used over cover or past allies consistently, only sometimes. A short-spear for use with shields, bows, crossbows (maybe as an off-hand 1-use-per-battle item like the bolas). Also, some throwing weapons have a minimum range but it doesn't specify what, and they probably should (unless I'm just being an idiot, which is equally likely).

10 - Sleeping in the communal room should have a (very low) chance for other patrons to disturb your sleep (for obvious purposes). Or maybe it will happen if Kara gets too overconfident and sleeps there repeatedly, while chances of it occurring can be mitigated by gambling with the other patrons on the table, as they see you more as 'one of them'.

As an example: Dialogue choices in this instance would result in 1 of 3 options happening - Kara submits  (gets a -15 'rough sex' and a 'feeling used' modifier), Kara gives them a BJ to get them to go away ('feeling used'), or a fight starts. All participants would be naked (no armour), the drunks would be low HP and using fists but Kara would be using her sword to mitigate the numbers advantage. If she loses, there's either a special pixel animation (varies according to how many patrons are still standing) or special CG set. If she wins, the Innkeeper gets pissed off for harming a bunch of patrons, and she either has to bribe him (both ways, if you catch my drift ;) )persuade him (skill/stat-based) or pay the injured patrons to stop them complaining to the lady of the village. Whatever the outcome, she gets a 'disturbed sleep' modifier, but if she fights and wins, she gets a bonus to independence and victory in combat to offset some of the disadvantage. And whatever the outcome, it doesn't happen again.

11 - Another note for the inn (and this may be changed in future updates, but it's just something I noticed in the demo), the innkeeper never changes dialogue from 'I'll let it slide this time' or the same BJ sequence that occurs. I think that eventually he should get fed up with Kara refusing to give him a BJ, and demands she service him. Depending on choices and stats, Kara might; suck him off again (maybe a different image set?), get kicked out and have to sleep outside (very poor sleep, and stacks for each night out) or elsewhere; pay him whatever coin she has for the room; or otherwise persuades him not to kick her out. Either way, he doesn't ask again (which helps the player if they want to skip that dialogue and just earn a room to stay in)

Additionally, if Kara doesn't like her room or the communal room, she can attempt to get a better one by raising it as an issue with the innkeeper. If she paid for her room, she pays extra (5 for the regular single room, 10 for a better one, or another way if she has the right skills). If she paid for it by working at the inn, then one of two things (aside from refusing) happens - she has to give back the money he gave her for the BJ, or she gets even more money but has to fuck him. 

Anyway, the better room should give a better bonus to mental state, from a better night's sleep.

12 - The ability to remove Kara's top (if alone, say like she's in the forest or her room), because bewbs. Also if she's wearing a bra it can be taken off. Or even just full stop, because we can't in the game currently. Can't take it off (even with a bra) when in the presence of other people or if she's with Nora (unless deviancy is high, or very high in the former case) and won't go into a room if many people are inside and she's topless, unless there's no other choice. 

13 - Clothing damage should be more extreme in some cases, like they should be severely ripped if it's in tatters, and basically hanging by threads if destroyed. 

14 - Consumable alcohol, just because it might be fun and open up some possibilities. 

15 - More enemy types, if feasible. I'm sure it will be a thing, but fighting the same pygmies, bandits, and frogs 'might' get boring after a while. Seeing as there's more than a few influences from a certain polish-inspired video game, maybe a type of drowned or undead creature can appear if you linger too long by a certain rivers or other bodies of water, starting off a battle against one or more very slow but strong adversary, who's liable to fuck the brains out of any unfortunate person who's downed. No pregnancy chance because he's dead (no cell replication for sperm), his balls have probably been eaten off (fish are like that) and because fuck that noise.

It might also be interesting to have some mini-bosses come by occasionally. A wandering monster of some description (there'll be a whole host to choose from) will be passing by or threatening the village, and the Lady or town noticeboard might requisition someone to hunt it down for a substantial reward.

Additionally, from the currently-included enemies, I haven't seen many examples of the pygmy shaman dude, for example, neither the ranged bandit. It might be cool to see some more types of basic enemies. Bonus brownie points if they get special sex animations.

16 - Battles between two enemy types. For example, you might stumble into an encounter with a band of Bandits fighting some pygmies who tried to capture one of their female members (loyalty among thieves and all that). You could join the battle and help one side for part of the reward or a guarantee that they won't touch you and Nora, fight both, or wait until the battle is over and finish off the weakened victor. It would also be cool to see town soldiers/militia or country troops purging pygmies or bandits (though given how small the town is, I doubt there's many professional fighters beyond the guards at the lady's house) and trying to control the growing chaos. They'd be rare encounters, certainly, but it'd add some fun encounters.

17 - Gina maybe should give the actual monetary value for the pygmy ears and other trophies handed in, given that that's the reward set by law, and shouldn't be mitigated by her being stingy like with everything else. (Or maybe that's the intention, because this world is supposed to be challenging like that). If it is intentional, maybe have it explained, because I didn't realize it at first. Just a short interaction about how she takes a 'handlers fee' or something like that, when Kara asks why her reward isn't the proper value.

18 - 'Normal' creatures in the forest. Might not fit that great within the fantasy world, but it'd be cool to stumble across a Boar or deer and be able to kill it for its hide, meat, and tusks/antlers, and just a nice reward overall. Perhaps the inkeeper will give you a discount to all your lodgings if you get him a particularly fine set of antlers for the inn's wall, or a room for the night if you give him the meat rather than selling it.


And a couple of bugs to round things off:

1 - Pregnancy can still occur even if the enemy doesn't get to finish, which shouldn't be the case. 

2 - Contraception sometimes stops working after the first combat sex instance, even though it's still the same day. 

As a note, Pregnancy risk is still too high honestly. It's all but a 50-50 chance that the character gets pregnant, while the only two enemies that can fuck in combat (that I've encountered) so far have a bonus to impregnation (pygmies) or pregnate even if you have conraception (the bug things with eggs). I feel it should be toned down a little bit, just because its quite high IMO. 

As an aside, I absolutely hate pregnancy mechanics (and furries), but then again I'm not as deviant as many of the people who would play this kind of game. An option to disable it (or aspects of it, like the visual changes, commentary, and CGs) would be nice, but not essential.


But overall, I love the game. So here I am. Writing a small essay. Oh well. This is my (quickly adds up total of points made) 20 cents.

Hey!

Thanks so much for the large list of suggestions!

I try to keep it a bit shorter since I generally like your suggestions and they are in line with our future plans for the game.

Combat:
  • Combat definitely need more work. A larger combat update is on our list for the future but until then more enemy types, weapons, armor, abilities, animations are definitely coming. (We try to put a bit of new combat stuff in with each release until a larger upgrade to the combat system.)
  • Difficulty wise the game is currently very near where we want it to be (maybe a bit too easy if you go with 2 characters and use the numerous buffs in game), but solo I can agree is a way too hard, I'm planned to address it the same way as one of your suggestions, giving Kara an extra AP if she is alone.
  • Skill wise we want to add skills with large meaningful effects and not small skill upgrades. Generally a new skill might grant the use of new set of items or new abilities. This is also something we are planning on expending on in the future, with character progression (that will require some rebalancing of existing content).
  • Also as a general point we try to avoid "Random" elements as much as possible in combat.
Pregnancy:
  • Base pregnancy chance is definitely too high currently, it will be lowered a bit in the future. Turning off pregnancy related stuff is something we decided against, as it would take out a lot from the "feel" of the world. The game isn't centered around pregnancy (Something I have to say a lot :) ) but it should be general danger you have to work around.
  • Having said that we want the player to have agency in the matter, having more ways to protect against it,  or to increase the chance of it happening.  Also, I recently changed the contraceptive so it nullifies the effect of the pygmy's bonus chance (It should be in the latest public version), but I will take another look at it and the other bug with it. 


I also love your other ideas, some will take time to implement, but they are very close to our plans. More dialogue variations, and more stuff with the innkeeper(a bit of this will come in the next public update), punishment, pillory, capturing character etc. are planned for the future. :)

Few other points:
  • We will put in more "normal" animals in game to make it more colorful.
  • Things like cities and other places is something we can't wait for to start working on. The game mainly plays in a region that is mostly forest and swamps, so there will only be some variations in the region side of things (Swamps, forests, some green plains, mountain regions and some mystical variation of them).
  • We didn't really taken any knowing inspiration from the Witcher (but we love it both the game and the books). Personally I can't see too much similarity, but we are also eastern-europeans so that might be the cause? 

Thanks again for taking your time, and writing such a large list of suggestions! 

-Nis

PS: Well in the end it didn't turn out very short. :)