Saturday, December 3, 2011

Feedback Loop - Part 2

Ok, I said I'd try to sit down & put the rest of my responses together in some coherent manner.  Well of course that didn't happen, so here's another splatter of responses in no particular order.  ;)


Invincible Escapes:  I'm hearing folks ask for some invincibility when escaping from grapples.  I'm slightly against this, mainly because some of the weapons already grant invincibility with their S attack.  The weapons are balanced around this.  So for example the large 2H weapons are kind of slow in their normal attack & have long recoveries, but they also do excellent damage & have fantastic invulnerability with their super move.  I even tried to set it up so that there's (usually) time to swap weapons after an escape.

So if you're the type who likes to jump into large groups, I assume you're going to pick a weapon with a good super for escaping from being surrounded.  This may be a poor assumption on my part, but I can't quite tell from the comments.  I personally think that if you get surrounded by a large group, then you really should be in trouble, so I'm pretty happy with how the mechanics here are working.  About the only change I'm considering here is granting more space if you die & use a continue.

Game Speed:  On my original computer, the game played at about the right speed when I set it to 20 FPS (frames per second).  What I didn't realize was that the game was actually running at ~14 FPS even in empty rooms, because my computer was really slow.  When I moved to my gaming PC, suddenly everything was way too fast, as the game was actually running at 20 FPS.

So sometime between the last two releases, I reset the game speed down to 15 FPS, which should put the game at about the right speed on everyone's PC.  The problem is a few of you already had nice PCs, and got used to the faster game speed.  So now the latest release seems like it's running in slow motion.  I think the solution here is I need to find the FPS command & just make a slider to keep everyone happy.  In the meanwhile, here's the 0.50 release at both 15 FPS (current speed) & 20 FPS (fast speed):

Current Speed
Fast Speed

If you think the game needs to be even faster (or slower), let me know.  Ideally I'll build a slider into the game to let you pick (assuming Flash lets me change this on the fly).

Arrow Respawn Rate:  Okay, let's rewind back to the previous release.  Originally, your body score moved the grapple bar indicator, and spirit controlled how much damage you did.  Although that sounded good on paper, it turned out I didn't like this system for two reasons.  The first was that Lei Lei's sex scenes ended way too fast, and the other was that you couldn't watch the animations because you were constantly staring at the arrows.

So I re-tuned the system quite a bit, with the intent of fixing both these problems.  Now both body & spirit move the bar, but in different ways.   Body still works very similarly, and moves the bar in your favor if your score is higher than your opponent(s).  Spirit moves the indicator by controlling how often the arrows appear.   So if you want to see the arrows appear quickly, you need to raise your spirit score.

That solved the first problem just fine, but it meant that anyone with a high spirit was still playing the 'watch the arrow' game.  So I re-tuned the arrow game a bit as well.  Now the time between arrow respawns is longer for everyone, but the jump on the grapple indicator is also much higher when you complete a series.  It should play almost exactly the same, the difference is you now have more time to watch the animation.  The message I'm hearing is that folks don't like having time to watch the animations.  I find that really hard to believe, although perhaps what they mean is that they want to constantly be doing something.  I'm more inclined to believe that everyone who is complaining is playing Farah, and don't grasp that the penalty for having a low spirit is long delays between arrow respawns.  I can't prove that though, so I'd love to hear some more detailed responses here.

Character balance:  Folks think Farah is more powerful than the other two.  At this exact second, I'm inclined to agree, although not to the extent I'm hearing.  I'd like to balance this back a bit, without nerfing Farah.  I may further buff spirit in sex grapples, or I may buff the regeneration rate from spirit.  There haven't been a lot of spirit puzzles yet either, which is something I'd like to add.  The key here is I don't want to completely lock Farah out of a section of the game.

Leveling system:  I'm seeing requests for more RPG elements, mainly a leveling system of some sort.  Wasn't planned, but I like the idea a lot.  I'll see if I can crowbar something in here, so that there's yet another advantage to defeating monsters.  In fairness though, there's very few monsters that can be avoided, it's not like you can run around them if they're in your way.  So whatever I do here will be minimal.  I absolutely do not want folks to feel like they have to farm monsters for XP before they can progress.

Damn, that's a long post.  But I think I hit all the big buttons.  If there's something else on your mind, let me know.  I promise I read every comment, even if I don't respond to it directly.

DirtyC101




21 comments:

  1. Honestly, what I disdain most about a lot of other H-games, is that with all that's going on in the screen, it's hard for me to enjoy the H, itself. After all, that's what I'm here for. Don't get me wrong, I'm here for a challenge as well, but we got to be able to enjoy the animations too, right?

    Therefore, I think your intuition about Body and Mind, animations, and arrow frequency is right on the money! Thanks! :)

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  2. Farah is definitely my favorite, and she does feel more powerful than the other two (who I also like). I very much enjoy the additional time to just watch the animations, even with Farah though I do feel a bit the sting of the low spirit score.

    I love the lengths you're going to making sure not to lock any character out of any part of the game--absolutely love it. Things like Farah having to find a long pipe because she can't make one are awesome. I think that if the importance of Spirit--probably in combat/grapples since that's where Body's real advantage seems to be now--is increased that will help even out the characters.

    Increased regeneration from Spirit sounds like a good fix to me.

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  3. Zup, someone might have asked this before or its might be implemented already (havent had a chance to try latest ver.) but;

    Tip/Req/Hope ^_^ for small tweak/fix with game-over screen.

    -Don't freeze the H at current "moment" when game over so that if we get a game over we get to see the full finish of the H, alt. make it so if we mouse click the H unfreezez and finish is viewable at leisure *_*

    -Shrink/move the gave-over sign so we can see the H properly.

    //Big thanks for a great game and for sticking with it!

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  4. if you add exp be careful about stat inflation and stuff.. I tried the trainer some guy made and having body at 10 was enough to one shot everyone in grapples. the enemies could inflate the same way I guess, I think thats how blizzard has been doing wow, deathwing has like 500 mil HP i think lol

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  5. Speed: The fast one (20 FPS) is good, cause you dont need so much time to get trough the maps.

    Inv. Escapes: almost never had one, minor problem, just dont get yourself surrounded too easy ;)

    Arrow Rate: seems ok to me, sometimes i wish it would be just a little bit faster.

    Charater and enemy balances: i think they are good, i have seen far worse difficults.

    Lvl. System: like i said i think its a nice extra, i never said there schould be major changes. A little bit more hp to endure more damage maybe sone passiv skill at lvl x,y,z like 20% less damage from poison

    and to not make it a grinding just do it like you get exp only from sidequests but not from enemies. :)

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  6. The key with a game is to make it fun; if a player is ever just staring at the screen waiting to do something, then you've failed at making it fun. We don't mind looking at the scenes while waiting for the arrows the first time or two that we're fighting an enemy, but after that we've likely seen everything that enemy has to offer. At that point we just want to move on to the next part of the game, and if we're in constant grapples it gets pretty boring just waiting for the arrows to come up again.

    The best solution I can think of to the problem is to somehow make it so that the player can chose to just stop going against the grapple and watch the animation for awhile, with no consequences for doing so. Say the dominance meter and you health/armor stats freeze after you finish a set of arrows, until you hit another key to do the next struggle. I don't know if its the best solution, but it does solve the problem of getting board of the grapples, or being in a grapple you don't like.

    The other big thing is about walking around really slowly and looking inside all the buildings because you really have no idea what you should be doing. I was well over an hour into level 2 before I even found the dune crawler (after finding two of the parts), and even longer before I figured out how to start getting past the race wards.

    The main reason I don't think these areas should be in the game was because I spent so much time in them, fighting the same enemies over and over again. At a certain point, it isn't really fun anymore, its just a chore. My first suggestion would be making the PC move much faster, drastically reducing the number of foes, and avoid putting areas off the beaten path that the player can explore that serve no purpose or use. As the other commenters have recommended, have there actually be something of interest in at least half of the buildings you can explore, or just make the regular ones inaccessible. The other thing I can recommend doing is to shorten the time it takes to get to the crossroads; since not much happens before then.

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  7. I still think there are two main ways to play your game AND that to try to do the both at the same time is wrong...
    First way : fights, won grapples, special moves, etc. You see the game as a usual one, with ennemis to defeat, etc. Actually, you are using this way and it's almost perfect, even if the special move which reduces your own life is a pain in the ass, especially with low life character... Maybe to create a "stamina" score... Which could be used for the special moves and the grapples, giving you some bonuses if full, maluses if emptied, etc.

    Second way : the hentai one, and I'm sorry to say that but your game misses totally this point. What's a hentai game ? A game where you fuck other to win ! And if we try to do that, it's a game other really quickly ! Far too quickly ! Moreover, the most interesting animations (like the sandwich ;)) occurs only when you are totally loosing a grapple => lots of life disappearing too quickly. That does we try to avoid those beautiful animations and so, we miss the fun with the sex part.


    So, just an advise : create an option at the start of the game... Classic game with your actual settings, and hentai settings with A LOT LESS damages from the grapples (and more from the usual hits ? Why not ?).


    And I still think that to have a strong character, a spiritual one and a slut could be more interesting than a strong, a spiritual and a sh*t trying to do her best but who can't succeed because she is totally a flat character. You guessed, I'm speaking about my favorite character : Krystal.



    Anyway, I'm giving criticize but I like your game a lot. ;) And sorry for the numerous mistakes.

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  8. I agree with Sibyllina, there should be two modes: One that means being gang banged = losing the grapple and getting the gang bang = winning the grapple. I would prefer the latter, as it would reward my playing the game with an awesome animation, while losing would result in watching a handjob..

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  9. I am with Luna and Link, although a mode change would be a departure from your previous works, it would make the game more fun. I have found myself intentionally losing grapples just to see how the particular monster would dominate the PC. Perhaps by adding NPCs that you could negative grapple for benefits might spice it up a bit, and only have the monsters that you have beat X number of times be available. Therefore, it would also be a hint for people to explore more. As for the problems of "empty rooms”, I don't think it should be a 50/50 ratio but a 1/3 "empty" to 2/3 not "empty" would work especially if you put unique monsters in those rooms. I enjoyed exploring the village and wondered if there was a purpose to the fireplaces (I lit them all).
    I like the fast version better. There are still certain scenes such as the Human Camp’s force field where things start slowing down.
    RPG elements would give more meaning to the fights rather than just "I'm trying to go that direction" or "Drop the item I need, YOU FUCKER!" Then you add the Zoo/Arena/Gallery of friendly monsters with no weapons to reverse grapple for certain status increases 0.001% or something ridiculous like that since the benefit is the reverse grappling. Also winning by ejaculation (a grapple where the monster dies first) could give more experience and thus I have a reason to grapple the same monster 10 times.
    I did my first play through with Lei-Lei and then the second with Farah. I was amazed at how much easier the game was with Farah. Already knowing how to play most likely made things easier but other being able to hit enemies from a distance I could not see a real bonus to playing with Lei-Lei (plus her being a bunny, which is more entertaining to me). Adding more Spirit puzzles would definitely help blocking off areas is not necessary, just make short cuts and allow access to areas with better equipment for Spirit users. It was interesting how on the first level the game flow changed for example I did not even bother with generator since I could force open all the doors.
    Here is one radical idea: Have health and climax be separate bars. When the climax or stimulation bar is full, have your attacks do less damage and enemies more, also you would lose grapples easier. I am not sure if overall percentage or stepped (10 pieces of the bar going up something like x1.25, x1.50, x2, x3, x5, etc.) would work better. I still think that males should have them one in the same bar but all the female characters could have separate bars, adding a another level of difficulty to fighting female monsters, you can’t just grapple them down. It would also give a little more ease in fighting groups. You would have to adjust the AI to attack more otherwise; the PC could be near invincible jumping from grapple to grapple.

    Just some Ideas for you, I have liked everything that you made, despite how unfinished some of it was.
    What is the use of Beta without feedback?

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  10. I agree with some of the comments above.

    Having played and played the game a few times, I found myself in the situation of losing by purpose the struggles in order to see the animations: some way to get around this should be interesting.

    Also adding some unique monsters, even if this means more "animation" work should greatly improve longevity of the game. Maybe just scrambling the colors of the enemy characters as a starting point and then their animations could be great, IMHO: e.g. using foot teasing with women enemies.

    Also the first time I played I finished the game without noticing the sand-crawler: better in-game directions/instructions could help.

    Anyway, great great work!!!

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  11. Don't listen to those guys. I think it's a lot more fun having the chick actually able to fight back for once. I agree, I tend to like to watch her lose, but I also like the fact you have the heroine fight fire with fire. I really like Burken's idea though, having a finishing animation when you lose and all, and also moving/hiding the game over screen so you can watch the heroine getting finished off.

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  12. I agree with Psychopatrick88. While it's up to you to include a 'sex-romp' mode, I think for a lot of us, it will destroy the reward for normal mode.

    I'll personally never play the 'sex your way to everything' mode, but if I do get tempted into play that mode, I'll probably end up not playing the game anymore, afterwards. I'll have seen everything.

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  13. I pretty much watch everything once, the first time I fight a foe, after that, I'm generally not interested anymore. Some of them I do go back to, but generally after the first time, I'm done.

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  14. NOTE: I think it would be interesting to have a male player character (furry)

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  15. @BAUERCAT - That sounds gay dude, watching a male hero getting raped by male enemies. The female characters do suit this type of game. I'm sure if the developer does add a male hero then it will ruin everyone's interest. Better if he sticks to the plan and take others suggestions for additional contents while he works on a new level with new foes.

    I personally agree that RPG elements would be a great addition to this game. The blocking ability should be corrected since you still take the same amount of damage as you normally do. You should also try to block while standing instead of crouching all the time. I can suggest a couple of elements that you guys can think whether they should be included in the game or not.

    If you want to improve your chance of survival then you can add some healing items for emergency, defense weapons to instantly break free from grapples, a dodging skill like in 'Resident Evil: Progeny' and a masturbation skill like in 'Shinobi Girl' to speed up your health regeneration. Melee weapon's durability is a fair choice since it will make the game a little more challenging where you will have to pick up weapons dropped by your foes more often or get it repaired. Cash elements and a store is a good idea so you can buy various weapons, armors & items of your choice instead of scavenging as well as you can repair damaged weapon's if included. Repairing armors doesn't sound fair because once your clothes have been completely ripped off then its almost impossible to stitch them back unless you are referring to kevlar and iron plates.

    I wonder if you would like to include an ecstasy bar where the enemies will easily dominate you during grapples when it reaches its limit. Alternate grapple trigger for front and back with 1 enemy. Gear selection for horde mode. I would also like to include a graveyard level filled with male and female zombies (not furry) to impress resident evil fans like me ;-). Orcs, Ogres, Goblins, Succubus & Ninjas are some of my suggestions for new enemies. That's all I can think off for now, maybe later.

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  16. an unlockable gallery seems reasonable... hentai mode or w/e seems retarded... aside from balance issues the game plays just fine and all the empty space you have in the second level is a little ludicrous, but I hope you add some goodies in those houses to make it worth exploring the entire place....

    rare enemies would be a cool idea

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  17. If you want to include RPG elements, one basic way to do it would be to hand out a point to increase a stat every time a boss or difficult situation is beat (the pirate fight, the slime monster etc.). I agree that there should be a "hentai" option to see the more interesting scenes the better you fare. Rare enemies also sounds good.

    Also, and I'm sure you'll include this in the later version: MORE GANG BANGS. This is mostly wishful thinking, but I'd like to see team ups between different enemies to keep things interesting, though I could see that getting difficult in the village section. But at least the same enemy type should be able to gang up on you.

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  18. I think maybe adding some guns would really spice up the game.
    And what about pressing the up arrow and climb over obstacles.
    and maybe, if you sprint then climb over an obstacle, you instead jump, flip and then kick all of the enemy's onto the floor.
    what do you think dirtyc101?

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  19. Something that LoK member and I thought the game could use is more visible pussy. there is nary a hint of vagina or labia or clit in this game and while the sex is very hot sometimes you wanna see the girls equipment. Especially compared to the fact that you can see every guy enemy's dick lolling out.
    Just a thought, but i know id like to see it.

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  20. Quick thought on an option to keep body and spirit balanced is to allow spirit to act as a sexual defense lowering damage taken during the grapple scenes. Playing on the word slight, make it harder to break the girl's spirit if her spirit stat is high. while I am very eager for you to finish the game I am more eager to see the game finished properly, so take thime to make this the best flash porn game ever. Keep up the good work.

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