Thank you all for the feedback, I'll try to address some of the issues mentioned.
Thank you! I only had myself and one other person as play-testers of this game for many months so criticism is important so I know what people actually want to see in the game!
I plan to add more Helpful Manuals to explain the crafting professions more in depth. I think a significant problem that I didn't fully anticipate is that like you mentioned, people wont know in the first play-through what they will find useful. Since I knew what everything does in advance I didn't fully comprehend the perspective of someone playing the game for the first time.
I'll fix this by detailing the Gift system in one of the manuals and explaining which skills are best for it. In reality the better skills for it is Agriculture so you can gift them flowers. Though in your case you can take Geology and give them Gems that you occasionally dig up. The Clothes Gifting is mainly used to make them wear new clothes (change sprite appearance). To give a [Gift] item to someone, you have to first click it in your inventory, and that sort of places it in your hand, then when you talk to the NPC it will ask if you want to offer the Gift to them. I know it's not very intuitive and should have been explained better in game. (Incidentally, that's also how you "pickpocket" NPCs, you have to select your "guile" skills manual in your inventory and then interact with an NPC so an option pops up asking if you want to Pickpocket them... I'll need to put an explanation for this in game too though).
Attribute points in Toughness and Strength make a very significant difference to combat, even 1 point is a big difference that snowballs quite fast if you stack some attribute giving accessories. The Pickaxe is also a pretty horrible weapon as it decreases your chances of hitting. I will lower their HP pools though and make it so they don't automatically attack you when they touch you, that way you have to physically attack them and they can't sneak up on you while mining.
They are only slightly tougher than Rats but I get your point. For a non combat character you are better off buying Honey from the Goblin Merchant when it is available instead. There is also a chance of acquiring it from Food Baskets but they themselves are a random drop from chests so its a very RNG heavy approach. The Goblin Merchant is the best option. Alternatively, there are beehives in a meadow across from the broken Bridge, but you need the Foraging specialization to loot them.
In general, there are some consumables like spell scrolls and bombs that can be used by non-combat characters to take out even the tough enemies like Wolves.
Pets and Sidekicks will be more of a combat support in game. Snuffles does decreases the chances of you being targeted by an attack by 50% while alive and has pretty decent dodge chance. Snuffles can also lead Wolves or Werewolves away so you don't have to fight them if they ambush you, assuming Snuffles has enough HP left that is. Snuffles also has 2 Accessory equipment slots so you could technically get their strength value to 3 with accessories and they will start doing decent damage.
Morality shouldn't be able to hold you back too much. You can lose your Virginity to some Goblin when flirting and then rake in a few Goblin Fetishes and that will easily be enough to bypass the Morality for it. Each Goblin specific Fetish level decreases reluctance quite significantly. You could also get drunk of Beer (few bottles) but that's more of a thing if you chose Noble+Arrogant at the start of the game.
...Again I should probably explain this better in game as well!
You can actually buy a Sickle of the Goblin Smith... but that wont solve the problem because you also need the Foraging specialization to clear Webs. Both quests were mostly designed to rake in Reputation points, though with your character set up you are better off doing that through flirting and the brothel.
Well combat is a Physical action for the most part, so it seemed like a good idea. For a combat oriented character, taking out a Rat or a Hornet might be only slightly more draining than Mining a mineral node (or less if they focused heavily on combat).
I'll do a better explanation to Backgrounds in game. I'll also modify the sleep penalties a bit for the cheap beds (you can buy better beds from the Goblin Merchant sometimes). On a side note, I'll give a quick explanation of bonuses from Backgrounds.
"Noble" gives a bonus to customer satisfaction in the Brothel, +2 to Persuasion and Seduction Rolls and -2 to Haggle Rolls, Large penalty to sleeping on cheap beds.
"Commoner" gives +10 bonus to starting Vitality and a Small penatly to sleeping on cheap beds.
'Street Urchin" gives a +1 bonus to Pickpocket and Lockpicking Rolls as well as no penalty to sleeping on cheap beds, for more prude races you may get a negative roll to you Persuasion/Seduction rolls in the future once they are implemented).
As for Morality, there is no way to regenerate it so I actually assumed people would be happy if it regenned from sleeping, I can remove this though.
It affects more than just your Singing! It gives a +4 bonus to all Persuasion, Seduction and Haggle rolls, as well as a slight bonus to customer satisfaction in the brothel! Singing itself has limited uses though, you can Sing for the Demon Queen at the start instead of Seducing her for a lower affection gain and no Sex Scene. There is also an opportunity to Sing for one of the Goblin Clients in the Brothel to raise her satisfaction. All in all, Beautiful Voice is a pretty good Perk for what you are trying to play.
Hopefully, some of the stuff I mentioned above can help you progress. Otherwise, I hope the changes I make in the next release will be enough to decrease the difficulty and make it more enjoyable.
To be honest, that Adventurer up on a cliff was meant to be missable. Him, the guy imprisoned in the tower and the Demon Queen sex scene, are really the only three things which can be missed entirely. I thought it would be interesting if certain things at the very start varied based on the play-through so not everyone would have an identical start. I didn't really intend for it to cause frustration. With the Demon Queen it is only possible to bed her if you took Seduction, or either the Handsome or Gorgeous perks, in all other instances she will turn you down.
I will tone done the stuff that can be missed in game, but I don't really want to make the game too linear where none of the choices really matter in the end.
Well initially, that's how I planned to keep it, but I suppose I can wrap up a lot of those items into one. The upside of the way it is now, is that you can bind certain ones to your Hotbar and open them with a click of a button, like to pen the screen for your "Goblin Reputation" or for your relationship with Saffron. This way you can choose which ones you care about the most to track and have them easily accessible from the Hotbar. But I suppose a better UI for that stuff would be better.
It sounded like a neat idea when I first thought of it, but I guess it didn't translate well to practice! I'll try to think of something to make the character creation in general smoother.
I'll put them in the UI once I make it, I just haven't messed around with it enough to know how it works yet so for now I assigned them to the Item menu.
Because I thought it wouldn't make sense if a person who gets their EXP from sleeping around was able to use it to raise his Magic or Agriculture levels. So I divided them into Intellectual, physical and Sex pools.
Perception is leveled through Combo EXP. It's a completely passive skill which is used automatically to reveal stuff around you. I suppose I can make it that to level it you will need equal amounts of Craft and Battle EXP, it's just using a 4th category made it a bit neater in the level up screen.
You can have it in the main screen too, you just have to press the [T] key on the keyboard to toggle it's visibility as was mentioned in the controls!
I think I just forgot to put it the text in a few places, I'll try to be more consistent about it.
Hourglass is just a material that sells for decent money, it has no physical use of it's own. There is an item called "Copper Watch" that lets you skip time in various hour frames, useful if you want to wait out a few hours to night/day quickly without needing to sleep.
For some of the Items, I left them in because of how the crafting system works in backend of things. It's a bit hard to explain but the reason is to make things easier on myself when sorting through the recipe script when adding new recipes and its material ingredients in. I was also hoping to have all of them fully implemented within a release or two.
I'll take the unimplemented specialisations out in the next release. I left them in as a spoiler for future content but I guess they just get in the way.
It's actually not random, and your Seduction skill does play a role in their decision to fuck you! The exact calculation for it is as follows: Roll 1d20, +5 if Handsome, +10 if Gorgeous, +3 if Beautiful Voice, +1 per Charisma Level, +2 per Seduction Level, +5 for Goblin Layer Title, +5 for Goblin Breeder Title. IF overall value is above 18, she will ask you for Sex.
The generic NPCs were mostly designed to represent populations rather than single individuals. Another problem with giving them names is that it wont be as informative on some of your stat cards. For example, your virginity was taken by... "name". it wont be very informative if other species share name lists. Another thing I want to note is that a [Goblin Virgin] gets upgraded to [Goblin] or even [Goblin MILF] if she gets pregnant from sex with you (or some slave). A [Goblin MILF] gets rarely upgraded to [Goblin Breeder] if impregnated, and this minor system will need to be discarded altogether if they start having individual names.
I may track the identities of the generic NPCs more in depth later, if I figure out a decent way to do so, but for now I would prefer to leave them as is.
You can smelt 1, 5 or 10 at a time, the other 2 options remain hidden unless you have the quantity required for them, namely 10, or 20 ore in your inventory. I guess i can make the Options Greyed out rather than invisible so its more informative.
You can grind it into Iron dust using a Mortar & Pestle and then use it in Alchemy!
It did initially... but then I thought that having the VP requirement for Mining is enough as is!
Thank you! I have some ideas that may significantly lower the grid. I may even introduce a "Difficulty Mode Selection" where the difference between the two modes will primarily be in how much EXP is awarded for actions.
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I'll remove the Tailoring Skill requirement for making Leather in the next update, you will be able to process it with just a knife or something.
You can also make a Shiv with only iron and it is a pretty good weapon too!
You are partially correct. There are a limited number of things that can spawn per map and will remain there until collected. However, travelers are not one of them. There is a chance per map that a single traveler will spawn, then a check is made to determine which traveler is spawned. Travelers get erased the moment you leave the map or load game. Junk items on the forest floor only compete with other junk items, they don't compete with chests or plant resource nodes. Plant resource nodes only compete with themselves (Trees are permanent and don't compete with any nodes, neither do Mineral nodes). Chests also only compete with each other, so it is possible, that after some time, all chests will be turned into locked ones. You can still open them with an "Open Lock" spell scroll, they have a lower spawn rate then normal chests though and have a better loot table.
This is indeed the case. I think this will become less of an issue as more maps are added to the game for people to gather stuff in. As a side note, not many may have noticed but there is a secret glade to the left of the forest road. It's located about half way up the map and can be accessed by walking through the trees, there is even a fruit Tree there. If you havent found that place, then some of the randomly generated stuff could have accumulated there.
Not everything that can be found in the forest can be grown or works the same way. For example, forest plants grown on your farm will never yield any seeds aside from their own, while ones in the wild have a chance to drop seeds for various plants and flowers. Plants harvested from farms also yield less EXP then ones harvested from the wild.
A Mage with Lockpicking plays pretty smoothly too. I hope that expanding the playable area will help give more value to some of the other skills to make them more desirable.
I think so too! While I can't say I agree with absolutely everything, I will try to take on board as many of the suggestions as I can!
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Thank you so much! The drop rate is 1 in 10 for Honey, I will decrease the required amount for that quest from 20 to 10 in the next build.
You can bypass it by stacking up some Goblin related Fetishes from having Sex with the girls in the village for free at first. Getting Drunk also works, but the Fetish route is cheaper on the wallet.
Yeah those only lower your Reputation, but if you get sent to Jail to pay the fine with your body it might lower it if you are still a virgin.
The best way at the start is to either open chests or work in the brothel if you have no crafting or gathering skills. Monster drops have rather mediocre value.
OK, finally found some time to give it a proper play for a bit- not extensively, just for an hour or so. I see you're taking this game and the feedback you get for it very seriously, so I'm going to give you some quite extensive critique of my initial gameplay experience. Please note that this will mostly be CRITICISM, because picking out the things I don't like and think need to be improved will be much more productive for you than tongue-bathing the game with praise. So firstly for the record, I think this game is very impressive, the graphics and art are gorgeous particularly for an older RPGmaker game, it has possibly the most potential of any porn game I've seen in quite some time and if you can manage to get it to live up to that potential it may be an all-time classic. Now then...
Thank you! I only had myself and one other person as play-testers of this game for many months so criticism is important so I know what people actually want to see in the game!
Firstly, probably my biggest issue with the game is one I've seen other people in this thread bumping up against, but haven't quite put into clear terms, so I'm just going to say it: it's too hard. Now this is a very subjective thing and one that a lot of people would disagree with, but you've made the game tooth-achingly complicated simply because you could. The bewildering array of skills that need to synergise with each other is enough to make your head spin, especially as not only will they define your gameplay experience, but you have to make the decisions about them almost blind. Yes, if you read the helpful books they will make it clear to you that you need metal mining to get materials for artifice and smithing, crystal mining for alchemy and stone mining for construction, but how would you know starting out which of these are actually going to be in any way useful?
I plan to add more Helpful Manuals to explain the crafting professions more in depth. I think a significant problem that I didn't fully anticipate is that like you mentioned, people wont know in the first play-through what they will find useful. Since I knew what everything does in advance I didn't fully comprehend the perspective of someone playing the game for the first time.
I started out with metal mining and artifice, intending to craft jewelry to give as gifts for the pretty girls I wanted to woo, but found out on reaching town that the only gift I can offer the goblin girls are new clothing, so I SHOULD have started out with tailoring or whatever the clothes-crafting skill is called and whatever skill you need to harvest materials to make cloth instead. Oops!
I'll fix this by detailing the Gift system in one of the manuals and explaining which skills are best for it. In reality the better skills for it is Agriculture so you can gift them flowers. Though in your case you can take Geology and give them Gems that you occasionally dig up. The Clothes Gifting is mainly used to make them wear new clothes (change sprite appearance). To give a [Gift] item to someone, you have to first click it in your inventory, and that sort of places it in your hand, then when you talk to the NPC it will ask if you want to offer the Gift to them. I know it's not very intuitive and should have been explained better in game. (Incidentally, that's also how you "pickpocket" NPCs, you have to select your "guile" skills manual in your inventory and then interact with an NPC so an option pops up asking if you want to Pickpocket them... I'll need to put an explanation for this in game too though).
Also, I didn't take any combat skills at all, intending to play a non-violent Casanova-type character who fucks his way through the game (it's a porn game and I'm here for the porn, so sue me), only to discover that I can barely even stand up to so much as the tiniest rat as a result- my only weapon is my pickaxe and the rats are incredibly tough to hit and I do PATHETICALLY low damage, making it almost impossible to take them down before they chew me to death, even when they only attack every second turn (I think these have to be the toughest starter rats in any RPG in history).
Attribute points in Toughness and Strength make a very significant difference to combat, even 1 point is a big difference that snowballs quite fast if you stack some attribute giving accessories. The Pickaxe is also a pretty horrible weapon as it decreases your chances of hitting. I will lower their HP pools though and make it so they don't automatically attack you when they touch you, that way you have to physically attack them and they can't sneak up on you while mining.
Also Saffron wants honey for a quest that I apparently have to get as a drop from giant hornets or something- but I'm fully aware that I have absolutely no way to fight them.
They are only slightly tougher than Rats but I get your point. For a non combat character you are better off buying Honey from the Goblin Merchant when it is available instead. There is also a chance of acquiring it from Food Baskets but they themselves are a random drop from chests so its a very RNG heavy approach. The Goblin Merchant is the best option. Alternatively, there are beehives in a meadow across from the broken Bridge, but you need the Foraging specialization to loot them.
In general, there are some consumables like spell scrolls and bombs that can be used by non-combat characters to take out even the tough enemies like Wolves.
Snuffles isn't very helpful, which should tell you how tough this is.
Pets and Sidekicks will be more of a combat support in game. Snuffles does decreases the chances of you being targeted by an attack by 50% while alive and has pretty decent dodge chance. Snuffles can also lead Wolves or Werewolves away so you don't have to fight them if they ambush you, assuming Snuffles has enough HP left that is. Snuffles also has 2 Accessory equipment slots so you could technically get their strength value to 3 with accessories and they will start doing decent damage.
How am I supposed to make money, just picking up whatever junk I can find and flogging it to the merchant? I can't work the brothel because my morality is too high and the idea of winning fights is laughable.
Morality shouldn't be able to hold you back too much. You can lose your Virginity to some Goblin when flirting and then rake in a few Goblin Fetishes and that will easily be enough to bypass the Morality for it. Each Goblin specific Fetish level decreases reluctance quite significantly. You could also get drunk of Beer (few bottles) but that's more of a thing if you chose Noble+Arrogant at the start of the game.
...Again I should probably explain this better in game as well!
can't do the spiderweb cleaning quest for the mine foreman because I need a sickle for it and I got a pickaxe off the thief instead, but I can't get a sickle, and beating the rats is impossible.
You can actually buy a Sickle of the Goblin Smith... but that wont solve the problem because you also need the Foraging specialization to clear Webs. Both quests were mostly designed to rake in Reputation points, though with your character set up you are better off doing that through flirting and the brothel.
That's another big thing, the game is also grindy as hell- why VP, the stat you use to do ANY physical action (including sex) and would in any other game be called stamina or energy or fatigue, also double as my HP?
Well combat is a Physical action for the most part, so it seemed like a good idea. For a combat oriented character, taking out a Rat or a Hornet might be only slightly more draining than Mining a mineral node (or less if they focused heavily on combat).
I have to spend over half of every day sleeping because I run through my VP and WP so fast, but because I went for the Noble background (with no idea what that would mean) I have reduced recovery because of my poor bed (with NO way of getting a better one) and am constantly racking up more unwanted Morality.
I'll do a better explanation to Backgrounds in game. I'll also modify the sleep penalties a bit for the cheap beds (you can buy better beds from the Goblin Merchant sometimes). On a side note, I'll give a quick explanation of bonuses from Backgrounds.
"Noble" gives a bonus to customer satisfaction in the Brothel, +2 to Persuasion and Seduction Rolls and -2 to Haggle Rolls, Large penalty to sleeping on cheap beds.
"Commoner" gives +10 bonus to starting Vitality and a Small penatly to sleeping on cheap beds.
'Street Urchin" gives a +1 bonus to Pickpocket and Lockpicking Rolls as well as no penalty to sleeping on cheap beds, for more prude races you may get a negative roll to you Persuasion/Seduction rolls in the future once they are implemented).
As for Morality, there is no way to regenerate it so I actually assumed people would be happy if it regenned from sleeping, I can remove this though.
I started with the Beautiful Voice trait, which cost a whopping THREE Memory Points, only to find that it only affects my singing voice, not my seduction abilities and charm, and I have no idea how singing works at all yet (or even if it's implemented at all)- BIG mistake.
It affects more than just your Singing! It gives a +4 bonus to all Persuasion, Seduction and Haggle rolls, as well as a slight bonus to customer satisfaction in the brothel! Singing itself has limited uses though, you can Sing for the Demon Queen at the start instead of Seducing her for a lower affection gain and no Sex Scene. There is also an opportunity to Sing for one of the Goblin Clients in the Brothel to raise her satisfaction. All in all, Beautiful Voice is a pretty good Perk for what you are trying to play.
Summing up my point, this is the reason I roll my eyes whenever the Dota 2 players insist that Dota 2 is a better game than League of Legends because it's more complicated and therefore deeper. No, Dota 2 is HARDER than LoL, much more inaccessible with a massively higher skill floor, but complexity =/= depth. NEVER make a game more frustrating and difficult to enjoy than it absolutely has to be in the name of illusory "depth". Ultimately, the biggest problem with the game is that I'm stumped as to what I should actually be doing to make any real tangible progress, rather than just spinning my wheels, and I feel like I'm making blind mistakes all the time.
Hopefully, some of the stuff I mentioned above can help you progress. Otherwise, I hope the changes I make in the next release will be enough to decrease the difficulty and make it more enjoyable.
The issue is more than just the game not really signposting to you what you need to do and being very frustrating if you make the wrong decisions. The entire skill system is, while interestingly in-depth, honestly rather irritating. You can only get a VERY limited pool of skills to start the game with, and apparently acquiring more is a quest unto itself. What the skill system ends up doing is giving you a game with a vast amount of varied content, and then going out of its way to segregate most of that content away from you on each playthrough. Oh, you can see a character up that cliff which you could reach by climbing those vines? Too bad, you didn't start with the climbing skill, better luck next playthrough!
To be honest, that Adventurer up on a cliff was meant to be missable. Him, the guy imprisoned in the tower and the Demon Queen sex scene, are really the only three things which can be missed entirely. I thought it would be interesting if certain things at the very start varied based on the play-through so not everyone would have an identical start. I didn't really intend for it to cause frustration. With the Demon Queen it is only possible to bed her if you took Seduction, or either the Handsome or Gorgeous perks, in all other instances she will turn you down.
You've created a game with a lot to do in it but given us control of a character who can't do most of it. This is where I worry that you're being overambitious, because you seem to want to make the next Skyrim (including Sexlab) as a game with massive amounts of replayability and variety, but I imagine most people are just looking for a fun RPG with hot monstergirl sex in it.
I will tone done the stuff that can be missed in game, but I don't really want to make the game too linear where none of the choices really matter in the end.
The keyboard control is, as already mentioned, a giant load of ass. I managed to tolerate it, but I really hate having to use the fingers of my right hand to control directions- I'm right handed, but as a gamer movement is traditionally controlled with the LEFT hand, whether it's WASD with the fingers or the D-pad/analogue stick with the thumb. You've said you're looking into that, which is good, but that feeds into my final major issue: the game is just very clunky in many different ways. For example, having the game track your stats is very good. Having it do so by a variety of different items in your inventory is not. I'm hoping all those crappy diary items are just a stop-gap measure until you can work out the menu system properly, but there really should be a proper stats screen where you can just look at all this stuff.
Well initially, that's how I planned to keep it, but I suppose I can wrap up a lot of those items into one. The upside of the way it is now, is that you can bind certain ones to your Hotbar and open them with a click of a button, like to pen the screen for your "Goblin Reputation" or for your relationship with Saffron. This way you can choose which ones you care about the most to track and have them easily accessible from the Hotbar. But I suppose a better UI for that stuff would be better.
Likewise, exacerbating the problems with the skill system, having to create your character by repeatedly using a bunch of different items was just a new level in awkwardness.
It sounded like a neat idea when I first thought of it, but I guess it didn't translate well to practice! I'll try to think of something to make the character creation in general smoother.
Speaking of stats, why the heck are morality and corruption, which are very key stats, hidden in the items menu? I literally only just found them now while I was writing this. I can't work out how to lower morality, which is annoying because it's preventing me from working my sweet little tushy off in the brothel, and it keeps rising every time I sleep for some reason I don't know.
I'll put them in the UI once I make it, I just haven't messed around with it enough to know how it works yet so for now I assigned them to the Item menu.
Why do there have to be 3 different types of EXP, 2 of which you have to combine into a 4th?
Because I thought it wouldn't make sense if a person who gets their EXP from sleeping around was able to use it to raise his Magic or Agriculture levels. So I divided them into Intellectual, physical and Sex pools.
Apparently Combo EXP needs to be used to level up some skills, but which ones?
Perception is leveled through Combo EXP. It's a completely passive skill which is used automatically to reveal stuff around you. I suppose I can make it that to level it you will need equal amounts of Craft and Battle EXP, it's just using a 4th category made it a bit neater in the level up screen.
Considering the game runs on a 24-hour day/night cycle and time management is of pivotal importance, why is the clock on the menu rather than the main screen
You can have it in the main screen too, you just have to press the [T] key on the keyboard to toggle it's visibility as was mentioned in the controls!
and why don't I know how long some actions take before I do them (such as talking with goblin girls)?
I think I just forgot to put it the text in a few places, I'll try to be more consistent about it.
OK, I imagine crafting an hourglass might resolve that- but I can't CRAFT an hourglass because there's no way I can get the ingredients.
Hourglass is just a material that sells for decent money, it has no physical use of it's own. There is an item called "Copper Watch" that lets you skip time in various hour frames, useful if you want to wait out a few hours to night/day quickly without needing to sleep.
Also, there are NUMEROUS things that are in the game despite not having been implemented yet, like skills and items that do nothing. Don't do that. If something isn't properly implemented, leave it out.
For some of the Items, I left them in because of how the crafting system works in backend of things. It's a bit hard to explain but the reason is to make things easier on myself when sorting through the recipe script when adding new recipes and its material ingredients in. I was also hoping to have all of them fully implemented within a release or two.
There's absolutely no reason for things like Cache Detection Speciality to be in the game when they simply don't work- no, nobody is going to take them so they can take advantage of them in a later build once they are implemented without needing to restart, especially since you seem to have designed the game to be replayed multiple times over anyway.
I'll take the unimplemented specialisations out in the next release. I left them in as a spoiler for future content but I guess they just get in the way.
Now that's all done, just a few more minor things. I do like the art as I mentioned before, and the fact that I was actually able to seduce the demon queen on my first encounter. I wish the seduction system was properly implemented- as I'm able to deduce so far, all I can do is flirt with girls and hope they randomly feel like a fuck.
It's actually not random, and your Seduction skill does play a role in their decision to fuck you! The exact calculation for it is as follows: Roll 1d20, +5 if Handsome, +10 if Gorgeous, +3 if Beautiful Voice, +1 per Charisma Level, +2 per Seduction Level, +5 for Goblin Layer Title, +5 for Goblin Breeder Title. IF overall value is above 18, she will ask you for Sex.
Since there are a limited number of actual goblin girls in the game, I think it might help if they all at least had personalised names, to give them some more personality, even if they aren't all tracked individually in-depth.
The generic NPCs were mostly designed to represent populations rather than single individuals. Another problem with giving them names is that it wont be as informative on some of your stat cards. For example, your virginity was taken by... "name". it wont be very informative if other species share name lists. Another thing I want to note is that a [Goblin Virgin] gets upgraded to [Goblin] or even [Goblin MILF] if she gets pregnant from sex with you (or some slave). A [Goblin MILF] gets rarely upgraded to [Goblin Breeder] if impregnated, and this minor system will need to be discarded altogether if they start having individual names.
I may track the identities of the generic NPCs more in depth later, if I figure out a decent way to do so, but for now I would prefer to leave them as is.
It's annoying how when you're trying to smelt ore you repeatedly have to choose to smelt one at a time, over and over, rather than just choosing to smelt a bunch
You can smelt 1, 5 or 10 at a time, the other 2 options remain hidden unless you have the quantity required for them, namely 10, or 20 ore in your inventory. I guess i can make the Options Greyed out rather than invisible so its more informative.
(what else are you going to do with your ore?)
You can grind it into Iron dust using a Mortar & Pestle and then use it in Alchemy!
and kind of odd that smelting ore doesn't actually consume VP (although I'm not complaining about THAT one as too many things are competing for my limited stock of VP already).
It did initially... but then I thought that having the VP requirement for Mining is enough as is!
But all those things having been said, I hope you take them onboard and work to improve this game. It looks gorgeous and the concept is really appealing, you just need to make it more polished and less... well, difficult to play and enjoy.
Thank you! I have some ideas that may significantly lower the grid. I may even introduce a "Difficulty Mode Selection" where the difference between the two modes will primarily be in how much EXP is awarded for actions.
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The problem with crafting is the number of mutual dependencies - e.g. if you want to make a sword, shield or all kinds of armor, you have to also have leather. Good luck acquiring that.
I'll remove the Tailoring Skill requirement for making Leather in the next update, you will be able to process it with just a knife or something.
A tip about smithing: the Iron Mace is the only weapon that can be forged from iron ingots only.
You can also make a Shiv with only iron and it is a pretty good weapon too!
Anyway, I think I figured out the random-chests-and-people system and it's one of the things that finally made me give up on the game for now. Do I understand correctly that there's a limited pool of slots for things and to get them to respawn (and travellers to appear) I have to clear out the present spawned resources?
You are partially correct. There are a limited number of things that can spawn per map and will remain there until collected. However, travelers are not one of them. There is a chance per map that a single traveler will spawn, then a check is made to determine which traveler is spawned. Travelers get erased the moment you leave the map or load game. Junk items on the forest floor only compete with other junk items, they don't compete with chests or plant resource nodes. Plant resource nodes only compete with themselves (Trees are permanent and don't compete with any nodes, neither do Mineral nodes). Chests also only compete with each other, so it is possible, that after some time, all chests will be turned into locked ones. You can still open them with an "Open Lock" spell scroll, they have a lower spawn rate then normal chests though and have a better loot table.
The other major problem is that a lot of stuff can spawn in areas that are not accessible to the player, e.g. the beehive meadows, or on the top of cliffs, with the same effect - lowering the chances of chests and meeting travelers.
This is indeed the case. I think this will become less of an issue as more maps are added to the game for people to gather stuff in. As a side note, not many may have noticed but there is a secret glade to the left of the forest road. It's located about half way up the map and can be accessed by walking through the trees, there is even a fruit Tree there. If you havent found that place, then some of the randomly generated stuff could have accumulated there.
Another possible problem is with agriculturally inclined characters - once they get seeds, they are likely to start farming them and won't bother with foraging in the forest.
Not everything that can be found in the forest can be grown or works the same way. For example, forest plants grown on your farm will never yield any seeds aside from their own, while ones in the wild have a chance to drop seeds for various plants and flowers. Plants harvested from farms also yield less EXP then ones harvested from the wild.
In short, as of the current version the game seems to be somewhat playable for only one starting build - a warrior build who can climb wines, forage and perhaps also farm. Everything else results in varying degrees of frustration. This renders the extensive character customization process in the beginning mostly pointless.
A Mage with Lockpicking plays pretty smoothly too. I hope that expanding the playable area will help give more value to some of the other skills to make them more desirable.
As a side note: If it seems like people are coming down on your game pretty hard, don't take it too hard. It means people see a lot of potential in it and want to see it optimized. If it were irredeemable, no one would even comment on this thread. It's actually a good thing that people are tearing it up as much as they are.
I think so too! While I can't say I agree with absolutely everything, I will try to take on board as many of the suggestions as I can!
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I like the concept of the game. I'm always looking for decent femdom games and your plot and ideas so far seem like they could make for an interesting one. Although it is kind of a grind and the hornets seem to very rarely drop the honey required for the quest (I gave up on this quest because of it), I can see myself keeping track of your updates and progress.
Thank you so much! The drop rate is 1 in 10 for Honey, I will decrease the required amount for that quest from 20 to 10 in the next build.
I started my character as a noble, though, and only managed to drop my morality down to 80 by seducing the Demon Queen prior to the goblin village. I notice every day after sleeping, I automatically gain 1 morality but how do I go about decreasing it enough to work the brothel?
You can bypass it by stacking up some Goblin related Fetishes from having Sex with the girls in the village for free at first. Getting Drunk also works, but the Fetish route is cheaper on the wallet.
I figured I'd lose morality by pickpocketing (I failed anyway) and perhaps by escorting the prisoner to the brothel when I had agreed to help him escape instead but neither of these actions lowered the value.
Yeah those only lower your Reputation, but if you get sent to Jail to pay the fine with your body it might lower it if you are still a virgin.
It's kind of difficult getting gold without having to grind the rats and hornets for their drops and learning how to mine or smith is expensive.
The best way at the start is to either open chests or work in the brothel if you have no crafting or gathering skills. Monster drops have rather mediocre value.