-Jobs income (better price for minerals and ores, receiving 10 to 20 copper coins when doing jobs such as cleaning or cutting wood...)
Increase chance of an adventurer appearing outside the village (basically almost guaranteed that an adventurer will appear in the forest)
When capturing an adventurer, take away the same adventurer outside the pool after you gave him as a private slave (after you get them all it is just random)
If you have a good relationship with the merchant, being able to tell her what types of items she should have the next day.
A chance of good luck when opening chests, basically if it happens it will let you choose the item you want out of the chest pool.
Basically this is just to have a way to make money at the start even if it isn't a lot, on the part of adventurers it becomes quite annoying trying to unlock all skills, because it's a random chance that they appear and the character can be repeated before you get them all, so I just recommend being almost 100% and those that are as personal slaves to be taken outside the adventurers pool.
On another note it is a bother that merchant stuff depends on luck, so being able to recommend her what she has on the store the next day would be really good for the players.
To end, sometimes you want an especific item over what a chest can give, so it wouldn't be bad to have a "critical luck" in which you can choose the item you want when it happens. It shouldn't be too big the chance for it to happen (even more it should be related to luck and perhaps a new thief skill called "thieves luck").
Overall what I would like to happen is that the grind is reduced quite a bit.
If you talk with a goblin that she has a chance to start flirting with you.
-At night the settlement becoming more "dangerous" in the sense of frustrated goblins. They will appear until the settlement has enough sex slaves in the brothel (I was thinking about 5 sex slaves before they stop appearing).
If you have a good reputation among goblins that you can get presents in your house (even more, some joke ones such as goblin panties).
On the idea of future villages, maybe there could be an option at the start of the game to be sent to one of those villages instead of the Goblin village, with a short description of said village and the expected difficulty of that area as well as the resource's found there, as a way to let people give themselves a greater level of challenge early on.
I understand, personally in my opinnion those that want to monopolize the village should be ready to deal with many frustrated goblins, mainly because anyone can imagine that happening, (sex addicts + no males is a dangerous combination)
About the flirting I meant that when you talk with a goblin, she may try to seduce you, overall it may feel a bit redundant, but my point in those recomendations was to show the goblins as more sexually agressive and frustrated. Kind of wanted them to be more goblin like.
About gifts I was thinking that for example after you go to sleep you may find a gift in front of your door, if its more personal perhaps they can throw it at the window.
And if you wanted an interesting event for home, after you add the wardrobe to your house, a perverted goblin may start stealing your underwear or even masturbate in your house, basically you would have to capture the goblin and choose what you do with her.
While I don't think it's a terrible idea the problem arises from the fact that the goblin village is the starter area and therefore the player might not be equipped or able to deal with this. To this point a starter character might not have any of the necessary skills to collect a sex slave or might have bad luck and not get any adventurer spawns. A player should not be punished for choices they are forced to make without a proper warning.I understand, personally in my opinnion those that want to monopolize the village should be ready to deal with many frustrated goblins, mainly because anyone can imagine that happening, (sex addicts + no males is a dangerous combination)
Well they sort of were planned like that but I wanted the player to have at least some safety at first... in retrospect I should have probably made the player start in the Elf village though! In general I want to move away from Goblin content for a while and introduce other species. I'll come back to revisit them eventually to improve on some features and might rework how their village works in general to allow for more aggressive behaviour.
While I don't think it's a terrible idea the problem arises from the fact that the goblin village is the starter area and therefore the player might not be equipped or able to deal with this. To this point a starter character might not have any of the necessary skills to collect a sex slave or might have bad luck and not get any adventurer spawns. A player should not be punished for choices they are forced to make without a proper warning.
On the other side of this if a player has enough sex during the day would this alleviate this? How much would be necessary? Would having enough children in the village make this less of an issue (Saffron has a comment about how the breeders are happy with how many children are around)?
Also, you have to consider that this is the situation they are used to as the last man they had ran off with the farmer. Which implies they don't normally see a lot of men and they generally have enough self control to not jump any random person they see to have sex.
Oh, I will add that dodging enemies on the world map wouldn't be a good idea due to the way the art is presented. You can't see enemies behind trees or buildings, and those make up a significant part of the navigatable space on the map. The presentation is very good as a result, but gameplay aspects are hampered by it. It's similar to the problem of having area zone names take up the full screen every time you enter an area, even if it's the dozenth time and you're just trying to get on with something else.
On the other side of this if a player has enough sex during the day would this alleviate this? How much would be necessary? Would having enough children in the village make this less of an issue (Saffron has a comment about how the breeders are happy with how many children are around)?
Flavor wise for the goblins, you could do something like have them be mostly exhausted from all the mining that they don't have the energy to try and force the PC to bang.
Overall the only problem is that it's the starting area hahaha, I can understand it. That's why what I thought was a light version, like at night having to evade the extremely frustrated goblins and the drunk ones. If they touch you then you fight, lose and be raped.
The idea was that if for example you have a good stealth level you would have it easier to evade them and even if they notice you, they don't run like werewolves, but rather go towards you at a normal speed.
I kind of thought of this for flavor rather than difficulty. Even more this happening only during certain hours, for example from 01:00 to 05:00 of the morning, basically really late into the night.
It's similar to the problem of having area zone names take up the full screen every time you enter an area, even if it's the dozenth time and you're just trying to get on with something else.
Hmmm that's true, perhaps if those type of events get added should activate after the character enters the village as "random events".
First issue i notice, my Guile is now level 6, and i also have not been given the Guile title.
btw what was up with that respawning Dildo chest that got removed, was that just a testing thing?
Where are the slimes spawning?
The Chest was in the forge area of the mines, and it gave Dildo's.
I pretty like the game, for now. But, at some point, is little hard to progress. Someone have write any Wiki for that game ?
-Where is the tower ? In a thread, you say we can unlock some skill after done the quest in the tower.
-Any mini-map in the todo-list ?
-Will you work on H-animation / h-choice / different image, When the game will close to the end ?
-When we'll get new map unlocked ?
-Actually, in 0.1.3 version, can we really capture people ?
-Can we lvl up ?
Learning the mining skill really shouldn't cost any craft exp. The skill itself has no inherent value, since you can't do anything with it until you get a specialization.
Otherwise, what exactly have you learnt? This is quite frustrating if you didn't know ahead of time that you just spent half of the exp needed to get the skill you wanted and have to keep grinding out more.
In general it's really hard just to get started in this game unless you picked very specific skills. You need to grind craft exp to learn a better way to make money/exp, then grind money so you can afford a building bench, then grind out more craft exp so you can gather the materials, then grind the materials before you can finally make something to earn money. The process isn't fun, it's just time consuming. Do laundry, talk, and look for chests, rest and repeat.
Maybe there should at least be a few recommended builds inside the game itself to guarantee the player can actually make some progress without grinding the most basic of actions? Maybe a mining/smith, a whore, and a warrior or mage build?
It does matter a great deal which skills you pick. I selected artificer and charisma as my starting skills and went with the difficulty labeled as 'the way the game was intended to be played.' All of the crafting skills other than cooking and smithing (and building if you convince the goblin thief to give you the bench) are completely useless until you've earned enough money to be able to afford the relevant crafting bench. Crafting benches are also far and beyond the most expensive items in the game and take dozens of days to earn enough to buy.Well you are starting as the lowest rank minion that is supposed to scrape his way up. Though you would literally need to take no Skills at the start and play on "Minion Mode" for it to be that hard.
It does matter a great deal which skills you pick. I selected artificer and charisma as my starting skills and went with the difficulty labeled as 'the way the game was intended to be played.' All of the crafting skills other than cooking and smithing (and building if you convince the goblin thief to give you the bench) are completely useless until you've earned enough money to be able to afford the relevant crafting bench. Crafting benches are also far and beyond the most expensive items in the game and take dozens of days to earn enough to buy.
I'll have to try the hero mode to see what it's like to really comment on that, but I hope my experience is at least useful as an example of how a new player can accidentally screw themselves over by complete accident and get a bad experience as a result. First impressions do matter and you generally don't want players to quit your game in frustration.
EDIT: You need mining skill 2 to excavate the secret chamber. So doesn't that still mean that mining skill 1 with no specialization is still worthless?
what secret chamber?
Is there somewhere to buy the construction skill? I couldn't find an obvious/non-random source. You'd probably also need woodcutting too, right? Or wait for wood to come up as a random option from the merchant?I do agree that there is a general problem with the crafting bench prices, at least a few of them have really high costs. In most cases it would be easier to buy the Construction Skill first just to craft them. I do plan to space out "public use" ones across the world for free access, like the Anvil in the Smithy.