Wednesday, December 7, 2016

Feedback request

So my intention was to take a day or two off after releasing c5m2 to cycle down, but that isn't how my brain works. So instead of working on Harem, I've been thinking about it. And I'd like your feedback on these.


First is on combat: I really don't enjoy the way that most RPG maker games do combat, so I've kept Harem intentionally easy on that front. Do a bit of gearing and you should be able to put combat on auto and get through 99% of the events without a single loss. But I've tossed enough different skills into the characters that it could be more interesting. Question is two parts,
A1. What do you think of the combat in the game? Should it be harder, easier, or is it about right? This some something that's very hard for me to figure as the developer as I know how it should be played, and thus it's always easy for me.
A2. I'm considering working with Hunter to get a difficulty setting. An easy/medium/hard mode, probably chosen at the beginning of the game. Which all sounds good, but the concern is that it feels like hard mode would demand special rewards. And since Harem is porn, that would mean unique scenes. Which then makes it required for a completionist to play on hard to get all the scenes, even if they hate the mode. So, what do you think? Is it worth the effort and should there be unique scenes for collecting your harem... while hard? :)


Second is on Rhea/Alena and ethos flipping. How the game is currently set up, it forces you to choose one of the two. Rhea is supposed to be the light path character, Alena the dark path. There is a plan to get them off-path somewhere between chapter 6 and 7, but in-between it causes a bug. If you flip after capturing them, they act out of character. Since their route bound, the only get content for that path. And will likely just disappear in chapter 6. It's a bug, but one without an easy solution. And I'd like ideas on how to fix it. A few ideas I've thought of:
B1: The best option isn't practical. Ideally the game would respond to that switch and reconcile their behavior to the main character's ethos, but that would require a lot of development to address a situation that very few players run into. And since it would be unique scenes, it would also cause problems for completionists. So just not an option.
B2: They ‘run away’ after the events in Corsix if they don’t agree with your ethos. Fairly easy to write up a small event which justifies it, just a slight twist on something I’m already doing. It wouldn’t be particularly great content, but it’d make the event work from a narrative sense. When they get captured on the opposite path 6-7, I can also right a single reconciliation scene to get them back into the party (probably).
B3: They ‘Run away’ as in B2, but there’s no reconciliation event. If you flipped at the wrong time, they’re just gone for good. While this seems harsh, it would take the least amount of time. And time equals content. That reconciliation event would be another scene or quest that doesn’t get done because I’m working to solve an issue that’s experienced by very few players.

So if you haven’t noticed by now, I’m rambling a bit. Mostly because I don’t have a firm grasp of this yet, and still trying to figure out the exact questions to ask. But I’ve gotten to the point where I’d like some feedback. Likely I’d decide this using a $2+ patron poll, but at the moment I’d just like to collect generalized feedback.

36 comments:

  1. For the hard mode you could always reward players with gear rather than scenes. Make a higher tier of gear available at increased cost, or have it be dropped from enemies. People who play hard mode generally do it for the increased struggle letting them feel more powerful as a result and special item help that feeling.

    For the girls I would recommend option B2, bonus points if its the two girls meeting that causes one of them to want to leave.

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    1. Thanks for the feedback! Although I won't be getting any bonus points :(

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  2. I feel the difficulty level is just about right. It forces you to do some upgrading but make it manageable to auto your way through most of the fights. Since fights are mostly random, that is a good thing. However, AI doesn't understand the difference between MP and SP and burns through MP too quickly. That means I always use Angelica over Donna. Kathleen and Terra are also only good for the normal dungeon and usually run out of MP by the boss fight.

    I would vote for B3. Make it simple. I don't think we need to dwell on individuals or specific locations too long or it distracts you from the primary objective: getting back to your kingdom. If the story progresses the same as it progressed in Celee, Ralph won't need to go back to his kingdom anymore, or it would be mighty illogical to do so. He pretty much owns Celee already and probably will own Rata by the story's end. I would love to see more ethos based slaves to give additional incentives for playing both paths. A centrist path, under the game's current set up seems overly unnecessary.

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    1. I personally enjoy ethos based slaves but it seems to annoy more people than it pleases.

      And the auto is dumb, and there isn't anything that can be done about it.

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  3. [A] Multiple difficulties are designed for different types of players in mind. Easy mode is for people who just want to experience the story without being particularly challenged in combat. Hard mode for those who want combat to be challenging i.e. You need some kind of strategy to beat a boss. Normal being balanced combat that isn't too difficult but you can't breeze through all the fights either. Content wise I think it would be a mistake to have exclusive scenes for hard mode since every player wants all the content but not everyone wants to be challenged. As for an incentive for playing hard mode, perhaps better gear available for a high price and playing hard mode would give increased money gains so you could only reasonably afford that special gear with playing hard mode or having to grind in easy/normal mode. Another option is a few additional skills for hard mode which are powerful but costly, perhaps even some kind of flashy team-attack between the MC and a slave.

    [B] Personally I'd agree with option B3 since I don't flip when I'm playing, since there are 2 scenes for most of the game it makes more sense to me to have 2 playthroughs.

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    1. I'm leaning to better rewards myself. Possibly tied into a few scenes that have to be bought, like Fiona. Easy/normal players could just grind it out if they want to see everything, but hard players would get them easily.

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  4. i like the difficulty at where it is but i would love to see items for def for the elemental like rings, charm, etc like that i was in the cave to get the crystals to do one of the quests from Kathleen and was get hit hard by the fire elemental things in there.
    now with Rhea/Alena i not real sure i play you 1st ver of the game and i like that one i was happy to found out you restart it and and doing good with it

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    1. Fiona should have quite a few options for that already.

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  5. A - Frankly, the combat is of the least importance to me in these types of games. Difficulty modes wouldn't interest me at all and if anything I would mind the combat being easier so we can get to the interesting bits - the plot and the sex.

    B - They should run away so either B2 or B3 whichever is easier for you.

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    1. If there's a hard mode, there will also be an easy mode! If we can get the script going like how I'd want it to work it'd be easy to adjust either way.

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  6. I am fine with the difficulty of the fights as is. If you must add a 'Hard' mode, I would prefer loot and drops (or maybe a custom sprite?) as a potential reward over Hard-mode content. Regarding your problem with Rhea/Alean I honestly prefer option B1 even though it is an edge case which would require alot of work. Slaves running away? Fuck that noise, I would want to find and re educate them not just shrug and go 'oh well'.

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    1. Good point on the 'not accepting they have fled' deal. Admittedly, if going the good path, I wouldn't have him hunt them down. Though, on the bad path, that's another matter. Though, would still want to get the slave back in either case.

      But, for bad, he'd put that as the next goal, while on the good, he'd only get her back if he finds the opportunity to do so. Something like that.

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    2. It would be cool, but ultimately many more times the work than they payout would justify.

      There are already a few events choices opposite path. In particular both Terra's and Jessica's event series changes significantly if you treated them out of path.

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  7. Well, I personally like B2 for the options. Cause I'd like to be able to get all the girls eventually, even if some prove to require a bit more effort to gain back.

    As for fighting, I think the current difficulty is fine as is. Buuuut, if you do add a Hard mode, maybe that could be how to gain the scenes you have only for patrons so far? Maybe prepare, but not release, hard mode till later, and patrons are able to get those added scenes without the hard mode option or something.

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    1. Unfortunately business has to say no to that. I want to encourage the support and that means specific rewards. Ultimately the business aspect is what lets me put so much new content into the game, so I can't ignore it.

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  8. The combat isn't the point of a game like this for me, so personally would prefer to see dev time go to story progression.

    B2 is the obvious option, but once again not sure it is worth the dev time at this point. I guess that would depend on how many people are actually experiencing the issue.

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  9. Combat seems fine to me.

    For the Ethos switching I would say B2 would be the best choice but the chance of that happening is unlikely given the nature of the game. You either play the light side or the dark side, there is no middle ground and switching between the two would throw the persona the main character gives off out of balance. While the Blue and Red choices make the player feel like they are actually making decisions, most players chose a side from the beginning making the choices inconsequential. Well now im rambling. I guess what im trying to say is if your are going to do something about it do B2 but the amount of people that have this problem are going to be so small you might not even bother.

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    1. So there are consequences to decisions. In particular Terra's and Jessica's arcs change significantly based on choice as much as ethos.

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  10. Hello,

    I think combat is okay, is easy but not boring so I like it. I think that extra scenes, if you can make them course, are always cool, but I rather see them connected to the game: by exploring, doing side quests, etc.

    I was never a fan of content exclusive to difficulty levels; it feels like meta-gaming---for me of course.

    But that would also entail what "hard mode" really means: is it buffing monsters? Hindering players? My usual problem with hard is that feel of “cheating” system to the player, not actually complexity to a task within it’s established rules and how the game it’s “supposed” to be played. Games where you have only one difficulty level and system but degrees of complexity inside that, or even strategy. Maybe it’s a subjective difference.

    I don't mind somethings being hard to accomplish, but within the parameters of the game, not tinkering with difficulty, that should be just a prerogative of those looking for different challenges (again that's just how I feel). I hope that made sense.

    Alena is a good example, maybe getting her while playing light should be harder. I must say thou: as of now, I don't really found Rhea that interesting as a light player; and Alena seems interesting. I wouldn’t want to miss out, but I would understand if it’s difficult or even prohibited, it comes with the territory of making meaningful choices in a game. If the consequences are open and clear to me as player.

    As a developer, it’s a problematic situation for you to deal it or maybe even implement I know, I don’t take it lightly as I’m not privy to your code or plans. I think from your proposed solutions B2 sounds better (B1 being unpractical) as I would like to get them both. But there’s a second question in there can I get them both? Or it’s always a choice between them?

    To go to all the effort for one and loose the other… I’d rather not, I would prefer to stick to one side. What that means is that if they are to be exclusive to one side I’d prefer to not even be able to grind after the other.

    Well thanks for all your work. I hope I helped.
    Take care

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    1. You will be able to get them both in the game. This is just about a border case where you get one, but your ethos flips before going into Corsix. Since they're intended to a particular path, their content is all developed with that in mind.

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  11. Combat is okay as it is, maybe make better drop items depending on the difficulty of the monster, and slightly associated with said monsters strengths. Like Magical beasts drop MP potions while ogre and orcs drop potion and high potion, the rats just give a hide that is sell-able for a gold each due to the extreme difficulty of obtaining money early on in the game.
    As for the Alena/Reha ethos bit, rather than having one or the other run away, after the first initial encounter with Alena, have her disappear until you get Reha, then have her appear at the taverns randomly and Reha slowly changes Alena's ethos towards light, where she will ask to join the harem in chapter 5 after you are released, under the mutual agreement that you assist her with her hunt, then have an ethos choice that would determine her attitude towards you; such as arresting(light ethos) makes her feel slightly angry, but will continue with the agreement, or execute him on the spot(dark ethos) makes her admire your moral flexibility and joins the harem. I tried both paths, and between the two, and between the two, i found the light path has better merits compared to the dark path. This is due to a foresight perspective, like forcing Angelica to be your slave and forcing her father to support you could lead to him betraying you and angelica 'running away' to rejoin the fight against you. again, its just an opinionated foresight. Kindness is good and all but does have some consequences, such as being skimped for some of the money from the various shops/agreements that offer a source of income, where you have the ability to confront them on it or allow it for progressive reasons. Lots of ideas to think about, but ultimately it is your decision.

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    1. While those are all great ideas, that's B1. And would take too much development time away from other areas to justify.

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  12. Welp, won't be able to see the results of your updates for a while.:\ Just tried starting the evil route, if only to see how their personalities change in it, only to accidentally save over my good save file that was caught up. Bummer for me, eh?

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  13. First,thanks for all your work! it is really appreciated :D

    for the combat,i think it is about right. how about,instead of difficulty options,having a"new game +"mode after you reach the end of the current content,with powerful gear and armor as reward for beating said mode?

    as for ethos,i am one of those "flip"guys,since i like to make decisions in game the same way the real me would have chosen. as a"flipper",i would much rather B1 happens,but if you cant then B2 is an acceptable solution too :)

    also,found a few correctable minor mistakes. will email them to you soon :)

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    1. I have to finish the 'new game' before working on a 'new game+'

      And the issues I'm describing shouldn't happen if you play like that. Any slight preference to one route or another will pull your score far enough out so it won't flip and everything works perfectly. It's only when you cross 0 after a specific point are their issues.

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    2. like i said,the option could simply come after the player beats the currently available portion of the story,so you dont need to have finished it :)

      thing is,because i like to play that way,i am always on the"edge"of my current alignment,so a choice or two in the opposite direction are enough for me to change from good to bad alignment or vice versa. so,there is a high chance for me crossing 0 many times in the game :)

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  14. I have no idea how difficult it would be to do as i haven't seen how you've coded the game but couldn't you just have them ignore the ethos markers if you change route after you acquire them? If not then probably B3 would be the best, as people can replay the game and just play a full light/dark side character if they want things to work out.

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    1. If you want to fix it up later when the game is complete you could always come back to it. You might have thought of the perfect solution by then.

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    2. The problem with just ignoring it that they're actions (and disappearance) makes no sense from the context of the player.

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  15. hello ker! its good to see you active and kicking! first thank you for still continuing this game! really appreciate it!

    A - i think the difficulty is just right. putting a harder difficulty would make some people lose time to enjoy the game, eventhough some might like it. in my opinion rather putting a new difficulty level, you should add some kind extra boss or dungeon that accessible when the party is leveled enough or with certain qualification. it would serve both sides good! for a hardcore gamer, he will try and enjoy and for the casual gamer, he can try it once he was a lot stronger maybe when he finish the game :?

    B- i think B2 is the best option, while B1 is kinda make everything awkward and B3 is basically problematic for player who dont want to play both sides. but really all is up to you... whatever choice do you make i believe you'll gonna make it GREAT again #nopunintended

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  16. Hello Ker! you make a great game and still making progress on both story & system mechanic (battle etc etc).

    if about battle system... why not make enemy on world map 'visible' so player can have choice to encounter it or not. Of course it respawn back in 5 sec maybe? (i do think it make you more work to change it into different system but i just suggesting)

    And also make the system for example if all party are level 5 while the area have enemy also about lvl 5. they will encounter battle in normal way just like usual, however if party level are higher rose lvl 2 meaning lvl 7. the party (on field area/map) when they hit the 'visible' enemy i state above, the enemy will automaticaly defeated and party will gain exp along the way without wasting time. But they will take around 6 - 8% (percent) HP damage.

    however if party level rose lvl 4 from lvl 5, meaning lvl 9. if they ram enemy they will lose 2 - 4% HP damage or none at all.

    If this system implemented i think player can toggle it ON/OFF this feature. since most player want to try expriemented diferent skill/magic for buffing party or on enemy.

    thank you for reading

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  17. Hey Ker here's my thoughts on the questions you have asked.

    As for the game difficulty I find it ok the way it is but I can see the appeal of a hard setting, better item drops, bonus scenes new quests/dungeons and so on

    As for Rhea/Alena issue I don't flip when I play the game, I play the light side of the game so these issues of having to chose between Rhea and Alena by playing the light/dark side of the game is some what troubling to me if I start losing gals because I play the light side I would like the option to convince Alena over to a light side choice when dealing with her bounty.

    Meaning that if the player gets involved in helping her hunt down her bounty there could be a few encounter that the player has to make a choice between light and dark that can sway her one way or the other.

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  18. my ethos is always less than 7 because I make choices and don't play light or dark and I flip once or twice on all playthroughs

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