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Old January 26th, 2020, 03:15 PM   #21
aka
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Quote:
Originally Posted by Godspeak View Post

Exactly, and they will be rare spawns that need certain conditions to be met. Like you need a lure item in your inventory and then it's like a 1% chance.

Different strokes for different folks, but I would discourage this kind of super-unlikely-spawn mechanic. It encourages (what I find to be) *incredibly* boring grinding in order to find them. It also means that finding every monster girl has almost nothing to do with skill and far more to do with luck. If you want the pink monsters to be rare and hard to get, I would encourage instead trying to come up with some skill-based challenges to unlock them.



For example, maybe a pink monster shows up if you capture enough of the regular variety without resting (haven't had an opportunity to play yet, so I don't know if resting is a thing), or if you capture them quickly and efficiently enough.


Basically, think about what kinds of skills you want players to learn in order to excel at this game, and then throw pink monsters at them when they *excel* at those skills. Reward players for being good at your game, not for spending a lot of time playing it.
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Old January 26th, 2020, 04:19 PM   #22
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Is Fee going to be the only playable character or will there a option to play as a guy ?
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Old January 26th, 2020, 07:55 PM   #23
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I like aka´s idea.
And also, im okay with fee, she´s cute, but a male one could be a nice touch too.
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Old January 26th, 2020, 08:51 PM   #24
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Quote:
Originally Posted by DragonBreath View Post
Is Fee going to be the only playable character or will there a option to play as a guy ?
I don't have any plans to make the PC male at this time, but it's possible later on down the road.

---------- Post added at 08:51 PM ---------- Previous post was at 08:34 PM ----------

Quote:
Originally Posted by aka View Post
Different strokes for different folks, but I would discourage this kind of super-unlikely-spawn mechanic. It encourages (what I find to be) *incredibly* boring grinding in order to find them. It also means that finding every monster girl has almost nothing to do with skill and far more to do with luck. If you want the pink monsters to be rare and hard to get, I would encourage instead trying to come up with some skill-based challenges to unlock them.



For example, maybe a pink monster shows up if you capture enough of the regular variety without resting (haven't had an opportunity to play yet, so I don't know if resting is a thing), or if you capture them quickly and efficiently enough.


Basically, think about what kinds of skills you want players to learn in order to excel at this game, and then throw pink monsters at them when they *excel* at those skills. Reward players for being good at your game, not for spending a lot of time playing it.
You make some good points. Perhaps there is a happy medium somewhere between these two extremes. The point of the pink varieties would be that they are supposed to feel like a rare, once-in-a-lifetime encounter, rather than a prize for being good. Thematically, a skill game makes sense for a special, good piece of equipment, but it doesn't for a monster where all the rest of them spawn based on a specific rarity.

What I could do is make the lure item only available after taming X number of that type of monster, then finding a specific map location, and then the pink variety will spawn with a 100% chance.
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Old January 26th, 2020, 09:37 PM   #25
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Quote:
Originally Posted by Godspeak View Post
The point of the pink varieties would be that they are supposed to feel like a rare, once-in-a-lifetime encounter, rather than a prize for being good. Thematically, a skill game makes sense for a special, good piece of equipment, but it doesn't for a monster where all the rest of them spawn based on a specific rarity.

This is fine, so long as you align the incentives of the game so that it *isn't* "gotta catch 'em all." For example, in a lot of roguelikes there are incredibly powerful weapons that are very rare spawns, but as you master the games, you learn that you *don't need* these super rare weapons, nor should you scum for them. So you just play the game, and do what you can with what you find. If you can figure out a way to teach your players to have this attitude, then a 1% spawn rate for the pink varieties is totally fine, and would give the experience I think you want to give.



Right now, lots of people are associating your game with Pokemon (which has "gotta catch 'em all" in the tagline) so unless you work to dissuade "gotta catch 'em all" that's what people are going to go for, and the 1% spawn will be boring and frustrating.


Quote:
Originally Posted by Godspeak View Post
What I could do is make the lure item only available after taming X number of that type of monster, then finding a specific map location, and then the pink variety will spawn with a 100% chance.
I think this would work well.
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Old January 27th, 2020, 06:35 PM   #26
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Looks good so far. But I can't be the only one who expected to hear the Pokemon gameboy theme during the title screen.
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Old January 28th, 2020, 03:28 PM   #27
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Just tried the game ad its's A-W-E-S-O-M-E

I mean, spanking in a pokemon style game, and done right!
It's also a little big revolution to have a RPG Maker game like this, both for the graphics and the gameplay.
I got pokemon vibes all along and that's a fantastic feel, different than the usual "go around to spank/get spanked" types of game (that I still love BTW).

Also, the minigames (capture and spanking) are great and I can see it's just a starting point, can't wait to see new mechanics in both.

In the demo we saw that we need the correct treat for the correct monster but it would be fun to get something special specific of that type of monster after the treatment, like a gift from them to us, if we could keep her mood high enough, or something like that, in this way:
- we are be rewarded for caring about our monsters (without becoming a monster ourselves)
- we get something to craft special things, like specific treats, or potions.

For example, we catch some monster who eats slimes. Since we can't sacrifice the poor slimes girl for her, we tame some slime with particular attention and they gift us something to make the special treat for the big bad slime eater.

Since the game seems a bit repetitive (capture, spank, release) these "monster gifts" may be interesting, I'm thinking about games like Monster Hunter for example, which is "kil, loot, craft, repeat".

I'm with the others to implement ways to get spanked too, both kits and lovers (I only found the mayor so far) are good ideas, but how about Lifrit? Even as a fairy, she must care a lot about her companion.

How the taming works with more big (dominant) monster? I mean, if I tried to spank a minotaur into obedience, I don't think I would be alive to tell the tale. I see that "let monster spank you to tame them" seems a bit complicated, since involves relationship, respect etc.
I can see the MC starting to research these fields and this may be necessary to catch the dangerous type of monster and unlock new mechanics, both for capture and spanking.

New researches could lead to teach the monsters to talk etc. There is so much that could be done in this game! I mean, normal people just slay monsters, I believe the research about training them are a bit scarce.

Also, help me solve one big mistery: where monsters go after release? They just stop attacking people but still live in the wild? And who pays the MC?

Continuing the parallel with a pokemon game, the MC may come across some people who don't like her work, like some old-school adventurers who just kills monster for fun or profit, like Team Rocket, or people who want the opposite, protecting them from interferences.

Can't wait to see the new updates (especially for spankee content) and I saw on your patreon the ideas for updating this game more frequently... yes please, I like DOAS2 but to be completely honest, I like this game more, since it's a different things from the rest.

Also, a big THANK YOU for the Linux version of the game, it was a welcome surprise.

Happy developing!
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Old February 2nd, 2020, 12:38 AM   #28
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I have found a bug.


I have a slimegirl in room 2 whose obedience is maxed out.



First, room 1 was vacant. When I tried interacting with the sign outside room 2, nothing happened, room 1's sign worked just fine. I had maxed out the mood of the girl in room 2. The problem did not go away when her mood went back below max.



Then, I put a slimegirl in room 1. When I interacted with the sign outside room 2, it displayed the correct stats for the occupant of room 2, but with "room 1" at the top.



 



Additional information: I am playing the game in Linux.
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Old February 2nd, 2020, 07:42 AM   #29
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Quote:
Originally Posted by zodiac View Post
I have found a bug.


I have a slimegirl in room 2 whose obedience is maxed out.



First, room 1 was vacant. When I tried interacting with the sign outside room 2, nothing happened, room 1's sign worked just fine. I had maxed out the mood of the girl in room 2. The problem did not go away when her mood went back below max.



Then, I put a slimegirl in room 1. When I interacted with the sign outside room 2, it displayed the correct stats for the occupant of room 2, but with "room 1" at the top.



 



Additional information: I am playing the game in Linux.
I think I've corrected this bug in current versions now, thanks!

---------- Post added at 07:42 AM ---------- Previous post was at 07:42 AM ----------

Quote:
Originally Posted by 42idiot View Post
Just tried the game ad its's A-W-E-S-O-M-E

I mean, spanking in a pokemon style game, and done right!
It's also a little big revolution to have a RPG Maker game like this, both for the graphics and the gameplay.
I got pokemon vibes all along and that's a fantastic feel, different than the usual "go around to spank/get spanked" types of game (that I still love BTW).

Also, the minigames (capture and spanking) are great and I can see it's just a starting point, can't wait to see new mechanics in both.

In the demo we saw that we need the correct treat for the correct monster but it would be fun to get something special specific of that type of monster after the treatment, like a gift from them to us, if we could keep her mood high enough, or something like that, in this way:
- we are be rewarded for caring about our monsters (without becoming a monster ourselves)
- we get something to craft special things, like specific treats, or potions.

For example, we catch some monster who eats slimes. Since we can't sacrifice the poor slimes girl for her, we tame some slime with particular attention and they gift us something to make the special treat for the big bad slime eater.

Since the game seems a bit repetitive (capture, spank, release) these "monster gifts" may be interesting, I'm thinking about games like Monster Hunter for example, which is "kil, loot, craft, repeat".

I'm with the others to implement ways to get spanked too, both kits and lovers (I only found the mayor so far) are good ideas, but how about Lifrit? Even as a fairy, she must care a lot about her companion.

How the taming works with more big (dominant) monster? I mean, if I tried to spank a minotaur into obedience, I don't think I would be alive to tell the tale. I see that "let monster spank you to tame them" seems a bit complicated, since involves relationship, respect etc.
I can see the MC starting to research these fields and this may be necessary to catch the dangerous type of monster and unlock new mechanics, both for capture and spanking.

New researches could lead to teach the monsters to talk etc. There is so much that could be done in this game! I mean, normal people just slay monsters, I believe the research about training them are a bit scarce.

Also, help me solve one big mistery: where monsters go after release? They just stop attacking people but still live in the wild? And who pays the MC?

Continuing the parallel with a pokemon game, the MC may come across some people who don't like her work, like some old-school adventurers who just kills monster for fun or profit, like Team Rocket, or people who want the opposite, protecting them from interferences.

Can't wait to see the new updates (especially for spankee content) and I saw on your patreon the ideas for updating this game more frequently... yes please, I like DOAS2 but to be completely honest, I like this game more, since it's a different things from the rest.

Also, a big THANK YOU for the Linux version of the game, it was a welcome surprise.

Happy developing!
Wow, these are some really good suggestions, taking notes!
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Old February 4th, 2020, 03:22 AM   #30
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This was a very enjoyable demo, I can't wait to see more. The little animations were great, and I quite liked the overall tone. My only criticisms would be the sound of the spanking seem a little off, it seems a bit too heavy maybe? Like a too solid of a thud instead of a spank, but that could just be a matter of personal taste. I would also like to see more of a reason these monsters need a spanking, perhaps some dialogue before/during combat and spankings showing them to be rude or bratty, with a more "tamed" attitude afterwards. Over all though it was well made and very fun, two thumbs up.
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