SamSuka
FutureFragments
FutureFragments

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About game mechanics

Triangulate and Cheshire and I had a discussion today about the overall state of the game, and we wondered whether or not you were all having fun actually just playing the game, regardless of the hentai involved, etc.


So we made this strawpoll to see what you all think of it thus far; before you answer though, we'd like you to read the following.


Right now, the game is in an incomplete state, so in the coming months we plan to add the following;

- Dynamic music that changes drastically as you get near enemies,  get low on life, get a boss on low life, etc.

- Dynamic lighting (lighting with depth )and parallax backgrounds

- A revamp to the health system so things with it aren't as cut and dry (more complexity there and rewards for killing enemies, and harsher penalization for just running face first into them trying to get by)

- Extra abilities gained from bosses (a new elemental charge shot and a new elemental utility ability per boss)

- Multiple (over ten) cutscenes per level, all voiced, with branching storyline paths based on what cutscenes/databanks you do/don't interact with, and choices you make during the game

- Multiple endings also based on the above choices

- Camera zoom in/out on stuff and a gallery system


Among other things, of course. We want the game to feel intense and fun, not just a glorified animation gallery, of course.


If you do pick the option that "I feel the game isn't that fun right now to play, but the addition of elements you talked about in the post should fix things", can you please specify in a PM or post on the topic what specific elements I listed up above you feel would fix what you find unfun about the game right now?


And also, just to be clear, if you pick the option of “I don’t feel any of these would fix it”, can you please tell us what you feel would fix it? We’re open to suggestions, of course.

Thanks again for your feedback as always, and here's the strawpoll; http://strawpoll.me/6718686 


 

Comments

At this moment, I honestly don't fully enjoy the game. As much as I enjoy the H-Scenes and the game mechanics, I play for the story lines more than anything else. It gives a sense of completion when the game ends with a fully fleshed out story. I understand that it's currently a demo, meaning those things aren't implemented yet, but that's just my input.

Madjick

To be clear, we'd basically be aiming towards creating a health system that REWARDED aggression, but didn't penalize bad players, if that makes sense. Two of the ideas we're throwing around are; - a combo system that the more enemies you kill in a short period of time, the more health you get, and then you can even "overheal", entering basically whoop ass mode temporarily - a system where you directly take health from damaging enemies, and if you "overkill" them (do way more damage than what was needed to kill them) you get a special, temporary boost to damage, or mobility, or etc. depending on the enemy you "overkilled" among others, etc.

The Future Fragments Team

This game's getting finished even if I have to sell my belongings to do it, haha, no worries.

The Future Fragments Team

I'm happy with the game as is (but think everything planned would make the game better and better), and the fact you can keep spamming the fire-kick in the recent demo actually made me think that a gliding move would be pretty cool (there were a few places where I spammed the kick to "fly" across the screen and it was fun; which might be a great thing for a non-damaging or low-damaging technique). The regenerating health actually makes the game MORE fun to me because I spend less time being super meticulous, taking each enemy out carefully. Instead it gives me a bit of justification for attempting "gutsy" bits and pacing because if I take a hit occasionally, as long as it's not frequent, I can keep the pace up knowing that I don't have to slow down to "farm" health and such from enemies (which means in many cases I'll actively dodge enemies rather than trying to murder everything that moves). Because of this, I'm really hoping that the final game doesn't involve searching for health kits or enemy health drops as a key factor. Alternatively, a fairly robust options menu could fix a lot of the gameplay preferences for everyone in question. An options menu that let you set things like PC health, PC damage, enemy health, enemy damage, % damage before being stunned (and vulnerable to H-attacks), and options for how fast you recover HP (including 0% for no-regen) and enemy powerup/health drops (including options for none) would be cool. I feel like most of these things should be fairly simple to add to the game (it's mostly just different values for things). That could allow for players to fine tune their experiences to what is most enjoyable for them, or let them experiment and give replay value to the game ("Okay, I made it through the game and unlocked all the gallery stuff, now can I do it harder?"). I'd also really like to see an option to continue to function after the nude H-scenes (maybe a setting that could allow enemies to perform the defeat H-animations before your health is 0%, and a general redress animation so you could continue the game if your health was above 0% after the animation).

Ashiel

I like the game as it is. But I would definitely want to see everything on your list added. However, as I said, it's rather fun at the moment. At least playing the fire level was quite fun :)

Observe

Just... don't go overboard and end up with a half-finished game of failed dreams. Or, something less dramatic...

Misshiggey

Ah, got whatcha mean, yeah, we actually have that EXACT example later on (the pheromone plant) already, we might do others :P

The Future Fragments Team

I meant in my previous comment was an enemy would do something to seduce Talia into being the one who pleasures an enemy consensually, like some kind of pheromone spraying plant in a later level or something like that, if you get what I mean.

Jonathan Marlow

Oh, we'll absolutely have more like that, and it'll be way more branched out too, like that Fire soldier, let's say earlier in the level you might have stumbled on a mutated human in a cutscene, and you killed him; in killing him, you were able to pick up a package he was carrying. When you encounter the Fire Grunt later on, in that cutscene, you might have a chance to save him if you pick to use this package as a third option. Later on, in the Electricity Level, you might get ganged up on by robots trying to fuck the intruder (aka Talia), but suddenly an Electric Grunt shuts them both down; they introduce themselves as the brother of the soldier you saved, back in the Fire Level. Stuff like that is what I plan to do, not like for EVERY choice or EVERY cutscene, but yeah. :P

The Future Fragments Team

Basically, if I had to compare it to something, it would be like a mix of Blackthorne, Megaman, Ghouls n Ghosts, all with extensive lore and our own unique stuff we want to put into the game (which I'm sure other games have done before in a few cases, but rarely so). We definitely don't want you to see the game as a glorified gallery, but we're not going to say we're going to make the next Mario or Metroid, of course; we know our limits, but we're still aiming to do something really solid with this. If I had to compare it to an "experience", I'd say we're going for the same mentality the Undertale developer did; we're taking concepts that you might or might not have seen somewhere else before, altering them for our own needs to make a cohesive game, and then adding in our own ideas that we feel haven't been properly or frequently utilized in other games , along with one or two things we're fairly sure are REALLY rare in games (let alone hentai games) to make players be like "wow, damn, that was nuts" when they've completed the game. We don't think EVERYONE will have that reaction, but if a majority of players do, then we succeeded, basically.

The Future Fragments Team

To reply to your stuff; - Yeah, I'm REALLY looking forward to getting to do these with the cutscene editor, and after a long talk (which turned into a heated debate and then a normal talk, but those usually lead to good changes haha), there might be something really, really neat in store, I just want to get final approval from the guys before we talk about it more, but it'll make this particular first point even more interesting. - Agreed on the health system, this is our #1 priority once we get the C++ port going, because it really, really sucks, honestly, lol. Right now there is ZERO incentive to kill enemies or do anything but just walk right through enemies, and we plan to change that big time, without making it "hardcore super hard game mode", etc. - Definitely agreed on story too, for uh, obvious reasons :P - The secrets for this game are gonna be fairly elaborate, both the secret endings and just general in-game secrets (as in, optional easter egg secrets, not secrets in the main storyline path); it's one of my specialties (easter eggs and extra fun stuff in a game) so yeah :D

The Future Fragments Team

Multiple (over ten) cutscenes per level, all voiced, with branching storyline paths based on what cutscenes/databanks you do/don't interact with, and choices you make during the game I really liked running into the soldier guy in the fire level and having a choice to interact with him, especially with the cutscene because it gives the game more of a story feel, so having more of those per level will be a big aid to it.

Sierra Teylaas

While I did pick none of the mechanics would make it more fun it, is not that simple. First of all the game is not boring or devoid of challenge(And will get better), for an H game. That is where the problem occurs. I do not know what YOU as developers want us to experience. Do you want us to enjoy a glorified gallery? Do you want us to play the next Castlevania/Metroid? Do you want us to experience a new depth of erotic story? Even at the current state of things this game (In my mind has the potential) could take so many paths. Now here is the catch some of us are here for a glorified gallery, some of us are here for a castelvania/metroid, and some of us DO NOT KNOW what we really would want even if we told you otherwise. What do YOU as a developer want to see this brainchild do? Know that a "perfect mix" is just another option and will turn down/up just as many patrons. [Just a foot note: there is nothing wrong with a glorified gallery on my books; or the contrary a good game with excuse H]

Civ

I voted for the updates-will-make-it-fun option, and here's my take: -having multiple cutscenes per level with branching dialogue (etc.) will make the game a lot more interesting to play. At the moment I'm really interested in all the lore, and I know I'll be a lot more invested in the game once a story really starts to form throughout the levels. For now, I feel like I get to see the skeleton of the story, which while intriguing, has so much more to talk about (especially with the girls). -Revamping the health system will be really good for this game. At the moment, I feel as if it's pretty easy to breeze through a level, and it's interesting to think about how the cutscenes or dialogue might change if the girls don't attack (or kill) many enemies. However, there's not much gravity in the choice of whether or not I fight, and I think making the health system different will make my play style different, and hopefully make the game more fun. This has an implied suggestion that making the game more challenging will make it more fun as well. However, I think the skill required to play shouldn't be extremely demanding, considering my initial interest (and likely most people's initial interest) in Future Fragments has to do with the adult aspect of the game. -Story makes the game interesting. The more story, and the more I get to know the protagonists, the more I'll enjoy the game. -There's talk of secrets on the about-page, right? Get creative with those ;) They don't only have to be hidden areas! Sort of in-line with that is J. Marlow's suggestion that not most sex scenes have to be nonconsensual (even with enemies...). Finally, you're doing awesome work. The game is beautiful, the animation is beautiful, and I'm confident that your team will make something really phenomenal.

Amptitude

Something like an enemy staying with Talia all the time, while it'd be a good idea, would require an enormous amount of restructuring of the game (and animations) :P We do plan to have quite a few things to surprise people though both in the gameplay mechanics and actual events themselves, especially in the end levels, heh heh. Besides that though, yeah, we also plan to have cutscenes with sex stuff happening, for sure :)

The Future Fragments Team

I find that the best h-games have variety to increase longevity. I agree with riceckazop about some h-based environmental hazards. Some H animations that have a more coercive feel to them as opposed to just rape. Maybe an enemy that doesn't just want to have his way with Talia and that's it, but maybe an enemy that would make to stay with it willingly through some sort of pleasurable means, you could just show it happening through the animations. I find the element of surprise is effective with h-animations and events, throw something sexy in somewhere now and then that would surprise the player(but not anything that would take her health down to 0 of course) but yeah, I hope that gives you something to think about, just a few suggestions really.

Jonathan Marlow

Whoa! Its very awesome! :D Now I can only hope that in the end, after beaten final boss, the "lewd" Talia will not have an epic "bad end" :(

Alex Frex

Oh, the Ice Level enemies will have quite a few mechanics, some of them will be interacting with the level themselves; the Fire Level enemies will be cake compared to them, haha. We also already have at least four environmental hazard h-things planned, one for the Ice Level and maybe more coming; the Ice Level one involves those teepees, and really, really horny aliens that've been cooped up inside of them for far too long, if you catch my drift.

The Future Fragments Team

We definitely plan to have more "pick to have sex or not" things :)

The Future Fragments Team

As it is now, FF is an extraordinarily pretty, technically sound platformer that doesn't quite have the mechanics to push it into the category of a really fun game. Dynamic music / lighting and a gallery system, while each additions that I fully support, should be secondary to fleshing out the gameplay through the other four ideas you plan to include. What made the fire level fun and challenging for me was the variety of different enemy movement and attack patterns that I had to deal with while still trying to platform - demons swooping in, berserkers charging around, grunts taking aim, etc. I really like the enemy designs for the ice level, but I hope (with full understanding that it is an early demo) we'll see them continue in the vein of the fire level foes with a variety of attacks and movement abilities. If I could suggest something to add, I'd love to see some H-themed environmental hazards. I'm sure you'd have better ideas than me, but if LAB- Still Alive and UnHoLy SaNcTuArY taught me anything, it's that traps and hazards that end up with the protagonist being captured rather than killed can be awesome. A pit of tentacle plants, or a fall into an big ice-spider's web, or even just a trap that makes Talia vulnerable to nearby enemies would all look fantastic with your far-above-average art and animation. Since some of the best H-content already comes from being hurt / defeated, choosing to include some variety trap beyond lethal lava or dangerous falling ice could really be popular.

riceguy20

I really like game as-is. If you add that you already planning - it will be even more interesting :) PS It will be cool, if you do not stop to put the heroine in the situations, where she will have an opportunity to have sex by her own will, from time to time . For different reasons... :D

Alex Frex

I have fun with the game as-is, but it's under the condition of being a work-in-progress. I *want* all of those mentioned features to be put into the game, and I'm excited to see them finally implemented. I'm still able to enjoy Future Fragments without them, mostly because the base game is solidly designed and executed, but also because its current state *will* improve with the aforementioned list of commands. I mean, even in terms of difficulty, you've managed to make something that plays about as well as your average Mega Man clone without the ridiculous difficulty that people think 2D games "should" have (see: Battlekids, VVVVVV, They Bleed Pixels).

Vent


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