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Gift of Hedone: Poll - In game "faint" consequences?

Hello you sexy deviants,

I wanted to get your opinion on possible consequences when you "faint" in the game, of the below what would you prefer?

As always I am open to suggestions too, and I have made it so you can choose multiple :)

Comments

Thank you so much for taking the time to type this out Giulio , it really means a lot, and I always love to hear your feedback! You make some wonderful points and suggestions, and definitely have given me a lot to think about. Thank you for this, sincerily!

Jiggly Pixels

You can also have no consequences but in my opinion a lil consequence give the game more depth, too much consequences or meaningless consequences just make the player feel bad and maybe stop playing so keep that in mind as well

Giulio Tavano

I hope i didn't stray too much on what you wanted to know with this poll

Giulio Tavano

Get confortable cus this is gonna be a long one, so i want to discuss game porpose and lore, a debuff or lost of stuff need to have a purpose and have meaning lore wise, like in survival game the purpose of the game is to gather resource and explore and when you die you have a meaning to go get your resources back and forced to explore and be more careful, in fromsoft games you have to lvl up trough souls and fight god so when you die the game is telling u 2 things you have to lvl up and don't hoard, so back to your game you have to think of the main purpose of your game and also make the player understand why it's happening what is happening when they die, like the last option why would the enemy suddenly get stronger when you die? It would make more sense for a debuff if you want to make the fight harder for the player, but if it is a temporary buff, what kind of temporary? Time? Condition? If it's time the best way is to wait it out, so if you want to make the fight harder this is not the way, but if you want to let the player have a forced breather than it's ok but not really enjoyable. Since your game is more focus on having fun with damsels an interesting way to deal with death (in my opinion ofc) is make the girls lose faith in you and block the fun interaction (not the main caracters ofc which they have full faith in you) like "i thought you were a hero but maybe i was wrong", until you kill the one that got you, maybe even buffing them to boss lvl since they consumed the hero. Ultimate you have to remember people don't know what they want (they think they do but they don't) and i know you feel a lil obligation to makes us happy since we support you but never forget that you have to do what feels right for you and your game, we are here and supporting you because we belive in you and your vision of the game, so feedback are good but don't let them weight on you too much.

Giulio Tavano

Hey Rickey, I appreciate the suggestion Rickey, unfortunately I wouldn't be able to do this, as Consent is a key aspect of this game, there's no real way I could write or explain that sort of interaction in a consensual way I'm sorry. But thank you for the comment :)

Jiggly Pixels

Honestly there should be like.... A "sexy" scene and it sorta "exhausts" you giving you stat reductions.

Rickey

Really appreciate that suggestion Deadbro, thank you! :)

Jiggly Pixels

Maybe have there be no penalty against regular enemies, but against special enemies, bosses and quest targets you could do a temporary stat debuff to make em sit and think a bit as to how to do better

Deadbro57

Hey Chaz, I think you may be refering to Rogue-Lite games, which are amazing! Maybe I can consider some rogue lite elements. Really appreciate the comment!

Jiggly Pixels

Thank you so much for the thorough response and suggestions, it really means a lot you took the time to write this out 🙂

Jiggly Pixels

This is a really valid point, so thank you so much for the feedback Jam, I really appreciate it!

Jiggly Pixels

Really appreciate the suggestion menace.

Jiggly Pixels

Appreciate the suggestion, but unfortunately I can't do this, as Consent is a key aspect of this game, there's no real way I could write or explain that sort of interaction in a consensual way I'm sorry

Jiggly Pixels

Maybe a darksouls type mechanic, or even bloodborne where the enemy can sometimes hold the lost exp and you have to defeat them to get it back.

Suboptimal menace

Definitely this

TaterTeetz

Stat boosts for enemies. And nerfs on the players seem counter productive as it could start a chain reaction late game where a player just keeps dyeing over and over again.

Jam

For me it would depend I would say experience or materials but if it’s difficult to get then I’d rather no major penalty. As I’m one to easily rage at a game. But at the same time I do still enjoy games that push that limit as it feels more rewarding when you do succeed

Jam

I'd say lose exp down to the lvl start. Creates the Incentive to play smarter and even if you die a few times in a row, the first death was the most costly. So it doesn't over penalize you. You could always lock that exp behind the boss/challenge so you can regain it after overcoming the challenge. OR the creature gains that exp and becomes a special enemy that killed the mc.

Jay W.

I third this.

Travis Hay

I second this

Negan

Also just a thought (sword of glory) its a Mobile game but the way they use you failing makes the game addictive. Dieing alsod you to start over but you loses your equipment and exp but you can use materials to make you stronger once you die. Its very interesting and im not good at describing it. But it would be something to look at seeing if its something you would like or if you think its possible.

chaz effinger

Perhaps a short lewd scene between the mc and the enemy which defeated them? Unless thats already being planned. Though if implemented, I think adding a skip feature would be nice for a streamlined revive experience as well.

GalaxyRequiem


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