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Rewarding player effort with serial failure and a feeling of no possible influence on the outcome is probably not a good dynamic, even in a game targeted at masochists! :-D I get the impression, and I might be wrong, that what they want is more than 50% likely to change from one session to the next. when their preferences are revealed, probably through a 'failed' session, keep those preferences more consistent. So TBH the only specifics I would change apart from a way to get more hints, ahead of time, about their preferences, is Consider that the player has to make a pretty big investment of say 2SP - 2 levels of grinding - into a skill just to play their hunch of what might work with 1-2 of the women. But it equally needs to feel like the player has some chance to influence it or try to plan for it and it's not just like it was pure RNG. And I do also agree with you that failure is instructive and failure needs to be part of the experience. So ok that's probably generally right, but it would help greatly if there was a way to obtain hints about the preferences and desires of the women, in advance of them actually doing it to you and you fucking up because you weren't prepared.
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Slave captives don't get advance warning of what their captors want and they don't get to say "ah couldn't we do something else?", let alone "No". Now partly you could say, rightly, that this enhances the realism/immersion of the slave captive scenario. I mean that the game doesn't give enough information for the player to be able to plan sexual encounter / sexual training investment decisions, or even learn much from failure of those, in ways that they can effectively adapt to. And I like the fact that none of this is openly telegraphed or spoon fed, you have or figure it out yourself, eg by failure.īut so having said that - and this is early days for me, I haven't run through the whole game and I've only really done one run - I think there's a frustrating randomness to the process.
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I also agree with the principle that the women have different likes and dislikes that you need to discover, are differentially easy vs hard to get. That's sound game design, 'tough but fair', the kind of decision that leads to a stronger game. So let me also point out I strongly support your principles, which as I understand it are, no free lunch (haha!), tough choices, you can't just automatically have them all in your harem with maxxed affection. I know this has already been called out in your development notes.
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Ok so on to my major point 2 - and just for clarity I love the game - the other thing I have trouble with is pleasing the women.
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