Poll for our outside of battle gameplay
After hundreds of designs, iterations and rejections over the years, it comes down to the below two approaches for our outside of battle gameplay. I would love your opinions through your votes for design1 or design2. Vote with your intuition!
Design1
Design2
https://streamable.com/k9dgha?src=player-page-share
An complete overhaul of our current outside of battle gameplay.
-No more turn based, actual roguelike like Slay the Spire
-Each run would be designed to collect a unique royal army to adventure with
-The items, challenges & path will always be unique to each run you play
Comments (8)
More erotic motion animations More erotic CG mating motion animations It's time for the hard working animators and artists
I hope to combine combat with mating, such as allowing Lilith's sexual skills to mate with enemies and occupy territories; Lilith needs to patrol the area regularly and interact with different monsters to maintain her rule. I don't think the overly detailed combat aspect is the focus of this game, and focusing too much on combat development is worrying.
The combat system is not the focus
just to be clear: would this replace the exploration and energy system?
Even if you decide to go with design 2, I think a rogue*lite* progression makes more sense for this game than rogue*like*. That is, something ("currency", "xp", "relationship", etc) show carry over even from a failed run. I also think that to do this sort of game well would take more time, and also leans away from the core elements the game has established so far.
I've never liked permadeath in any gaming personally. Sure it heightens 'consequences' but if that is based on chance I loose interest very quickly. (should it go that route)
My only note: How hard is it to loose a run/how long will a run be? If you have a few safety nets, permadeath is fine, but if it's a "Oops I lost one battle because my dog took a shit in my room" and you loose 3 days of playing, that doesn't feel good
Think I prefer the roguelike to the stat management thing I've seen that in a few life sim/kingdom management games, and the only reason those are fun is the storytelling
