💦 CREATE AND FUCK YOUR OWN AI CUMSLUT 🔥 TRY NOW ♥
Create AI Cumsluts 💦
November 3, 2024

Progress 3 Nov 2024

I was away this weekend and didn't really get a chance to talk to Mortze. He left me a message though that he is finishing up the images on two other sex scenes and plans to spend next week writing the text for those scenes. When he sends it to me, I'll do an edit pass and write the code for this rather large set of scenes.

I'm still figuring out the story for the next game we'll do after SWM. I'm going back and forth between writing the game itself and writing a prequel story that fleshes out the characters. I've also been thinking a lot about the gameplay aspect of the game.

What do you folks think about games you can fail? Back in the day, that was what defined games as "games," but people don't seem to want that anymore. I've been putting a "Walkthrough Mode" in my recent games, but this game isn't really going to be about saying the wrong thing. The failure mode would be around not noticing enough of the important details. I'm trying to decide whether to let you move on prematurely and therefore eventually fail, or to keep you from moving on until you've found the details.

Tlaero

Comments (7)

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Mike Jarvis · November 10, 2024

I greatly prefer the kinds of games where you can fail. In your older games, you could get about halfway through and then get rejected because you didn't have enough points. (E.g. Getting to Know Christine, it took me a few tries to get past the middle dates) This feels right to me. My favorites were the ones where you could fail in just the right way to succeed in a different way. Redemption for Jessika has the best version of this, IMO. But I also liked Elsa's version. I've been missing this dynamic in your more recent games, which sometimes feel more like straightforward AVNs.

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Xeron_Xr · November 4, 2024

nice

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Jonathan Hang · November 4, 2024

Nice, Mortze 👍🏻! Great work!!! I'm fine with failing in my games. It'll make the game more interesting, engaging, and fun. Although I always play my games thoroughly, scanning for details and taking notes as I go. I like a nice challenge 😁. So bring it!!!

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Adam Pawnee · November 4, 2024

There was this in your latest game who had a really cool power. A game exploring her story would be really cool, or maybe a short story. I think she could feel other people's emotion or something. I'll have to double check.

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LunaMoth116 · November 4, 2024

When a game is short (say, a few hours), I tend to have a higher tolerance for failure. Also, if failure is clearly a learning opportunity, and not the result of the dev(s) being sloppy or lazy, it’s less frustrating because I have the chance to see where I screwed up and try something else. (Just ask your average Fear & Hunger player. 😅) If I can understand why I failed, and don’t have to slog through another 30 hours to fix my mistake, I’m more likely to persist than quit. Of course, everyone’s patience differs, but I think those two metrics are a good starting point.

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Ellis Wood · November 3, 2024

let us fail. it makes it more fun to solve the puzzles correctly to progress! ok, my opinion...😁

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SYH · November 4, 2024

Just not in a maddening way. Miss one little thing (like a note on a desk) near the beginning only to have the GAME OVER several chapters later.