[RELEASE][FEEDBACK]Hero Corruption v0.65e

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Re: [RELEASE][FEEDBACK]Hero Corruption v0.65e

Post by pepez »

And i Have to add here!
Spoiler: show
Those two girls are so awesome, I love it so much.. I hope there going to be more suprises like that
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.65e

Post by diogaoo »

Hey everyone, just fixed the double damage bug, it was being caused by Laura whenever the Hero's lust reach it's limit without being mounted (blowjob or forced oral), I should have thought about it sooner...
heinochen wrote: Sun Jun 13, 2021 9:48 am This update is quite nice! :yes:
The new areas add some decision-making which i have been hoping for (e.g. dodging the boss). Also cool to have some more days to work with.
The design of the Hannah encounter is unique and nicely done. Love when the fight have some ideas to them.
Other than that I agree with the other guys, happy it turned out nice.
It just has that nice replay value and it feels like the game kind of doubled with this update :-D I have and will certainly replay it frequently
pepez wrote: Sun Jun 13, 2021 12:00 pm And i Have to add here!
Spoiler: show
Those two girls are so awesome, I love it so much.. I hope there going to be more suprises like that
I'm glad you liked it guys, the final idea is that each girl should have their own personality and style, this should contribute even more to replayability together with some others aspects of the game. At some point in the future the first encounters like Anastasia and Lucy will be updated to fulfill this proposal too
heinochen wrote: Sun Jun 13, 2021 9:48 am Some criticism and other thoughts:
potions seem to increase corruption, it doesn't say so after drinking them though. At other points the info of gaining corruption is given, so it should be adjusted?
when fainting, +10 corruption is alot and probably means you are already corrupted or addicted. I often end up restarting :-D
When naked, maybe it is better to get lust instead of corruption (in the city) or maybe its not, just an idea.
The forge buy option seems expensive.
I will take all these thoughts into consideration, I can already tell you that +10 corruption is a lot, yes, I just updated the 0.7 version to +5 instead. I will keep an eye on the feedback and see if this change passes to the public build
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.65e

Post by Ceverity »

Ik balence has been brought up a lot, but honestly it’s ridiculous how fast damage scales in this game. Each tease attack increases in damage by 1+(Addiction# + Corruption#). This leads the game to grow to a near impossible fight if you try to progress normally. Potions shouldn’t give both corruption and addictions, because in their current state, the 20 lust/hp you would get is not worth the debuff. One loss basically makes all hits from then on do around 30+ dmg, which basically means, if you lose might want to reset. Gold gains were already bad in 0.5, but now sometimes you get half that, making getting the items you would want to make even harder/more of a grind, in a game where grinding is very detrimental to your character. The escape button can either save you, or cost you your run depending on rng, and more often than not I find myself trying to run when I am on the 3rd clear of a certain addiction based enemy(eg. 3rd Anastasia or 3rd Laura). Laura is the hardest base enemy with her lust mechanics and with any amount of corruption she’s a nightmare to beat.

All in all, the 6-7 hours I ran through this game and the extra 2 I spent on this new release, I don’t think it’s in a heathy state. If on day 7 in a run of the game you’re still afraid of the very first zone, there is some fundamental balance that needs to be looked at.


Here’s a few ideas to balance:
Spoiler: show
1. Lower the damage scaling to around 1+(Corruption/10 + addiction/2). Corruption can still keep its core effects such as end of game score and masterbation values, but not so heavily cripple you that you can’t progress, while the addiction change helps you get past the early game so you can expirence the tease
2. Remove corruption from potions, however, if the damage is lowered to the exact values or lower from step 1, this probably won’t be required for balance
3. Increase gold gain. This also probably won’t need change if the damage is lowered to the same or lower values in step one.
4. Add a % value to escape that goes up for each failed attempt, or, if you want to keep it completely rng, add a visible value to the chances when attempting to escape
5. Add a weighted rng system so that if I fight enemy X, enemies Y and Z are now more likely to show up than the first one. This change would be the hardest to implement and isn’t really necessary, but would improve the quality of life in the game and replay ability.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.65e

Post by Kristycookie »

I think its okay for the game to be hard... if it was too easy then you would see everything and get bored. I've already played this many times trying to progress farther and using what I've learned. The difficulty makes it more replayable. I think it would be okay to make it slightly easier, but not too much. Like maybe the drop rate for the patterns could increase a little bit, or there could be more chances to get a weapon somehow?

I think Laura is among the easiest enemies (at least initially) because
Spoiler: show
she has one attack that does almost nothing (increases her lust based on your lust, which if its 0 does literally nothing). Also she has a move with no long term effects (increasing her lust by 10 and yours by corruption + 5). You can easily defeat her gaining only a few bj addiction at most; so minimal long term effects.
The game is hard but
Spoiler: show
I have to imagine people are not using Rest or Escape and just hitting attack constantly if they think the game is unplayable hard. Pick your battles, use strategy. If you're mashing attack constantly at everything then of course you are doing badly.

Its okay to risk taking on a bit of corruption or addiction, just hope for a lucky potion to restore your status. I think the fact that it is so dangerous to take on corruption/addictions is part of the excitement of the game. The risk can pay off big if you manage to get lucky and find that potion. If you encounter a battle you will lose then press Escape and keep searching :-)
I think the way the game is designed right now does a great job of making the encounters feel dangerous and the game is intriguing enough to keep me coming back. I think it would be a real shame if you made it too easy and it lost that allure. Great work, can't wait to see future updates :love:

My last run
Spoiler: show
I managed to make and equip the dagger and my corruption is 0
I have minimal addictions
I defeated Sandy and Wendy
My final score was 34 and my hero ended up being 'a beloved hero'
I could have gotten a higher score by killing more lower level enemies probably, but I had fun 8-)
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.65e

Post by indyc »

To the question of if the codex updates were not happening for "standard" enemies the answer is yes. I seem to have nailed it down to this happening for any enemy that is killed in one attack. This happened during the double damage bug where I was doing 160 damage per attack. I know you have removed it but it was funny that the most impactful progression was not intended.

It will be a while before I play again but will work on a screenshot for when the item bug happens during a enemy item drop. Speaking of item drops, what if the abandoned lab was not a separate area and you got potions from defeating enemies sometimes? I feel like this would cut out a lot of the needless walking back and forth and streamline things. I am unsure how much you want to streamline but if you do I will have other ideas.

I also agree that walking around naked and being gawked at feels like it should raise lust instead of corruption. There can be certain events like the blindfolding that can increase corruption though. Thanks for the responses!
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.65e

Post by diogaoo »

Ceverity wrote: Mon Jun 14, 2021 2:30 am Ik balence has been brought up a lot, but honestly it’s ridiculous how fast damage scales in this game. Each tease attack increases in damage by 1+(Addiction# + Corruption#). This leads the game to grow to a near impossible fight if you try to progress normally. Potions shouldn’t give both corruption and addictions, because in their current state, the 20 lust/hp you would get is not worth the debuff. One loss basically makes all hits from then on do around 30+ dmg, which basically means, if you lose might want to reset. Gold gains were already bad in 0.5, but now sometimes you get half that, making getting the items you would want to make even harder/more of a grind, in a game where grinding is very detrimental to your character. The escape button can either save you, or cost you your run depending on rng, and more often than not I find myself trying to run when I am on the 3rd clear of a certain addiction based enemy(eg. 3rd Anastasia or 3rd Laura). Laura is the hardest base enemy with her lust mechanics and with any amount of corruption she’s a nightmare to beat.

All in all, the 6-7 hours I ran through this game and the extra 2 I spent on this new release, I don’t think it’s in a heathy state. If on day 7 in a run of the game you’re still afraid of the very first zone, there is some fundamental balance that needs to be looked at.


Here’s a few ideas to balance:
Spoiler: show
1. Lower the damage scaling to around 1+(Corruption/10 + addiction/2). Corruption can still keep its core effects such as end of game score and masterbation values, but not so heavily cripple you that you can’t progress, while the addiction change helps you get past the early game so you can expirence the tease
2. Remove corruption from potions, however, if the damage is lowered to the exact values or lower from step 1, this probably won’t be required for balance
3. Increase gold gain. This also probably won’t need change if the damage is lowered to the same or lower values in step one.
4. Add a % value to escape that goes up for each failed attempt, or, if you want to keep it completely rng, add a visible value to the chances when attempting to escape
5. Add a weighted rng system so that if I fight enemy X, enemies Y and Z are now more likely to show up than the first one. This change would be the hardest to implement and isn’t really necessary, but would improve the quality of life in the game and replay ability.
Hello Ceverity, thank you very much for you feedback, I agree with you that balance is still a bit off, however, I have the feeling that we have different concepts of what this game should be.

You not supposed to trample over everything you see in front of you every time, that should happen, but in rare occasions: when you get a powerful set of items or when you get lucky with potions/encounters. The fun aspect of a roguelike is that should keep replaying, accepting your losses and learning with them in order to make better decisions while chasing for the perfect run, and when you found it, you don't want it to end.

Sadly this perfect run is not achievable yet, but as the development progresses they tend to appear more, here's a huge spoiler and a good example:
Spoiler: show
In 0.7 there's a legendary sword recipe dropped by a single boss that increase it's damage based on the Hero's corruption, combine it with an accessory that decrease the corruption lust damage and you'll get that sensation you're looking for
The thing is, the odds of this specific combination happening should be less than 10%, assuming you won't be defeated before these items have a chance to appear, so it will be even more rewarding when you get your hands on those items because you'll know that you won't always be that strong

That being said, I really liked your ideas, especially increasing the chances of a successful escape, this is something that will be implemented for sure. I'll also add a difficulty toggle for those who are looking for the lewds only, this is not a priority tho...
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.65e

Post by diogaoo »

Kristycookie wrote: Mon Jun 14, 2021 11:53 am I think its okay for the game to be hard... if it was too easy then you would see everything and get bored. I've already played this many times trying to progress farther and using what I've learned. The difficulty makes it more replayable. I think it would be okay to make it slightly easier, but not too much. Like maybe the drop rate for the patterns could increase a little bit, or there could be more chances to get a weapon somehow?

I think Laura is among the easiest enemies (at least initially) because
Spoiler: show
she has one attack that does almost nothing (increases her lust based on your lust, which if its 0 does literally nothing). Also she has a move with no long term effects (increasing her lust by 10 and yours by corruption + 5). You can easily defeat her gaining only a few bj addiction at most; so minimal long term effects.
The game is hard but
Spoiler: show
I have to imagine people are not using Rest or Escape and just hitting attack constantly if they think the game is unplayable hard. Pick your battles, use strategy. If you're mashing attack constantly at everything then of course you are doing badly.

Its okay to risk taking on a bit of corruption or addiction, just hope for a lucky potion to restore your status. I think the fact that it is so dangerous to take on corruption/addictions is part of the excitement of the game. The risk can pay off big if you manage to get lucky and find that potion. If you encounter a battle you will lose then press Escape and keep searching :-)
I think the way the game is designed right now does a great job of making the encounters feel dangerous and the game is intriguing enough to keep me coming back. I think it would be a real shame if you made it too easy and it lost that allure. Great work, can't wait to see future updates :love:

My last run
Spoiler: show
I managed to make and equip the dagger and my corruption is 0
I have minimal addictions
I defeated Sandy and Wendy
My final score was 34 and my hero ended up being 'a beloved hero'
I could have gotten a higher score by killing more lower level enemies probably, but I had fun 8-)
If I could hug you I would, that is the exact feeling I'm looking for everyone to have, every decision should matter, and if you got bad luck on a run, try again using what you learned.

Also, that's a great score, congrats!
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.65e

Post by diogaoo »

indyc wrote: Mon Jun 14, 2021 3:16 pm what if the abandoned lab was not a separate area and you got potions from defeating enemies sometimes? I feel like this would cut out a lot of the needless walking back and forth and streamline things.
That's... actually a wonderful idea, tbh I'm a little bit scared of changing the way potions are held right now cause I have a feeling that they're currently a core mechanic within the game, being the only way you can increase your maximum lust, hp and the main resource to decrease addictions and corruption, but I'll see what I can do :smile:
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.65e

Post by Ceverity »

Kristycookie wrote: Mon Jun 14, 2021 11:53 am I think its okay for the game to be hard... if it was too easy then you would see everything and get bored. I've already played this many times trying to progress farther and using what I've learned. The difficulty makes it more replayable. I think it would be okay to make it slightly easier, but not too much. Like maybe the drop rate for the patterns could increase a little bit, or there could be more chances to get a weapon somehow?

I think Laura is among the easiest enemies (at least initially) because
Spoiler: show
she has one attack that does almost nothing (increases her lust based on your lust, which if its 0 does literally nothing). Also she has a move with no long term effects (increasing her lust by 10 and yours by corruption + 5). You can easily defeat her gaining only a few bj addiction at most; so minimal long term effects.
The game is hard but
Spoiler: show
I have to imagine people are not using Rest or Escape and just hitting attack constantly if they think the game is unplayable hard. Pick your battles, use strategy. If you're mashing attack constantly at everything then of course you are doing badly.

Its okay to risk taking on a bit of corruption or addiction, just hope for a lucky potion to restore your status. I think the fact that it is so dangerous to take on corruption/addictions is part of the excitement of the game. The risk can pay off big if you manage to get lucky and find that potion. If you encounter a battle you will lose then press Escape and keep searching :-)
I think the way the game is designed right now does a great job of making the encounters feel dangerous and the game is intriguing enough to keep me coming back. I think it would be a real shame if you made it too easy and it lost that allure. Great work, can't wait to see future updates :love:

My last run
Spoiler: show
I managed to make and equip the dagger and my corruption is 0
I have minimal addictions
I defeated Sandy and Wendy
My final score was 34 and my hero ended up being 'a beloved hero'
I could have gotten a higher score by killing more lower level enemies probably, but I had fun 8-)
Its fine for the game to be hard, and I don't necessarily lose every run. That being said, there is also a such thing as a game being too hard. Rougelikes are inherently difficult, however, all of them can be influenced heavily by player choice, thats why people can build up large win streaks at a time in them. This game relies so much on rng and there is very little player involvement in the choices you make. Sometimes I get to escape on the 1st try, sometimes I lose before I escape. Sometimes I fight Laura 5 times in a row as soon as i spawn in leading to an easy win, sometimes I don't find an Anastasia all game and cannot craft. Sometimes I find only health pots and no lust or reduction pots, ect.

on the topic of Laura I simply stated that She's a nightmare to beat if you already have corruption, obviously she's free at the start.

My main issue with the difficulty of the game is it rests outside the players hands whether or not you have a good run. Slay the Spire & hades, 2 very successful rougelikes, and also very different ones, let you choose "rooms" to influence the enemies you fight. In the binding of issac you can plan runs based around the first treasure you acquire as well as decisions on when to use your bombs to find certain rooms or making bridges to chests. At the moment, the only real player choices right now are what you spend gold on, do I drink this potion, and do I risk trying to run. There needs to be more.


My last run
Spoiler: show
end of run.PNG
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end of run2.PNG
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.65e

Post by Kristycookie »

diogaoo wrote: Mon Jun 14, 2021 3:27 pm If I could hug you I would, that is the exact feeling I'm looking for everyone to have, every decision should matter, and if you got bad luck on a run, try again using what you learned.

Also, that's a great score, congrats!
I think you captured it well, glad to provide feedback
It definitely does feel hard at first but now I think I'm getting the hang of it! 8-)
Spoiler: show
myscore.jpg
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I really hope you don't take too much of this feedback to heart and make the game too easy. I think the fact that so many people are here giving feedback about how they think the game can improve shows that it is interesting enough that they care about it. I think if the game was too easy and you can just do everything on your first run or two then it would be boring. I definitely feel like I'm doing better now that I understand the game. Thank you for your efforts :love:
Last edited by Kristycookie on Tue Jun 15, 2021 9:52 pm, edited 1 time in total.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.65e

Post by indyc »

Ceverity wrote: Mon Jun 14, 2021 6:37 pm At the moment, the only real player choices right now are what you spend gold on, do I drink this potion, and do I risk trying to run. There needs to be more.
I think this game is swimming in potential but this is probably my biggest issue with the game currently. I get that the designer wants a difficult game that takes lots of run throughs to see all of/get the score you want but currently you can only do this by spamming plays for lucky RNG. This will cause the majority of players to get crushed, quit, and rate the game less than it deserves.

The game currently allows you to be "defeated" through health or lust. Why can't we defeat enemies with lust? Having this option alone would open up a players decisions immensely and give the enemies more of a unique feeling. (example being one enemy that is strong against physical attacks) Give me the option to reach the edge or something to increase the enemies lust.

I saw the designer mention that they were considering difficulty options but I actually do not think that this is the correct direction for the following reasons:
-Splitting the game into independent difficulties will increase the amount of work needed without adding actual content.
-It is almost guaranteed that working on 2 or 3 different difficulties will leave at least one of them that just feels too strong or too weak.
-If you want people to replay your game often, this takes away the experience you are looking for.

Instead, I think throughout a players runthrough, they should be given decisions about how difficult to make things. For example, a enemy could ask if you want them to flash you. Answering yes gets you a unique picture but will increase your big breast addiction.

My next suggestion along this line will probably be hard to convince you of: Currently the lower your corruption is, the easier the game is and the higher score you will get. I honestly think you should flip that. As in - the harder you have made the game for yourself and still succeeded in all of your tasks the higher score you should get. That would also heavily increase my replay-ability and let the player choose their difficulty over time instead of at the starting screen. Many unique pictures and situations could be locked behind higher corruption levels. I am still really excited about what the game could be.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.65e

Post by mckig »

This game has a great idea behind it. I strongly believe that it will succeed. The battle system is empty as of now, and that does make the early game very challenging. I tried playing a handful of times and never got too strong or lucky in any runs. I did, however, enjoy the creative ways certain girls debuff you, quickly increasing the difficulty of that specific battle and the game as a whole. Also, the sleeping system is done well, as the punishments are minimal (usually a couple hours of rest).
Spoiler: show
Specifically speaking, Hannah was a brilliant idea. A battle you can always win but almost always get punished for is very deceiving, and I personally fell into the trap of battling longer than I should have.

Laura is very similar in that aspect, never (maybe rarely) dealing damage but punishing the player if they get greedy. I see a lot of people saying she is the easiest enemy, which is true, but she can be sneakily harmful just as easily.
That being said, an item system, levels, strength, and other skills and perks could obviously make for a more interesting game. When there is a lot of variety, runs will rarely have the same outcomes or character goals. Once again, this is something I believe this game will be able to implement over time.

Overall, this game has lots of potential for clever strategies and amazing teases. I am new to the web-tease side, but this is definitely a solid way to get introduced.

WITH ALL THIS BEING SAID, I still think the enemies are a little too tough, especially for the first area. I understand a lot of people say to choose fights wisely, but sometimes you are unable to escape a battle 8 turns in a row and immediately snowball into a losing run there. There is also the chance of running into the same enemy again, just repeating the painful process. This recently happened to me with Anna (I failed to run 9 times and gained 20+ addiction AND 10 corruption points just by trying to choose my fights. I then failed another 7 escapes and nearly lost again to the first shemale) I have a couple suggestions below:
Spoiler: show
The current lust system could be halved and I think it would still be fair (half lust "damage" taken from an enemy). I think the corruption system is fair, but that may just be because I have not played enough to let it affect me too positively or negatively.
Spoiler: show
The church is a great tool, but it gets completely overshadowed by a couple of good potions and statues. Either enemies could drop more gold or the church's prices could be lowered. In my runs, I would usually dump my gold at the church just to have a fighting chance with the tougher enemies. I cannot wisely choose a battle if I gain more addiction points than I can recover.
Spoiler: show
Potions that do not lower addiction almost feel worthless. It seems as if taking a lust potion for some addiction and corruption just cancels everything out. I understand the church and statues/addiction potions can remedy this, but that comes down to tough RNG sometimes, and the church I mentioned already.
Spoiler: show
I think I already spoke harshly enough about it, but the escape system is poor. I understand failing an escape, but maybe after 3 tries, you could escape an enemy with lower health 100% of the time. I also have not tested if escaping is correlated to your current lust value, so I may be complaining about a system I do not understand.

Also a quick possible bug:
Spoiler: show
Not sure if it is a bug or I missed it, but I did not notice an addiction increase message after losing to the Eva Notty enemy (I do not remember her name).
I want to reiterate, this game will be good for sure. I think it is a couple tweaks away from being playable in its current state and a bit more content away from being a game I would replay often. Keep up the good work!

Quick Edit: I noticed losing all your health and passing out seems to have almost no downside with smaller enemies, other than needing to rest. I think an easy way to balance the game out would be some attack balancing an a punishing death.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.65e

Post by Kristycookie »

mckig wrote: Fri Jun 18, 2021 7:09 pm
Response:
Spoiler: show
I agree that the church and the escape could use a slight tweak perhaps. I also really like the varied encounters, and enemies like Laura and Hannah that do not attack you.

I think halving lust damage is way too heavy of a change. I can pretty reliably not lose to lust damage on enemies. I strongly disagree that the non-blue potions are useless. Taking a purple potion or two early on and then using a blue potion to cancel out the negative impacts gives you a lot of space to take lust damage. I think taking more than 1 or 2 red potions is just bad, you don't really need that much health in this game. Only a couple of enemies are really harsh on your health, and I find myself resting my lust away so much that health rarely is a factor for me in my playthroughs.
Note from my playthroughs:
Spoiler: show
Personally I've been wanting to lose the temptation check against Lisa to see what happens (I know you can give in, but that's not as fun as accidentally getting into a state where you can't resist :blush: )

The only way I was able to get into that state was to play beyond the 9 days, because blue potions manage what little creampie addiction you take pretty handily.
Suggestion:
Spoiler: show
I think it would be fun to be able to choose from the start a 'class' or maybe certain 'weaknesses' and/or 'strengths'

For example maybe your character is more susceptible to certain addictions (you can tailor this to your actual enjoyment... I really like x therefore it is more tempting for me... reflected in the game!). Something interesting like a challenge mode, or a way to affect the game by only changing a few numbers around. I'm sure this could work in some form, just a thought.
I'm happy to share some (more) tips if people are still struggling. I'm at the point now where I feel like I'm reliably doing decent in the game.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.65e

Post by diogaoo »

Hey everyone, I've been following all your opinions about how the game is shaping up, and as much as I'd like to answer each one individually, the time I have allocated to develop the game is the same time available to be active on the forum, because of this unfortunately I have to choose between one or the other, so I'm just going to touch on a few key points:
  • I agree that the difficulty escalation is not the best right now, but I would like to remind you all that this is still an early access game, the tendency is that as the development progresses, the difficulty decreases, there are still important mechanics to be added: more items, other ways to earn money, perks, leveling system. I believe that with their addition, the game will become much more easier (maybe even too much, we'll see). For this reason I prefer to put the difficulty balance on a hold right now than having to fix it for each update, unless the game become so hard that is impossible to achieve the harder areas, then for sure some adjustments will be made, I need you all to be able to go into these areas and give me feedback. Also, if by any chance when the game leaves early access the difficulty is still too high, then I'll adjust it directly
  • The escape system has already been modified and will be released in the next version for Patrons(and consequently for the public afterwards), The odds of a succesfull escape didn't change (50%), but with each failed attempt, it increases by +10%. With this change, the hero manages to escape battles quite often on the second attempt, unless you're very unlucky.
  • The difficulty toggle that I had planned is a simple "god mode" for those who, like I said, are looking only for the adult content, drastic adjustments won't be necessary (in this difficulty the score will not be shown)
  • In this next version that is coming to the public, when defeated by HP, the hero also loses 20% of his current gold, with this change the player should be a little more aware of their hp
I'd love to reply to everyone individually, but now that a week has passed and I've received the necessary feedback for the next patch, I'm focused on developing it, this requires a little bit more of my time. That doesn't mean that I'm ignoring your answers, quite the opposite, I'm considering all the suggestions for both this version that is being produced now, and for the next one, I just don't have time to answer each one of them all individually.
Please continue sharing your thoughts (whether positive or negative) runs and scores, I really like seeing what score you guys are getting and what your heroes are ended up being :-D
Download Hero Corruption 2 on the Website
Check out the new HC2 thread
Play Hero Corruption 1
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lapenolive
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.65e

Post by lapenolive »

Hello,
I am excited about your Hero corruoption v.065e.
When can we expect the next part here on milovana?
Greetings
lapeno
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