[RELEASE][FEEDBACK]Hero Corruption v0.7c

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Re: [RELEASE][FEEDBACK]Hero Corruption v0.7c

Post by diogaoo »

fakerdreamer wrote: Tue Jul 13, 2021 8:40 pm Maybe it could be great to be able to craft a blue potion?
herowedeserve wrote: Wed Jul 14, 2021 6:19 pm The smaller piece of feedback is being able to buy the blue potion for maybe 50 gold in the store, the swinginess of randomly getting that exploring is huge as it's so powerful and I think it would make sense to be able to buy it.
mckig wrote: Thu Jul 15, 2021 1:02 am it spirals into a waiting game for blue potions from a lab or a statue/stream. You're too weak after the boss fight to sustain enough money to lose addiction points.

I would not be able to beat Helen without some (or a lot of) blue potion luck, meaning a lot of runs never even have the chance to get into the Deep forest.
I have been hesitant to put the blue potions up for sale because it could make the church pointless.
Blue potions are very strong and they may seem necessary at this stage of development, but as the game's difficulty reduces their importance will also be reduced.
herowedeserve wrote: Wed Jul 14, 2021 6:19 pm The biggest piece of feedback is avoiding positive feedback loops that don't lead you towards an ending. Once you cum once or twice in losing a battle, your corruption is high enough that it is almost impossible for you to win future battles, meaning you don't have gold to buy things to help and each battle you lose keeps making your situation worse. I found the one bad ending with Sophie, but outside of that I haven't seen any actual endings other than the automatic ending after 14 days. I do think once you're at that point of you're unlikely to ever win battles again and your corruption is over 20, let's say, that you would have an ending where the woman who beat you owns you or something like that, just for closure rather than feeling like you're giving up.
This falls into the category we were discussing a few posts ago, the idea is that the player doesn't have to get to this part where he feels the need to restart the game as the comeback is impossible/very difficult. When this moment comes, the player should receive a Bad End in a short time.
Lazures wrote: Wed Jul 14, 2021 7:19 am Hey,
Is there a save function that I can't find because my browser cache clears or is it not implemented yet?
Nice work by the way.
Sorry Lazures, the save function is not in the plans, at least for now
mckig wrote: Thu Jul 15, 2021 1:02 am I think the Forge should cut dialogue after the first event interaction. It is a bit annoying having to click through dialogue boxes of thing I have already seen countless times. Similar to the Church and Shop, if possible. This is more or a quality change request than anything.
I agree, this was just added on the 0.75 update

--------------------------

Thank you so much for all your suggestions guys, I'm at that stage where I'm already developing the next version, because of this, my frequency here at the forum should reduce by a little, but I'll always be around looking for your suggestions and criticisms while taking them all into consideration, even if I don't have time to answer everyone :love:
Last edited by diogaoo on Thu Jul 15, 2021 3:59 pm, edited 2 times in total.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.7c

Post by herowedeserve »

Just for fun, today I tried to just keep going all the way through and unlock everything. On my 82nd day, I brought all my addictions back down to 0 and had extra gold to buy all the pictures, having defeated everyone in the deep forest and swamp. I also kept going back to the swamp to find out what was in the box until I finally got it to open. My max lust was 400 and HP was 200. I'm pretty confident I've seen all the content in the game (aside from shemales), so here are my assorted ideas and thoughts.

The unique encounters in locations are really fun. The totem pole thing and band of big tit women in the swamp and the statue in the forest add flavor to their locations and I'd love to see more things like that. I feel like there were few or none of those in the deep forest, which is a bummer.

In enemy encounters, the ones that have tests and make you think about your addiction and lust levels going in are really cool. Laura, Mia, Lisa, and Hannah are definitely my favorite encounters because of the way they switch up the attack format.

This is a small detail, but I think if you meet Mia already with the Naked status you should be skipped past the lust tests where she tries to get you naked.

You might want to change it so if you already have a recipe you don't get it again when you beat someone, just to avoid confusion.

What is the point of the wait option in battle? Why would anyone choose it? Just confusing to me that it's there.

I think the rewards for winning should be more evenly distributed - I think it's odd that the items also come with the most money. Instead, I think it should be with less money - so either you're getting more money, or less money but you get an item, rather than getting lucky and getting a huge haul, or getting almost nothing. For example, with Anna I think the rubber band alone would be a sufficient prize without money, and it's just odd to me that you can randomly get a rubber band plus 10 gold or just get 5 gold alone - I think those should be more balanced. Getting variable rewards is great, but I think you shouldn't get all the good stuff at the same time.

Having variable encounters based on time of day is great - really smart how it works with Sophie and Helen. I think it'd be really interesting to have the time you go to sleep affect elements of the game - you can keep going out and fighting at 23:00 and into the early morning but you'll be less effective then and especially the next day on less sleep, and there may be some dangerous elements that may offer great rewards but be harder to beat who only come out late into the night.

Why can't you have multiple accessories equipped at a time? Just because you would be too strong? In general I think having accessories of different levels would be cool (like one costs 3 or 4 items and gives you a higher reduction, or doesn't affect lust but limits your addiction gain - that would be super cool as a decision point) whereas right now the eyepatch and condom aren't super different or interesting choosing which you want, as they're both just flat 25% reductions.

Really excited to see things continue to develop! More locations, encounters, and enemies will be really fun to see, and I figure the tavern job will be the thing you alluded to in your earlier post and I'm curious what that will be like. Thanks for your hard work on it, wish there was more content like this!
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.7c

Post by Kristycookie »

herowedeserve wrote: Thu Jul 15, 2021 6:47 pm What is the point of the wait option in battle? Why would anyone choose it? Just confusing to me that it's there.
I've only found one instance where wait is useful. There might be more, have you experimented much with it? I'm curious about it too.

Additionally it kind of acts as a way for the player to be tempted into giving in beyond the game mechanics forcing it.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.7c

Post by LancerKnight »

So I love the idea of the game and think this game has a lot of potential. I'm happy to see you seem so receptive to feedback and improving the game over time.

Played this game a few times. I'm likely pretty bad at the game, but never made it past the very early game. It seemed like my addiction built up far faster than I could remove with the church, even if I spent every gold I got on addiction removal. I would gain like 5 addiction in a battle to be rewarded 5-10 gold after. Very quickly, this spiraled into me losing battles due to lust after fighting a few, so it felt like fighting battles was counterproductive to my success. And once I started losing, I couldn't win any battles anymore.

Maybe I'm not using the right strategy, or there is a sequence that makes things a bit easier, but it wasn't obvious to me, and I'm not planning on reading any spoilers/hints that other people have developed. I'm also not a fan of the day limit and score at the end. Would prefer a more open-ended game where you can just keep playing until you get a certain ending.

But overall, it's a cool game and I'll definitely give it another try once another update is made and hopefully the learning curve is less steep.

Edit: Read some of your other comments and I just wanted to say this: If your goal is to build a calculated, precise strategy game that requires optimal play to reach the good endings, there needs to be less RNG in the game itself. If the player is required to constantly restart because of poor RNG, it makes for a less satisfying experience, and many people who play may never see most of the game you've worked so hard to create
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.7c

Post by herowedeserve »

LancerKnight wrote: Sat Jul 17, 2021 6:18 am So I love the idea of the game and think this game has a lot of potential. I'm happy to see you seem so receptive to feedback and improving the game over time.

Played this game a few times. I'm likely pretty bad at the game, but never made it past the very early game. It seemed like my addiction built up far faster than I could remove with the church, even if I spent every gold I got on addiction removal. I would gain like 5 addiction in a battle to be rewarded 5-10 gold after. Very quickly, this spiraled into me losing battles due to lust after fighting a few, so it felt like fighting battles was counterproductive to my success. And once I started losing, I couldn't win any battles anymore.

Maybe I'm not using the right strategy, or there is a sequence that makes things a bit easier, but it wasn't obvious to me, and I'm not planning on reading any spoilers/hints that other people have developed. I'm also not a fan of the day limit and score at the end. Would prefer a more open-ended game where you can just keep playing until you get a certain ending.

But overall, it's a cool game and I'll definitely give it another try once another update is made and hopefully the learning curve is less steep.

Edit: Read some of your other comments and I just wanted to say this: If your goal is to build a calculated, precise strategy game that requires optimal play to reach the good endings, there needs to be less RNG in the game itself. If the player is required to constantly restart because of poor RNG, it makes for a less satisfying experience, and many people who play may never see most of the game you've worked so hard to create
Spoilers ahead for strategy ideas. If you don't want to read them feel free to ignore but I feel like you said that you'll have a lot more fun if you see all that the game has to offer by getting past the early game.

I will say it's definitely not too hard to get past the early game regardless of your luck. Make sure you keep tabs on your addiction levels and if they are above 14 or so in a stat, escape immediately when you encounter one of those enemies. Buy the backpack as soon as you have 50 gold so you can store potions and use items, and then at the forge let them have your clothes (just make sure you have fabric when you do this so you can re craft clothes), as this saves you 50 gold and cum addiction doesn't really matter. Blue potions and praying to Astraea will be enormously helpful when you find them, and as early as you can craft knuckles do it. By the time you've crafted knuckles and bought a backpack, you should be in a good position to keep winning fights and lowering your addictions at the church as needed.

These are just basic tips, there are plenty of nuances you can get into in which enemies to fight and which addictions to lower based on enemy rewards and whether to go swamp or deep forest at the start, but I think if you stick to this basic concept of backpack early, escape from fights when you have high addiction in whatever they give, and craft knuckles as early as you can, you should get rolling in the forest. Yes there's some randomness but you have plenty of mitigation options, I wouldn't say you will have to constantly restart due to randomness.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.7c

Post by mckig »

diogaoo wrote: Thu Jul 15, 2021 3:50 pm I have been hesitant to put the blue potions up for sale because it could make the church pointless.
Blue potions are very strong and they may seem necessary at this stage of development, but as the game's difficulty reduces their importance will also be reduced.
After reading this, I could not agree more. The church may not be a sustainable option in every run, but I did have one run where it was. This was only the case in the Swamp, but this also seems to be the direction the game intends to take.

Maybe it would be possible to scale the church prices with the amount of addiction/corruption you have or the amount of areas unlocked. I would also recommend corruption stays the same price all the time so you cannot just wait and pay it off before entering a new area.

Also a new strategy that seems a little cheap:
Spoiler: show
If you choose to never leave your camp until the Sandy and Wendy fight, you have a guaranteed victory and relatively minimal addictions (5 Handjob, 4 Blowjob, 6 Creampie). The obvious downside is that you have minimal money and no backpack/knuckles to prepare for the Deep Forest. This means that, even with a lucky statue, Helen cannot be beaten without more preparation.

Helen could theoretically be beaten if the player has knuckles and no relevant addictions or corruption, but it just is not possible to beat Helen without knuckles so early into the game (a player with 0 addiction, 0 corruption, and no knuckles would need 160
max lust to win.

This strategy seems to avoid the game and should not be possible, in my opinion. I understand it is harmless to keep it in the game, as a you are pretty much screwed after the Sandy and Wendy fight, but it still feels wrong. I believe a check to make sure the player has at least received the Codex and seen the City could prevent this to some extent.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.7c

Post by Kristycookie »

mckig wrote: Sun Jul 18, 2021 12:24 pm Also a new strategy that seems a little cheap:
I don't understand why this is worthwhile. Maybe I'm missing something? I think you could get similar rewards with (possibly) less addiction fighting standard encounters, and sooner too.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.7c

Post by mckig »

Kristycookie wrote: Mon Jul 19, 2021 5:54 am
mckig wrote: Sun Jul 18, 2021 12:24 pm Also a new strategy that seems a little cheap:
I don't understand why this is worthwhile. Maybe I'm missing something? I think you could get similar rewards with (possibly) less addiction fighting standard encounters, and sooner too.
That is kind of what I was saying. There may be no benefit, but it still seems like a cheap way to guarantee you beat a boss in every run.

On a different note, I have no clue how Helen's lust attacks are calculated. At the end of the battle, she raised my Blowjob addiction 9 times, which should add to 18 extra addiction points (because her attacks are +2) but instead added to 21 points. My only guess is that a blowjob addiction point is added after each handjob attack, then lust is calculated. If anyone else has any clue, I'd like to understand this fight a little better since it is particularly hard.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.7c

Post by herowedeserve »

mckig wrote: Tue Jul 20, 2021 12:24 am
Kristycookie wrote: Mon Jul 19, 2021 5:54 am
mckig wrote: Sun Jul 18, 2021 12:24 pm Also a new strategy that seems a little cheap:
I don't understand why this is worthwhile. Maybe I'm missing something? I think you could get similar rewards with (possibly) less addiction fighting standard encounters, and sooner too.
That is kind of what I was saying. There may be no benefit, but it still seems like a cheap way to guarantee you beat a boss in every run.

On a different note, I have no clue how Helen's lust attacks are calculated. At the end of the battle, she raised my Blowjob addiction 9 times, which should add to 18 extra addiction points (because her attacks are +2) but instead added to 21 points. My only guess is that a blowjob addiction point is added after each handjob attack, then lust is calculated. If anyone else has any clue, I'd like to understand this fight a little better since it is particularly hard.
Yeah I'm pretty sure that's it - her handjob actions talk about blowing you so they increase your addiction to both handjob and blowjob but only increase your lust from handjob. Helen is tough, I basically wait until I can get down to 0 blowjob addiction and very low on handjob as well to face her. The eyepatch and purple potions are also nice.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.7c

Post by mckig »

Hero Corruption v0.75c Final Thoughts

Items:
Spoiler: show
Recipes should be bought from store rather than randomly found / obtained through enemies. It doesn’t make much sense to me when I get knuckles on day 2 of a bad run, but day 7 of a good run after I have already beaten Sandy and Wendy.

Add an item that ensures escape on the first turn. This may be overpowered, but could also create more consistent strategies like only fighting one enemy in a certain area.

More items could be implemented to reduce certain addictions or corruption (like blue potion but MUCH worse, -1 addiction or -1 corruption for an enemy like Lisa).

Some items could have negative impacts too (strong weapon gives some corruption that can only be removed when weapon is unequipped). Same goes for accessories, you could have an item that reduces big breast lust but increases handjob lust as a random example.

Should the items be bought through the blacksmith or the shop? They are currently sold in the blacksmith and it works, but it does seem a tiny bit weird. May just be me though.
Maps:
Spoiler: show
Should be obtained from the previous area’s boss (Sandy and Wendy give the Deep Forest map while Helen gives the Swamp map and Sophie gives the next area’s map). I understand Helen has a chance to drop a very rare item (or that is just a tease) but players could be streamlined using this method so they do not enter a harder area before they are ready.
Power Creep in the Swamp:
Spoiler: show
Once the player reaches the swamp, beats Sophie, and grinds some fights for around 20 gold, they can control their addiction and drop each value to 0. It takes time, but there is definitely a downward trend and the game begins to feel too easy, almost like you won (surprise). If a harder area is added, I’m worried the swamp will become a very easy place to reset any negative values before moving on.

This is much harder in the forests. Normally, I would only focus on reducing the addictions that make me money, then the addictions the next area’s boss uses. I am never quite at full strength though, likely because there is a balance between keeping addiction low and gaining enough money to reduce the required addictions. In the swamp, you can fight any enemy and pretty much always get enough money to pay off that fight. With a couple blue potions, you are set forever. This leads me to the next point.
Scaling the Church:
Spoiler: show
I would recommend a scaling Church that requires more money per area unlocked. This goes hand-in-hand with my idea for the maps being dropped by the previous area’s boss. This way, there would always be that balance issue between addiction and money but a player still has the ability to upgrade since items (and in my opinion recipes) are a static price. The player gets stronger overall but stays balanced relative to the area.
Item Balancing:
Spoiler: show
This is something I am back and forth on. My first thought was that an early game enemy potentially dropping 40 gold in a kill (includes item) is too much. I then came back to this thought and realized that it creates a certain strategy. For example, Anna is by far the best enemy to kill in the forest from a money perspective. On the other hand, Helen uses a couple Handjob attacks, meaning Anna may be more of a risk than a reward. The item she drops is beneficial no matter what. You can make an eyepatch, greatly reducing the risk of Helen’s fight, or you can sell the rubber band for 30 gold and invest in a backpack and knuckles.

On the other hand, I believe Serena needs her item nerfed. It is far too easy to run from the other fights and wait for Serena or a couple of potions in the meantime. I understand the Jewel is her item because it is the shemale item, but maybe instead Candy can drop it and the next area’s boss is shemale (or Candy gains another type addiction attack). I can consistently get into the swamp by using this strategy and waiting for the right potions / events. The only negative is the event that has a chance to give you the Naked effect.

I already spoke about how recipes could be bought instead. This leaves a lot of enemies without any unique drops. I think items could be dropped by multiple enemies (Laura and Anastasia could drop fabric if you wanted to keep the big boobs trend, or Lucy and Anastasia could both drop plastic because of their fake boobs). This can be spread throughout multiple areas too. Lisa can drop fabric.

I do not know who made the point, but it was a good one. The chances of getting an item should be paired with the lower amount of gold (chance of 5 gold + item instead of 10 gold + item). This ensures the money the player received is more balanced, and you can still have the chance of a low gold roll with no item.
Quality:
Spoiler: show
In the Tavern, the “I Need a place to rest” button, the N in “Need” should be lowercase.

The first Sandy and Wendy attack has zero delay, you can click right through your attack dialogue and only see their “20 damage” attack. Not too important, but threw me off.

The pause after receiving gold is exciting the first couple of times, but not after the 100th + time. Nothing wrong with the current system, but the game might flow just a tiny bit better.

Raven is definitely broken. I purposely lost to her and she never got past her “strip” sequence

Laura’s creampie attack takes a ridiculously long time. This can be annoying, but does I do not encounter it too often anymore. Some other attacks are like this too, but I cannot think of them off the top of my head.

I believe you already claimed to have fixed this, but the blacksmith’s dialogue after the first encounter should be shortened similarly to the merchant and church.

Can resting be shortened from the ‘3’ count to instant or even 2 or 1? A lot of the game is either resting or waiting 5 seconds to go into the city (could this also be shortened after the initial event, or just in general?).
What Works:
Spoiler: show
The boss fights. The change to make a boss optional but consistently accessible is a great idea. On top of that, they are challenging. I do not even mess with the Deep Forest until at least the 10th day. And that is only if the run goes very well with lots of luck. The enemies leading up to the boss are usually heavier in those addictions, which means the player has to choose battles carefully or get very lucky to even have a chance.

New escape chances. This allows the player to be more picky and get away from certain enemies. There’s also those enemies that restrain you so escape is impossible, but this only happens to greedy or unlucky players most of the time. I still think it would be great to have a method to escape Mia every time since she traps you after turn 1 (or at least make her trap you after turn 2 so it isn’t a coin flip to escape).

Weapons and Accessories. No surprise here. This is what makes many games worth playing, collecting materials and crafting better ‘stuff’. I am excited to see the items that reduce the other kinds of addictions as well as the higher tier weapons (and maybe corruption resistance?) in future updates.

The battles (and eventually random events). This is the whole point of the game, showing off beautiful pictures and creating teasing events. Every battle is very arousing, some to the point that I am curious enough to consider losing just to see it through. The variety is amazing, and some enemy scripts are so clever I really do not understand how you came up with them. I personally cannot wait for the net trap event to be implemented. That being said, I wish the Deep Forest clothes event had just a tiny bit more to it (not too long, but more interesting).
What Does Not Work / Belong:
Spoiler: show
Cum addiction. Pointless since it is used in one event, zero battles, and gives you the forge for a very reduced cost, if not free.

The forge event. Speaking of, this event should give +3 corruption, or somewhere in that ballpark. It is still cheaper than buying the forge, but there is actual consequence that may lead to the player to a hole that costs 50 gold to get out of, if they choose.

Potion storage. This is WAY TOO POWERFUL. A maximum of 1 potion of each type should be allowed in storage so a player cannot stockpile 10 health and lust potions. This alone is enough of a strategy for someone to beat all the bosses, with enough patience.

Masturbation in battle getting nullified. I have not done much testing with this, but whenever I used the masturbate option, it quickly led to my loss. On top of that, many enemies just do not allow it as an option (the bosses for sure, but it almost seems beneficial here).

Sandy and Wendy HP attacks. There is no HP check, so it really does not matter how much HP you have, you get attacked 5 times then the other events start. This should be replaced with an HP check to make sure the player is below 16HP before starting the events. A quick way to make HP more beneficial in the early game.

HP. This is something I have mentioned multiple times and diogaoo has been very responsive and interested in. HP has little to no purpose. The only enemy I am really afraid of right now is Lisa since she can hit 15s and drain my HP before I can drain hers, but only of I get unlucky. I have no idea how to fix this other than some enemy HP-based algorithm to deal random damage that can exceed 10 after the enemy’s lust or HP reaches a certain point. It may also be possible in the future to add lust-based random attacks in a similar manner if any enemy other than Laura even gains lust. This is an issue I am far less worried about since it affects the game so rarely that adjusting it has a chance to unbalance the game as is.

I have played this version quite a few times already and always come back to the fact that this is a great concept with good ideas forming all around it. I will probably wait until the next release on Milovana before making any more comments because I have flooded this page already with some ideas I still agree with and others I wish I never posted (why would I ever want blue potions to be buyable when the church exists). This is my compromise, one long comment with all most, if not all, of my praise and complaints. If I have any more ‘good’ ideas, I will save them for the next version release and likely do a very similar long post to keep all my thought in the same area. Keep up the good work, I have a feeling this will gain a bit of a following with more polished versions.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.7c

Post by mckig »

herowedeserve wrote: Thu Jul 22, 2021 3:42 pm Yeah I'm pretty sure that's it - her handjob actions talk about blowing you so they increase your addiction to both handjob and blowjob but only increase your lust from handjob. Helen is tough, I basically wait until I can get down to 0 blowjob addiction and very low on handjob as well to face her. The eyepatch and purple potions are also nice.
I think I cracked the code, and you are exactly right. I have a spreadsheet going to see what values I can fight each boss at. Helen is not easy. Even with the eyepatch and knuckles at 0 addictions, I believe you need 140 max lust. If people want the spreadsheet, let me know here and I might be able to post it (just checked and I should be able to).
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.7c

Post by diogaoo »

You guys have no idea how much these posts discussing strategies, whether cheap or complex, motivates me, I'm working on v0.80 right now with a big smile on my face. :-D

Unfortunately I won't be able to reply to everyone, but I'm reading all posts and agreeing with a a surprisingly large part, I have a feeling that our expectations are aligned, maybe you won't find all the desired changes in the v0.75 but I will make sure to implement as much as possible in 0.80.
Spoiler: show
My intention is to make a game where your decisions are really important, but I would like it to have some RNG to encourage multiple runs, even if the player is experienced and knows what he is doing, he should fail a few times (and rewarded with bad-ending scened), but much less than a novice. I have to be careful with this type of RNG as in excess it can be very frustrating, right now I'm trying to find it's balance.

HP will have will have its value increased in the 0.80, along with masturbation. I don't know if it will be enough, but I'm willing to make them more interesting for sure, I just don't want it to be as important as Lust, since being defeated by HP only brings frustration (unlike lust and defeated scenes)

Item balancing is complicated, it's been very difficult to decide who will drop what and which materials are needed to craft each equipment. I think I'll wait a little longer to decide this.

I'm in favor of speeding thing up, suggestions about timers and waiting will be implemented, some have already been.

Cum Addiction is useless, will be removed/reworked sooner or later

Backpack is OP, but that's okay (for now?)

I'll see what's up with Raven
There are many other suggestions that I agree with, I just found it interesting to point out my thoughts on these
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.7c

Post by FatherDarkness »

This tease is pretty fantastic, and I am really looking forward to further iterations. I think the balance of RNG is decent, but there are some things that don't really work in the time frame of the current tease. The box takes way too long to open, and by the time I have been able to open it I have already crafted all of the items and have a decent stash of gold. I think that if it took 15 damage to open (2 encounters, or 1 if you are really lucky and have the dagger already) it would make it actually useful.

For escaping from encounters... Each girl has addiction stats that they increase, and the number of time you have defeated a girl is also recorded. I think it would be interesting if the higher your addiction stats for that girl, the more difficult it is to escape from them. It could also be balanced the other way where the more times you have defeated a particular girl the easier it is to escape from them. My initial thoughts are -1% escape chance per addiction point, and +2% per victory, capping out at either 20/80 or 30/70. This would allow you to avoid an encounter if you have already seen that one a whole bunch of times and want to expand your codex. Having the caps would help prevent unavoidable feedback loops, but the risk would still be there and it would be more important to keep addiction levels manageable.

I have found that the encounters in the Swamp area progress a little too slowly. I often find that I either defeat the girl or my lust level gets too high before I get to see the whole scene.
Spoiler: show
Raven in particular I have found that my lust needs to be in the 50-100 range before the stripping happens. I feel like the come closer pages should lead directly to either an aroused or dominated scenario, but they often repeat without the scene progressing any further.

Candy and the creampie one also have this issue. I generally feel that they should more closely follow the Hanna/Mia format of progressing, just with the standard RNG attacks thrown in.

Mia's progression is fantastic, although I think it would be interesting to have more opportunities to escape. Currently you have one chance at the start of the encounter, but then are fully committed. It seems reasonable to me to have the transitions between the tease and blowjob, and bj and ride have a single moment where you are not restrained or dominated. Even if there is just one extra chance after your clothes get yoinked...

The other possibility that I had thought about is if the lust of the girl increases during the encounter, and when it hits 100% you would have a single chance to escape where the girls is distracted by their orgasm.

And my counter point to the people who think there is no point to the blue potions when there is the church... the church is useful for decreasing individual addiction stats if one in particular is increasing faster than the others. Blue potions are most useful when you have a small amount of a large variety of addictions. I don't use a blue unless I have points in at least 4 stats, and then I will drink a purple potion first so that I can clear the corruption points with the blue at the same time. Keeping 1-2 blues stashed also lets you recover if you misjudge your ability to make it through an encounter. Blues have huge strategic value.

I have found that carrying more than 1-2 corruption points is very difficult to manage until very late game, which makes the sword of very questionable value. I am not sure what makes sense to balance it.
To make use of the HP stat more, I feel like there could be a random encounter where you get ambushed by bandits and have it focused solely on HP.

To sum up, I love the strategy. I love the difficulty and having to balance addiction levels with forcing progress with a bit of RNG thrown in for spice. RNG keeps things interesting. If you have something that is pure strategy then it makes it far too easy once you find a system that works. The swamp is amazing, but could use a few adjustments.

The most important thing... Your writing for the scenarios is fantastic. They flow well and have a different tone to each of them that seems appropriate for the images chosen. While mechanics are important, what truly sets a game apart from the rest is the quality of the writing, and in this you have excelled.
lapenolive
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.7c

Post by lapenolive »

Can we hope for a new release again at the beginning of August?

Great work! I'm looking forward to the new version.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.7c

Post by diogaoo »

FatherDarkness wrote: Fri Jul 23, 2021 5:13 pm
Spoiler: show
This tease is pretty fantastic, and I am really looking forward to further iterations. I think the balance of RNG is decent, but there are some things that don't really work in the time frame of the current tease. The box takes way too long to open, and by the time I have been able to open it I have already crafted all of the items and have a decent stash of gold. I think that if it took 15 damage to open (2 encounters, or 1 if you are really lucky and have the dagger already) it would make it actually useful.

For escaping from encounters... Each girl has addiction stats that they increase, and the number of time you have defeated a girl is also recorded. I think it would be interesting if the higher your addiction stats for that girl, the more difficult it is to escape from them. It could also be balanced the other way where the more times you have defeated a particular girl the easier it is to escape from them. My initial thoughts are -1% escape chance per addiction point, and +2% per victory, capping out at either 20/80 or 30/70. This would allow you to avoid an encounter if you have already seen that one a whole bunch of times and want to expand your codex. Having the caps would help prevent unavoidable feedback loops, but the risk would still be there and it would be more important to keep addiction levels manageable.

I have found that the encounters in the Swamp area progress a little too slowly. I often find that I either defeat the girl or my lust level gets too high before I get to see the whole scene.
Spoiler: show
Raven in particular I have found that my lust needs to be in the 50-100 range before the stripping happens. I feel like the come closer pages should lead directly to either an aroused or dominated scenario, but they often repeat without the scene progressing any further.

Candy and the creampie one also have this issue. I generally feel that they should more closely follow the Hanna/Mia format of progressing, just with the standard RNG attacks thrown in.

Mia's progression is fantastic, although I think it would be interesting to have more opportunities to escape. Currently you have one chance at the start of the encounter, but then are fully committed. It seems reasonable to me to have the transitions between the tease and blowjob, and bj and ride have a single moment where you are not restrained or dominated. Even if there is just one extra chance after your clothes get yoinked...

The other possibility that I had thought about is if the lust of the girl increases during the encounter, and when it hits 100% you would have a single chance to escape where the girls is distracted by their orgasm.

And my counter point to the people who think there is no point to the blue potions when there is the church... the church is useful for decreasing individual addiction stats if one in particular is increasing faster than the others. Blue potions are most useful when you have a small amount of a large variety of addictions. I don't use a blue unless I have points in at least 4 stats, and then I will drink a purple potion first so that I can clear the corruption points with the blue at the same time. Keeping 1-2 blues stashed also lets you recover if you misjudge your ability to make it through an encounter. Blues have huge strategic value.

I have found that carrying more than 1-2 corruption points is very difficult to manage until very late game, which makes the sword of very questionable value. I am not sure what makes sense to balance it.
To make use of the HP stat more, I feel like there could be a random encounter where you get ambushed by bandits and have it focused solely on HP.

To sum up, I love the strategy. I love the difficulty and having to balance addiction levels with forcing progress with a bit of RNG thrown in for spice. RNG keeps things interesting. If you have something that is pure strategy then it makes it far too easy once you find a system that works. The swamp is amazing, but could use a few adjustments.

The most important thing... Your writing for the scenarios is fantastic. They flow well and have a different tone to each of them that seems appropriate for the images chosen. While mechanics are important, what truly sets a game apart from the rest is the quality of the writing, and in this you have excelled.

Thanks for your feedback FatherDarkness, I will definitely make a few changes based on some of your suggestions.
lapenolive wrote: Sat Jul 24, 2021 3:36 pm Can we hope for a new release again at the beginning of August?

Great work! I'm looking forward to the new version.
Absolutely ! Glad you liked it :smile:
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