[RELEASE][FEEDBACK]Hero Corruption v0.75d

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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by Kristycookie »

The game definitely could use some increase in challenge. I am excited to continue following this as it develops. :-D
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by diogaoo »

Thamrill wrote: Wed Aug 11, 2021 10:32 am Just as an opinion, what makes the game quite easy now, as I described in my previous post, is that is quite to easy to grind up stats and gold. So maybe you could implement a way to make grinding more difficult (e.g., the enemies becoming more powerful after some times you defeat them)
This is the approach I'm most sided for, but at the same time, changing the enemies status would mess up the codex profile and create another problem(not a big one, but still..).
Right now I'm hoping to be able to increase the rewards of stronger enemies(in order to motivate players to advance) and maybe escalate the cost of potions, materials, and anything else that might be causing this power spike.
If things don't get better, scaling lower enemies seems like the most interesting solution.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by Weabols »

I love the idea of this, but the core gameplay mechanic of "find girl and punch her repeatedly to not have sex" could be so much better. It really sabotages the whole corruption theme. What if each girl had a few seduction techniques chosen at random each round, and instead of mashing an attack button, you were selecting from a choice of defences to that technique with varied outcomes. For example. Girl shows tits. You can close your eyes, that may work on some girls, but she takes advantage of it to rub them in your face and you gain more lust than if you did nothing. You can try to cover her up, or ask her to put them away, or think of something not sexy etc, and one or more of those choices would have the effect of depleting her resource instead of yours in a way that feels like you're trying to resist their temptation, not be a murderhobo. The different way they react to your defence could give them personality beyond "bj girl" as well.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by mckig »

My final thoughts on this version...

New Enemies (and changes to current enemies):
Spoiler: show
Both new enemies add some good spice into their respective areas. I am especially fond of the Mona script since it incorporates HP and requires the player to consider their damage output and HP level.

Lily can be a very challenging first area trap. She only gets dangerous when your addiction gets too high, but then you can really get stuck. Her addiction check is a good introduction to that system as well. You could go a LITTLE easier on this script though. She either drives your anal addiction way up or dominates you (kinda tough early on, but a good challenge).

Sarah’s creampie check actually makes her a threat. I think this could be used more often in later areas. Maybe consider bumping her gold and dropping Raven’s.

I noticed Helen got easier. I wasn’t a fan at first, but she used to delay the game quite a bit and I think I can agree that the change is for the better.

Item/Shop Rework:
Spoiler: show
Making Laura drop wood is a huge change. The player can now get knuckles without spending 25 gold before the Deep Forest (with some luck of course). The other changes don’t seem to crazy, so I’ll say this was a good re-balance.

Raven may need her HP bumped to 150 so her Jewel and high gold drops can be justified.

Putting the potions from the shop into tiers was very clever. I think this system scales very well with the late game.



Requests:
Spoiler: show
Smaller:
Could the Escape timer be shortened from 3 to 2? If a player gets stuck for 4 or 5 turns in a row, it would make the experience slightly more bearable.

The dagger description seems to be the same as the sword description. This should be changed for clarity.

The walking sound before Sandy and Wendy is still a 5 count long but the counter is now only 3. The sound leaks over a tiny bit.

Jobs need a rework in general. (more in ideas section)

Could you remove the chance to get a recipe drop if you already have that recipe? Maybe instead just give the enemy’s max gold amount.

Larger:
Raven’s event is still broken. She properly strips at whatever lust, but then loops with naked teasing pictures even though the Codex shows that the script is WAYYY more involved. I really hope you fix this one because it looks extremely promising from the Codex pictures alone.

Could the OP Sword get a damage cap? I was able to do over the max amount of HP to all enemies at one point, which just ruins the point of the game. Maybe 30 would be a good high number (still OP in my opinion).

Can Laura’s creampie attack sound times be halved? It takes a while to finish a battle with her once you are Dominated and her attacks take a long time.

Could Sandy and Wendy’s HP attacks last until the player is at 5 HP or less (an actual HP check) rather than just attacking 5 times? This would give early game HP some use.

Ideas:
Spoiler: show
You could definitely do a consumable solution to attract certain enemies, but I think you could also have certain areas include certain types of enemies. This would have to be a later area, but it would include enemies you have defeated so you cannot abuse the area you are currently on and there’s more of an honest grind.

For part time jobs… Maybe it would be better to do progressive experiences where you can get more gold (or the jobs last longer) every time you do the same type job. I also think making the jobs longer in general would be pretty cool, and the idea of adding addiction checks would spice it up in a very good way. I just want to clarify though, this is a stellar upgrade to the game, and there is so much potential for part time jobs to become somewhat of a minigame.

I said this in the last version, and I’ll say it again. I believe maps should be dropped by the previous area’s boss and recipes should be buyable. This encourages the player to grind for better stuff and the game progresses a little more smoothly since the player cannot skip an area without beating their current one.

Since cum addiction is useless, I think the Blacksmith event should be swapped to either give +2 in all addictions or +3 in corruption. These are arbitrary numbers but I still think they’re fair and slightly worse than getting a potion’s negative effect.

As always, I want to praise you for putting so much effort into this game and making it more enjoyable as each version gets released. I hope you can find good ways to balance the game progression, but either way it will still be fun. Keep up the good work, and I look forward to your next version, hopefully in early to mid September.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by Kristycookie »

maps should be dropped by the previous area’s boss
:no:
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by gavin6768 »

how do I use the weapon?
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by Kristycookie »

gavin6768 wrote: Fri Aug 13, 2021 8:02 pm how do I use the weapon?
You need a backpack to equip items.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by FatherDarkness »

More Feedback:
General
Spoiler: show
Finally got the Fleshlight. Cool and useful mechanic. I didn't get much chance to test it out, because the Amazons are irritating.

Sometimes the jobs don't seem to affect lust levels. I noticed it once on the big butt job when only 4 frames played. Pretty sure addiction level was 0 at that point too. It did happen a couple of other times, I just don't remember exactly which jobs it was.
Amazons
Spoiler: show
Need tweaking. In one playthrough I encountered them three times. The first time I was running a few addictions at reasonable levels (between 5 and 12 for most of them) and had the dagger. It took a very large number of attacks to actually break the bars and escape. By the time that happened the option to resist was not showing up any more. When I did escape there didn't seem to be any change to corruption, lust, or addiction levels. The second encounter was a stuck in the net all day, first amazon scene was a "look" with no option to resist, and then it only took one hit with the sword to escape. The third encounter was another stuck all day, but then it was 3 consecutive encounters with no option to resist or attempt escape leading straight to a bad end. Leading into that encounter I didn't have any addictions or corruption or lust.

To me this kind of breaks the swamp. It isn't really worth it if the playthrough can be ended in a single encounter that you can't do anything to prepare for.
Things that don't work (imo) with the Amazon Encounter:
Spoiler: show
1) There is no indicator of lust, addictions, corruption, how close to not being able to resist you are... It makes everything seem... arbitrary. Also, the encounter doesn't cause any addictions, corruption, HP, or lust changes that I have noticed.

2) Multiple encounters seem to take up where you left off with the last amazon encounter. This means if you end up there more than once your playthough can just be done no matter how strong you are at that point.

3) Encounters with the amazons can come back to back with no chance to hit the bars or try to escape. I had one playthough where I had only one chance to hit the bars and then it just led straight to the end.
Suggestions to improve Amazon encounters:
Spoiler: show
My understanding is that you wanted the amazons there as a deterrent for people just going into the swamp with high max lust but no damage items. The way they are it doesn't matter what your damage, you are still mostly screwed. Some possible fixes...

1) Have the bladed weapons (dagger, sword, cutlass, FCS) dramatically increase chances of escaping the net. This would give the player a higher chance of simply not encountering them if they have an upgraded weapon.

2) Give the bars 10 damage reduction. This would mean the knuckles would only do 2 damage per hit. If you don't have any weapon you have no chance of getting out. If you did this, the total HP of the bars would need to be dramatically reduced (I think it should be reduced anyways, but still).

3) Have at least 1 opportunity to hit the bars and try to escape between every scene, and start the encounter with one opportunity to hit. This would prevent a one shot by them even with a fully pimped out run.

4) Have the stats for the encounter (bar HP, amazon lustiness) reset after a successful escape.

5) Have each scene with the amazons where there is an option to resist have a corruption check (of say 5) but cause 1 corruption if you succeed or 2 corruption if you don't resist.

The goal would be to have it so that if you went in with the sword, you would end up with 5-10 corruption. With the dagger you would come out with 10-20, and with the knuckles you would end up with like... 50 or so, minimum. You could have the ending encounter trigger at around 30 lust to end the suffering.
And having put all that down, I will still be going back and playing more. Keep up the fantastic work, and I appreciate the hell out of the consideration that you give to everyone's suggestions.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by Thamrill »

I find kind of funny that some of you mentioned issues with amazons, when I didn't even encounter them in my actual playthrough :lol: :lol:
I didn't even know they were in the game whrn I played, as the only time I got captured in the net I escaped at the first time :whistle: :whistle:
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by Thamrill »

diogaoo wrote: Sat Aug 07, 2021 3:55 pm Also, I've created a twitter, if you're interested in following this project up close and any others I might be doing *hint hint*, stop by... Link is in my signature
Following you (which I know sounds kind of menacing :lol: :lol: :lol: )
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by GDboy12546 »

I love this game. I have played it since the 1st release.
I just noted that the bug on negative lust and negative corruption is gone, which is great since it made the game a bit more interesting.
Before that, I always exploit the opportunity of finding the Well and make negative corruption. :lol:
Cannot wait for next version to be release. :-D
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by diogaoo »

Just a quick reminder that I'm already working on the next version, so you guys should see me less active here on the forum for the next few days, but thanks everyone for the reports, suggestions and compliments :love:
Thamrill wrote: Sat Aug 14, 2021 9:03 am Following you (which I know sounds kind of menacing :lol: :lol: :lol: )
That's great actually, thanks! I'm still trying to get the hang of it, but I'll try to keep it updated as much as I can without compromising my productivity :-D
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by PirateKing »

I think I'm doing something wrong but how do you guys earn gold so easily? Everyime my corruption or the other points go up really fast and once its too high there's noway to get them lower because I cant earn any money anymore.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by mckig »

PirateKing wrote: Tue Aug 17, 2021 5:35 pm I think I'm doing something wrong but how do you guys earn gold so easily? Everyime my corruption or the other points go up really fast and once its too high there's noway to get them lower because I cant earn any money anymore.
I highly encourage you to save 50 gold for the backpack immediately. From then on, you should store any potion you receive from a lab event. Once you are at base with one BLUE potion Andy one RED/PURPLE potion (purple is far better since HP is much less important) use the RED/PURPLE potion to gain its effects, then use the BLUE potion to void those negative effects. You can be risky and use 2 red/purple potions before using a blue one, but I always play it safe with a 1:1 ratio.

Now you can save some gold by using potions instead of the church, with some luck. It is also important to learn when to run from battles since losing increases corruption and addictions way too much to proceed normally. I would spend my next 30 gold on 2 PURPLE potions from the shop so I have a strong baseline for all enemies in the Forest.

Otherwise, you really just have to play around and see what works for you. I personally take a really long time moving from the Forest to the Deep Forest since I never feel too comfortable moving on. That all comes down to what you want to do though.

Always do a part time job when you get the chance. As of now it isn’t basically free money, which makes the game that much easier.

But the most important things are definitely Backpack, Potion Storage, Choosing Battles in my opinion. Someone else may have a far better strategy than me, and I am all for the critiquing.
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Re: [RELEASE][FEEDBACK]Hero Corruption v0.75d

Post by Count »

After some attempts I managed it to the normal end and after that I play on until a special end in the swamp. First score was 67,5. The second end score was 67,25 because I get more corrupted in the special end. Great tease/game. 5 of 5 stars.
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