[RELEASE][FEEDBACK]Hero Corruption V1.20

All about the past, current and future webteases and the art of webteasing in general.
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cizeta
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Re: [RELEASE][FEEDBACK]Hero Corruption V1.20

Post by cizeta »

grelgen wrote: Sat May 14, 2022 6:08 am It's been a while since the last real strategy discussion has happened. here's my ruleset on getting out of the forest/grove:
Legacy Mode:
day 1:
Spoiler: show
pick attack power as your initial perk; fight once, rest to at least 80 hp, fight second, drink what ever potion you get, rest till sleep
day 2:
Spoiler: show
fight once, rest to at least 80 hp, fight second, drink what ever potion you get, if you don't have codex by now, explore and escape from everything till you get it.
day 3:
Spoiler: show
if you get city on first explore, hopefully you got enough money from the first four fights to afford the backpack, maybe the tavern will get you there. don't worry about the blacksmith till you have 50 gold on day like 7 or 8
day 4+:
Spoiler: show
You have the backpack! every day is explore-explore-potion. Store all the potions. Eventually, you are gonna have enough health pools to explore a third time which will allow you to get a second potion each day. At the end of each day, before you sleep, drink potions to build your pools only if you have blue potions to reduce your corruption.
Should I fight a boss?:
Spoiler: show
get attack power as your second perk and once you have either the mittens or the knuckles you will have 15 attack. this should be more than enough to take on the giggles, the sweet scent, and the waving lady. If you have the woman training, it's a shot in the dark. the first chance you can fight her your attack isn't high enough. if you wait too long, your pools might not be deep enough. just have to chance it
Normal Mode:
Is my attack power less than 15?:
Spoiler: show
Do everything in Legacy mode
Do i just want moar points to spend on attack power?:
Spoiler: show
Don't fight any bosses, just farm codex points on all the randoms.
having each one beaten 5 times is +10 score which translates to +100 points every subsequent run (unless you get a bad end).
If you have 20 corruption and all your addictions are over 45, just rest/sleep to day 15, end the game and get your points.
Is my attack more than 15?:
Spoiler: show
ROFLSTOMP MODE ACTIVATED.
Do I just have cash lying around?:
Spoiler: show
You don't have to beat a boss to go to the next area, once you have 20 gold, you can just go buy the map. maybe the fights there are less random.
Thanks for the tips. Unfortunately in Grove, it's near impossible to find potions or anything other than fights.
Plus now with these new souls it's even trickier
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Re: [RELEASE][FEEDBACK]Hero Corruption V1.20

Post by diogaoo »

cizeta wrote: Sun May 15, 2022 3:28 pm it's near impossible to find potions or anything other than fights.
Plus now with these new souls it's even trickier
Finding potions is not random
Spoiler: show
you are guaranteed to find the alchemy lab after defeating two enemies in the same day
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Re: [RELEASE][FEEDBACK]Hero Corruption V1.20

Post by ritewriter »

diogaoo wrote: Sun May 15, 2022 6:43 pm
cizeta wrote: Sun May 15, 2022 3:28 pm it's near impossible to find potions or anything other than fights.
Plus now with these new souls it's even trickier
Finding potions is not random
Spoiler: show
you are guaranteed to find the alchemy lab after defeating two enemies in the same day
WTF! I never realized this.
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Re: [RELEASE][FEEDBACK]Hero Corruption V1.20

Post by grelgen »

ritewriter wrote: Mon May 16, 2022 3:56 am
diogaoo wrote: Sun May 15, 2022 6:43 pm
cizeta wrote: Sun May 15, 2022 3:28 pm it's near impossible to find potions or anything other than fights.
Plus now with these new souls it's even trickier
Finding potions is not random
Spoiler: show
you are guaranteed to find the alchemy lab after defeating two enemies in the same day
WTF! I never realized this.
Spoiler: show
your fight counter starts at 0 every day. if you win a fight it goes up by 1. if you would fight someone and your fight counter is at 2 you get a potion instead. getting a potion reduces your fight counter by 1. it's very predictable and there's no bonus for fighting in the grove twice and then getting the potion out of the swamp. There's a lot of room for improvement on the system. having runs where I end up at 20+ addictions and 10 red potions and 10 purple potions cause blue potions decided to not exist can be frustrating.
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Re: [RELEASE][FEEDBACK]Hero Corruption V1.20

Post by madazn »

Hey Diogaoo,
Nice release as always. Some feedback I would give is that I think there should be more incentive explore the branching paths of the game (even the bad endings) and different encounters. I don't really have good suggestions, but I think I end up skipping through a lot of (old or new) content on these past 2 releases because I already know the optimal strategy to get to castle.

Thanks for the hard work!
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Re: [RELEASE][FEEDBACK]Hero Corruption V1.20

Post by Misfitmind »

I love this game, but for some reason I always struggle with Kitty. Recently I had ancient blade, and + 2 attack by day 4, but ended up getting broken before I got close to finishing her, even though I had low corruption. I read previously that there is some trick or method for fighting her, but I have not been able to figure it out in 10+ times I've faced her. Does anyone have any tips?
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Re: [RELEASE][FEEDBACK]Hero Corruption V1.20

Post by diogaoo »

I've been thinking, maybe the best solution would be to implement a system that handles potion odds independently, something like:

Each potion has a 33% chance of appearing, after finding any of them, its chance will drop by 20%, while the others will increase by 10% each.

I just thought about it and the numbers probably don't make much sense, but it shouldn't be hard to implement.
I will do some tests.
madazn wrote: Wed May 18, 2022 2:34 am Hey Diogaoo,
Nice release as always. Some feedback I would give is that I think there should be more incentive explore the branching paths of the game (even the bad endings) and different encounters. I don't really have good suggestions, but I think I end up skipping through a lot of (old or new) content on these past 2 releases because I already know the optimal strategy to get to castle.

Thanks for the hard work!
Thx mad !

I agree with you, once I'm done dealing with the stamina, I'll add more optional content and make sure it brings some sort of rewards to the player
Misfitmind wrote: Wed May 18, 2022 12:29 pm I love this game, but for some reason I always struggle with Kitty. Recently I had ancient blade, and + 2 attack by day 4, but ended up getting broken before I got close to finishing her, even though I had low corruption. I read previously that there is some trick or method for fighting her, but I have not been able to figure it out in 10+ times I've faced her. Does anyone have any tips?
Glad to hear you love the game, Mist

About Kitty, There's a specific topic about her in the game's FAQ.

If you just want a tip without too many spoilers: Keep an eye on her lust.
Download Hero Corruption 2 on the Website
Check out the new HC2 thread
Play Hero Corruption 1
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Re: [RELEASE][FEEDBACK]Hero Corruption V1.20

Post by Scygnus »

diogaoo wrote: Wed May 18, 2022 12:46 pm I agree with you, once I'm done dealing with the stamina, I'll add more optional content and make sure it brings some sort of rewards to the player
Had a few ideas about this.

Achievements are a pretty obvious path- a few for winning, beating X amount of certain girl, etc, though the Codex already tracks some of that, maybe an extra point bonus on top of the small one you already get? I assume the points are going to be rebalanced eventually anyway, so putting in some higher-value and lower-value rewards for that would make bigger one-time bonuses more viable.

And then some for seeing optional content, losses, and Bad Ends.

Achievements for failure could possibly open up toggleable perks, purchased with points, to make it easier to win that fight next time.

Such as, you get Bad Ends from all the Blowjob-focused girls, you can buy a perk that lets you start with the Eyepatch.

Hm. Not sure what achievement to put it under, but a buyable perk that lets you start with all common recipes would be useful. And another, much harder achievement that lets you start with all the uncommon recipes, like the ones you get from bosses.

Speaking of items, though, I'm a little disappointed we don't get a bit of flavor text with things like the Anal Beads and Buttplug- assuming 'equipping' means we're wearing them.

Hm. That's another idea- achievements that open up alternate starts. Different characters, so to speak. In particular I think I'd enjoy a Shemale character- maybe even include a few pictures for things, if they can be found.
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Re: [RELEASE][FEEDBACK]Hero Corruption V1.20

Post by cizeta »

Yeah one thing I noticed is that blue potions don't spawn anymore, in the earlier versions of the game it use to appear a lot which was helpful. I think implementing more balance would be great, or if there was a way to earn a trade-off for a blue potion.

On the other hand I was thinking ( major game enhancement idea, only click if you don't like surprises)
Spoiler: show
I think it would be interesting to have a Tavern Client mini-game, where you could earn substantial rewards for lasting as long as possible in the session. Instead of a leave work early button, have an edge button. And it's up to the player to click it when they hit the edge, and ride it out til the end of the session for a big reward, or quit early for either a punishment or much smaller reward. Maybe the blue potions can be a reward, or a large gold drop, or an ancient sword. Some way to give us less talented individuals a way to get ahead so we can experience more of the game?
Also, if it was possible to be able to take on more than one client per day just for the mini game. Maybe make them consum 2hours per session, and depending on the time of day you get there you can only accomplish so much. But to balance it out, make failure after each consecutive client be a greater punishment. For example, say you get to the third client and you fail, have it knock down 30 HP and list, and reduce one attack point. That way you retain a strategy and people can't farm it
Otherwise this game is addictive, and it's always fresh and exciting!
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Re: [RELEASE][FEEDBACK]Hero Corruption V1.20

Post by diogaoo »

Scygnus wrote: Thu May 19, 2022 8:51 am Achievements are a pretty obvious path- a few for winning, beating X amount of certain girl, etc, though the Codex already tracks some of that, maybe an extra point bonus on top of the small one you already get? I assume the points are going to be rebalanced eventually anyway, so putting in some higher-value and lower-value rewards for that would make bigger one-time bonuses more viable.

And then some for seeing optional content, losses, and Bad Ends.

Achievements for failure could possibly open up toggleable perks, purchased with points, to make it easier to win that fight next time.

Such as, you get Bad Ends from all the Blowjob-focused girls, you can buy a perk that lets you start with the Eyepatch.

Hm. Not sure what achievement to put it under, but a buyable perk that lets you start with all common recipes would be useful. And another, much harder achievement that lets you start with all the uncommon recipes, like the ones you get from bosses.

Hm. That's another idea- achievements that open up alternate starts. Different characters, so to speak. In particular I think I'd enjoy a Shemale character- maybe even include a few pictures for things, if they can be found.
I absolutely love achievements and I believe all the ideas you suggested are great and would make excellent achievements, but I also believe that it's too much for the webtease version of the game. It's one of those things that I feel will make a lot more sense in the second version of the game.
Scygnus wrote: Thu May 19, 2022 8:51 am Speaking of items, though, I'm a little disappointed we don't get a bit of flavor text with things like the Anal Beads and Buttplug- assuming 'equipping' means we're wearing them.
I thought no one read those things, I'm glad you proved me wrong. :lol:

-----------------------------------
cizeta wrote: Thu May 19, 2022 9:30 pm Yeah one thing I noticed is that blue potions don't spawn anymore, in the earlier versions of the game it use to appear a lot which was helpful. I think implementing more balance would be great, or if there was a way to earn a trade-off for a blue potion.
A little less randomness in potions is really needed, I believe that the method mentioned above is ideal, it maintains a certain level of randomness but without leaving it totally to chance, which as you may know, is my preferred way of dealing with all the situations in the game.
It should be ready in version 1.3 ;-)
cizeta wrote: Thu May 19, 2022 9:30 pm On the other hand I was thinking ( major game enhancement idea, only click if you don't like surprises)
Spoiler: show
I think it would be interesting to have a Tavern Client mini-game, where you could earn substantial rewards for lasting as long as possible in the session. Instead of a leave work early button, have an edge button. And it's up to the player to click it when they hit the edge, and ride it out til the end of the session for a big reward, or quit early for either a punishment or much smaller reward. Maybe the blue potions can be a reward, or a large gold drop, or an ancient sword. Some way to give us less talented individuals a way to get ahead so we can experience more of the game?
Also, if it was possible to be able to take on more than one client per day just for the mini game. Maybe make them consum 2hours per session, and depending on the time of day you get there you can only accomplish so much. But to balance it out, make failure after each consecutive client be a greater punishment. For example, say you get to the third client and you fail, have it knock down 30 HP and list, and reduce one attack point. That way you retain a strategy and people can't farm it
Otherwise this game is addictive, and it's always fresh and exciting!
What I've noticed for some time now is that people love the tavern, and I agree that there's a lot of untapped potential in it. My initial idea was that it was just a place to earn a little extra money without too many risks, I believe that goal has been achieved and therefore, I took the place as finished.
Maybe it's time to take a second look at it...


Thank you cizeta, I wouldn't have revisited the potions system if it wasn't for your feedback :love:
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Re: [RELEASE][FEEDBACK]Hero Corruption V1.20

Post by Scygnus »

diogaoo wrote: Sat May 21, 2022 1:33 pm
I absolutely love achievements and I believe all the ideas you suggested are great and would make excellent achievements, but I also believe that it's too much for the webtease version of the game. It's one of those things that I feel will make a lot more sense in the second version of the game.
Second version? I admit I haven't been paying attention to these threads.

What system were you planning on using? RPGM, Twine, Unity?
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Re: [RELEASE][FEEDBACK]Hero Corruption V1.20

Post by diogaoo »

Scygnus wrote: Sun May 22, 2022 8:57 pm Second version? I admit I haven't been paying attention to these threads.

What system were you planning on using? RPGM, Twine, Unity?
Hero Corruption 2 is currently being developed for Ren'py :-P
The game's structure is ready, but I don't feel like there's enough content to justify a playable version for now.
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Re: [RELEASE][FEEDBACK]Hero Corruption V1.20

Post by cizeta »

I would like to make a recommendation on content to be added. However, where to put it and how to implement it would need to be worked out.
Spoiler: show
I'd like to suggest having an enemy that starts out as a normal female character, behaving innocent and a bit aloof. One that uses the wait feature to unlock the second part of her actions. She would allude to it, but wouldn't really force your hand into it. The waiting would raise her lust, and once she hits 100% that's when the script flips. I'll pm you with my suggestion as I wouldn't want to spoil the surprise. Otherwise, the fighting would be normal, attacking accordingly and loot drop etc
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