OrangeOrange69 wrote: ↑Fri Sep 09, 2022 11:44 pm
Could be decent, or like hard mode - track every point of corruption player has ever received, and use that for inflation. Speaking of hard mode, would be fun to have more survival elements, like girls attacking the camp sometimes.
My 2 cents on 1.40b
- Spoiler: show
- Couldn't find molly in like 5 runs
First version in a while, and on my first game I got forest boss with around 360 hp, a woman in pink swimsuit iirc, Leah or something (I think the flavour text was about training)? Got destroyed of course, but a few games later she was again there, but with around 240 hp.
Leah gets stronger as the days go by, not only does her health increase but so does her attack and dodge rate. She also gets "smarter" in her second stage, so I recommend that you always try to defeat her the moment you realize she's in the game.
I don't know if you're aware about this, but let too many days go by and she should come after you at the base, just like you suggested.
HC2 is going great actually, thanks for asking !
I was just working on it last week, and while there's been a lot of progress I'd still like to add at least one more new girl this month, but I'm afraid the schedule is little bit tight as I don't intend to slow down HC1 content while working on the next generation of the game
If you are interested, I recently updated the site with some screenshots of the project, you can find the link in my signature
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Errant_ wrote: ↑Sat Sep 10, 2022 10:03 pm
Agree it definitely feels unnatural, probably because it violates a very established principle from RPGs that healing potion costs don't change :). Also having something that actively disincentivizes you from leveling up (or in this case, improving your character) feels like it's breaking a sacred law of RPG games
I assume that your concern with fixed prices is that the potions become comparatively more powerful the stronger you are (e.g. a full heal at 100 hp is less valuable than a full heal at 300 hp)? I think any of these are reasonable options:
- Have a fixed price for the potions, but start at a much higher cost (the classic solution for most RPGs that have a "100% heal" item).
- Have a fixed price, but make the potions heal a fixed amount too (e.g. 100 hp/lust)
- Scale up the price based on number of purchases, similar to what you do with the red/purple potions at the shop.
- Increasing prices with passing days is an interesting idea too.
I really liked your suggestions, I believe that they bring up other questions such as: Should using a potion continue to skip the Hero's turn? Should healing potions be relevant during all stages of the game? What is the value of restoring 100HP/Lust (Keeping in mind that the importance of these attributes can vary greatly between runs)
Now that I'm reviewing the concept, the one that best suits the current game format would be to increase the value potion after each purchase, this would be consistent with what already exists in the game and can be quite adaptable to the player's need.