[RELEASE][FEEDBACK]Hero Corruption v1.55

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OrangeOrange69
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Re: [RELEASE][FEEDBACK]Hero Corruption v1.55

Post by OrangeOrange69 »

To add a dissenting voice, I enjoy the arguably trivial game elements, and would just watch a video otherwise. If anything, I'd like a game mode where you get to struggle. Not as one-way as legacy, but something that challenges turtling players.
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Re: [RELEASE][FEEDBACK]Hero Corruption v1.55

Post by diogaoo »

FjLover wrote: Sun Dec 11, 2022 2:04 pm I’ve been following this tease since it first started and have loved all the updates the models and stories are really hot and is my personal favorite tease here.
I know not everyone would be interested but would it be possible for you to add a foot addiction similar to the breasts or cream pie one for my feet lovers :) if not that’s ok still an amazing tease hope you continue making more.
I'm afraid the game development is too advanced to add a new Addiction now, but as I've received a lot of similar requests, the new game, HC2, features "Foreplay" Addiction, which allows for new and more extensive interactions between the girls and the hero, including footjob. :love:
FjLover wrote: Sun Dec 11, 2022 2:04 pm PS: I lost to the new girl on purpose it was just too hot
Spoiler: show
Do you mean Jasmine? She is also one of my new favorites, but I admit I wish I could have found more images for her BE :weep:

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spaisin wrote: Sun Dec 11, 2022 6:42 pm
makovoc wrote: Sun Dec 11, 2022 7:50 pm
OrangeOrange69 wrote: Mon Dec 12, 2022 8:21 am
I had written a extensive and detailed reply, but the power went out just when I was about this send it...

I'll summarize:
Thanks for the bug reports, some have been fixed in this release, others will need some gameplay testing and balance tweaks, so I'll take care of that in the next patch.
About the code and reduced grinding: I really like both ideas, and will try to implement something similar as soon as possible


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Starting today I will be developing the next versions of HC1 and HC2, so I won't be as active on the forum until next month, but feel free to keep discussing and bringing suggestions, I will still look at this thread from time to time.

Have a great week, everyone ! :love:
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Re: [RELEASE][FEEDBACK]Hero Corruption v1.55

Post by Edgemycock »

diogaoo wrote: Thu Dec 08, 2022 11:40 am First of all, sorry for the late reply and thanks for the compliment, @Edgemycock (lol)
no worries, you're welcome. I'm making progress got into the hills :thumbsup:
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Re: [RELEASE][FEEDBACK]Hero Corruption v1.55

Post by grelgen »

diogaoo wrote: Fri Dec 02, 2022 5:03 pm NEW DYNAMIC BAD ENDING
I can't seem to find this. can we get any hints?
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Re: [RELEASE][FEEDBACK]Hero Corruption v1.55

Post by nerdyVanilla »

My 2 cents on reducing, but not eliminating the grind between versions.

When you defeat the castle, you get a key for the next version.
The key will give the player half of the attack points they bought. (ie if the player has increased their attack to 30, then the hash give an attack of 20 for the new version.) I think leaving the HP and Lust out of the key will help keep a bit of the grind. Since the player's attack will increased, they will avoid most of the early bad ends, but can't go straight to the later areas.
If possible restrict the key to the user's browser. Possibly use the navigation.userAgent as part of the key verification. This would limit key sharing and even age out keys as the user updates their browser.
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Re: [RELEASE][FEEDBACK]Hero Corruption v1.55

Post by Tacostasty0 »

I crafted the blood pendant at the blacksmith and equipped it. Yet when I needed it in the 11th room of the castle it didn't activate :/. Idk if this is a bug or intentional.
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Re: [RELEASE][FEEDBACK]Hero Corruption v1.55

Post by diogaoo »

grelgen wrote: Wed Dec 21, 2022 5:57 am I can't seem to find this. can we get any hints?
Hi grelgen, you can see the two different versions of the Bad Ending depending on how much affection your Hero has with Amelia.

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Tacostasty0 wrote: Wed Dec 28, 2022 7:07 am I crafted the blood pendant at the blacksmith and equipped it. Yet when I needed it in the 11th room of the castle it didn't activate :/. Idk if this is a bug or intentional.
This is a bug, thanks for reporting it, Taco
I'll get it fixed for version 1.60.
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Re: [RELEASE][FEEDBACK]Hero Corruption v1.55

Post by grelgen »

diogaoo wrote: Wed Dec 28, 2022 11:19 am two different versions of the Bad Ending depending on how much affection your Hero has with Amelia.
I'll have to take your word for it. they seem to have broken the ability to look at the code by viewing the global listeners. I hope that gets restored whenever they fix the rest of the site.

EDIT: NM, I found it under: Application / XHR and Fetch / geteosscript.php.

It seems like by the time I lose to Amelia I always have 100% affection cause there's never a way to lower it. I like the idea of variable BEs and would hate for them to be purely RNG based, but I think I'll only ever see one of them. maybe if you made it based on your decisions during the bad end.

EDIT: ok, so it is based on the choices in the bad end. what choices you have is based on your affection.
Spoiler: show
If you pick "Open" or if you pick "Pick up the phone" (both only visible when you have 100 affection) you will get one bad end. if you dont pick either of those options you will get the other bad end.
I like this implementation a lot. Tho maybe
Spoiler: show
reduce the 100 affection to like 90
?
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Re: [RELEASE][FEEDBACK]Hero Corruption v1.55

Post by diogaoo »

grelgen wrote: Thu Dec 29, 2022 9:05 am I'll have to take your word for it. they seem to have broken the ability to look at the code by viewing the global listeners. I hope that gets restored whenever they fix the rest of the site.

EDIT: NM, I found it under: Application / XHR and Fetch / geteosscript.php.

It seems like by the time I lose to Amelia I always have 100% affection cause there's never a way to lower it. I like the idea of variable BEs and would hate for them to be purely RNG based, but I think I'll only ever see one of them. maybe if you made it based on your decisions during the bad end.

EDIT: ok, so it is based on the choices in the bad end. what choices you have is based on your affection.
Spoiler: show
If you pick "Open" or if you pick "Pick up the phone" (both only visible when you have 100 affection) you will get one bad end. if you dont pick either of those options you will get the other bad end.
I like this implementation a lot. Tho maybe
Spoiler: show
reduce the 100 affection to like 90
?
Hi grelgen, sorry for making you wait all this time.

Currently the Hero needs to have
Spoiler: show
100 affection with Amelia to unlock the alternate ending, otherwise he'll be forced to watch the "Oblivious" one

Decreasing the amount of Affection needed from 100 to 90 would make it easier to see the alternative Bad Ending (Netorare)

What I understood from your reply is that it's already pretty easy to get 100 Affection and unlock the alternative Bad Ending. So perhaps a better option would be to decrease the amount of Affection gained during the encounter and make the alternative BE harder to unlock...?
That way the player would have to be a little more dedicated if he want's to see the "True Bad Ending" :-P
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Re: [RELEASE][FEEDBACK]Hero Corruption v1.55

Post by grelgen »

I take it the site issues on Milovana are making updates a little difficult?

I tried out the Version2.0 on your patreon. I really like the different-ish stuff you have in the game. The layout is a little rough. not sure if the images are being stretched by my screen resolution or the program itself.
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Re: [RELEASE][FEEDBACK]Hero Corruption v1.55

Post by diogaoo »

grelgen wrote: Mon Jan 23, 2023 8:45 am I take it the site issues on Milovana are making updates a little difficult?
Hi grelgen...

Yes, unfortunately due to the instability of Milovana, I am unable to edit and update HC1, I still have some content in mind for this project, but I'll have to wait for the website to normalize
grelgen wrote: Mon Jan 23, 2023 8:45 am I tried out the Version2.0 on your patreon. I really like the different-ish stuff you have in the game. The layout is a little rough. not sure if the images are being stretched by my screen resolution or the program itself.
Are you playing on a full screen or windowed mode? Each image is manually edited by me to precisely prevent this from happening, they are all cropped and their sizes is readjusted, but I avoid changing their resolution by stretching it. Horizontal pictures are 1400x870 and vertical are 690x870 (With some rare exceptions).

If you've noticed the "roughness" with two or three pics, please tell me which ones they are and I'll fix it right away, but if they all look like this then something is wrong.
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Re: [RELEASE][FEEDBACK]Hero Corruption v1.55

Post by grelgen »

I've tried both. I think a big part of it is that the image sizes on milovana are dwarfed by the image sizes in 2.0. My mind might be trying to recognize the image and has till now seen more of it with less eye movement.

There seems to be a bug in the achievos display. does it not save progress from one run to the next?

A suggestion: use the banner area on the left for dialog. it will free up some space on the bottom. I keep clicking through the dialog at the bottom to progress it and it's right on top of the actions, so I'm constantly worried I'm gonna accidentally heavy blow when I actually want to wait. You also aren't beholden to the display limitations you have here on Milovana. Imagine this interaction:
  • as it is now
    1. start fight
    2. display dialog
    3. click dialog
    4. display actions
    5. click action
    6. display action message
    7. click action message
    8. display dialog
    9. click dialog
    10. display actions
    11. etc.
  • what it could be
    1. start fight
    2. display dialog on left
    3. display actions on bottom
    4. click action
    5. display action message on top left
    6. display dialog on middle left
    7. display actions on bottom
    8. click action
    9. etc.
And then on the whole "is it a grind, or does the progress per run feel meaningful" debate. What if your progression was scaled by your grind? Currently you are keeping track of all the kills, up to 5 per encounter. This just opens up data in the Codex (which is missing in 2.0?). What if you got a attribute point on every kill, specific to that encounter. Each encounter covers 2 or 3 different addictions. Assign an addiction to a character attribute. 2.0 has 6 addictions and 5 attributes, but one of them is overloaded. So like every time you kill Anastasia, you got a random point in STR (breast related) or INT (which controls Lust pool and she does Vaginal). You'd have to kill her at least 5 times to even get an additional point of damage.
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Re: [RELEASE][FEEDBACK]Hero Corruption v1.55

Post by diogaoo »

grelgen wrote: Wed Feb 01, 2023 7:11 am A suggestion: use the banner area on the left for dialog. it will free up some space on the bottom. I keep clicking through the dialog at the bottom to progress it and it's right on top of the actions, so I'm constantly worried I'm gonna accidentally heavy blow when I actually want to wait. You also aren't beholden to the display limitations you have here on Milovana.
I'm always in for reducing the amount of clicks required to progress, but the banner on the left is used to show buffs currently in action.

Yeah, there were no buffs implemented so far, but they will be added soon, version 0.2 already has a new buff tied to a legendary weapon and I intend to make persistent buffs in the future, these ones could last for days, so it's a very important area in the UI. The only solution I see regarding the display of buffs would be to place them on the right banner, along with the debuffs, but that would make the interface a little too confusing...
I could reduce the size of images and rework the UI, as most of the screen is taken up by pictures, but they are a huge part of the game, so I'm not sure it would make much sense either.

In the transition from HC1 to HC2, I was able to implement the notifications, which solve a bit of the problem, as they eliminate the need to advance the "Addiction Increased by x" and "Debuff Applied" dialogs. I've also thought about adding another notification when the opponent and/or the Hero receives physical damage, but I'm afraid that this could clutter up the screen and end up making the player completely ignore notifications.

Anyway, reducing the number of clicks would be excellent, but meanwhile, you don't have to be afraid of accidentally selecting one of the actions, the dialog advances regardless of where you click, you don't necessarily have to click on top of the dialog. Also, you can fast forward using the "Skip" button or the "Crtl" key
grelgen wrote: Wed Feb 01, 2023 7:11 am There seems to be a bug in the achievos display. does it not save progress from one run to the next?
I haven't encountered this bug yet, the game should check if the player has unlocked the achievement by reading a persistent variable, if the achievement has not been unlocked, display the achievement notification. Have you noticed if this is happening with all achievements or if it's just with a few specific ones?
grelgen wrote: Wed Feb 01, 2023 7:11 am And then on the whole "is it a grind, or does the progress per run feel meaningful" debate. What if your progression was scaled by your grind? Currently you are keeping track of all the kills, up to 5 per encounter. This just opens up data in the Codex (which is missing in 2.0?). What if you got a attribute point on every kill, specific to that encounter. Each encounter covers 2 or 3 different addictions. Assign an addiction to a character attribute. 2.0 has 6 addictions and 5 attributes, but one of them is overloaded. So like every time you kill Anastasia, you got a random point in STR (breast related) or INT (which controls Lust pool and she does Vaginal). You'd have to kill her at least 5 times to even get an additional point of damage.
You can check how many times a specific enemy was defeated in HC2 on the "Enemies Screen", by the left side of the "Status Screen", and yes, that part of the screen should be much better positioned, it's almost unnoticeable :-P

I actually really liked this idea. But there's something about tying an attribute increase to an addiction that I'm not a big fan of, even if that boost is not permanent. Maybe it's partly due to the randomness of which attribute would be increased and the difficulty balancing certain enemies like shemales.
What if we made things a little simpler? Instead of increasing an attribute tied to an addiction, we introduced a new mechanic similar to a specialization, in which each time a certain enemy is defeated, the player gains a bit of damage and resistance agains that particular enemy.
The ideal would be if the gains from specialization were exponential, the more times an enemy is defeated, the smaller the gain in resistance and damage, so there would be a feeling of progress without completely nullifying an enemy.
Some new equipment and traits could also benefit from this specialization.

Sorry for brainstorming here

----------
@edit: I don't know if this is relevant to the discussion, but I have a feeling that it should be mentioned here.

I intend to make some changes in the mobile version in the future, the action buttons will be removed from the center and relocated to the sides, three on each side of the screen, just below the banners, theoretically this will make the grip much more comfortable and will free up space between the dialogue and the images

But that design would be impractical on other platforms, the buttons would be too far apart...
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Re: [RELEASE][FEEDBACK]Hero Corruption v1.55

Post by grelgen »

diogaoo wrote: Wed Feb 01, 2023 12:11 pm I'm always in for reducing the amount of clicks required to progress, but the banner on the left is used to show buffs currently in action.
Put em all on the right, there's plenty of room. Make buffs green and debuffs red. you could also add hover windows for them that would clear up confusion. I still have no idea what "Intoxicated" means, but it's red, so it's bad.
diogaoo wrote: Wed Feb 01, 2023 12:11 pm
grelgen wrote: Wed Feb 01, 2023 7:11 am There seems to be a bug in the achievos display. does it not save progress from one run to the next?
I haven't encountered this bug yet, the game should check if the player has unlocked the achievement by reading a persistent variable, if the achievement has not been unlocked, display the achievement notification. Have you noticed if this is happening with all achievements or if it's just with a few specific ones?
I start the game, no achievos. I lose to Mila which gives me the Meat Plug achievo. I go back to main menu and it's there. I close out of the game and reopen it and it's not there. I'm guessing there's an interim write to file that not happening.
diogaoo wrote: Wed Feb 01, 2023 12:11 pm I actually really liked this idea. But there's something about tying an attribute increase to an addiction that I'm not a big fan of, even if that boost is not permanent. Maybe it's partly due to the randomness of which attribute would be increased and the difficulty balancing certain enemies like shemales.
Does 2.0 still end on day 15? If it does, this would have to be a permanent stat boost. If it doesn't end on day 15 you could spend a long time in the forest just earning stats and then try to progress into the deep forest.

You wouldn't have to tie it to specific addictions. I've been playing too many roguelikes. You could offer the player a choice of rewards: gold, statA +1, statB +1. That way, they can pick and choose their way through to a "build". If they don't need or want either of the 2 offered stat increases they can pick gold. You can add a luck stat that gives a chance for double gold or stat +2.
diogaoo wrote: Wed Feb 01, 2023 12:11 pm What if we made things a little simpler? Instead of increasing an attribute tied to an addiction, we introduced a new mechanic similar to a specialization, in which each time a certain enemy is defeated, the player gains a bit of damage and resistance agains that particular enemy.
The ideal would be if the gains from specialization were exponential, the more times an enemy is defeated, the smaller the gain in resistance and damage, so there would be a feeling of progress without completely nullifying an enemy.
Some new equipment and traits could also benefit from this specialization.
I think you are already doing this but in the opposite direction. I've noticed that Olivia and Anastasia do more damage on repeat visits. I can't tell yet if those gains are day based or addiction based.
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Re: [RELEASE][FEEDBACK]Hero Corruption v1.55

Post by edeioh »

Finally this site was fixed! I hope to see the new version soon! :-D :-D :-D
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