[Release] Triple X-COM: Crash Landing (1.1)
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Re: [Release] Triple X-COM: Crash Landing
Great concept, I appreciate it a lot.
Of course, an estim version would be a great idea. This would entice some gameplay possibilities:
Health is an inverse scale for intensity. So the lower your health gets, the higher the output power.
Pain sections (punch your balls X times) would be replaced by cycles of spike signals (pain signals) that are counted down. Instead of "I completed this task" the mechanic would be replaced with "tapping out".
Stroke sections would work in the same manner with wave form stroking signals. So the mechanic would switch from "complete x within Y seconds" to "sustain X for Y seconds".
On a different note, I really like the fitness sections/tasks. It really gets my mood up to exercise for erotic context.
Of course, an estim version would be a great idea. This would entice some gameplay possibilities:
Health is an inverse scale for intensity. So the lower your health gets, the higher the output power.
Pain sections (punch your balls X times) would be replaced by cycles of spike signals (pain signals) that are counted down. Instead of "I completed this task" the mechanic would be replaced with "tapping out".
Stroke sections would work in the same manner with wave form stroking signals. So the mechanic would switch from "complete x within Y seconds" to "sustain X for Y seconds".
On a different note, I really like the fitness sections/tasks. It really gets my mood up to exercise for erotic context.
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Re: [Release] Triple X-COM: Crash Landing
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That sounds like an interesting idea, especially the interaction with your health points. I will look deeper into it at some point!TheHenchmen wrote: ↑Tue Nov 23, 2021 2:14 pm Of course, an estim version would be a great idea. This would entice some gameplay possibilities:
Health is an inverse scale for intensity. So the lower your health gets, the higher the output power.
Pain sections (punch your balls X times) would be replaced by cycles of spike signals (pain signals) that are counted down. Instead of "I completed this task" the mechanic would be replaced with "tapping out".
Stroke sections would work in the same manner with wave form stroking signals. So the mechanic would switch from "complete x within Y seconds" to "sustain X for Y seconds".
On a different note, I really like the fitness sections/tasks. It really gets my mood up to exercise for erotic context.
That is surprising. A few people have already played through it, so it is possible. However, it might be that some last minute tweaks made the very first missions too hard.shima wrote: ↑Mon Nov 22, 2021 11:33 pm Having the same problem, after the tutorial mission I tried the first short mission 7 times and failed every time, tried various combinations and pretty much every option I have and I still fail every time, and keep in mind that I'm "playing" so I always select the best option to lose less health
Maybe this helps: I have now made a little adjustment that reduces enemy health on the first few days. It starts with a malus of 15 and scales down to 0 by day 4.
For the next update I will adjust some more values that hopefully also increase the pace. Please keep the feedback coming.
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Re: [Release] Triple X-COM: Crash Landing (1.0a)
This has definitely been one of the best of the recent teases I've played, and the amount of work that went into creating it really shows. My main gripe with this tease was some of the pictures used for the stroking sections being either blurred for effect, discolored for effect, or fully clothed. It's a personal preference, but I wanted to mention it anyway. My second issue was the repetitive enemies, even after killing them. I swear I killed "cat ears" about a dozen times in one playthrough, but she just kept coming back. It's just a little immersion breaking
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Re: [Release] Triple X-COM: Crash Landing (1.0a)
Thanks for your feedback.r0nin47 wrote: ↑Wed Nov 24, 2021 3:36 am This has definitely been one of the best of the recent teases I've played, and the amount of work that went into creating it really shows. My main gripe with this tease was some of the pictures used for the stroking sections being either blurred for effect, discolored for effect, or fully clothed. It's a personal preference, but I wanted to mention it anyway. My second issue was the repetitive enemies, even after killing them. I swear I killed "cat ears" about a dozen times in one playthrough, but she just kept coming back. It's just a little immersion breaking
I am actually planning to include an option to disable the blur effect and to add more models in a future update. (not the next one though, because it's a lot of work)
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Re: [Release] Triple X-COM: Crash Landing (1.0a)
This is a great concept and overall looks well executed. I didn't get super far when I tried playing it, but the amount of effort put in is obvious.
Still, I found one part which seemed to come out of nowhere and to me was sudden and off-putting. Obviously contains spoilers:
Still, I found one part which seemed to come out of nowhere and to me was sudden and off-putting. Obviously contains spoilers:
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Playing Help Me Cum Please!
Choosing a Goddess - a set for anyone to play
The 1000th Reply Celebration Challenge and it's Finale - an ongoing challenge to try
Co-author of Kyla's Party - webtease based on Help me Cum Please.
Miss Elyna's Cum Challenge Winner
Choosing a Goddess - a set for anyone to play
The 1000th Reply Celebration Challenge and it's Finale - an ongoing challenge to try
Co-author of Kyla's Party - webtease based on Help me Cum Please.
Miss Elyna's Cum Challenge Winner
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Re: [Release] Triple X-COM: Crash Landing (1.0a)
I have added a little warning when creating a new character that the 'CBT' fetish option might include what I would call 'brutal scenarios'.Helequin wrote: ↑Thu Nov 25, 2021 3:24 am This is a great concept and overall looks well executed. I didn't get super far when I tried playing it, but the amount of effort put in is obvious.
Still, I found one part which seemed to come out of nowhere and to me was sudden and off-putting. Obviously contains spoilers:
- Spoiler: show
Thanks for pointing it out, I appreciate that a lot. Stuff like that falls through the grid easily.
Re: [Release] Triple X-COM: Crash Landing (1.0a)
Hello MisterFlames, hopefully it doesn't step on toes to say that I consider Tale of the Succubus Hunter the best tease on the site and one of the ones that inspired me to try to make one. Hearing the release of your next project on the way had me really excited and I planned time for it ahead.
Overall I think the structure of X-Com is amazing and definitely has the potential to exceed your past projects. However, I made a list of things that are stopping me from enjoying it as much as I want to.
Overall I think the structure of X-Com is amazing and definitely has the potential to exceed your past projects. However, I made a list of things that are stopping me from enjoying it as much as I want to.
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Re: [Release] Triple X-COM: Crash Landing (1.0a)
Hey indyc and thanks for your feedback. I will try to answer a few ouf your questions:
On a related note, I can't wait to start creating my next tease. It will be more like my previous teases, but with some techniques I learned from Triple X-COM. But I will create a few patches for Triple X-COM first, to fix some of the main issues that came up so far. This really makes you realize that time is a heavily limited resource.
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On a related note, I can't wait to start creating my next tease. It will be more like my previous teases, but with some techniques I learned from Triple X-COM. But I will create a few patches for Triple X-COM first, to fix some of the main issues that came up so far. This really makes you realize that time is a heavily limited resource.
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Re: [Release] Triple X-COM: Crash Landing (1.0a)
Thank You for another amazing tease, already spent ridiculous amount of time in it and still find many options to explore.
Re: [Release] Triple X-COM: Crash Landing (1.0b)
I like the customization on this one but I wish you could select and change your penis size just like in the succubus hunter one.
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Re: [Release] Triple X-COM: Crash Landing (1.0a)
The penis size feature is one of my favorites as well, because it gives a lot of options. But at the same time it limits picture choices, so there is a trade-off.
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I'm glad you like it!
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Re: [Release] Triple X-COM: Crash Landing (1.0b)
Big fan of your teases! I really enjoyed this tease as well.
The theming was great and I really enjoyed unlocking new encounters with each crewmate. To me, your teases really shine in the handcrafted character moments like this.
I think the combat and rpg elements were interesting and well implemented for what they were. Some of the tasks felt a bit long, but lowering task length definitely helped. My least favorite task was definitely getting soft / prevent myself from getting hard. I do not like how some of the tasks were punishing me for being aroused, when that's the whole reason I'm playing this tease in the first place! My main gripe with combat though (other than being repetitive and a bit tedious) is really that I as the player may have the stamina to endure all the teasing, but my in game character may fail due to reaching 0 health. This is why I think I would have preferred no combat system, or at the very least no damage done when succeeding tasks or something.
The theming was great and I really enjoyed unlocking new encounters with each crewmate. To me, your teases really shine in the handcrafted character moments like this.
- Spoiler: show
I think the combat and rpg elements were interesting and well implemented for what they were. Some of the tasks felt a bit long, but lowering task length definitely helped. My least favorite task was definitely getting soft / prevent myself from getting hard. I do not like how some of the tasks were punishing me for being aroused, when that's the whole reason I'm playing this tease in the first place! My main gripe with combat though (other than being repetitive and a bit tedious) is really that I as the player may have the stamina to endure all the teasing, but my in game character may fail due to reaching 0 health. This is why I think I would have preferred no combat system, or at the very least no damage done when succeeding tasks or something.
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Re: [Release] Triple X-COM: Crash Landing (1.0b)
Thanks for your feedback!bobdaman3339 wrote: ↑Wed Dec 01, 2021 8:07 am I know I had a lot of criticism, but I still really enjoyed the tease! Looking forward to see what you work on next!
I see what you are getting at and I agree. If the combat system returns in a future tease, it will be a bit different. Either way, creating it was a lot of fun and it tought me a few things that work and some concepts that don't work well with EOS.
Especially having time impact certain events is something I want to expand upon. It enables interesting choices and pay-offs and could increase replayability.
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Re: [Release] Triple X-COM: Crash Landing (1.0b)
I don't know if it's just mine bad luck, but when "Length of tasks: Quick" selected, I receive tasks with ~same amount of strokes/punches as in "Length of tasks: Standard", but in way shorter time, it's like "do 150 hard punches in 30s"
It would be really nice if killed alien's would have lower resurrection (encounter) chance than those who were set free or never met... ;)
It would be really nice if killed alien's would have lower resurrection (encounter) chance than those who were set free or never met... ;)
Re: [Release] Triple X-COM: Crash Landing (1.0b)
just wanted to leave a quick written review although im not through yet. been playing for a week and I LOVE it :D. The chubby girls are not mine but the system is really good and well written!
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