First update!


Ooops!  I didn't write a post for the first release at all!  So: Here is my text based erotic rpg, Fallen World: Hope and Corruption.

In this game you take on the role of an adventurous heroine, questing out in to the world to help keep the city safe, save people from terrible monsters, and defeat your foes. Since the world fell, those monsters are more widespread than ever, and where they used to be interested in mindless slaughter, now they see your body as the prize for defeating you!

I've made a whole bunch of updates, changes, and bugfixes in v0.1b, which you can find listed below:

New Features

Added Dark Citadel - where slaves spread glory to powerful dark lords, and those lords conspire behind secret doors.
Added Avatar Creation - now you can customise your heroine's height, hair colour, breast size and ass size, and the tags are there for me to customise interactions based on your character (I'm working on how the text will adapt to custom characters)

New Monsters

Added the Tripvine

Living World

Laid some groundwork for NPCs to react contextually to the player's avatar

Minor Changes

Energy, submission, pleasure now show they are out of ten
The situation summary now reminds you you're being fucked, as well as everything else
Permanent/semi permanent conditions will appear separately from combat conditions
Added acknowledgement when a player takes on a quest
Mara's searing flames attack now tells you what damage it does
Conditions that are removed when you win a fight are now also removed when you are defeated but end up back at town anyway
Wet condition is now removed between fights
Added clickable player name in sidebar, takes you to an avatar description
You can now let go of a companion in the Market square in town
If not completely trained, your companion now recovers between adventures
Bandits are now smart enough to sometimes attack your companion if you have one

Bugs

Companion killing monster now correctly awards gold
Fixed "can not find closing tag for <<nobr>>" when monster cums in you
New holding page for when you lose enough the monsters run out of training ideas :)
Fixed an error in how some tentacle combat messages were displayed
Fixed error when monsters try to activate your cursed collar
Escaping from being fingered or fucked should work properly and not have "undefined" attacks against you
Kneeling and Bound are now removed between fights

Files

Fallen World v0.1b.html 836 kB
Sep 14, 2020

Comments

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I didn't get off to a good start with the tutorial. I understood the concept quickly enough: You can spend energy to guarantee a dodge. But it just loops back around no matter what you pick. So I restarted the game.

One thing that wasn't clear to me early on was how much energy you get back. In the beginning I would only pick 1 or 2 actions, not wanting to waste my limited supply of energy, only to see it reset to 10. It seems like it always regenerates 3 per round of combat, yet somehow doesn't regenerate at all between combat when dealing with events that ask you to spend energy on this or that. I'm not sure if you're planning on adding buffs or debuffs to energy regen, but an indicator of your current energy regen would have been helpful to me.

Combat is, on the whole, good. The system is unique to me, but seems fair and gives a good amount of agency. The one downside is that it is a lot of clicking the same buttons over and over again: "roll" - "Damn!" I would recommend something like: Skip all misses (Like fast resolution, but for both yours and monsters) or Resolve the entire round at once, and display the results on 1 or 2 screens.

After the Dark One quest, there are no more quests in the guild, and "Just go looking for trouble" doesn't turn up anything either. I'm guessing that's the end of the game so far? It seems like a promising start in both writing and game mechanics, just lacking in content.

Bugs:

If monsters get two successful 'strip' actions in one round when you only have one piece of armor, they will give the description for destroying the same armor twice.

If a piece of armor gets destroyed, but your companion defeats the last monster before it comes back to 'your turn', the armor won't be destroyed and will still be equipped after combat. It will be destroyed at the start of the next combat.

One part of 'A Strange Affliction' seems to have the wrong text. For the part where the options are "I will investigate the Hogs Rest" or "I will go straight to the church", it will display a description from your previous question instead.

Bind:
Error: <<if>>: bad conditional expression in <<if>> clause: Cannot read property 'includes' of undefined
<<if $conditionslist.includes("rope bunny")>>

Companion getting attacked:
Error: child tag <</nobr>> was found outside of a call to its parent macro <<nobr>>
<</nobr>>

Fighting the Dark One:
rror: <<set>>: bad evaluation: missing ) after argument list
<<set $desctext.push("The foul mass knits itself together,

Also fighting the Dark One:
"Plans to extrude tentacle with a undefined% chance of success." (Always fails)

Killing one of the Dark One's tendrils:
The defeated monster drops undefined gold pieces of loot. (Infinite money, can buy anything from shops.)

Some conditions like 'cumming' or 'being fucked' aren't removed between combat. In the next combat, 'being fucked' can't be removed, even if you win the roll.

"helpless exhibitionist", "naturally subby" have no description

Error: <<goto>>: passage "used cursed collar" does not exist (Hard crash)

Suggestions:

Less 'clicking for one line of text' in combat.

Because energy doesn't regenerate between combat, the best strategy seemed to be to spend all your energy at the start of a fight to reduce the enemy numbers, then, once there's only one enemy left, spend a few turns dragging to feet to regenerate energy in preparation for the next fight. I would suggest that energy always regenerates to full between combat, outside of, say, special events like an ambush. Considering how fast it regenerates in-combat, it doesn't seem to make sense that you can't catch your breath outside of combat.

Actions that can't succeed or would have no effect should be skipped in combat solution. There's no need to roll for a trip if you're already on the ground.

Holy crap!  Thank you so much for the extensive feedback!

The tutorial is broken because a rare condition decided to fire in reverse when you didn't have that condition (translation: I messed up bad).

You've worked out that you get 3 energy back per turn in combat - you can't get energy back after an energy spend event or the events would have no teeth, if that makes sense?

Having an indicator for energy per turn is a good idea

You're the second person to suggest a fast resolution that does all your attacks - this is a really good idea, especially as your attacks aren't the interesting bits, writing wise. I'm definitely putting this in the game.

Yeah at the moment it sounds like you explored all the content. I'm trying to fix some errors and add a few suggestions in the engine before I start going harder on content, but hopefully that will happen before too long.

That's a good collection of bugs, thank you! I'll get to fixing them.

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On strategy: Yeah, at the moment dragging your feet with one poor goblin left is the right call. I don't like that because my design philosophy is that optimal play should also be fun. Full regen between fights is probably how I'll get rid of that strategic boredom.