Easiest way is to spam the balls to collect gold coins, coins are not used during battle. They are meant to be used in the shop. In the shop, buy starter mana. This will increase you amount of manan you start with.
Hi, I sorta am. I got stuck with a game mechanic on what to do. Because I manage to finish the breeding den. The idea was to capture different type of girls to breed out new type of orcs. The orcs would have skill stats, by fucking the girls, they gain exp to level up. But when I tried it out, it was a annoying to keep doing that. So I am thinking what to do, but couldn't come up with anything that might be more interesting. I even planned to change the whole game system to accommodate the breeding den system. If you're interested, I'll upload a video to showcase what I've done. On the meanwhile I am working a different game mechanic that I had an eye on for a while.
If you have ideas that might be interesting, let me know. I might be able to implement it. I had the idea to change the plinko game play to a brick breaker style game.
Fascinating. This must've been very difficult. I liked your breakdown a lot.
A potential solution would be to not have the XP elements at all, and instead just have raw stat increases.
For example, lets say an orc breeds an elf, then the child just has a stat increase depending on the girl type. If you wanted to have a Gacha mechanic, you could have exponential growth instead of just the regular increase. That way you don't have to grind as much. The XP system just adds a ton of overhead.
you could also have it so that an orc can only breed a few times before they die/go sterile, so the player will always have a rotating set of Orcs.
I am so glad you liked it. It took me a while to figure out the system, but was worth it.
I thought about gatcha style upgrade, I just worry that the basic damage will be the only stat needed to upgrade, thus making people only breeding with one girl. Since that will be enough to beat the game. Otherwise I'll have to create other obstacle to counter it. Not sure, Do you think a brick breaker style game will fair better game play?
The limited breed is already solved by having the girls limited eggs to breed with. I guess I'll make a small system to try out.
Is there any way to speed up the game? I tried running a speed engine (like when i'm playing walking simulators like long dark) but it seems to have barely any noticeable effect, even ramped up to 500x speed. Its kinda frustrating having to wait to cash in my coins after I dropped all the balls and the thieves paralysis just stun locks you.
I would also strongly suggest there be a separate cost pool for summoning balls since because at starter level the paralysis does 3 mana damage but you can only regenerate something like 3.5 every tic
Hello, thank for the reply. I don't think speed engine is gonna speed it up, because GMS2 itself is capping it to a max. Currently 1.6 is my last update for this game play system. I am working on to remake the whole game. The V2.0 will have a separate pool for that. The newer version will be more RPG like. I will shortly make a dev blog for updated of the newer version. Check in once in a while if you're interested. I'll speed up the mana regen for now, to keep it interesting.
I played the game for like an hour, and this is basically my thoughts:
1. most of game is spent just waiting around for stuff to happen. Theres not anything you can really do other than wait.
2. the initial mana speed/regen is waaay too low. The game really only gets "fun" at mana regen 5
A potential solution could be increasing the speed of everything, such as enemy attacks.
3. Would it be possible to have popups before enemies attack? I'm talking about windups for stuff like the thief slash attack. They come out super fast and its pretty hard to react in time with a heal
4. that mages random Thundaga spell is super cheap. I wouldve liked some more warning.
5. I love the hentai animation. Easily the best thing in the game
Good start, but the game design leads a lot to be desired. Very well made tho.
Also, the game crashed at the mage sex scene for me. This was the output:
1. Yes, I have noticed that it has a bit too much wait. I have planned to add 'the mechanic' as a way to do some stuff while waiting to recharge. (It's has a few new system mixed with it) But as for the next update, I'll be putting some additional 'battle items' in the shop to fill out the wait time.
2. This might be a bit of a difficult thing to speed up everything. Mainly because of the Game maker studio itself. If I recall, if there are too many stuff on screen, it might crash or lag. I'll see what I can do, probably make 2 version of it. This slow speed should mostly only the beginning. You can use the gold to buy 'starter mana' in the shop, this will give you a boost in mana from the start to upgrade faster.
3. Yeah, I can do that. Main reason I didn't do a warning before hand,because it's just a show to reduce your health. But future update will have 'environment obstacle' will have the pop-ups, I'll add popups to the regular attacks as well.
4. This, I might need to figure something out, the idea is to use the 'metal spike ball' to cancel the thunder by hitting it. It's suppose to be random to get you off guard. I thought maybe make the mage do a chant to indicate it coming? But i don't wanna directly show where the lightning is coming, otherwise the surprise attack is rendered useless.
5. As for the hentai scene, it seems i forgot to put a variable in the object. Its a easy fix.
Thanks for for the reply to help me out! I'll updating frequently, hope you'll eventually like the game! You have a idea how to make the tutorial more understandable?
This is random, but do you mind me making my own game in a similar plinko style?
I want to start making more short games, and I feel like this gameplay style might be perfect. There's a lot of changes I'd like to make. For example, I'd like to change up the upgrade and defensive system.
I'd be coding everything from scratch in godot game engine, and it will be text based with no art.
So, according to the tutorial, you hit the yellow shield icon to do damage to the enemy. Where is this reflected? I hit the shield so many times, but her number never dropped from 2. You're on a severe time restraint for gathering mana to even use an attack, but she throws darts at the target before the mana can ever get back up to 5, so once you've used your 4 spiked balls, you're incredibly lucky to get a 5th.
The one time I did get a 5th ball, and I managed to get 5 gold to spend on upgrades, it took several clicks of the "damage+" button before anything happened, where the icon that looks like an attack on the left went from 1 to 2, but the 5 gold did not change, but also, I still couldn't purchase anything else.
Mostly, I'm curious of how you're supposed to defeat the first opponent. Her numbers never go down and she drains your mana way too fast while slowly whittling away at your health.
So far, the art looks good, and this has potential to be a fun arcade game, but there's only so many times I can take dying on the first level with no sign of progression before I call it quits. I hope there are updates to come, because this does have some genuinely fun potential.
Yes, you do damage when the spike-ball hits the yellow shield. The number you're looking at is the amount of times you have to break her shield to beat her. It's the number after the 2, that is the current health of her shield. (You can change spike-ball with right mouse click or number key 1 to 5)
As for the upgrade, it's not the gold is used to upgrade. It's the mana itself. The gold is used to buy stuff from the shop in the main menu. So from start of the game, you have 20 mana to upgrade something equal or fewer mana.
As to defeat the first enemy, one way (Gaining gold ASAP) is to upgrade the 'mana regen+' for 20 mana. This will gives you 2 mana every cooldown. Once you get 5 mana, upgrade 'Damage+' once. (For every damage, you get one gold). After that spam spike-ball before she throw a dart (You need to time it as best you can). Now, every time the ball hits the yellow shield, you get 2 coins. If by chance the dart misses the dart-board. There will be a green symbol that appear in the middle, click this as fast as possible (You only have a few seconds) . This will spam random free balls.
Once you lose, you should have some gold, go to the shop and buy 'starter mana' (This will give you more mana to play with for every game). Then repeat. The idea is to slowly upgrade yourself until you can beat the enemy.
You can beat her without gong to the shop, but that takes a while of grinding.
Thanks for the reply, I'll fix the issues you mentioned and update it. Will also make a more expanded game mechanics. Thanks for playing!
I found the initial tutorial to be confusing too. You're supposed to left click inside the greenzone to make attacks appear, and that wasn't clear to me.
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Ok so, I cant eve beat the first girl, my mana doesnt regen fast enough and I cant make enough money to upgrade my stats. Help
Easiest way is to spam the balls to collect gold coins, coins are not used during battle. They are meant to be used in the shop. In the shop, buy starter mana. This will increase you amount of manan you start with.
Any plans of an update? I've been keeping an eye on this game
Hi, I sorta am. I got stuck with a game mechanic on what to do. Because I manage to finish the breeding den.
The idea was to capture different type of girls to breed out new type of orcs. The orcs would have skill stats, by fucking the girls, they gain exp to level up. But when I tried it out, it was a annoying to keep doing that. So I am thinking what to do, but couldn't come up with anything that might be more interesting.
I even planned to change the whole game system to accommodate the breeding den system. If you're interested, I'll upload a video to showcase what I've done.
On the meanwhile I am working a different game mechanic that I had an eye on for a while.
If you have ideas that might be interesting, let me know. I might be able to implement it.
I had the idea to change the plinko game play to a brick breaker style game.
Sorry took so long to upload. Here is the video showcasing the breeding den.
Fascinating. This must've been very difficult. I liked your breakdown a lot.
A potential solution would be to not have the XP elements at all, and instead just have raw stat increases.
For example, lets say an orc breeds an elf, then the child just has a stat increase depending on the girl type. If you wanted to have a Gacha mechanic, you could have exponential growth instead of just the regular increase. That way you don't have to grind as much. The XP system just adds a ton of overhead.
you could also have it so that an orc can only breed a few times before they die/go sterile, so the player will always have a rotating set of Orcs.
Otherwise yea, looks great.
I am so glad you liked it.
It took me a while to figure out the system, but was worth it.
I thought about gatcha style upgrade, I just worry that the basic damage will be the only stat needed to upgrade, thus making people only breeding with one girl. Since that will be enough to beat the game. Otherwise I'll have to create other obstacle to counter it. Not sure, Do you think a brick breaker style game will fair better game play?
The limited breed is already solved by having the girls limited eggs to breed with.
I guess I'll make a small system to try out.
Is there any way to speed up the game? I tried running a speed engine (like when i'm playing walking simulators like long dark) but it seems to have barely any noticeable effect, even ramped up to 500x speed. Its kinda frustrating having to wait to cash in my coins after I dropped all the balls and the thieves paralysis just stun locks you.
I would also strongly suggest there be a separate cost pool for summoning balls since because at starter level the paralysis does 3 mana damage but you can only regenerate something like 3.5 every tic
Hello, thank for the reply.
I don't think speed engine is gonna speed it up, because GMS2 itself is capping it to a max.
Currently 1.6 is my last update for this game play system. I am working on to remake the whole game.
The V2.0 will have a separate pool for that. The newer version will be more RPG like. I will shortly make a dev blog for updated of the newer version. Check in once in a while if you're interested.
I'll speed up the mana regen for now, to keep it interesting.
Thank for giving me feedback!
I played the game for like an hour, and this is basically my thoughts:
1. most of game is spent just waiting around for stuff to happen. Theres not anything you can really do other than wait.
2. the initial mana speed/regen is waaay too low. The game really only gets "fun" at mana regen 5
A potential solution could be increasing the speed of everything, such as enemy attacks.
3. Would it be possible to have popups before enemies attack? I'm talking about windups for stuff like the thief slash attack. They come out super fast and its pretty hard to react in time with a heal
4. that mages random Thundaga spell is super cheap. I wouldve liked some more warning.
5. I love the hentai animation. Easily the best thing in the game
Good start, but the game design leads a lot to be desired. Very well made tho.
Also, the game crashed at the mage sex scene for me. This was the output:
___________________________________________
############################################################################################
ERROR in
action number 1
of Step Event0
for object obj_POS1_XRay_Womb:
Variable obj_POS1_XRay_Womb.Drag(101234, -2147483648) not set before reading it.
at gml_Object_obj_POS1_XRay_Womb_Step_0
############################################################################################
gml_Object_obj_POS1_XRay_Womb_Step_0 (line -1)
Thanks for playing and replying!
1. Yes, I have noticed that it has a bit too much wait. I have planned to add 'the mechanic' as a way to do some stuff while waiting to recharge. (It's has a few new system mixed with it) But as for the next update, I'll be putting some additional 'battle items' in the shop to fill out the wait time.
2. This might be a bit of a difficult thing to speed up everything. Mainly because of the Game maker studio itself. If I recall, if there are too many stuff on screen, it might crash or lag. I'll see what I can do, probably make 2 version of it. This slow speed should mostly only the beginning. You can use the gold to buy 'starter mana' in the shop, this will give you a boost in mana from the start to upgrade faster.
3. Yeah, I can do that. Main reason I didn't do a warning before hand,because it's just a show to reduce your health. But future update will have 'environment obstacle' will have the pop-ups, I'll add popups to the regular attacks as well.
4. This, I might need to figure something out, the idea is to use the 'metal spike ball' to cancel the thunder by hitting it. It's suppose to be random to get you off guard. I thought maybe make the mage do a chant to indicate it coming? But i don't wanna directly show where the lightning is coming, otherwise the surprise attack is rendered useless.
5. As for the hentai scene, it seems i forgot to put a variable in the object. Its a easy fix.
Thanks for for the reply to help me out! I'll updating frequently, hope you'll eventually like the game! You have a idea how to make the tutorial more understandable?
Thanks again!
This is how I'd add to the tutorial.
Intro: Spend mana by left clicking inside the green zone. Use 1-5 to select your ball.
Tip 1: Focus on mana regen at the start. Mana speed is good too
Tip 2: Mana damage is great for stoppiong
Tip 3: Switch up your ball types! You never know when you could trigger a huge combo!
I'll be watching this very closely...
Thanks, I'll keep that in mind.
This is random, but do you mind me making my own game in a similar plinko style?
I want to start making more short games, and I feel like this gameplay style might be perfect. There's a lot of changes I'd like to make. For example, I'd like to change up the upgrade and defensive system.
I'd be coding everything from scratch in godot game engine, and it will be text based with no art.
I don't mind it. I'm pretty sure there isn't any legality to stop you from doing it. lol
Honestly, the current version just isn't fun. Especially the arrow attack that takes away your mana, which is already in a pretty short supply.
Hello, I just uploaded a newer version with easier option. Let me know what you think.
So, according to the tutorial, you hit the yellow shield icon to do damage to the enemy. Where is this reflected? I hit the shield so many times, but her number never dropped from 2. You're on a severe time restraint for gathering mana to even use an attack, but she throws darts at the target before the mana can ever get back up to 5, so once you've used your 4 spiked balls, you're incredibly lucky to get a 5th.
The one time I did get a 5th ball, and I managed to get 5 gold to spend on upgrades, it took several clicks of the "damage+" button before anything happened, where the icon that looks like an attack on the left went from 1 to 2, but the 5 gold did not change, but also, I still couldn't purchase anything else.
Mostly, I'm curious of how you're supposed to defeat the first opponent. Her numbers never go down and she drains your mana way too fast while slowly whittling away at your health.
So far, the art looks good, and this has potential to be a fun arcade game, but there's only so many times I can take dying on the first level with no sign of progression before I call it quits. I hope there are updates to come, because this does have some genuinely fun potential.
Hello!
Yes, you do damage when the spike-ball hits the yellow shield. The number you're looking at is the amount of times you have to break her shield to beat her. It's the number after the 2, that is the current health of her shield. (You can change spike-ball with right mouse click or number key 1 to 5)
As for the upgrade, it's not the gold is used to upgrade. It's the mana itself. The gold is used to buy stuff from the shop in the main menu. So from start of the game, you have 20 mana to upgrade something equal or fewer mana.
As to defeat the first enemy, one way (Gaining gold ASAP) is to upgrade the 'mana regen+' for 20 mana. This will gives you 2 mana every cooldown. Once you get 5 mana, upgrade 'Damage+' once. (For every damage, you get one gold). After that spam spike-ball before she throw a dart (You need to time it as best you can). Now, every time the ball hits the yellow shield, you get 2 coins. If by chance the dart misses the dart-board. There will be a green symbol that appear in the middle, click this as fast as possible (You only have a few seconds) . This will spam random free balls.
Once you lose, you should have some gold, go to the shop and buy 'starter mana' (This will give you more mana to play with for every game). Then repeat. The idea is to slowly upgrade yourself until you can beat the enemy.
You can beat her without gong to the shop, but that takes a while of grinding.
Thanks for the reply, I'll fix the issues you mentioned and update it. Will also make a more expanded game mechanics. Thanks for playing!
There are so many things wrong with this game. Half the interface doesn't work.
Can you show a screenshot of it? It works fine on my end
I found the initial tutorial to be confusing too. You're supposed to left click inside the greenzone to make attacks appear, and that wasn't clear to me.