Elana Champion of Lust Chap2 βeta 1- Updated(01/31/2019)

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Re: Elana Champion of Lust (ALPHA1.9.5)-Updated(01/08/2016)

Postby pointohfour » Sat Jan 09, 2016 6:32 pm

Blacky Wrote:Thanks for the update, but i foud a bug.
Spoiler (click to show/hide):

I encountered the pink catgirl in the Woods and she asked me if I want to see some dirty stuff from her world. Of Course I selected yes and the hole game froze


I really like your work, one of the best here.


I also had this problem.
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Re: Elana Champion of Lust (ALPHA1.9.5)-Updated(01/08/2016)

Postby Riplead » Tue Jan 12, 2016 7:41 am

This is really neat! I love your art style in particular. It's so distinctive and different than what I'm used to seeing.
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Re: Elana Champion of Lust (ALPHA1.9.5)-Updated(01/08/2016)

Postby Space Cat » Wed Jan 13, 2016 6:46 am

great game so far.

the art style really makes this game for me. flippin' perfect!

love how the guys are actually sexy!

would like to see some male on male but I'm guessing I'm a minority on that one.

will there be animal or mythical creature action anywhere?

it'd be neat if, when you get a certain amount of influence over the castle, you don't loose influence points while in jail. instead, the guards use you for teh buttsex each night you don't escape. Heh or something lol

where is the shop? what am I missing?
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Re: Elana Champion of Lust (ALPHA1.9.5)-Updated(01/08/2016)

Postby meinin » Wed Jan 13, 2016 7:02 pm

The musical game is impossible to do for me. I think you need to tweak it a little. The tolerance for error is too small. I mean, you have to press the button at the exact moment the note hits the top line of the target, and that's if the keyboard button responds, and the speed of the notes seem to be random too. One time you get easy one-note per second speed to start with, other times you get like 5 notes falling right on top of each other right from the beginning. Either make it slower, or increase the tolerance so you don't have to hit it at precisely that one pixel.
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Re: Elana Champion of Lust (ALPHA1.9.5)-Updated(01/08/2016)

Postby Wulfenheim » Thu Jan 14, 2016 2:26 am

Great game so far. The art style is really something different, and I enjoy it immensely. Keep it up!
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Re: Elana Champion of Lust (ALPHA1.9.5)-Updated(01/08/2016)

Postby Space Cat » Thu Jan 14, 2016 3:03 am

Meinin brings up an issue I have with a lot of games I've tried on LoKF (and alot of other on line games in general). Quick time events that require ANY decent level of accuracy, NEVER add anything but frustration to a game for me. This is because games never run the same on every computer. Most of the time, they run less than optimal, causing sluggish button response. Add to this, most people are playing on a key board and mouse, which makes it even worse. With the exception of peach's untold tail, I pretty much avoid platformers entirely these days because of this.

If you want a game to stay fun, don't incorporate quick time events or precise platforming. And, if you ARE going to have quick time events, for dick sake, make them easy. I know this might be a drag for game makers but seriously, I'll take a puzzle element and a turn based RPG event ANYDAY over something my comp will most likely not handle with ANY useful accuracy.

The quick time events to escape capture/get out of jail are at a tolerable level right now but only because I have guessed the response time of my comp and know how early to hit the button. I'd hate to have to tackle something faster or more complicated, like the music game apparently.

I really hope knotgames takes this into consideration, because I REALLY like this game so far. It would suck to have it ruined for me because it gets too frustrating to play on my comp.

Like people keep saying. It's a very unique game in how visually appealing it is. The art style. How attractive the characters/villagers are. How bright and uplifting the settings are. I honestly only disliked the house of worship. Even the jail looks nice. Yet it's all still very sexual and fantasiful, in a way that makes one think something was in those brownies.

On an off note. Will there ever be weather?
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Re: Elana Champion of Lust (ALPHA1.9.5)-Updated(01/08/2016)

Postby Knotgames » Thu Jan 14, 2016 3:30 pm

Blacky Wrote:Thanks for the update, but i foud a bug.
Spoiler (click to show/hide):

I encountered the pink catgirl in the Woods and she asked me if I want to see some dirty stuff from her world. Of Course I selected yes and the hole game froze


I really like your work, one of the best here.

pointohfour Wrote:
Blacky Wrote:Thanks for the update, but i foud a bug.
Spoiler (click to show/hide):

I encountered the pink catgirl in the Woods and she asked me if I want to see some dirty stuff from her world. Of Course I selected yes and the hole game froze


I really like your work, one of the best here.

I also had this problem.

Yes sorry, there are some links inside the game that when they are clicked inside this forum freezes the game. To avoid that you can download it here or play it on our blog. In the next update we will silence these links in the LOK forums for a better game experience.

Riplead Wrote:This is really neat! I love your art style in particular. It's so distinctive and different than what I'm used to seeing.

Thanks ^^
Space Cat Wrote:great game so far.

the art style really makes this game for me. flippin' perfect!

love how the guys are actually sexy!

would like to see some male on male but I'm guessing I'm a minority on that one.

will there be animal or mythical creature action anywhere?

it'd be neat if, when you get a certain amount of influence over the castle, you don't loose influence points while in jail. instead, the guards use you for teh buttsex each night you don't escape. Heh or something lol

where is the shop? what am I missing?

Thanks!
About the male on male not planned for now, we have a lot of things to do. Maybe in future if we see a lot of interest for this.
We will change some aspects of the game, influence too.It's good idea that loses less influence in jail if you had hight lvl of castle influence. If we'll include it, will be when the developement is more advanced, when we are going to balance everything.
For the shop you have to end Rala's events in the forest.

Wulfenheim Wrote:Great game so far. The art style is really something different, and I enjoy it immensely. Keep it up!

Thank you we'll do :D!
meinin Wrote:The musical game is impossible to do for me. I think you need to tweak it a little. The tolerance for error is too small. I mean, you have to press the button at the exact moment the note hits the top line of the target, and that's if the keyboard button responds, and the speed of the notes seem to be random too. One time you get easy one-note per second speed to start with, other times you get like 5 notes falling right on top of each other right from the beginning. Either make it slower, or increase the tolerance so you don't have to hit it at precisely that one pixel.

Space Cat Wrote:Meinin brings up an issue I have with a lot of games I've tried on LoKF (and alot of other on line games in general). Quick time events that require ANY decent level of accuracy, NEVER add anything but frustration to a game for me. This is because games never run the same on every computer. Most of the time, they run less than optimal, causing sluggish button response. Add to this, most people are playing on a key board and mouse, which makes it even worse. With the exception of peach's untold tail, I pretty much avoid platformers entirely these days because of this.

If you want a game to stay fun, don't incorporate quick time events or precise platforming. And, if you ARE going to have quick time events, for dick sake, make them easy. I know this might be a drag for game makers but seriously, I'll take a puzzle element and a turn based RPG event ANYDAY over something my comp will most likely not handle with ANY useful accuracy.

The quick time events to escape capture/get out of jail are at a tolerable level right now but only because I have guessed the response time of my comp and know how early to hit the button. I'd hate to have to tackle something faster or more complicated, like the music game apparently.

I really hope knotgames takes this into consideration, because I REALLY like this game so far. It would suck to have it ruined for me because it gets too frustrating to play on my comp.

Like people keep saying. It's a very unique game in how visually appealing it is. The art style. How attractive the characters/villagers are. How bright and uplifting the settings are. I honestly only disliked the house of worship. Even the jail looks nice. Yet it's all still very sexual and fantasiful, in a way that makes one think something was in those brownies.

On an off note. Will there ever be weather?

We are reducing the speed of the minigames (There is a couple more minigames in patreon version). Yes, they were a little difficult too.
Thanks! we don't have plans for the wather changes yet.
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Re: Elana Champion of Lust (ALPHA1.9.5)-Updated(01/08/2016)

Postby meinin » Thu Jan 14, 2016 5:49 pm

Knotgames Wrote:
Blacky Wrote:Thanks for the update, but i foud a bug.
Spoiler (click to show/hide):

I encountered the pink catgirl in the Woods and she asked me if I want to see some dirty stuff from her world. Of Course I selected yes and the hole game froze


I really like your work, one of the best here.

pointohfour Wrote:
Blacky Wrote:Thanks for the update, but i foud a bug.
Spoiler (click to show/hide):

I encountered the pink catgirl in the Woods and she asked me if I want to see some dirty stuff from her world. Of Course I selected yes and the hole game froze


I really like your work, one of the best here.

I also had this problem.

Yes sorry, there are some links inside the game that when they are clicked inside this forum freezes the game. To avoid that you can download it here or play it on our blog. In the next update we will silence these links in the LOK forums for a better game experience.

Riplead Wrote:This is really neat! I love your art style in particular. It's so distinctive and different than what I'm used to seeing.

Thanks ^^
Space Cat Wrote:great game so far.

the art style really makes this game for me. flippin' perfect!

love how the guys are actually sexy!

would like to see some male on male but I'm guessing I'm a minority on that one.

will there be animal or mythical creature action anywhere?

it'd be neat if, when you get a certain amount of influence over the castle, you don't loose influence points while in jail. instead, the guards use you for teh buttsex each night you don't escape. Heh or something lol

where is the shop? what am I missing?

Thanks!
About the male on male not planned for now, we have a lot of things to do. Maybe in future if we see a lot of interest for this.
We will change some aspects of the game, influence too.It's good idea that loses less influence in jail if you had hight lvl of castle influence. If we'll include it, will be when the developement is more advanced, when we are going to balance everything.
For the shop you have to end Rala's events in the forest.

Wulfenheim Wrote:Great game so far. The art style is really something different, and I enjoy it immensely. Keep it up!

Thank you we'll do :D!
meinin Wrote:The musical game is impossible to do for me. I think you need to tweak it a little. The tolerance for error is too small. I mean, you have to press the button at the exact moment the note hits the top line of the target, and that's if the keyboard button responds, and the speed of the notes seem to be random too. One time you get easy one-note per second speed to start with, other times you get like 5 notes falling right on top of each other right from the beginning. Either make it slower, or increase the tolerance so you don't have to hit it at precisely that one pixel.

Space Cat Wrote:Meinin brings up an issue I have with a lot of games I've tried on LoKF (and alot of other on line games in general). Quick time events that require ANY decent level of accuracy, NEVER add anything but frustration to a game for me. This is because games never run the same on every computer. Most of the time, they run less than optimal, causing sluggish button response. Add to this, most people are playing on a key board and mouse, which makes it even worse. With the exception of peach's untold tail, I pretty much avoid platformers entirely these days because of this.

If you want a game to stay fun, don't incorporate quick time events or precise platforming. And, if you ARE going to have quick time events, for dick sake, make them easy. I know this might be a drag for game makers but seriously, I'll take a puzzle element and a turn based RPG event ANYDAY over something my comp will most likely not handle with ANY useful accuracy.

The quick time events to escape capture/get out of jail are at a tolerable level right now but only because I have guessed the response time of my comp and know how early to hit the button. I'd hate to have to tackle something faster or more complicated, like the music game apparently.

I really hope knotgames takes this into consideration, because I REALLY like this game so far. It would suck to have it ruined for me because it gets too frustrating to play on my comp.

Like people keep saying. It's a very unique game in how visually appealing it is. The art style. How attractive the characters/villagers are. How bright and uplifting the settings are. I honestly only disliked the house of worship. Even the jail looks nice. Yet it's all still very sexual and fantasiful, in a way that makes one think something was in those brownies.

On an off note. Will there ever be weather?

We are reducing the speed of the minigames (There is a couple more minigames in patreon version). Yes, they were a little difficult too.
Thanks! we don't have plans for the wather changes yet.


Thank you! It's a really great game so far other than that one point. Here's hoping for more crowd scenes.
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Re: Elana Champion of Lust (ALPHA1.9.5)-Updated(01/08/2016)

Postby BlueBody » Fri Jan 15, 2016 6:14 am

I literally just binged the entire game in a 3 hour sitting. With work early in the morning.

Haha this game is amazing! I can't wait to see more, especially your art style! (Mountain elves... :D~ )
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Re: Elana Champion of Lust (ALPHA1.9.5)-Updated(01/08/2016)

Postby Qrr » Tue Jan 19, 2016 10:00 pm

Great work so far on the project. But there are a couple problems I have with the gameplay part of the game. I understand that it is not finished and in alfa, but this is a problem too big for me not to state it. (Add: I was writing this as of alpha 1.8. Unlimited energy increase mitigates small part of the problem, but not all)

Warning! Wall of text and math under the spoiler.
Spoiler (click to show/hide):

So the problem is in game not having good options to gain influence and no reason to use high risk abilities. There are no action nor spell that gives more than 1 influence for 1 energy. And yes, I understand that the cost of the ability also include pay for xp. What it does not include is cost reduction for risk of the ability.

I'll give you an example. Lets say you unlocked all skills, gained all mutations you can gain... you are done with xp. Lets say that you were grinding in farms for that, so there are no other region, that you have influenced. So naturally you want to influence all you can as efficient as you can, while not having to spend too much resources on maintaining the regions you already corrupted. You also want to have some energy and mana on you at all times to stand a chance in fight. Sounds reasonable, doesn't it?

So, you go and look through your skills to find the best combination to use. I don't know what the mutations will do, but as it stands only 3 abilities give you 1 influence for 1 energy: Rumors, Winds and Foreplay. (Add: Also as of 1.9.5 - S.Walkabout). No other ability gives you (in base values) more influence than thous 3. But here is a problem: only Rumors are actually worth using. The reasoning being that the Winds is a spell requires mana to be used and to refill mana (as I understand) will require some energy so it actually not a 1-for-1, and Foreplay is too luck dependent and too expensive. (Add: Walkabout is not that bad, but is still is more risky than Rumors).

To explain why Foreplay is not usable we need to see what happens on failing to do an ability. And as of now the mechanic of failing is as follows: you lose all energy and mana you wanted to spend on the ability, get nothing in return and are put at risk of a fight or of a global loss of influence (which is ether way a resource loss).

Now lets compare the fail of something like Rumors to fail of Foreplay:
if you fail Rumors you lose 3 energy,
if you fail Foreplay you lose 10 energy.

And that is not all. Lets compare how often you can fail Rumors to Foreplay:
you can fail Rumors only until 30% influence, so in the worst possible scenario a 29% fail chance
you can fail Foreplay at any point until 100% influence, at >90% influence it starts to lose its value. At its best it only achives a 90% chance of susses or 10% chance to fail. That is 10% chance to lose 10 energy.

In addition to all of it Foreplay only gives 2 xp where as Rumors give 3.

Now! Who want to use Foreplay anymore? (Everyone, because of the awesome visuals - in that plane you guys are amazing!)

I also want to point out that Rumors are given to you at the very beginning.


To tl;dr the problem: there are no gameplay reason to use anything, but Rumors (maybe Winds for first 30%, but then Rumors non stop), because of too high energy cost of everything, too big risk on every high tier ability (witch with high cost also means high possibility of a big loss) and mana cost on magic, that will require energy to refill in full version (thou as I understand magic is there to get experience faster and more efficiently then using actions).

Possible fixes:
Spoiler (click to show/hide):

1. Make 2 branches of abilities: one with high cost but low risk and medium influence, and one with low cost, but high risk and high reward.

2. (my favorite) Make it so low tier abilities start to lose their value the more influenced the area is. Like if there is no influence, then Rumors (and anything else) work at full power, but when you have like 20% influence, hearing rumors might start to be not so big deal to the people, as such Rumors give only half of their base influence. And at 40% it might be so common for people to hear (and tell) rumors, that Rumors ability does not yield any influence. This will make player ether go in to a different area, or start gaining skills to progress. And it is a good thing to encourage a player to go out of their comfort zone.

I also suggest reducing the cost and influence gain from higher tier abilities as to make it less bad to fail them.

3. Change the fail mechanic to not be so punishing of high cost abilities.

I dont think that just one of the fixes is the correct one. I think it is actually the combination of all 3.


But wait, there is more!
It is not a major problem, and maybe with the minigames it will not be so pressing, but there is no reason for energy and combat training to be under the training tab. It only adds 1 additional click to get to the thing you actually want, and that may very well piss some people off. And the more you piss people off - the less they enjoy your game - the less money they will give to you. There is enough room for 3 buttons and it is just good UI.

Anyways! Great project, want to see where this will go, will donate money as soon as I'll have some to spare. Keep up the good work!

PS: Sorry for any grammar or punctuation mistakes. English is not my fist language.
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Re: Elana Champion of Lust (ALPHA1.9.5)-Updated(01/08/2016)

Postby Knotgames » Mon Feb 01, 2016 11:47 am

Qrr Wrote:Great work so far on the project. But there are a couple problems I have with the gameplay part of the game. I understand that it is not finished and in alfa, but this is a problem too big for me not to state it. (Add: I was writing this as of alpha 1.8. Unlimited energy increase mitigates small part of the problem, but not all)

Warning! Wall of text and math under the spoiler.
Spoiler (click to show/hide):

So the problem is in game not having good options to gain influence and no reason to use high risk abilities. There are no action nor spell that gives more than 1 influence for 1 energy. And yes, I understand that the cost of the ability also include pay for xp. What it does not include is cost reduction for risk of the ability.

I'll give you an example. Lets say you unlocked all skills, gained all mutations you can gain... you are done with xp. Lets say that you were grinding in farms for that, so there are no other region, that you have influenced. So naturally you want to influence all you can as efficient as you can, while not having to spend too much resources on maintaining the regions you already corrupted. You also want to have some energy and mana on you at all times to stand a chance in fight. Sounds reasonable, doesn't it?

So, you go and look through your skills to find the best combination to use. I don't know what the mutations will do, but as it stands only 3 abilities give you 1 influence for 1 energy: Rumors, Winds and Foreplay. (Add: Also as of 1.9.5 - S.Walkabout). No other ability gives you (in base values) more influence than thous 3. But here is a problem: only Rumors are actually worth using. The reasoning being that the Winds is a spell requires mana to be used and to refill mana (as I understand) will require some energy so it actually not a 1-for-1, and Foreplay is too luck dependent and too expensive. (Add: Walkabout is not that bad, but is still is more risky than Rumors).

To explain why Foreplay is not usable we need to see what happens on failing to do an ability. And as of now the mechanic of failing is as follows: you lose all energy and mana you wanted to spend on the ability, get nothing in return and are put at risk of a fight or of a global loss of influence (which is ether way a resource loss).

Now lets compare the fail of something like Rumors to fail of Foreplay:
if you fail Rumors you lose 3 energy,
if you fail Foreplay you lose 10 energy.

And that is not all. Lets compare how often you can fail Rumors to Foreplay:
you can fail Rumors only until 30% influence, so in the worst possible scenario a 29% fail chance
you can fail Foreplay at any point until 100% influence, at >90% influence it starts to lose its value. At its best it only achives a 90% chance of susses or 10% chance to fail. That is 10% chance to lose 10 energy.

In addition to all of it Foreplay only gives 2 xp where as Rumors give 3.

Now! Who want to use Foreplay anymore? (Everyone, because of the awesome visuals - in that plane you guys are amazing!)

I also want to point out that Rumors are given to you at the very beginning.


To tl;dr the problem: there are no gameplay reason to use anything, but Rumors (maybe Winds for first 30%, but then Rumors non stop), because of too high energy cost of everything, too big risk on every high tier ability (witch with high cost also means high possibility of a big loss) and mana cost on magic, that will require energy to refill in full version (thou as I understand magic is there to get experience faster and more efficiently then using actions).

Possible fixes:
Spoiler (click to show/hide):

1. Make 2 branches of abilities: one with high cost but low risk and medium influence, and one with low cost, but high risk and high reward.

2. (my favorite) Make it so low tier abilities start to lose their value the more influenced the area is. Like if there is no influence, then Rumors (and anything else) work at full power, but when you have like 20% influence, hearing rumors might start to be not so big deal to the people, as such Rumors give only half of their base influence. And at 40% it might be so common for people to hear (and tell) rumors, that Rumors ability does not yield any influence. This will make player ether go in to a different area, or start gaining skills to progress. And it is a good thing to encourage a player to go out of their comfort zone.

I also suggest reducing the cost and influence gain from higher tier abilities as to make it less bad to fail them.

3. Change the fail mechanic to not be so punishing of high cost abilities.

I dont think that just one of the fixes is the correct one. I think it is actually the combination of all 3.


But wait, there is more!
It is not a major problem, and maybe with the minigames it will not be so pressing, but there is no reason for energy and combat training to be under the training tab. It only adds 1 additional click to get to the thing you actually want, and that may very well piss some people off. And the more you piss people off - the less they enjoy your game - the less money they will give to you. There is enough room for 3 buttons and it is just good UI.

Anyways! Great project, want to see where this will go, will donate money as soon as I'll have some to spare. Keep up the good work!

PS: Sorry for any grammar or punctuation mistakes. English is not my fist language.


Thanks.
We have planned probably in a couple of months balance the combat and skills (damage, influence, chance, etc)
We like the idea of reduce the effectively of low tier abilities also we have planned increase the percent values to per thousand ore bigger values for increase the utility of high tiers.
And about of training buttons we will change it. :)
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Re: Elana Champion of Lust (ALPHA1.9.9)-Updated(02/03/2016)

Postby Lucky777 » Wed Feb 03, 2016 11:59 pm

I haven't played any new versions until you could actually reliably win in combat; I trust that you can in this version, since there is training available.

I'm hoping there's also 100% success probability stuff in this one, and it hasn't been capped at 99%, but when I play I shall find out.

...Well, I'll either make another post or edit this one when I have stuff to say.
The file's certainly a HELL of a fucking lot bigger than I remember.
Let's see how the game has changed.


Right so problem 1: it's not even remotely clear what the fuck is going on in combat training, if anything.
You're supposed to click on the icons, right?
It's not clear if you've been successful or not.
And the montage thing that happens after a while takes WAAAAAAAY too long.
What the actual fuck?
(Right, after trying again I see that the icons explode if you've been successful, and the "montage" shows as many outcomes as there were icons.
That montage should be much faster or completely skippable, no doubt.
There should probably also be a graphical representation of what success looks like, in the training-tutorial dialogue box, and one of what failure looks like.
Or y'know. The guy could just say "the icons explode if you click them successfully, and shrink to nothing if you fail.")


Problem 2: The text-skipping is wonky. Clicking once should fill the bubble with the text that was GOING to be there. Clicking twice should advance.
That is, while the text is slowly filling in, clicking once should fill it in completely.
After the text is filled in, clicking should advance it.
Alternatively you could have the fill-speed be a setting in the options or something - and have one of the settings be "fucking instant".
Just because you don't want to sit and wait for an asinine slow-filling text balloon to fill up, that doesn't mean you don't want to read the text at all.
(Currently, you can click and hold, which instantly fills the balloon and then keeps the text there until you release the mouse-button.
But that's odd, and not optimal.)

Problem 3: The "Study magic" minigame is riddled with problems as well.
The ball moves erratically and seems to skip over the click zone, more often than not.
Some of the blame for that is on my less than stellar computer, but a simple minigame should not by ANY MEANS be enough to tax this thing beyond its limit.
Maybe some programming will fix that.
Or maybe the solution is something different.
(And the stamina-bar readout isn't accurate either.
It can start completely empty and stay that way indefinitely; the training period doesn't end. [Edit: Sometimes it actually DOES end correctly though.])

Problem 4: On defeat, it seems you have to click in order to move the scene forward. (You may or may not have to.)
But that click also automatically seems to fail an escape attempt before the escape attempt shows up on the screen.
Something should be done to make it completely impossible to fail an escape attempt before the bar SHOWS UP for that escape attempt.

Problem 5: The most minor one, but the spellchecking in-game still needs work: "Masturbation" is spelled wrong, as are "energy" and "strength" in the training menu.

The positives, of course, continue to be that the game is sexy and the premise is awesome.
Last edited by Lucky777 on Thu Feb 04, 2016 10:31 pm, edited 1 time in total.
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Re: Elana Champion of Lust (ALPHA1.9.9)-Updated(02/03/2016)

Postby musical74 » Thu Feb 04, 2016 5:30 pm

I would say that the magic and strength minigames be a little more forgiving. The magic one I'm lucky enough to get one or two, but if I forget to click *I'm done* and run out of energy I lose the magic increase... that's pretty harsh, especially early on when you don't have all that much energy. I know you want to protect against mass spamming the magic/strength but make it slightly easier!

Barring that, I love this and love the new content!
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Re: Elana Champion of Lust (ALPHA1.9.9)-Updated(02/03/2016)

Postby Lucky777 » Thu Feb 04, 2016 5:52 pm

(Oh right, and when you click on the thought bubbles in the strength training, if you click repeatedly, they stick around instead of disappearing.
That too should be fixed.
One full click should be enough to make them disappear completely, regardless.

AND it'd be cool for the combat statement about how much damage you do to be accurately updated to reflect the results of your training.

After points going into damage, it still says that magic does 30 and punching does 10 damage.

It'd also be cool if the description for the moves was correct.

Fucktality doesn't "kill" instantly at all, and while that's obvious, a more accurate term like defeats should still be used.

And probably lastly for today, it'd be good if y'all had a gallery.

All animations that were seen, and all event-chains whose final form were seen, should be available in there.
When I say final form, I mean for example, if you see the 100% influence version of an event, or the end of a character event, all influence-levels should be available, and all stages of the character event should be available, for viewing.
And by all animations, I include the sexy minigame animations etc.
It'd be convenient, and take the RNG out of re-finding the best scenes. Much less of a waste of awesome scenes than the way things play out currently.)
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Re: Elana Champion of Lust (ALPHA1.9.9)-Updated(02/03/2016)

Postby Train1305 » Sun Feb 07, 2016 9:56 am

Great game, looking forward for more updates.
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Re: Elana Champion of Lust (ALPHA1.9.9)-Updated(02/03/2016)

Postby Knotgames » Wed Feb 10, 2016 11:30 pm

Lucky777 Wrote:I haven't played any new versions until you could actually reliably win in combat; I trust that you can in this version, since there is training available.

I'm hoping there's also 100% success probability stuff in this one, and it hasn't been capped at 99%, but when I play I shall find out.

...Well, I'll either make another post or edit this one when I have stuff to say.
The file's certainly a HELL of a fucking lot bigger than I remember.
Let's see how the game has changed.


Right so problem 1: it's not even remotely clear what the fuck is going on in combat training, if anything.
You're supposed to click on the icons, right?
It's not clear if you've been successful or not.
And the montage thing that happens after a while takes WAAAAAAAY too long.
What the actual fuck?
(Right, after trying again I see that the icons explode if you've been successful, and the "montage" shows as many outcomes as there were icons.
That montage should be much faster or completely skippable, no doubt.
There should probably also be a graphical representation of what success looks like, in the training-tutorial dialogue box, and one of what failure looks like.
Or y'know. The guy could just say "the icons explode if you click them successfully, and shrink to nothing if you fail.")


Thanks we will decrease the difficulty of the minigames, and we will do them more intuitive.
Lucky777 Wrote:Problem 2: The text-skipping is wonky. Clicking once should fill the bubble with the text that was GOING to be there. Clicking twice should advance.
That is, while the text is slowly filling in, clicking once should fill it in completely.
After the text is filled in, clicking should advance it.
Alternatively you could have the fill-speed be a setting in the options or something - and have one of the settings be "fucking instant".
Just because you don't want to sit and wait for an asinine slow-filling text balloon to fill up, that doesn't mean you don't want to read the text at all.
(Currently, you can click and hold, which instantly fills the balloon and then keeps the text there until you release the mouse-button.
But that's odd, and not optimal.)


This will be fixed in the next update ^^
Lucky777 Wrote:Problem 3: The "Study magic" minigame is riddled with problems as well.
The ball moves erratically and seems to skip over the click zone, more often than not.
Some of the blame for that is on my less than stellar computer, but a simple minigame should not by ANY MEANS be enough to tax this thing beyond its limit.
Maybe some programming will fix that.
Or maybe the solution is something different.
(And the stamina-bar readout isn't accurate either.
It can start completely empty and stay that way indefinitely; the training period doesn't end. [Edit: Sometimes it actually DOES end correctly though.])


We will fix these bugs and like combat training we'll reduce the difficulty
Lucky777 Wrote:Problem 4: On defeat, it seems you have to click in order to move the scene forward. (You may or may not have to.)
But that click also automatically seems to fail an escape attempt before the escape attempt shows up on the screen.
Something should be done to make it completely impossible to fail an escape attempt before the bar SHOWS UP for that escape attempt.


Fixed in the next update ^^
Lucky777 Wrote:Problem 5: The most minor one, but the spellchecking in-game still needs work: "Masturbation" is spelled wrong, as are "energy" and "strength" in the training menu.

The positives, of course, continue to be that the game is sexy and the premise is awesome.

Thanks! working on it!
We have lots of things to fix (we have a quite big list to fix and to do..) and we try to keep adding more content and upgrades while keep fixing the things (also of course we make our experiments and we see if players like it or not :P). We know some things keep apearing a quite rough but we have all of them in mind (or in a post it in our desk) and at the end everything will be fixed and balanced.



musical74 Wrote:I would say that the magic and strength minigames be a little more forgiving. The magic one I'm lucky enough to get one or two, but if I forget to click *I'm done* and run out of energy I lose the magic increase... that's pretty harsh, especially early on when you don't have all that much energy. I know you want to protect against mass spamming the magic/strength but make it slightly easier!

Barring that, I love this and love the new content!

Thanks!
We'll deacrease the difficulty of all minigames ;)



Lucky777 Wrote:(Oh right, and when you click on the thought bubbles in the strength training, if you click repeatedly, they stick around instead of disappearing.
That too should be fixed.
One full click should be enough to make them disappear completely, regardless.

AND it'd be cool for the combat statement about how much damage you do to be accurately updated to reflect the results of your training.

After points going into damage, it still says that magic does 30 and punching does 10 damage.

It'd also be cool if the description for the moves was correct.

Fucktality doesn't "kill" instantly at all, and while that's obvious, a more accurate term like defeats should still be used.

And probably lastly for today, it'd be good if y'all had a gallery.

All animations that were seen, and all event-chains whose final form were seen, should be available in there.
When I say final form, I mean for example, if you see the 100% influence version of an event, or the end of a character event, all influence-levels should be available, and all stages of the character event should be available, for viewing.
And by all animations, I include the sexy minigame animations etc.
It'd be convenient, and take the RNG out of re-finding the best scenes. Much less of a waste of awesome scenes than the way things play out currently.)

In a couple of months we'll spend whole month fixing and balancing the combat system and fights ^^
And about the gallery we 've planed to add an unlockable gallery but it's not a priority .



Train1305 Wrote:Great game, looking forward for more updates.

Thank you!
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Re: Elana Champion of Lust (ALPHA1.9.9)-Updated(02/03/2016)

Postby iphokidi » Mon Feb 29, 2016 1:25 pm

Somehow at the Square. When Wet Pussy Girl portal pops up, I can't seem to get pass her. It keeps showing the same dialogue no matter which answer I get. Is it a bug or I have to do something to get pass that scene?
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Re: Elana Champion of Lust (ALPHA1.9.9)-Updated(02/03/2016)

Postby Knotgames » Sat Mar 05, 2016 6:35 am

iphokidi Wrote:Somehow at the Square. When Wet Pussy Girl portal pops up, I can't seem to get pass her. It keeps showing the same dialogue no matter which answer I get. Is it a bug or I have to do something to get pass that scene?

This was a link to another site that freezes the game in LK forum, We lock the link for a better play.
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Re: Elana Champion of Lust (ALPHA2)-Updated(03/05/2016)

Postby Artiik » Sat Mar 05, 2016 2:49 pm

"- Some titles of the actions and/or descriptions could appear incomplete and needs to be adjusted."

i dont see any... all buttons are blank i see the icon but not information about it below
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Re: Elana Champion of Lust (ALPHA2)-Updated(03/05/2016)

Postby FicAnon » Tue Mar 08, 2016 12:31 am

I love the game, its fun and sexy, but the English is a little distracting at times.

I would like to volunteer my time as a writer to proofread and edit the English writing for this game. I have experience writing erotic materials, and I am quite fluent in English, so I think I can at least offer some improvements.

I wouldn't ask any payment or recognition, but I would love to help you out with this, if you're interested.

You can reach out to me at [email protected] if you'd like to discuss this further.
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