NokiMo
Syvaron
Syvaron

patreon


V0.5.3.2

- Some small bugfixes

- All species/specialforms' genders should have fitting art now

Comments

This game ticks all the right boxes for me...

Should be the only one where I changed the cocksize (some just also got a female version without cock). I just quickly painted over some of the older pictures I liked the least, wasnt really intended to change the cocksize. I could just increase it for the firedemon as both baseSpecies have big cocks. (not sure what changed for the portrait)

Syvaron

So I recently upgraded to this newer version, and I noticed to my horror that many of my favorite portraits got a lot "smaller" (looking at you firedemon), but more in line with their actual racial descriptions. Is there a way to increase the size of your monster girls trouser snakes back to their former glorious size and portraits? Perhaps with a boost to that virility?

Secured Party

I don't really first idea - while it adds some progression and unlockables (which, overall, is good), it also locks some interesting traits from generating for enemies. Second idea is kind of good, but it has it has its flaws. First of all, iirk hostility right now is supposed to be indication of difficulty. If you prevent some of the stronger traits from appearing on low hostility, it's going to create a kind of difficulty spike when people come to higher hostility areas - not only monsters are stronger there, but they have traits that make them even stronger, and I don't think that what you want to have. Getting new traits only by fights on high hostilities will add another problem - grind. You'll feel incentivized to grind those battles to get traits that you want/need, and given they're random generated there's no guarantee that you'll be getting them soon enough. While I don't really mind this type of gameplay, it can be off-putting to some people, and I think that's not what Syvaron wants to add to his game. I do get your concern about it being unapproachable, but I think some of those concerns can be solved by simply adding tool-tips to the UI. That way simply hovering over unknown trait/passive/active it would be possible to get idea of what it does. As for traits, I think it would be good enough to add some kind of rarity system to them to make stronger perks not appear super often.

Monceber

While playing the newer versions I was confused. At first it was the changes to the numbers and the higher attack cost: I was confused because what I knew of the game was not true anymore. Then I identified an other cause of my confusion: the high number of various traits. Why is my character hitting like a baby despite his high strength? Why is this character not taking damage? Why is this enemy so tanky? These characters were Telekinetic, Ephemeral and Lifebound respectively. It is confusing to see all these weird traits in combat all the time. I love that Syvaron is adding content to the game and that most of these ideas come from us patrons, but it is making the game messier for new players and veterans alike. I suggest to progressively move some weird traits to events where you can discover a new trait one at a time, in the same way the NPCs have unique inheritable traits that you can access only once you have progressed in the game. An other idea would be to generate some traits only above a hostility level: easier fights would have opponents with simple traits and flaws when you start the game while harder fights would introduce new traits that you can then try and add to your next generation of offsprings. Do you guys understand my concern? Do you have other ideas to make the game more approachable?

Alex


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