Playtest (v0.9.0) - Discussion / Spoilers


This post is intended for discussion/critique with the assumption of having finished the story, i.e. any comments that include spoilers or that might just be too lengthy/involved for the game's front page.

My own thoughts

(big wall of text)

This is effectively my first real creative writing project in any medium, and has been in the works for way too long for something this small.

Even judging its merits is hard for me at this point, so I decided to push it out despite still having some reservations. The main things on my mind are whether the style of gameplay works out and, kind of relatedly, the writing of the sex scene.

Coming across Inform (the programming language the game is written in, specializing in classic interactive fiction) is what inspired me to make this thing in the first place, but the actual story ended up very wordy and linear, making it a questionable fit for the medium. The hope is that using text input for commands still buys enough immersion that it doesn't feel pointless or like it gets in the way.

As for the sex scene, the idea was to try and capitalize on that unique strength of the medium by making the sex 'free-form', but that made it incredibly challenging to write, especially as a beginner.

Firstly just trying to meet player expectations of what kinds of things should be possible has its demands, but then those things might also be happening in any order, and the very literal player-given commands draw awkward attention to the basic physical mechanics. Having to split the writing into these non-linear yet concrete 'actions' makes it difficult to achieve a natural flow and even just to keep track of everything in terms of editing. It might have been more trouble than it was worth and definitely is the main reason the project took so long.

Also, using 'polite' language (with the 'manhoods' and 'sexes' and whatnot) while still going into explicit detail felt contradictory and a bit silly, but I decided to stick to it. The intent is to try and maintain the mood and tone of a cautious and analytical point-of-view character who is trying to hold on to his faculties, with the major slips in his vocabulary happening in the bad endings.

Hopefully it all works at least on some level. The worry is letting people down when they hit the story's 'payload', which will realistically have been the only reason they bothered checking the thing out at all.

Zooming out, another sticking point might be how slowly things get going (probably a bit too wordy overall, even if I consider it leans more towards a 'story' than a pure 'game'), and how after all the setup for the possibility of more 'non-standard' clients, the actual client ends up being very vanilla as far as monsterfuckery goes. However, with the way that the 'good' ending lines things up, this could be a kind of prologue to potential future stories that do get spicier on that front. When (or whether) those will happen and what form they'll take all depends on this thing's reception. I currently have no real plans, and my next project at least will almost certainly be completely unrelated.

Thanks for your time! -Sad Blaggard

Survey

Answer whichever questions you please—or none. All constructive feedback and thoughts are welcome!

  1. What was your favourite and/or least favourite part of the experience?
  2. Was the text input-driven gameplay an overall positive or negative? (Were the tutorials sufficient or overbearing?)
  3. How did the pacing feel overall?
  4. Did the the sex scene work, in terms of writing?
  5. Was the playtime estimate of 1-2 hours close to accurate?
  6. Would you consider this worth $2, or some other amount?
  7. (If playing on a mobile device, how did you find the gameplay experience/presentation, and on what kind of device?)

(Regarding the money question: I'm leaning heavily towards not taking money for this game, since it is quite short and right now I value getting my stuff in front of people and getting feedback more than whatever money I'd earn, but thinking of the future I'm still interested.)

Comments

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(+1)

I quite enjoyed it, though almost paradoxically i think id have prefered it if the resist ending had actually allowed you to refuse her, i know its a sex game, and a good one, but the writing was so good that part of me just wanted to play a regular game, i dunno. Not saying sex games cant be well writen, but the game felt like it had a deeper world behind it that id liked to have seen, with sex or without


i love text input games like this, and its a shame its a dying medium, especially with the advent of ai (yuck), I really want more (non ai) text input games, because there's just so much you can do with them, sex game or not, really makes me feel like the character 

Please make more text input games, they"re so hard to find these days, and if you don't, i hope you at least keep making games, or do something creative, as you seem to have a real talent.

TLDR I went in for an average sex game, and came out with a well written game, with sex, which is great

(1 edit)

Thanks for the feedback, I'm glad you liked it!

A "full rejection" ending is actually already in the plans for 1.0 as one of the few bits of content I'm still going to add, unfortunately it just didn't make it in yet. With the way story goes up to that point, it is a completely logical course of action for the player character, but for some reason the idea came to me so late that I'd already promised myself to lock the content for the playtest in order to finally get this thing in front of people.

As for the medium, right now I'm a little tired out by spending so much time on this, so my next project will probably be something different. I'm entirely open to doing more of these in the future, though, hopefully working smoother and faster after the experience of having made this one.

(+1)

I had a lot of fun with this! I thought that you used language well to establish and maintain a consistent tone; I can’t think of anything that dispelled the story’s illusion offhand. The pacing worked well for me because it seemed like I could tell the difference between scene-setting passages and gameplay (for lack of a better term) passages without the seams being overly obvious. I don’t think that it would take nearly as long as two hours to read this without distraction or hunting for every single thing hidden in the parser.

Regarding the sex scene: it didn’t feel like an abrupt departure from the rest of the story, which I would consider a positive mark. I personally would have liked kinkier options - a whole tailor’s shop presents no opportunities for the lovers to tie each other up? I can’t intentionally kneel or crawl or beg? - but that has nothing to do with the quality of the writing. It was still very sexy!

(1 edit)

I'm glad you enjoyed it!

I do feel similarly about the sex scene ending up kind of vanilla, considering the possibilities implied by the whole setup. I did have a whole pile of ideas but kind of dug a hole for myself with the format of taking individual actions (rather than a branching choice to pick a general "approach" for a whole pre-written scene variant, like in a lot of text-based adult games).

One consideration was a kind of purposeful predictability, like avoiding bringing in twists or attitudes or props that might have fit into a longer seamless scene with the characters "acting on their own", but might not be what the player had in mind for their specific and concrete command. I ended up thinking of it as the player character having his own fairly vanilla preferences.

To have a chance of finishing this thing, the number of actions also needed a limit, and the actions needed clear boundaries so they wouldn't pressure following actions into accounting for some kind of special physical state or big shift in character dynamics, multiplying the amount of writing needed. Not that it all flows super smoothly or logically even now if the player takes actions in an order that wasn't really accounted for, but that's why I stuck to the rather literal applications of body parts to body parts and the overall vibe of enthusiastic co-operation. 

That said, I might still add a bit more variation in the 1.0 release, if I can come up with something that fits into the framework without too much disruption of what's already written. I could probably leave more of the "transitional" details to be bridged by the imagination, but that'll have to be an exercise for future projects.

Thanks for the thoughtful feedback! (and sorry for the wordy reply, it was just something on my mind already)