Resurrection: Fate of Ellirium - The Prologue

Forum for the Vore games, and other downloads
Forum rules
Don't ask about updates. If there is an update, it will simply be posted. If someone is committing to a timeline, they will just tell you the timeline without needing anyone to ask.

Use Looking for master thread when you are not posting about an existing game.


You use this forum and website at your own risk for all links and uploads. There is no quality control or malware scanning or testing done here. Proceed with caution and use a virtual machine (VM) for any uploads strongly recommended. Virus/malware scanners alone are generally not good enough.

Re: Cursed Crown. 2.5

Postby warbrand4 » Sun Jul 06, 2014 11:25 am

hence the reason why this game is being remade completely.
just an RPG maker mapper,
User avatar
warbrand4
Advanced Vorarephile
 
Posts: 707
Joined: Sat Aug 08, 2009 10:43 pm
Location: Not joking the middle of nowhere.

Re: Cursed Crown. 2.5

Postby warbrand4 » Mon Jul 07, 2014 10:34 pm

FIrst of a reply ot the complaint post (in spoiler, cause mostly incoherent rage)
Spoiler: show
ok bypassing the out right insults will be replying to the parts I marked in bold.

at_tltb wrote:Complex and long story with unbelievably short and insincere vore scenes... :(

Sorry but are you even a voraphilia? As someone said, vore seems just tacked on... in a BAD sense. In my opinion, it is a perfect example of "a game full on story and plot with almost no vore." Besides, I saw your past comments but what is the "vore in a good amount, not too much or too less?" How much is too much? Who do you want to satisfy by reducing vore? Non-voraphiles?


When honey bee girls appear, I thought there would be at least one way to be eaten by them. Nope. There weren't. I lost to Axel intentionally expecting he would feed me to the fairy child, or anyone I could see in there. Nope. Nothing happened. Your game was full of puzzles. That's the reason why I couldn't give up the possiblity that there would be at least one way to be eaten by honey bee girls, or the fairy spirit, or etcs. Nope, because too much vore is bad while too much puzzles for the story or quest which doesn't even rewarded by detailed vore scenes are just OK.

Do you know how much time need to play your game, especially when you're searching for vore? Even if something like "a good amount" of vore exists, scenes less then 20 can't be it. (The truth is that it does not even exists.) The quality is even worse. Most of the them end with one sentence. I repeat. ONE sentence. The mimic girls were cute and I appreciate for you to give her a vore scene, or more like an "You was really tasty!" dialog. But seriously, did you even put quarter of quarter of efforts you put into the story in vore scenes?

At least the micro vore scene was not bad, but I should know that it's actually the most detailed vore scene in the whold game, along with july's...


This is just my opinion, but please think about this: People play a vore game for vore. Vore is the reason why they plays it. Complicated puzzles are tedious and boring as long as it's for the story. It can be interesting only when it's for vore. Hard challenges are annoying and frustrating as long as it's for the story. It can be challenging only when it's for vore. It's because vore is the purpose of players from the first.

You may want to make a game both has good story and vore, but what you're making is, in my opinion, mere two different games which are go along paratactically: fighting with enemies and solving puzzles for story; finding vore scenes from it. It's not a vore game but a game with vore, or more like a game on which vore tacked.

Challenges and puzzles in a vore game must not be separated with vore. Don't try to make a vore game stands alone as great without vore. It's futile Just as a rhythm game as great without rhythm or life simulation game as great without life. From my point of view, that a game is isolated from it's main purpose is not mean good at all.


Ok wasn't really going to reply to this but its got both me an mephisto in a twist, so here is a reply hope it doesn't make me look like an ass. note this will be in no real order.

1.First of, this game isn't a vore based game, its there as part of the lore, hence why it can happen. Vore isn't a main mechanic, and even though we are adding more scenes and expanding the short ones it never will. but any way lets get to some points I want to address

on your complaint about the honey bees and axel not having a scene, don't get your hopes up, they don't have them for lore reasons.

Let me explain the lore for you right here. (this will be explained in game at some point)

1a. the honey bees are not predator creatures, if they eat something it is to hold it till safe to release out side their teritory, hence why there is no scene for losing to them. In game the reason they are attacking the player is because you are on their colony land with out permission (will be able to get permission after going through it). In lore, the workers gather resorces by trading and collecting pollen, so eating a human would be bad for their rep and lead to people not wanting to trade with them, the wasps are the same as they are guarding the worker bees. You may see a scene with a specific wasp later as I am working on a merc one, but other then that no scenes will happen with them.

1b. axel will never have a scene though after his part in the story is done he will have a prey scene under the new merc system. This is for two main reasons, one he doesn't kill and two because he wants to protect balance. Neither would be acomplished if he fed the player to a monster girl or even out right shot them as was a possible out come. Though in the next version losing to him will not be a game over, instead he will pack up camp and flee to another area which will have a none battle confrontation.


2. Second the length of the scenes: we know this is a problem but there are ones more comples then the 2 you mentioned, like losing the the guardian in the palace, turning yuki into a part were, and even the losing scene for the dragon quest. There are a lot of scenes in the game, though most are either out of the way or require specific things to happen. you can't just power play the story in this which by reading your post is probably what you did.



3. Have you played any of the games here? not counting the rouge likes, text, and fighters. Most games here have vore as a part of the lore, not a direct part of the story. While yes it may happen a lot in the story its not the driving force... with exception of mysta's myst adventure. Most games here have a story which have the scenes intertwined with it, like this game does. The RPG games that are jsut vore are not games they are mostly just scene picture galleries which are linked together... and most of them die quickly.



4. just to note, the challenges and puzzles are separate in this game because they do not intertwine well with the vore, there are a few that do though like the basement of the pyramid which has a scene if you misstep at any point in time.


OK I can't really reply to this, there is just so much malice in that post that every time I try to put my point across I am fighting not to out right call you an idiot. I know I shouldn't be replying to htis at all but hey I don't care about my image, I am just here for maps and keeping things running if needed.


ALL right, first off this game is being remade, which means we are explanding not only the lore but the amount of scenes, the original and what every one here but me and mephisto have played was an experimant to see if he could make a game and later if I could help. As a result we have learned the following, yes we can. It just takes some work. For the rework we have not only doubled the amount of scenes, but have increased the complexity of the maps, got what functions we want set up, and even worked on improving core mechanics.

As for your "complaints" the only one with actual merit is the length of the scenes, and that is getting fixed though neither me nor mephisto are good at long dialog. Most of your complaints are more or less saying you want an interactive story and not a game, sorry but that ain't going to happen. The scenes are spread out for a reason though mostly for lore reasons.. yeah this game has a lore and story. Though we haven't really put it across in the game, it is there and if you look you can find it, though it will be more obvious later.


Also from reading your psot I can tell with out a doubt you jsut sped through the story, that is a big no, no in a RPG game as most the content is out side of the story, in fact all most all of this games content is out side of the story, as the story is jsut there to unlock the next bit of content. example after you exit the palace you have 2 scenes in the path bellow, after you finish talking to the elder the forest has 3 hidden scenes. in the port town there is a large amount of quests all but 2 of which have at least one scene if you fail, and some of which have implied scenes or alternate scenes if you change the quest its self.

Not only that but Like I am probibly going to mention alot, we are reworking everything for this, the new prologue alone has 10+ scenes in it.. with a lot more planned for after it, especially in the inns, which will have speical dialog scenes including ones where you can feed kross to his allies, though this will mostly be fatal there is a way to survive it.




CONTEST UPDATE
ok changing the prize to the contest, First off there will be 3 winners if we get more then 3 ideas which fit the game. with prizes for each of them.. The prizes changed after me and mephisto realized no mater what we are going to put the top 3 in game.

first place
1. the quest in game
2. custom character in game, can be based of an OC, character will be a merc which can be hired in the second half of the first part, will have one or two scenes in game, and the character can break lore(this means it can be anything, and even if male can have a pred scene.)
3. development imput on CC's remake aka we will focuse on a change or two which you think will help the game, note we have the right to veto it and ask you think of another if it is being changed already or your idea doesn't fit... this reward includes a copy of the test version of the game when we are getting ready for release.

second place
1. the quest in game
2. custom character in game, will be a repeat character but can not be recruted, can have one or two scenes as either pred or prey, can break lore.(this means it can be anything, and even if male can have a pred scene)

third place
1. the quest in the game.
2. custom character in game, will only apear once in a location will leave after talked to, can give players an item, or have a scene though can not be pred.


CURRENT IDEAS WHICH ARE IN HIGH RUNNING (not telling place)... note you can have more then one entry, though only one can be placed, we will chose the best one fitting the story.

IN RUNNING
Savageperv: Seeking Elemental
Zomulgustar: dark scale naga

DISQUALIFIED
Camlio420: Burning mare (reason: would break lore, if reworked to fit lore will be put in running)

yeah we need more entries. Also if any one has a quest from the past tehy want to enter into this just quote your post of it if here and I will put it in the running.
just an RPG maker mapper,
User avatar
warbrand4
Advanced Vorarephile
 
Posts: 707
Joined: Sat Aug 08, 2009 10:43 pm
Location: Not joking the middle of nowhere.

Re: Cursed Crown. 2.5

Postby Zomulgustar » Tue Jul 08, 2014 12:00 am

Glad to see you respond to that Warbrand. I considered it, but decided it really wasn't my place. I'm a fan of old school RPGs, so maybe your vision of how this game should play appeals more to me than some others, but I think anyone could find it fun unless they're just hoping for nonstop vore scenes with story that would only pass the average porno plot. Darkness dungeons have never been my favorite, but to each their own. They hardly defined the game for me, which I really like as is, and am excited to play through once its rereleased. So thank you WarBrand and Mephisto.
Zomulgustar
Participator
 
Posts: 290
Joined: Sun Jul 27, 2008 11:00 pm

Re: Cursed Crown. 2.5

Postby Murderkarp » Wed Jul 09, 2014 12:10 am

I was planning on commenting too, but I didn't really want to. But I agree with you. It sounded malicious and a bit ignorant. Anyways. I suppose I will actually attempt a quest since you went out and encouraged me. If it need elaboration, lemme know. I prefer to leave the details up to the creators, because, after all, this is your game and not mine. Here goes.

Quest Name: Missing Item
Quest Info: Kross and co are informed of someone requiring assistance in finding a lost article that he desperately needs. Figuring it would be a nice, simple break from adventuring, they agree to it. Yuki briefly questions why such a simple request is still available, and Kross shrugs it off with the idea that it must have just been posted.

The party go to meet the man that posted the quest so they could hear the details. He tells they that the item is a family heirloom that his son took some months ago on an adventure. About a week ago, the man learned that a monster girl had devoured his son, heirloom and all, and he imagined the heirloom is still in her bowels. He gives no other details other than that. At this point, the party could refuse the quest, instantly failing it, or agree to hunt down the heirloom, hoping they get lucky.

If they agree, the man fortunately gives them more information. He informs them that his son was last seen in a certain city, so they should look into the monster population around there. The party ready to go, with Yuki musing that this is probably the reason a "simple" quest was left on the board.

And this is the part of my entry that gets pretty vague.

The party arrive in the city, and after some investigation, they discover that there are three major predators in the area. They can investigate any of them. One of them does have the heirloom in her belly, but the party is a little frustrated with the lack of information, and have to take a chance. You can choose to either feed a party member to her or fight her. Be aware, however, each monster girl has a preference for a specific type of prey. This part, however, can be investigated in town, with what kind of people went missing in what location.

If you feed her, you end up faced with a stuffed, content monster girl. If the heirloom was inside of her, the party member will attempt to push it into her intestines before their flesh is consumed. If you used a Relife Potion on them, they will respawn with the heirloom instead. This also boosts your monster affinity, if that is still a thing.

If you choose to fight her, or anger her with your incorrect offering, you will enter combat. If you win the fight, you cut the monster girl open, and you either find nothing, or the heirloom. Unfortunately, the heirloom will be damaged from the fierce confrontation. You will boost your human affinity as well.

If you lose the fight, well, I guess Kross gets eaten, since he's the party leader? I have no idea how your post-combat vore will work, and I don't know if a Relife Potion used in battle will still be active if the party member is defeated. If the Relife Potion was not used on Kross, it will be a game over, if you are doing game overs. If you did use it on him, however. Kross, being beaten pretty thoroughly and consumed, will be in no condition to retrieve the heirloom, should he see it. If he didn't see it, you can still continue the quest. But the monster girls you lose the fight to leave the area.

If you fail the quest by refusing it, you can reattempt it at any time. But if you fail it by being defeated, you cannot reattempt it. If you fail, however, I guess the monster girl can show up later on as a random boss that drops the heirloom. However, when you try to return it to the client, he will have died of depression and old age. You can keep the accessory as equipment however.

If you successfully retrieve the heirloom without damaging it, the old man will give you your reward money and maybe some sort of rare consumable, that is not a Relife Potion.

If you return the damaged heirloom, the old man will not pay you, but he will allow you to use the heirloom as an accessory. Since it was damaged, however, it will not be as power as if you got it for failing.

Either way, he is happy he has closure, and can live out what little time he has remaining in peace.

All three monster girls disappear after you deliver the heirloom. But! If you managed to satiate all three of them before that, something special might happen. Maybe they stay and each give you an additional reward? Or maybe they will make a request of you after you progress the story? I will leave this up to you guys, unless you really want my input.

That's my entry. I hope you like it, and let me know if I need to improve in any areas. I once again apologize for the vague parts. I reiterate, I prefer to leave those kind of details to the creators.
User avatar
Murderkarp
Somewhat familiar
 
Posts: 74
Joined: Mon Nov 18, 2013 1:54 pm
Location: Where the White Whale Blows

Re: Cursed Crown. 2.5

Postby at_tltb » Wed Jul 09, 2014 2:10 am

I apologize if I made you upset. There was also things I misunderstood. I thought the first part of the game was completed and not being remade. As you said it was just my complain. But it seemed that the 'complains' were not properly understood, so I had to explain it more detaildly. I don't want pick a fight here. I just want to share my impression on your game frankly.


1. If you didn't noticed it yet, the reason why I took out the subject of Axel's girls and honey bees were not to complain that they don't have vore scenes. I wanted to point out that players can waste time in everywhere you didn't put any event, expecting some reward. OK. it happens in every RPGs. But the fact that it's a vore RPG tend to make the situation much worse. (You just can't give up the possiblity there would be a vore scene when you find your favorate girl in these kind of game.) Nevertheless you seemed not caring about this kind of difference at all.

You said that there was some lore reasons why they don't have scenes but what's important is that there are no way for players to guess it. In fact, there were reasons to believe the opposite is true. Why there is a skeleton 'seems to be coated in honey?' 'Don't want to know what happened to that guy?' I want, if it's not like that one of the bees vored him and made some honey from it. Why it reminds the skeleton in the abandoned mine which is 'acid bleached' so much? And what's about the bee girl honey? 'Just don't ask how they made it?' What if I want to ask?

So here starts the real complain. Believe or not I didn't just sped through the story, at least, at first. I wanted to find everything in the game. Doing everything I could do, I saved whenever I do something. Whenever the 9 slots filled with new saves, I made a polder and storage them. (Why the game has just 9 save slots anyway?) It's when I reached Port Town that I stopped making so folders. It's when I found enormous overworld that I started to sped through the story. But it was because most my previous efforts was futile and I had no energy anymore to search for something. Day or night, Monsters/Humans parameter, list of quests you previously cleared, Cruelity/Kindness parameter, which item you received from July, Whether you feed the boy to your companion or not, it may be a limited number of conditions, the number of combinations they can be used in may as well as be infinite. So the more expanded scale is not always good and it's the point, because whenever the scale of the game doubled the pain powered.

You say 'no, no in an RPG' but what you should concern is not the commonality between the vore RPG and normal RPG but the difference. Usually people don't try to find every secrets in an RPG as long as they are not hardcore players. Here, you're actually making an RPG of which everyone is hardcore player. Usually people become hardcore players after they cleared the game at least once and started to love the world and the characters. That's the reason why they gladly invest their time and effort to find every hidden things in the game. Not here. People are compelled to be hardcore players from the first. Just don't expect that they would be ready to be patient as much as real hardcore players.

Finding vore scenes may be able to be compared with gathering hidden items or events, except that there are (or there have to be) much more things to be gathered. The game has a gallery for pictures and an window shows how many achievements you unlocked. They would be what hardcore players gather in normal RPGs, right? I think it's cool. But there are still no way to confirm how much scenes you found and how much of them left, despite it's what you want the most to know in this game. It's the reason why enjoying your game as a voraphile is even harder than playing any other hardcore RPG.

I've been to think about a game which has a menu which shows how many vore scenes I got and how many of them left. Perhaps some kind of ending collection menu may be able to be used, though it can only contain scenes which lead to game over. Of course, I know you would not accept these kind of solutions because your game is not vore-oriented. I mean, vore must not be a purpose at least on the surface anyway. But seriously, searching for scenes in an enormous game which contains a lot of conditions and parameter without any clue is painful. Couldn't you at least try to find some other ways to help players? For example, if there were a menu which shows how much scenes you opened in each area in terms of rate, the frustration might be greatly decreased. I think it had to be in the game instead of the achievements menu. But to you, the achievements trophies would be more important. See how isolated from the actual want and desire of players your game structure is. So many self-contentment, so few consideration for actual players. If anything, this is what I really wanted to complain.


2. 'Challenges and puzzles in a vore game must not be separated with vore.' Quite a tendentious viewpoint, right? I myself never had such a extreme thought until a few day ago. The experience of 'picking every walls with space in a dark maze to get something' changed my perspective, because I had to consistently wonder the reason why I'm doing it. Perhaps I was playing the game wrong way. I might ought to enjoy the game as an RPG, and find the interest from making an exploration of unknown things, right? Sometimes I really does so. But it was when they are not too excessive or I know that there are enough vore scenes waiting me because it makes me flutter.

Of course it's subjective. It may be differ from individual to individual. The degree of vore and exploration in your game may be already alright to some people. Perhaps there are nothing wrong in your game itself. I knew it. I had been frustrated and furious after played your game but the rage was not for you. But then it happen. I was finding some information from the post but mephistoVII's past comment made me mad: "I had the idea of making my own game, but I wanted it to be different from the others, not some game that doesn't have a story and only vore, nor I wanted a game full on story and plot with almost no vore. I wanted to create a game with a firm basis, with fun occasions, good characters, and with vore in a good amount, not to much or to less."

It made me all like "Just like the games before you didn't have firm basis and good characters and with vore in a good amount! Just like they had only vore or only story! How else it can be different from others?" So it was the reason why I commented... Yes I wasn't normal at that time. ^^;

But still, how much is too much? You may want to think that I'm a type who want a game full on vore which doesn't have any story but actually I'm not. I have my own standard, my own 'too much' and 'too less.' Again, exactly what is 'vore in a good amount?' especially if yours was the disappointing one for lack of vore to me?

I also have thought to make my own game though I'm too busy nowadays and don't have any time to make something. I guess it would be a game of 'too much vore' from your point of view, because actually every girls has vore scene. Some of them may be very hard to find, but there always would be at least one pred scene for each of them. (I know how it feels when the girls you love most always turn out to be prey or irrelevant to vore and don't want anyone experience it.) Now you may suppose that I have no concern in story. Not. It's because vore can't be great without good characters and story. The impact of a scene that a great hero who have mission of saving the world is eaten by a little girl and of a normal pathetic boy is eaten is different. Vore scenes of complex and attractive characters you have componied are unalterable. I want good story and characters too. I just want it for vore.

I'm not saying every vore RPGs have to be like mine. I just said about what I want to make, and just unpleasant about your weird contempt on games of too much vore which only can be clearly classified when you apply someone's standard. I even can find it from your current answer. >.>

Call me an idiot or anything you want, like 'who just want nonstop vore scenes.' You can despise other games calling them doesn't have a story no matter what it actually means. But seriously, how about yours? It's same prono game to non-voraphiles, and it's same a game which is lack of vore to people like me. How would you find the 'good amount' here? Do you still believe that it exists? I overreacted to mare a comment written in the past and I apologize. But if you still think that your standard is everyone's standard, you'd better get out of the illusion. Practically this is what I wanted to say the most from the first.


3. But again, I don't want to pick a fight now. I guess you would not a type who just want to hear pleasant things. You want real impressions and opinions, right? Anyway it's true that complicated things for story in your game were tedious and boring to me. If it's a problem only I have, it would not be big deal. But I'm anxious about whether it really is, because normally people who have complain like me don't even comment and just leave. So I think you'd better to find a way to solve it. As I said, even it has some reason that I just sped through the story. I tried not to do so, at first, at least. You can just shouting at players like me 'No, no, you don't play the game properly' but it does not work, as it didn't work in almost everywhere.

One suggestion that I can definitely give for you is that it needs more vore. In my opinion, not only more detailed, but more of it needs. As for the length of the scenes you said that my complaints was actual merit but do you really understand the importance of it now? That you are not good at long dialog can't be an excuse for the reason they were so short. How could you make even longer dialogs for the story and couldn't do it for vore? After see them, why I even have to want to explore outside of the story for another vore ? It's not a thing you can regard that casually. You should adjust this much before someone pointed out.

You said that you doubled the amount of scenes along with increasing the complexity of the maps. But to me, the problem is that vore is relatively few. (As for the complexity of the some maps, I don't even want more complex map even though I'm a masochist.) OK, it may be subjective but at least to me, the vore in your game was just lack to give me some motive to continue it. I don't know how many vore scenes will be added, but at least currently it barely give the reason for me to enjoy the exploration.

Please throw away the illusion of 'good amount' of vore in the way if you have something like it. Put more vore. It's not that you have to abandon the story and the exploration just because you have more vore scenes in it. If anything, you'd better to know that the best way to make voraphiles like me have interest in your story and exploration is vore. If you can't do it just for vore itself, do it for the story. Use it as a tool for letting people like me concentrate on your game and enjoy the exploration. You may want for people to love your game not just because of vore, but because of the story and lore. But people start playing it to find vore. Don't you think that just hoping the players are changed not giving to them anything they want is too egoistic? It takes time for people to like your story. Please give them an opportunity to love it because of vore until they start to love your game because of the lore.

My second suggestion is, as I said already, to make a menu shows the rate of 'scenes' opened for each area. I mean, every dialogues. Surely there would be incompatible among the dialogues, so the data would have to be outside of certain save, though you still must be able to check them in a game. Usually RPGs don't contain it, do they? But it's because in a normal RPG only few hardcore players would struggle to find everything. Here, we're actually dealing with a situation which every players are such hardcore. Here is where the approach have to be differ.

High freedom and large scale are advantages of your game but they have both sides. You can expand it as you want but please think about players' side of things, too. The players here aren't patient as they supposed to be, especially because they are not RPG maniacs but vore maniac after all. If you demand them too much, they will just give up. It would be just a game impossible to be played without manual. Bring down to players' level, think what they need.

As far as quality in general, your game is plain good. At least some of vore scenes are good, too. The reason why I disappointed is that it couldn't give what I wanted as a player. I think the game is, especially for a blind player, quite tedious and frustrating while the efforts it needs are big and the rewards are small. Perhaps it's because the main plot of the story still didn't shown up but I can't even tell your lore and charactors were especially attractive or not. Still, I don't think that it would be as disappointing as now when it completed. It's very good attempt to gather people's idea. I can't really tell what this game would be like. I hope I'll be able to say that it's the greatest vore RPG I ever played when I play it later. At least it has potential to be.
at_tltb
Somewhat familiar
 
Posts: 108
Joined: Sun Jul 13, 2008 11:00 pm

Re: Cursed Crown. 2.5

Postby MicroscopicBoy » Wed Jul 09, 2014 4:36 pm

can you shrink in this game?
User avatar
MicroscopicBoy
New to the forum
 
Posts: 11
Joined: Wed Apr 30, 2014 6:49 pm

Re: Cursed Crown. 2.5

Postby warbrand4 » Wed Jul 09, 2014 5:54 pm

There is no shrinking in this game.
just an RPG maker mapper,
User avatar
warbrand4
Advanced Vorarephile
 
Posts: 707
Joined: Sat Aug 08, 2009 10:43 pm
Location: Not joking the middle of nowhere.

Re: Cursed Crown. 2.5

Postby mephistoVII » Wed Jul 09, 2014 8:27 pm

Spoiler: show
at_tltb wrote:I apologize if I made you upset. There was also things I misunderstood. I thought the first part of the game was completed and not being remade. As you said it was just my complain. But it seemed that the 'complains' were not properly understood, so I had to explain it more detaildly. I don't want pick a fight here. I just want to share my impression on your game frankly.


1. If you didn't noticed it yet, the reason why I took out the subject of Axel's girls and honey bees were not to complain that they don't have vore scenes. I wanted to point out that players can waste time in everywhere you didn't put any event, expecting some reward. OK. it happens in every RPGs. But the fact that it's a vore RPG tend to make the situation much worse. (You just can't give up the possiblity there would be a vore scene when you find your favorate girl in these kind of game.) Nevertheless you seemed not caring about this kind of difference at all.

You said that there was some lore reasons why they don't have scenes but what's important is that there are no way for players to guess it. In fact, there were reasons to believe the opposite is true. Why there is a skeleton 'seems to be coated in honey?' 'Don't want to know what happened to that guy?' I want, if it's not like that one of the bees vored him and made some honey from it. Why it reminds the skeleton in the abandoned mine which is 'acid bleached' so much? And what's about the bee girl honey? 'Just don't ask how they made it?' What if I want to ask?

So here starts the real complain. Believe or not I didn't just sped through the story, at least, at first. I wanted to find everything in the game. Doing everything I could do, I saved whenever I do something. Whenever the 9 slots filled with new saves, I made a polder and storage them. (Why the game has just 9 save slots anyway?) It's when I reached Port Town that I stopped making so folders. It's when I found enormous overworld that I started to sped through the story. But it was because most my previous efforts was futile and I had no energy anymore to search for something. Day or night, Monsters/Humans parameter, list of quests you previously cleared, Cruelity/Kindness parameter, which item you received from July, Whether you feed the boy to your companion or not, it may be a limited number of conditions, the number of combinations they can be used in may as well as be infinite. So the more expanded scale is not always good and it's the point, because whenever the scale of the game doubled the pain powered.

You say 'no, no in an RPG' but what you should concern is not the commonality between the vore RPG and normal RPG but the difference. Usually people don't try to find every secrets in an RPG as long as they are not hardcore players. Here, you're actually making an RPG of which everyone is hardcore player. Usually people become hardcore players after they cleared the game at least once and started to love the world and the characters. That's the reason why they gladly invest their time and effort to find every hidden things in the game. Not here. People are compelled to be hardcore players from the first. Just don't expect that they would be ready to be patient as much as real hardcore players.

Finding vore scenes may be able to be compared with gathering hidden items or events, except that there are (or there have to be) much more things to be gathered. The game has a gallery for pictures and an window shows how many achievements you unlocked. They would be what hardcore players gather in normal RPGs, right? I think it's cool. But there are still no way to confirm how much scenes you found and how much of them left, despite it's what you want the most to know in this game. It's the reason why enjoying your game as a voraphile is even harder than playing any other hardcore RPG.

I've been to think about a game which has a menu which shows how many vore scenes I got and how many of them left. Perhaps some kind of ending collection menu may be able to be used, though it can only contain scenes which lead to game over. Of course, I know you would not accept these kind of solutions because your game is not vore-oriented. I mean, it must look like just a normal RPG which is not related to vore at least on the surface anyway. But seriously, searching for scenes in an enormous game which contains a lot of conditions and parameter without any clue is painful. Couldn't you at least try to find some other ways to help players? Only if there were a menu which shows how much scenes you opened in each area in terms of rate, the frustration might be greatly decreased. I think it had to be in the game instead of the achievements menu. But to you, the achievements trophies would be more important. See how isolated from the actual want and desire of players your game structure is. So many self-contentment, so few consideration for actual players. If anything, this is what I really wanted to complain.


2. 'Challenges and puzzles in a vore game must not be separated with vore.' Quite a tendentious viewpoint, right? I myself never had such a extreme thought until a few day ago. The experience of 'picking every walls with space in a dark maze to get something' changed my perspective, because I had to consistently wonder the reason why I'm doing it. Perhaps I was playing the game wrong way. I might ought to enjoy the game as an RPG, and find the interest from making an exploration of unknown things, right? Sometimes I really does so. But it was when they are not too excessive or I know that there are enough vore scenes waiting me because it makes me flutter.

Of course it's subjective. It may be differ from individual to individual. The degree of vore and exploration in your game may be already alright to some people. Perhaps there are nothing wrong in your game itself. I knew it. I had been frustrated and furious after played your game but the rage was not for you. But then it happen. I was finding some information from the post but mephistoVII's past comment made me mad: "I had the idea of making my own game, but I wanted it to be different from the others, not some game that doesn't have a story and only vore, nor I wanted a game full on story and plot with almost no vore. I wanted to create a game with a firm basis, with fun occasions, good characters, and with vore in a good amount, not to much or to less."

It made me all like "Just like the games before you didn't have firm basis and good characters and with vore in a good amount! Just like they had only vore or only story! How else it can be different from others?" So it was the reason why I commented... Yes I wasn't normal at that time. ^^;

But still, how much is too much? You may want to believe that I just want a game full on vore which doesn't have any story but actually I'm not. I have my own standard, my own 'too much' and 'too less.' Again, exactly what is 'vore in a good amount?' especially if yours was the disappointing one for lack of vore to me?

I also have thought to make my own game though I'm too busy nowadays and don't have any time to make something. I guess it would be a game of 'too much vore' from your point of view, because actually every girls has vore scene. Some of them may be very hard to find, but there always would be at least one pred scene for each of them. (I know how it feels when the girls you love most always turn out to be prey or irrelevant to vore and don't want anyone experience it.) Now you may suppose that I have no concern in story. Not. It's because vore can't be great without good characters and story. The impact of a scene that a great hero who have mission of saving the world is eaten by a little girl and of a normal pathetic boy is eaten is different. Vore scenes of complex and attractive characters you have componied are unalterable. I want good story and characters too. I just want it for vore.

I'm not saying every vore RPGs have to be like mine. I just said about what I want to make, and just unpleasant about your weird contempt on vore-oriented games which only can be clearly classified when you apply someone's standard. I even can find it from your current answer. >.>

So call me an idiot or anything you want, like 'who just want nonstop vore scenes.' You can despise other games calling them doesn't have a story no matter what it actually means. But seriously, how about yours? It's same prono game to non-voraphiles, and it's same a game which is lack of vore to people like me. How would you find the 'good amount' here? Do you still believe that it exists? I overreacted to mare a comment written in the past and I apologize. But if you still think that your standard is everyone's standard, you'd better get out of the illusion. Practically this is what I wanted to say the most from the first.


3. But again, I don't want to pick a fight now. I guess you would not a type who just want to hear pleasant things. You want real impressions and opinions, right? Anyway it's true that complicated things for story in your game were tedious and boring to me. If it's a problem only I have, it would not be big deal. But I'm anxious about whether it really is, because normally people who have complain like me don't even comment and just leave. So I think you'd better to find a way to solve it. As I said, even it has some reason that I just sped through the story. I tried not to do so, at first, at least. You can just shouting at players like me 'No, no, you don't play the game properly' but it does not work, as it didn't work in almost everywhere.

One suggestion that I can definitely give for you is that it needs more vore. In my opinion, not only more detailed, but more of it needs. As for the length of the scenes you said that my complaints was actual merit but do you really understand the importance of it now? That you are not good at long dialog can't be an excuse for the reason they were so short. How could you make even longer dialogs for the story and couldn't do it for vore? After see them, why I even have to want to explore outside of the story for another vore ? It's not a thing you can regard that casually. You should adjust this much before someone pointed out.

You said that you doubled the amount of scenes along with increasing the complexity of the maps. But to me, the problem is that vore is relatively few. (As for the complexity of the some maps, I don't even want more complex map even though I'm a masochist.) OK, it may be subjective but at least to me, the vore in your game was just lack to give me some motive to continue it. I don't know how many vore scenes will be added, but at least currently it barely give the reason for me to enjoy the exploration.

Please throw away the illusion of 'good amount' of vore in the way if you have something like it. Put more vore. It's not that you have to abandon the story and the exploration just because you have more vore scenes in it. If anything, you'd better to know that the best way to make voraphiles like me have interest in your story and exploration is vore. If you can't do it just for vore itself, do it for the story. Use it as a tool for letting people like me concentrate on your game and enjoy the exploration. You may want for people to love your game not just because of vore, but because of the story and lore. But people start playing it to find vore. Don't you think that just hoping the players are changed not giving to them anything they want is too egoistic? It takes time for people to like your story. Please give them an opportunity to love it because of vore until they start to love your game because of the lore.

My second suggestion is, as I said already, to make a menu shows the rate of 'scenes' opened for each area. I mean, every dialogues. Surely there would be incompatible among the dialogues, so the data would have to be outside of certain save, though you still must be able to check them in a game. Usually RPGs don't contain it, do they? But it's because in a normal RPG only few hardcore players would struggle to find everything. Here, we're actually dealing with a situation which every players are such hardcore. Here is where the approach have to be differ.

As far as quality in general, your game is plain good. At least some of vore scenes are good, too. The reason why I disappointed is that it couldn't give what I wanted as a player. I think the game is, especially for a blind player, quite tedious and frustrating while the efforts it needs are big and the rewards are small. Perhaps it's because the main plot of the story still didn't shown up but I can't even tell your lore and charactors were especially attractive or not. Still, I don't think that it would be as disappointing as now when it completed. It's very good attempt to gather people's idea. I can't really tell what this game would be like. I hope I'll be able to say that it's the greatest vore RPG I ever played when I play it later. At least it has potential to be.

Okay this time I will be answering myself.

at_tltb first of all I must say that I don't want to pick a fight too. At first I got quite upset, mostly because your last post was really rude, but you're trying to express your opinions about the game the right way now, so I see no motives why we can't talk now.

(1) Yeah, I know that the game right now don't have much vore scenes in it, actually I'm not sure if I ever posted it before, but when I first started this project it wasn't meant to be a voreRPG just a common RPG not even meant for Eka's, but seeing what I already had in hands I decided to change the script of the game to make it into a voreRPG. Like is quite obvious already this was and is my first game, so there are a lot of problems in it or things that don't actually make much sense, then at some point I started working with Warbrand4 and things started to get more shape.

There are in fact some things that shouldn't really be there like the honey coated skeleton, that I put there before deepening the story and completely forgot it even existed, in fact I didn't even knew what you were talking about until I found it again. Personally I get what you mean when you say you want to know what happened to the skeleton, but there will be some things that will be just misc in the game, I mean if i didn't put misc things here and there the maps and everything else would be too boring or just empty, but at the same time I can't make everything be interactive, it would overload the game.

About the parameters I made it thinking of at first give the player a choice of siding more with the monsters or human, like "InFamous" evil and good thing, and such actions would open extra quests or scenes and so on, but the system ended up just being an annoyance, which is why I will be either removing it from the game or just simplifying it to just Monsters\humans. For July the only item that would have had any impact would have been the "Broken Piece A" that would be used in an extra quest I was planning but never finished making. As for the save limit it was because of a script I was using, don't worry about it found a way to make more save slots now. feeding the boy to one of your monsters has no real impact in game other then increasing the monsters\humans parameter, most of the times this will be just it, the only time in which such decisions have an impact in the game will be during quests.

Yeah I kind of get your point in this one...

Well the picture gallery at fist was going to be used as an achievement thing, but changed it once I found the actual achievement system that I'm using right now, well after it the picture gallery kind of lost it purpose in game, I'm not even sure if I should keep these two systems in the re-work... Actually, I find the idea of being able to see how many scenes you have found in a area quite interesting, never though about trying to do something like it, might give it a try in the re-work.

Well the "NYAN ADVENTURES!" by Halcyon has something like it, it's not really a menu but a library. The ending collection would be an interesting feature to have, even thought I'm not sure how I would make it work... Also who said I wouldn't accept it, I mean since the beginning I always said that suggestions for the game would be welcome, if I would or not use such suggestions though is another thing. It's not the game can't have vore on the surface, sorry if I ever gave a bad impression of what I meant by "vore in a good amount, not too much or too less" What I meant was that I played some games here on Eka's that focused just on it and many of them either made no sense at all at some points or were just dropped and never continued, so I didn't wanted to see such thing happen to my game. I know that I hit some, okay a lot, of walls while making the game, so if I caused any misunderstandings I'm sorry for it. But I really like the idea you gave about the menu to see how many scenes you found already and how many are left in an area.

(2)I see what you mean when you say it... Agree with you that difficult challenges or puzzles should have some kind of reward at the end, also know that some of mine weren't exactly like that.

Yeah like I said before sorry for the misunderstanding about that post... Personally I never know if the explorations, vore scenes and so on are good enough, as like you said these things differ from person to person.

No problem, I know how it feel to get mad sometimes, if anything hope to get things solved with you with no problems.

Like I said before, for me, too much would be focusing only on it and completely forget about the rest, story, characters, and so on. Would also be glad to have some more ideas from you, well if you ever want to post them at least. Still trying to get things going the right way.

If you ever do one I would gladly play it. Like I said, I just don't want it to be forgotten, neither mine nor your, if you ever do one. Not sure what you would think of it, but if you ever want to give an idea, suggestion or even help with the game I would be glad to have you helping, of course if you ever decides to make your own game and needs help I would be glad to help if possible.

Yeah, I understand. Also should note that the last reply was written by Warbrand4 so not sure what you will think of my answer.

There's no need to call you an idiot or anything else for that matter, also I don't despise other games nor anything like that, again sorry for the misunderstanding. I don't really think my standard should be everyone else's too, if you think that the game doesn't has enough vore right now, which you do, it's understandable, I don't find it bad or anything like that, just say it, send a PM about it, give a suggestion how it could be made better. I was just angry because you were being quite rude at first, but you apologized for it, so it all in the past for me.

(3)Yup I have no motives to want a fight too. Once again you are right, I want to know what you guys here on Eka's really think of the game otherwise I can't make improvements one it. Yeah, I know that most people don't give their sincere opinions about a game when they think something is wrong with it, which is why I like when people like you give their sincere opinions of the game, point what could be made better, and so on, just next time try to calm down before writing the first post. I don't personally mind if a player sped through the game, but I must add that I find quite amusing to see you guys here on the topic not knowing what to do when you do so. (that's what happens when you're a little sadistic)

That's a suggestion that I have no problem in accepting, if you want you can even post what kind of scenes you would like to see more in the game. About the lengths of the scenes, yeah they are quite rushed and even the story ones if you pay attention are a little rushed or just filling of space, I'm not really good at long and complex dialogues so most of the times I'm not sure how I should write down a scene. With the re-work will try to make them a little better, not sure if they will be good enough, but will definitely give it a try.

Well not sure how it will turn out, but will be definitely be adding more scenes here and there. The complexity of the maps that Warbrand4 was talking about it just to make them better, as most of my maps where mostly squares. Let's see if in this re-work I can give you enough motives to continue then.

Don't really have such illusion as I said before, will definitely be adding more scenes to it, will also try some new ideas I have to combine some exploration parts with vore scenes, also by the way you're writing it seems you have some cool ideas inside your head, would like to know them, that's if you want to post them.

Will try to use the notebook system I'm using in my other game, if you didn't saw it yet the name is "The Monsterologist", right now it's just a really small demo, trying to finish the re-work of the Cursed Crown prologue before continuing it.

Good point, will try to give some more hints during the game then, just not sure if it will be of much help... Since you're a player, if you have any ideas of what could be done please tell me, if it's possible will give it a try.

Thanks, well yeah the ideas got all mixed up before and mostly freezed the game. Just to finish things up will say this: I know that this game right now has some flaws, I know that it might not be what everyone wants, and I also know that I won't be able to always give what everyone wants, so I want you and the people here in the topic to help me out, I really want to finish this game and make it memorable, I really want to know what you guys think of the game, and I really want you guys to help me improve this game, I really like when I see new suggestions for the game, possible quests, scenes, items, systems and so on, it show me just how much you guys want the game to improve. Right now I'm working on two games, and both of them are here on the forum, so I really want you guys to help me improve them the best I can, Warbrand4 is being a real friend helping me in the games too, most new maps are being made by him, and I must say they are really good. I can't think of much more to say other that what was already said, so that's it for now, once the re-work of Cursed Crown prologue is done me and Warbrand4 will start working on the first part of The mosterologist so don't miss it.
User avatar
mephistoVII
Participator
 
Posts: 261
Joined: Mon May 07, 2012 10:56 pm

Re: Cursed Crown. 2.5

Postby MicroscopicBoy » Wed Jul 09, 2014 8:57 pm

how can i fly? because its saying my harpy cant carry me with flying
User avatar
MicroscopicBoy
New to the forum
 
Posts: 11
Joined: Wed Apr 30, 2014 6:49 pm

Re: Cursed Crown. 2.5

Postby warbrand4 » Wed Jul 09, 2014 10:24 pm

you can't, that ability isn't implemented yet, and might be scrapped.
just an RPG maker mapper,
User avatar
warbrand4
Advanced Vorarephile
 
Posts: 707
Joined: Sat Aug 08, 2009 10:43 pm
Location: Not joking the middle of nowhere.

Re: Cursed Crown. 2.5

Postby oneman » Thu Jul 10, 2014 12:19 am

can someone tell me how far I can get in the story and quest so far
oneman
New to the forum
 
Posts: 5
Joined: Mon May 06, 2013 11:37 pm

Re: Cursed Crown. 2.5

Postby Zomulgustar » Thu Jul 10, 2014 12:31 am

oneman wrote:can someone tell me how far I can get in the story and quest so far


If you've read any of the last few pages you should know that the game is being redesigned from the beginning. So any progress you make playing through the game the way it is now won't transfer into the next release. That being said, there is enough content in its current form to keep you busy for a few hours. Especially if you do a lot of the sidequests.
Zomulgustar
Participator
 
Posts: 290
Joined: Sun Jul 27, 2008 11:00 pm

Re: Cursed Crown. 2.5

Postby MicroscopicBoy » Thu Jul 10, 2014 12:14 pm

what can i use the hookshot for
User avatar
MicroscopicBoy
New to the forum
 
Posts: 11
Joined: Wed Apr 30, 2014 6:49 pm

Re: Cursed Crown. 2.5

Postby MicroscopicBoy » Thu Jul 10, 2014 12:30 pm

:o there is a bug!!! when i went to give the letter to ellen that was from daliea and the game says " script 'message' line 608: no method error occrred. undefined method 'upcase' for nil:nilclass and then the game shut down :( 8-O
Last edited by MicroscopicBoy on Thu Jul 10, 2014 4:39 pm, edited 1 time in total.
User avatar
MicroscopicBoy
New to the forum
 
Posts: 11
Joined: Wed Apr 30, 2014 6:49 pm

Re: Cursed Crown. 2.5

Postby MicroscopicBoy » Thu Jul 10, 2014 12:57 pm

warbrand4 wrote:There is no shrinking in this game.



but in the top of this page it says theres micro pred, shrink and giantess
User avatar
MicroscopicBoy
New to the forum
 
Posts: 11
Joined: Wed Apr 30, 2014 6:49 pm

Re: Cursed Crown. 2.5

Postby warbrand4 » Thu Jul 10, 2014 2:00 pm

edit button works fine by the way.

any way. hook shot is used in the pyramid dungeon and no where else... it will more then likely be dropped as an item.

the ellen letter bug is known, it is not being fixed for two main reasons... that is where the game ends at the moment, and because of the rework.

That is put in there because there may be a shrink potion later in the game which will be used for some special scenes, though do to the complexity of things it might not ever happen... we really need to update the origin post.
just an RPG maker mapper,
User avatar
warbrand4
Advanced Vorarephile
 
Posts: 707
Joined: Sat Aug 08, 2009 10:43 pm
Location: Not joking the middle of nowhere.

Re: Cursed Crown. 2.5

Postby asdfnow4never » Thu Jul 10, 2014 6:35 pm

I appreciate you guys remaking this game. So thanks ahead of time. I know it's not always the easiest thing to do and you guys are making it for free. Thats awesome.
I loved the original version, even with the sudden stop in the pyramid. The game over's were very enjoyable. Loved the AV scenes so as long as the new version keeps true to that kind of stuff or maybe even elaborates on it, I know I will enjoy it.
User avatar
asdfnow4never
Been posting for a bit
 
Posts: 26
Joined: Tue Jan 13, 2009 3:36 pm

Re: Cursed Crown. 2.5

Postby at_tltb » Fri Jul 11, 2014 2:11 am

Thank you for understand. I didn't expect such kind respond. Again, forgive the rudeness. I have to change my childish nature... ^^;

As for the ideas on detailed scenes and quests, I can't give them to you because I have to leave them for mine which I may make someday. Opinions on theoretical things are the best I can give for you. Here is my suggestion on the story, or more like on the world. (The former suggestions was on the gameply.) In my opinion, to make an attractive lore, the world itself have to be attractive. It may not need always in other kind of stuff. But in such RPG game which is large in scale and the mosts of contents are outside of the main story, it just needs. A world which just wide can be insufficient. It needs some depth, more settings, and more 'lores in lore.'

In my case... Yes, I have made some settings for my world, too. It explains why the 'monsters' exist, why some humans can do vore, etcs. Even it has some reason in my world that the sex ratio of a monster is different from species to species. In a library, dispite the time setting is prior to modern evolutionary biology, you may be able to find a librarian girl who talks about her own 'theory' on it. Generally monster girls are more common than monster boys. It's because monster girls are much advantageous to reproduce as long as the ratio is 1:1, because they can reproduce without their monster partner by unbirthing people. Spicies which have to depend on unbirthing or raping because of their rarity or individualistic habits would tend to have imbalanced ratio. Usually females are dominant. Monsters type of birds have the ratio of 1:12, werecats have the ratio of 1:4, and dwarfs and elves which have their own society have the ratio close to 1:1, like humans. The librarian girl wants write her own book with her theory. (Of course she would have her own vore scene, too, because it doesn't make sense to me if such lovely character doesn't have any.)

As for the actual origin of the monsters, I prepared somewhat more usefull story. the first monster was born about 20,000 years ago and every monsters in my world are her descendant. There would be tale about her. So this would be one of the a tale in tale, a lore in lore for my story.

I chose these settings because typical ones which rely on the existance of some god or kind of the absolute were somewhat unattractive and too cliche to me. There are some monsters called god in my world because of their great power but they are just creatures, too. (The first monster of 20,000 years ago is one of them though few know her existance because she's now living in the underwater city R'lyeh.) Another reason is that I'm not a big fan of magics in vore. Magic is not in my world, except some psychic powers. So everything had to be explained without magic. Also, by setting a thesis that every body fluid of a predator except blood is digestive or assimilative I could explain almost every kind of vore (AV, unbirth, CV, breast vore, etcs). It fit suprisingly well to my body fluid fetish, so there were no reason for me not to accept this one.

Things would be different for you. You would have your own settings for your world. However considering the difference of the scale and the purpose, yours must have to be more complex one. Mine may excessive for my vore-oriented purpose but yours have to be more complex than mine. In my opinion, your world is lack of depth. It's just wide and vast. It's not that only your vore scenes were not enough to give me motivations. Your world failed to give me curiosity, too. OK, I read you and warbrand4's plan for the new story just now. It's better than current one, but still not seems to be very memorable by itself. More explanation needs, like where the '3 major powers' came from, what are the monsters in your world anyway, etcs.

I think your world needs its own history, legends and folktales. Not ones for a single quests, but ones which pass through the whole story so that it can give your world some landscape. You don't have to tell all of them to players from the first. Let them to know it one by one in the story, or accomplishing quests. It's even more important when the mosts of contents are outside of the story. How else you would make people love your game for lore? Quests like beating thugs have to be there for vore, not for lore, because no matter how many of them exist it hardly give any attraction to your world. You needs real 'tales in tale.' People would think that it's epic when the tales they have found reappeared in the later story. Use them as foreshadower and it's what makes a story awesome.

Just don't forget putting some vore scenes in the process of progressing the story or the quests. Oh come on, you can make the pretext always as long as you have will. >.> Stories which are just good are not enough to let people who only want some vore scenes love your tale. If you have a tool to make them concentrate why don't you just use it? In a sense, the fact that your game is a vore game may be actually a merit. Use that merit.

At last, sorry if my way of speaking was like teaching someone. (I'm not very good at English either, so I don't know how my attitude looks.) It's mere an opinion and you can still don't agree with be. I just wanted to be helpful to you by way of apology.
at_tltb
Somewhat familiar
 
Posts: 108
Joined: Sun Jul 13, 2008 11:00 pm

Re: Cursed Crown. 2.5

Postby mephistoVII » Fri Jul 11, 2014 3:24 am

Hey at_tltb, glad to see that everything is alright now with us.

Agree with you that right now the current lore is still lacking, me and Warbrand4 are always talking about it and how to make it better, what kind of lores each place should have and so on. Well things are still being decided, but I'm glad for the help.

Also the way you're speaking is okay.
User avatar
mephistoVII
Participator
 
Posts: 261
Joined: Mon May 07, 2012 10:56 pm

Re: Cursed Crown. 2.5

Postby Zomulgustar » Fri Jul 11, 2014 3:27 am

Yay for maturity and working past the drama. I like the historic details of your world at_tltb(Though you might want to reconsider using the name R'lyeh, pretty sure that's copyrighted). A deep world that characters can be immersed in and interact with does make for a good setting for an rpg. The lore in cursed crown(that I'm aware of) is already deeper than many rpgs out there(vore and otherwise). Monsters being sealed away for centuries and then let loose based on characters actions. Some force(almost prophetic) freezes you in time for 100 years until the world is ready for you to do something great. Racial tensions and the parameters that change based on choices the hero made helped immerse the hero in this world that had changed so drastically. I was a little disappointed that not much connected the hero's journey after leaving the tower to the main characters past, or to whatever caused the sealing, freezing in time in the first place. I like the mercenary idea, especially for side quests and to interact with the world and find those vore sceens, but the game didn't have a lot of depth after leaving the tower. Another reason I'm thrilled with the rewrite of this game is the mention that the plan is to make the story flow better from the beginning.
warbrand4 wrote:cursed crown died because mephisto and I wrote ourselves into a corner, with no way to progress the plot... and really no plot to start with, so we could not advance the game past what we had, now we are rewriting the games story.

A good RPG with vore built right into the lore of the world. My kind of game :P

I don't know what all is planned, but am looking forward to it. Hoping that Kross and Yuki are a little more three dimensional at the beginning. That is one thing that some other games here at Eka's have done quite well with. "A Chosen One" for example. Almost everyone in the first town knows the main character and their brief conversations really flush out his personality. It could also show a contrast to the world after the tower event. I realize this would most likely be a lot of work to put into the game. So please understand its just one more idea to consider. Thanks for the extra work remaking the game.
Zomulgustar
Participator
 
Posts: 290
Joined: Sun Jul 27, 2008 11:00 pm

PreviousNext

Return to Vore game