Journal Monstrae v0.1.0.2

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Re: Journal Monstrae v0.1.0.2

Postby Maboi000 » Fri Dec 20, 2024 6:57 am

One of the best games and project i've found, can't wait to see more of its progress! :D
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Re: Journal Monstrae v0.1.0.2

Postby KnightleyPaine » Sat Dec 21, 2024 12:33 am

List of things I choose to bitch about, please read in full because I couldn't be bothered to unramble it:

Inconsistent dialogue box behavior

I'll start with the part that makes playing the game feel like dogshit because my other complaints are about art, which takes time to draw, and also I have no guarantee you can conceptualize something more user-friendly than menu-cascades and for all I know your know-how might limit you and I'm not aware of being able to insult someone into gaining new skills, but this has a conceivably doable fix.

So all text prompts can be sped up by hitting confirm, this is good, I don't know who likes to wait for text to gradually appear on screen unless there's funky speech bubble effects like in Undertale, but I'm not one of these people usually, so I hammer my keyboard through these RPG-Maker games. However, because if the text is fully there when you hit the key it will move on, and I don't want to miss short text boxes by accident, reading like this conditions you to be relatively quick on the draw (i.e. outspeed the short text boxes), so the dialogue gameflow is a 'tap-tap' - read - 'tap-tap' per text box thing for 'next dialogue => skip text speed' between reads. So you open the codex, you get "what do you want to do", so there's a dialogue. Craft spirits - tap-tap "what kind?" - tap-tap "what tier". Yeah, the questions are kind of inane, but they preserve the 'tap-tap' pacing that also exists in normal dialogues. So far so good?

You know what pointless text box dialogue shows up for the menu of actually spending materials to create a spirit?

Fucking. Nothing.

So the first tap selects the menu item of the previous menu, and the second one, instead of fast forwarding the dialogue, selects the first item of the next menu. After creating a menu that can go 4 branches deep, you decided to break the pacing at the 5th branch, you absolute pillock. Now I'm suddenly trying to craft a Sarcia spirit or stuck spam-tapping through the full description of a vully because after being given so much evidence that stupid questions do absolutely exist (which again, I actually am okay with in this case because it serves a proper purpose), you've also decided the final menu item now also doesn't ask for a yes/no confirmation and just fucking runs with whatever you made people hammer into with your random in-menu combo-break. Did satan teach you to do this? Because when selecting whether I want to blame it on stupidity or malice, the malice side is kind of impressive in it's evil. Because you know what you did once such a selection is made? The subsequent dialogues explaining the monstrae or thing, or what was crafted or could not be crafted... has dialogue again! Meaning it returns to the 'tap-tap' pace again until it opens the previous menu at the final step again, just so you can blunder yourself into for example attempting to craft a Sarcia spirit over and over in the loop unless the player grinds the pace that the entire rest of the game conditions them into to a halt.

Short of a menu-cascade rework, please just ask me one more inane and pointless question so I'm not punished for immersing into the gameplay loop.


Reliance on menu cascades and dialogue-boxes created from them

The above complaint stands for itself, but it is definitely exacerbated by the fact that a core part of this thing's core gameplay loop involves selecting an item in a menu to get another menu, which leads to another menu, and then another menu, and another.

I know that maybe this is because I'm playing some alpha build level test version, or maybe you're just kind of an incapable gamedev right now - which I don't mean in a discouraging sense, if I started to learn RPG maker right this moment I would also begin in the state of an incapable gamedev until my acquired skills and choices gradually work towards having more capability, but for all I know you published this shit to hear what's wrong.

This menu branch thing is what's wrong. It's not just vast and branching because you shoved every function possible into the fucking codex, it's also samey and uninformative.

So here's what I mean by this: I'm not clicking visual areas on a map, I'm in a menu, looking at location names in a list that don't illustrate shit to me about their geographic location.

I want to craft a spirit? It's just a fucking names list again, no indication on what the spirit does, and the information of what materials are needed and whether I have enough is not via any sort of organic visual indicator, I have to select attempting to craft it in the menu for it to tell me in text-dialogue what I'm missing (and if I'm not missing anything, let me remind you, it just crafts the damn thing without asking if I want to spend my shit). What does the spirit do? Fuck if I know, it's in a separate menu branch, which you have decided only unlocks if I summon the spirit via the - you guessed it - shitty RPGmaker-ass skill cast menu, which I have to access outside of the codex menu, and now I have the spirit, but to know what the spirit does I now need to enter the codex menu, but that doesn't tell me it's actual abilites because that is only in the god-forsaken skill menu of the spirit.

And then, when I actually look at the information, how is it presented? Fucking dialogue again, I'm being fed critical tactical information via dialogue using your OC concepts.

A dialogue box saying "Thundercuntmon resists Floingoblorp, Manamana and Doodoobidoodoo, but is weak against Pambalam, Moopsydoodle and Peepeekaka" is a fucking obtuse choice of conveying any sort of information and I don't know how you imagine people retain this shit, but I know you know it's trash because you made that token attempt to associate these nonsense words with colors. You literally made those shitty little icons for them, so please plaster them more all over the place.

Like sure, Pokemon doesn't rely on infodumping the type chart on me, but that's because I start with a fire pokemon and I can get it burns grass and gets doused in water. And sure, for Fire Emblem, why would Tome beat Bow, or Sword beat Axe? Fuck if I know, but at least I don't have to spend brainpower pondering what tomes and swords are. Your game starts with Sarcia and Mucila, the fuck are those supposed to be? Now I'm trying to associate one obscure esoteric concept with a different, equally obscure and made-up esoteric concept, then please do not feel as if shoving that information into a shitty menu counts for an adequate means of educating anyone on your attempt at worldbuilding.

Again, I know this game isn't finished, and I suspect it has at least dawned on you on some level that it's shit, but I really, really need to convey on what unfathomable depth this Mariana trench of shittyness currently runs, as it is my civic duty to make sure it is killed with prejudice by the time of launch version.


Information is communicated poorly in general

The above point has already touched on this, because your "elemental chart" is hostile to comprehension as is. But it is not exclusive to the menu-maze.

I am to find sumbich in the Western Bluewoods
>The town cannot be exited towards the left (west on a map aligned with north as up)
>>The atlas tells me the Bluewoods "surrounds" the town
>>>The town has two exits, up, and down
>>>>The lower exit is not the Bluewoods

Do you not see a problem in this setup? I am actively being punished for retaining information I learn about the game world, why would you do this? Are you stupid?


Game design is tedious and hostile

I'm not saying hard, hard implies a legitimate challenge.

First off, I get "lose to porn" is a grandfathered concept because it has been there since the dawn of porngaming, because makes conceptually logical sense to people with no game design experience, it's kind of like the decision to make RPGs have weapon durability decay, or that inventories need to be limited because fuck you. I handled the exact ammunition count of an entire X-Com army in my boomer games and I loved it - I'm not going to tell you it's a good idea, though.

But I do see myself as morally obliged to give every dunce a pass when playing their game like a game avoids the porn it was meant to give me. But please, if you do that, give me a persistent gallery and make death as redundant as possible. I'm talking super meatboy levels of zap and you try again immediately within the blink of an eye, put the bonfire next to the boss room, heck, suggest to me to save through the 4th wall with one of your menus if you love them so much - do you know how much shit I have to wade through to get to that giant slime tart? And then, if I lose to that bitch, I need to walk down a fucking corridor of nothing, to talk to an NPC and go through one of your dialogue menus, and then I get to be in the town again. In a game where losing is how the porn happens. And I lose levels. Yes, individually they are concepts that work in various games. Together, they hate each other and actively make the whole worse.

Also, what level psychopathy was satan going for, when he suggested to you that our spiritmons, one of which we had to sacrifice 2 other pokemon to fuse and get, should vanish forever because we switched them in and out of the party more than 3 times? I'm not even questioning that this information was something I first found inside a dialogue tree on an NPC you have to choose to converse about spirits in general with, that's just par for course at this point, I'm just wondering who thinks it's a good idea to make charmander snap like a fucking twig out of Breath of the Wild if you switch him in and out a few times.

This is all compounded by the choice to make them not level up, and be so incredibly limited. Out of the 2 furry element evolutions, one's strong attack is snot, which is already the most prevalent attack type, and the remaining 2 mons I have access to at that stage are mcflurry element, which I would only get if I went out of town in the wrong direction (which I did because your directions are poorly communicated). When it comes to who to use against the many, many water dickmons I have to go through in the Bluewoods, snot and mcflurry elements are just bad tools for the job, so I have one correct answer. I have to summon mons to put them in the dex, so that's switching my active mons out, and that is consuming their fucking durability. Maybe this is fun to someone, but it sure as hell isn't balanced to be that, because they do not level up, and so the futa horsecock rapists constantly consume combat resources and I don't even get to grind them.

I get that the final endgame spirits do level up... by consuming your levels, which you lose when you want to see the porn in the porn game, but that just makes the run-up to it feel unnecessarily malicious in design. So now we have:

-Fighting tactically using your mon collection and collecting mons in a tactical mon collection fighting system game hate each other because switching out mons to fight effectively consumes their "durability", (as losing durability makes you lose them forever)
-Seeing porn in a porn game and playing the game hate each other because the porn consumes your levels and tosses you back to town

None of this is difficulty or engaging gameplay, it's just tedium created from pitting systems against each other without making them more engaging. It is the Diablo weapon durability repair, you get that weapons would suffer wear and tear, but nobody will claim having it enhanced the experience in any way, it's a system that as is, only scales in intrusiveness and insufferability, where the best outcome is "it didn't shit on the rest of the experience as much as it could have".

Speaking of the game portion hating the porn potion...


The porn is bad (and also missing filters)

I don't mean the game art, I'm sure some people can dislike it, but it is competent and also not AI or severely generic 1998 hentai sameface. I suspect just that alone just kind of automatically elevates it in the minds of many NSFW consumers, deserved or not.

But let me run you through this. I'm the super obscure minority of porn consumers known as "straight dudes" - or I'm lead to believe that's what you think straight dudes are, because I can autofilter most types of vore at your goddess, but you did not leave any apparent option to filter getting fucked up the ass by massive horsecock-sized hemipenes.

Now let's for the sake of argument I was into that, I don't know what mental illness afflicts vore devs to give them a pathological aversion for having a penis go into the vagina of all the sexy girls they create, and you will 100% get stupid flak for it because people who consume this sort of things are not typically in a state to think with the upper part of their body, but I'm aware I have options. I acknowledge somewhere out there, someone has been craving the moment they see twink prostate destroyed by demigodzilla cock until yametekudasai and here you are, being an absolute god and delivering.

Well you didn't illustrate any of it.

Like for a vore game, I swear I have seen a LOT more things that makes the male mc interact with cock. Owl? Has massive barbed(?) cock, uses it on mc. Catgirl? Has massive horsecock, uses it on mc. Slimegirl with no visible giant penis? Finds a way to fuck mc up the ass. Naga? In a vore game? Is male, doesn't even vore anything, fucks mc. I am convinced it's a major theme, and far more of the main theme than vore is from how the game introduces itself, and yet you couldn't be bothered to give someone who wants that the visuals of big meaty sausage entering the boystarfish when that's the entire start of the game? None of it? Really? Why? Who is this even for at this point?

Like I personally would have appreciated seeing a dick go into a cooch somewhere with proper full on visuals (and not just hips kind of mashed together), but not being entitled of all porn catering to me aside, at least do not let my immeasurable disappointment be in vain and give my brothers in fetish the hyper futanari cock you so avidly flaunt in your work in action. Do not just tell, show.

That's what I mean with the porn is bad, it isn't porning for the audience it's supposed to porn for.


This concludes my bitching so far.
Last edited by KnightleyPaine on Sat Dec 21, 2024 2:41 am, edited 1 time in total.
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Re: Journal Monstrae v0.1.0.2

Postby Specific » Sat Dec 21, 2024 1:50 am

KnightleyPaine wrote:List of things I choose to bitch about, please read in full because I couldn't be bothered to unramble it:

Spoiler: show
Inconsistent dialogue box behavior

I'll start with the part that makes playing the game feel like dogshit because my other complaints are about art, which takes time to draw, and also I have no guarantee you can conceptualize something more user-friendly than menu-cascades and for all I know your know-how might limit you and I'm not aware of being able to insult someone into gaining new skills, but this has a conceivably doable fix.

So all text prompts can be sped up by hitting confirm, this is good, I don't know who likes to wait for text to gradually appear on screen unless there's funky speech bubble effects like in Undertale, but I'm not one of these people usually, so I hammer my keyboard through these RPG-Maker games. However, because if the text is fully there when you hit the key it will move on, and I don't want to miss short text boxes by accident, reading like this conditions you to be relatively quick on the draw (i.e. outspeed the short text boxes), so the dialogue gameflow is a 'tap-tap' - read - 'tap-tap' per text box thing for 'next dialogue => skip text speed' between reads. So you open the codex, you get "what do you want to do", so there's a dialogue. Craft spirits - tap-tap "what kind?" - tap-tap "what tier". Yeah, the questions are kind of inane, but they preserve the 'tap-tap' pacing that also exists in normal dialogues. So far so good?

You know what pointless text box dialogue shows up for the menu of actually spending materials to create a spirit?

Fucking. Nothing.

So the first tap selects the menu item of the previous menu, and the second one, instead of fast forwarding the dialogue, selects the first item of the next menu. After creating a menu that can go 4 branches deep, you decided to break the pacing at the 5th branch, you absolute pillock. Now I'm suddenly trying to craft a Sarcia spirit or stuck spam-tapping through the full description of a vully because after being given so much evidence that stupid questions do absolutely exist (which again, I actually am okay with in this case because it serves a proper purpose), you've also decided the final menu item now also doesn't ask for a yes/no confirmation and just fucking runs with whatever you made people hammer into with your random in-menu combo-break. Did satan teach you to do this? Because when selecting whether I want to blame it on stupidity or malice, the malice side is kind of impressive in it's evil. Because you know what you did once such a selection is made? The subsequent dialogues explaining the monstrae or thing, or what was crafted or could not be crafted... has dialogue again! Meaning it returns to the 'tap-tap' pace again until it opens the previous menu at the final step again, just so you can blunder yourself into for example attempting to craft a Sarcia spirit over and over in the loop unless the player grinds the pace that the entire rest of the game conditions them into to a halt.

Short of a menu-cascade rework, please just ask me one more inane and pointless question so I'm not punished for immersing into the gameplay loop.


Reliance on menu cascades and dialogue-boxes created from them

The above complaint stands for itself, but it is definitely exacerbated by the fact that a core part of this thing's core gameplay loop involves selecting an item in a menu to get another menu, which leads to another menu, and then another menu, and another.

I know that maybe this is because I'm playing some alpha build level test version, or maybe you're just kind of an incapable gamedev right now - which I don't mean in a discouraging sense, if I started to learn RPG maker right this moment I would also begin in the state of an incapable gamedev until my acquired skills and choices gradually work towards having more capability, but for all I know you published this shit to hear what's wrong.

This menu branch thing is what's wrong. It's not just vast and branching because you shoved every function possible into the fucking codex, it's also samey and uninformative.

So here's what I mean by this: I'm not clicking visual areas on a map, I'm in a menu, looking at location names in a list that don't illustrate shit to me about their geographic location.

I want to craft a spirit? It's just a fucking names list again, no indication on what the spirit does, and the information of what materials are needed and whether I have enough is not via any sort of organic visual indicator, I have to select attempting to craft it in the menu for it to tell me in text-dialogue what I'm missing (and if I'm not missing anything, let me remind you, it just crafts the damn thing without asking if I want to spend my shit). What does the spirit do? Fuck if I know, it's in a separate menu branch, which you have decided only unlocks if I summon the spirit via the - you guessed it - shitty RPGmaker-ass skill cast menu, which I have to access outside of the codex menu, and now I have the spirit, but to know what the spirit does I now need to enter the codex menu, but that doesn't tell me it's actual abilites because that is only in the god-forsaken skill menu of the spirit.

And then, when I actually look at the information, how is it presented? Fucking dialogue again, I'm being fed critical tactical information via dialogue using your OC concepts.

A dialogue box saying "Thundercuntmon resists Floingoblorp, Manamana and Doodoobidoodoo, but is weak against Pambalam, Moopsydoodle and Peepeekaka" is a fucking obtuse choice of conveying any sort of information and I don't know how you imagine people retain this shit, but I know you know it's trash because you made that token attempt to associate these nonsense words with colors. You literally made those shitty little icons for them, so please plaster them more all over the place.

Like sure, Pokemon doesn't rely on infodumping the type chart on me, but that's because I start with a fire pokemon and I can get it burns grass and gets doused in water. And sure, for Fire Emblem, why would Tome beat Bow, or Sword beat Axe? Fuck if I know, but at least I don't have to spend brainpower pondering what tomes and swords are. Your game starts with Sarcia and Mucila, the fuck are those supposed to be? Now I'm trying to associate one obscure esoteric concept with a different, equally obscure and made-up esoteric concept, then please do not feel as if shoving that information into a shitty menu counts for an adequate means of educating anyone on your attempt at worldbuilding.

Again, I know this game isn't finished, and I suspect it has at least dawned on you on some level that it's shit, but I really, really need to convey on what unfathomable depth this Mariana trench of shittyness currently runs, as it is my civic duty to make sure it is killed with prejudice by the time of launch version.


The porn is bad (and also missing filters)

I don't mean the game art, I'm sure some people can dislike it, but it is competent and also not AI or severely generic 1998 hentai sameface. I suspect just that alone just kind of automatically elevates it in the minds of many NSFW consumers, deserved or not.

But let me run you through this. I'm the super obscure minority of porn consumers known as "straight dudes" - or I'm lead to believe that's what you think straight dudes are, because I can autofilter most types of vore at your goddess, but you did not leave any apparent option to filter getting fucked up the ass by massive horsecock-sized hemipenes.

Now let's for the sake of argument I was into that, I don't know what mental illness afflicts vore devs to give them a pathological aversion for having a penis go into the vagina of all the sexy girls they create, and you will 100% get stupid flak for it because people who consume this sort of things are not typically in a state to think with the upper part of their body, but I'm aware I have options. I acknowledge somewhere out there, someone has been craving the moment they see twink prostate destroyed by demigodzilla cock until yametekudasai and here you are, being an absolute god and delivering.

Well you didn't illustrate any of it.

Like for a vore game, I swear I have seen a LOT more things that makes the male mc interact with cock. Owl? Has massive barbed(?) cock, uses it on mc. Catgirl? Has massive horsecock, uses it on mc. Slimegirl with no visible giant penis? Finds a way to fuck mc up the ass. Naga? In a vore game? Is male, doesn't even vore anything, fucks mc. I am convinced it's a major theme, and far more of the main theme than vore is from how the game introduces itself, and yet you couldn't be bothered to give someone who wants that the visuals of big meaty sausage entering the boystarfish when that's the entire start of the game? None of it? Really? Why? Who is this even for at this point?

Like I personally would have appreciated seeing a dick go into a cooch somewhere with proper full on visuals (and not just hips kind of mashed together), but not being entitled of all porn catering to me aside, at least do not let my immeasurable disappointment be in vain and give my brothers in fetish the hyper futanari cock you so avidly flaunt in your work in action. Do not just tell, show.

That's what I mean with the porn is bad, it isn't porning for the audience it's supposed to porn for.


This concludes my bitching so far.


Jesus Christ
I'll try to be cordial. I know I need to improve the game and I want to, just need better feedback to know wtf I need to do since this is literally my first game, and playtesting it myself only gets me so far.

Regarding the issues with the spirit crafting menu, I think some of that might be alleviated in the SubStar version, and in any case I'm gonna be making some changes to the Journal next update based on some other feedback I got, I'll keep it in mind.

Idek how to respond to the menu cascades issue. I'm not a real game dev to begin with, I can't even code lmfao. I might put together some graphics to illustrate certain concepts better like type matchups which im probably going to rework, im not sure. Other than that I'll need more than "the way you've set this up is terrible".

For your issues with the porn...filters will be in the next public build. Everything else is kinda moot to me; I'm reserving special illustrations for NPC's (when I get to them, its kinda just Meluzae and the Bluewood Spirit rn), because the game will have a shit ton of different wild encounters, so apologies for thinking I could rely on my audience's imagination to fill in the gaps, but I'm going to continue to rely on that. I don't really care if you approve because this game doesn't even seem to be made for you anyway.

Thanks for the criticism I guess?
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Re: Journal Monstrae v0.1.0.2

Postby KnightleyPaine » Sat Dec 21, 2024 3:52 am

Specific wrote:Jesus Christ
I'll try to be cordial.

Actually I wouldn't have minded if you weren't but if you're going to try this hard to be the bigger man who am I to take that from you.

Specific wrote:I know I need to improve the game and I want to, just need better feedback to know wtf I need to do since this is literally my first game, and playtesting it myself only gets me so far.

I did end one edit after your reply, so I'll pull only from your quote of me here:
Knightleypaine wrote:Again, I know this game isn't finished, and I suspect it has at least dawned on you on some level that it's shit, but I really, really need to convey on what unfathomable depth this Mariana trench of shittyness currently runs, as it is my civic duty to make sure it is killed with prejudice by the time of launch version.

Bitching is feedback. My forum tone is like this and it makes people not good at reading, but I believe in you based on your reply. Read what I wrote carefully, I spared no effort in conveying my user experience in detail. I did not write all that with the sole goal to insult you personally. What I can't do is make game development decisions for you. Also not every player can accurately tell you why their experience was shit, but we can always accurately tell you that it was shit for us, what's important is if we told you what we did to feel it. Sometimes it's because we're fucking stupid as a whole, not gamedevs ourselves and also an inconsistent mass of people with vastly differing tastes and habits.

Specific wrote:Regarding the issues with the spirit crafting menu, I think some of that might be alleviated in the SubStar version, and in any case I'm gonna be making some changes to the Journal next update based on some other feedback I got, I'll keep it in mind.

Good to know you read it, or at least that part.

But like I said, you could just add one last dumb question or confirmation to brute force it. Thumb through that menu on fast track and you'll notice the last selection of any menu cascade just paces completely differently.

Specific wrote:Idek how to respond to the menu cascades issue. I'm not a real game dev to begin with, I can't even code lmfao. I might put together some graphics to illustrate certain concepts better like type matchups which im probably going to rework, im not sure. Other than that I'll need more than "the way you've set this up is terrible".

Besides the point that even if I literally said those exact words in that low effort manner, it would still amount to feedback, I already said I'm not holding it against you personally if you are not at that point yet.
Knightleypaine wrote:I know that maybe this is because I'm playing some alpha build level test version, or maybe you're just kind of an incapable gamedev right now - which I don't mean in a discouraging sense, if I started to learn RPG maker right this moment I would also begin in the state of an incapable gamedev until my acquired skills and choices gradually work towards having more capability, but for all I know you published this shit to hear what's wrong.

I respect the humility to admit you can't envision one at this point as I've already stated might be the case and that I would understand if it was.
It's still terribly set up though, and an even worse game dev than you isn't going to know the solution. Well, I can give you example of solutions by pointing to better games, but because I don't know shit about what effort they take or if they even work on your engine, the quality of such a suggestion would be questionable. Constructivity comes from people who have the means for constructivity. But every tester can tell you their experience accurately as to their own experiencing of it.

And I did tell you why it was experienced as terrible.

Specific wrote:For your issues with the porn...filters will be in the next public build. Everything else is kinda moot to me; I'm reserving special illustrations for NPC's (when I get to them, its kinda just Meluzae and the Bluewood Spirit rn), because the game will have a shit ton of different wild encounters, so apologies for thinking I could rely on my audience's imagination to fill in the gaps, but I'm going to continue to rely on that. I don't really care if you approve because this game doesn't even seem to be made for you anyway.

Nah that's fair, graphics are a bitch and a half. The reason I went out of my way on that one is because you did have variations, like cock/no cock, mc kind of underneath the slug, mc in tailmouths, etc. - Most notably, mc half-hanging out of the female naga. That one was done efficiently, it shows the thing in the 3 pictures you've given her. It just seemed logical someone who was actually into the stuff that happened the most gets to see it happening.

Imagination is an unconstrained blob, people have it with or without media. You make media to inspire people for your fantasy, because the constraining of imagination, the collapsing of all superpositions to one certainty. is what gives it the most defined shape. A picture doesn't always beat a thousand words, but I do propose that it seems wasteful for the important things to not be depicted. If you make LotR and cut out Helm's Deep and say I'll have to fill the gaps with my imagination because you don't have the means to depict it, I'll accept that. In fact, I would also accept "I am into softcore shit where it's about teasing everything and never showing the thing outright", some people are into that if that was explicitly what was set out to do. But the argument of "thinking you could rely on my imagination" for it as the main reason for choosing not to depict the most desirable and impactful things? Doesn't track. Care for what you want, I'm realistically powerless in making you do anything. But know that particular argument (as it stands for itself, there is always context) buried from hence forth.

Anyways, good job reading the fourth you got through and good luck on your thing.
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Re: Journal Monstrae v0.1.0.2

Postby TheMastermind » Sun Dec 22, 2024 1:05 am

I'm not going to get further involved than this one reply, but I feel this has to be said by someone other than the author.

Bitching is bitching. Feedback is feedback. They are different things. You've just mixed the two together.
An entire section of your "feedback" is about the game not suiting your personal preference. If the content bothers you, I can only say that you should have looked at the tags and decided not to play. If you are completely and uncompromisingly straight, then this isn't the game for you. If the game was being retailed then matching a larger target audience would matter, because that would mean more money, but this doesn't seem like it'll be retailed. Reach doesn't really matter. The author can target it to whomever they choose.

Also, this is a lot of criticism to drop on a new project all at once. You have no idea how demotivating it can be to dump that much on someone. Your manner of writing is also distinctly negative through most of it, making it more hate-mail than feedback.
To then follow that up with a breakdown of every part of their reply to you is only adding to that.

I understand that you have thoughts on how to improve the game but, seriously, you need to learn how to present it in a way that doesn't seem like a personal attack.
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Re: Journal Monstrae v0.1.0.2

Postby Dongers » Sun Dec 22, 2024 4:01 am

KnightleyPaine wrote:Bitching is feedback.

Lmao, you can't seriously believe that? Bitching is an attack that leads to Devs giving up and becoming hostile towards their fanbase. Feedback is helping devs keep motivation and working together with the fanbase to improve the game.

You don't help people by insulting them, which you ultimately do if you talk about their game like that, regardless of how often you put in that it's "not a personal attack" (cause it's an indirect attack "yippie").

Honestly, if I got a comment like this on my game and had the power to I'd delete that person's comment and never think about it again cause it would just scream to me they're trying to start a fire.
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Re: Journal Monstrae v0.1.0.2

Postby Schagura » Sun Dec 22, 2024 4:18 am

Reading the whole feedback by KnightleyPaine, and the only thing I can gather from it is:
(Like, imagine calling a creator mentally ill and a pillock etc. and think you willl be taken serious at all)
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Re: Journal Monstrae v0.1.0.2

Postby SquishySofty » Sun Dec 22, 2024 8:39 am

I'm not here to be involved in this, but you could just simply look at the tags and screenshot and just say that it's not a game that you should play at all. I assume most of the content in that game revolves around cocks and futanaris (I'll have to admit, I haven't played the game because I was too busy with life stuff), so making multiple different content variation would put even more loads of work into a new game developer who wouldn't know how to code. But aside from the personal preferences, if you have testers out there that plays the game and point out the bugs, glitches, and gameplay concern without actively discouraging the developer, then the said issues can be resolved.

Plus, RPG maker (despite that I have a grudge on most games that are made in that engine) is one of the few engines that requires little to no coding to get started, so I wouldn't say stuff like "Satan told you to do this and that" or calling the developer incompetent because of their choice.

Not all games should cater to the wider audience. It's entirely up to the developer if they want a specific target audience as they wish, and that's totally fine. TheMastermind already said it better than me, so I wouldn't want to repeat them.
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Re: Journal Monstrae v0.1.0.2

Postby Eka » Sun Dec 22, 2024 12:30 pm

Less bitching, please. Thanks.
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Re: Journal Monstrae v0.1.0.2

Postby IncoIsARadio » Tue Dec 24, 2024 3:11 am

Curious what I'm supposed to be doing.
I can wander the northern woods for hours, but can't figure out where I'm supposed to be going.
The giant tree seemed like a good start but apparently it's "too dangerous."
I'm pretty sure there's some story check somewhere in the forest that I just couldn't find.
Probably just a me thing, considering I haven't seen anyone else on this forum bringing up getting hopelessly lost.
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Re: Journal Monstrae v0.1.0.2

Postby Specific » Tue Dec 24, 2024 2:20 pm

IncoIsARadio wrote:Curious what I'm supposed to be doing.
I can wander the northern woods for hours, but can't figure out where I'm supposed to be going.
The giant tree seemed like a good start but apparently it's "too dangerous."
I'm pretty sure there's some story check somewhere in the forest that I just couldn't find.
Probably just a me thing, considering I haven't seen anyone else on this forum bringing up getting hopelessly lost.

I’m not sure exactly where you are in the quest, but you can always check the quests section in your journal for a hint on what to do, you can access it by pressing C
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Re: Journal Monstrae v0.1.0.2

Postby RandomInjury » Tue Dec 24, 2024 11:50 pm

IncoIsARadio wrote:Curious what I'm supposed to be doing.
I can wander the northern woods for hours, but can't figure out where I'm supposed to be going.
The giant tree seemed like a good start but apparently it's "too dangerous."
I'm pretty sure there's some story check somewhere in the forest that I just couldn't find.
Probably just a me thing, considering I haven't seen anyone else on this forum bringing up getting hopelessly lost.


The Giant you are talking about is probably the Slime Queen yes?

You need to go talk to the Nymph Queen in the western part of the forest to get the treaty between the Symps and slimes so you can present it to the slime queen.
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Re: Journal Monstrae v0.1.0.2

Postby RandomInjury » Sat Jan 04, 2025 7:02 pm

IncoIsARadio wrote:Curious what I'm supposed to be doing.
I can wander the northern woods for hours, but can't figure out where I'm supposed to be going.
The giant tree seemed like a good start but apparently it's "too dangerous."
I'm pretty sure there's some story check somewhere in the forest that I just couldn't find.
Probably just a me thing, considering I haven't seen anyone else on this forum bringing up getting hopelessly lost.


Was I right and helpful or what man?
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