nullstuff wrote:Personally, and I feel like I'm likely the minority here, I really like save or die type mechanics, assuming the player is given advance notice. My favorite part of this game is how powerful the giantesses seem, and perhaps I'm a masochist, but if I'm fighting a giantess for my life and not just an extended stay inside her, I really want to feel like I'm fighting for my life. Pert of that is difficulty based; I want to have a fighting chance of getting away, and I'd love to have one or two close calls, but if I screw up I kinda want to be punished for it. But, and this is the other half of the appeal of fatalty, I want there to be a real risk involved. If I lose to a giantess and I get digested/cummified/etc, I really don't want it just to be an "oops, you died, back to the game!" Kind of scenario, I want to see that game over screen and have that finality.
That's not a save or die.
Save or Die is a reference to Dungeons and Dragons 3rd Edition, also known as save-or-suck. Basically means you made ONE mistake and you lose everything. For example if a giantess could try to cummify you and you get one chance to avoid it, and just that one chance, that'd be save or die.
I love the fight, but my major motivator for escape from the giantesses was the boredom of not being allowed to play the game until I escape.
I do enjoy the challenge of the game in some forms, I personally struggle with figuring out the AI, but I feel the escape attempts really show off the giantesses' powers. The pleasure victories are the exception as it's kinda annoying how the AI is designed to directly counter pleasure victories in all forms so that they become battles of attrition rather than just being harder to achieve. No one I know can take a deep breath and let off 20% of their lust in an instant lol.
generalr wrote:fatal assumption
So you didn't answer my other questions. Just as I feared, then. There are no plans to change the way stats are gained, no plans to change the way they're lost, and you are just gonna go for a in the middle design.
On that particular 'fatal assumption' as you put it, I'm fine making that assumption: perhaps wanting to get stronger is a good idea as it's the only sense of control I have over the game. The game design leads me to believe I want to escape, and increasing stats is the only way that has been implemented to even further that goal outside of learning the AI. So now you're telling me that high stats aren't always good. There isn't an easy way to lose stats either besides constantly throwing myself at the girl who shrinks you really small. This is a problem I think you're gonna have to address at some point in development, though I feel you already have some ideas for the next update.
HollowSnack wrote:compromise
If the character dies and gets resurrected they aren't "trapped in endo fun" they're dead and resurrected. This is more a compromise between fatal and non-fatal. Which is hard to pull off and suit most people. A good example of a game that pulls off that is Mashiro's Exploration Record. Mashiro can't die, she's sadomasochistic, and so are all the girls ready and willing to gobble her up but her stay is never long. One of my favorite things about this game is the entrapment aspect, and the girl who shrinks you inside her was actually my least favorite thing in the game as it was released around September 14th.
Reduced stats would make me just load a save file since there is no incentive I can think of that would make me want to play with reduced stats unless I specifically was aroused by slowly losing power or there was something I got for getting too weak.