What's new

RPG Patreon Active [Threshold] Monster Girl Dreams


Well, there's nothing more romantic than a snuggle with a struggle.
 
I forgot to say: the Day/Night system is a very good thing.
It gives some more life to the world, and allows for many other tweaks to be implemented - if only for that funny(?) blue balls condition to help OP players lose (could be harsher btw).
 
All this talk about bad ends. I dunno part of what makes this game a bit different/interesting/unique is that a lot of the things that WOULD have been bad ends in other games are still there, but don't actually *end* the game and just result in ongoing relationships or abilities/statuses or even new gameplay stuff.

Like pretty much any character with a pet/slave route. (And I presume those can/will *still* lead to character endings of some sort)
Like, most other games would have made the manticore venom addition thing a 'bad end' where you're kept in her cave forever but the fact that it results in basically an ongoing marriage and opens up it's own set of content while you get to keep adventuring is pretty neat.
 
"Bad Ends" are what I strive for in games like these. Not sure if it's just me, but being the "Hero" and being seduced/poisoned/brainwashed/corrupted into servitude or death is a HUGE turn on. So I am firmly in the camp that is for Bad Ends to be added into this game.

All that being said, I think Threshold has done a great job so far with this game with the content diversity and depth! It's obvious he has taken a lot of time into fleshing out story plots to incorporate a more permanent fixture for these monster girls in our heroes life.

I have no experience when it comes to coding, so I wont say what would be easy to implement and what wouldn't, but I think having an option at the Inn to leaving the tome would be an option that satisfies all sides. Maybe even having a randomized factor where every time you leave town to go adventuring you have a chance of forgetting it and then having the choice of going back to town to grab it, or continuing on with the risk of a Bad End. The fact that not trusting in the "get out of jail free" is hinted at multiple times by NPCs in town gives credence to Threshold already having plans for Bad Ends at some point.
 
Last edited:
v23.d is now out doing some balance stuff and fixing what should be the last of the bugs.
Edit: v23.e is now out with what I really hope is the last bug fix update before I get to working on the next update proper.
 
Last edited:
"How did I not hear of this earlier?"
*Grabs demo and returns to the void*
"I'll be back with my opinions on the subject matter"
 
v23.f is now out for a few last things before I move onto working on v23.1.
 
Initial thoughts: Not the most original story, but the premise works VERY well for the world you have made up. As such, it is a non-issue. Combat is very well done for a BF, intuitive and easy to understand what you should be able to do. The only thing I might suggest is that since you have a d20 for checks, that you have Nat 20s and 1s, that way I can laugh at if you add it to the game. Pics are nice, and I like the variety of expressions. It really helps with picturing the situation.

I think the thing I like the most is just how many enemies you can attempt to fight at once. Most games like this usually max at 3 for a hard or doomed fight, but I was able to stand against 9 imps at the same time, before the 10th finally overwhelmed by hpt. Love the decision to allow for that Leeroy moment.

The characters that I have interacted with are also well put together. I'll be interested to see how things progress as I go through the story, or just collect money.

The only thing that worries me about the game is how you are going to tie this up at the end. Things are currently looking like there can be lots of possible variables at the end, and from my VX days it does give me some concern on how that may turn out. That said, the quality of the product thus far gives me confidence that you will be able to deal with the loose ends nicely.

While I would like to pat you immediately, I currently have another engagement in that regard. Once I have satisfied the requirements for getting their game on release, I'll probably divert that funding to you. Keep it up till then, I would love to see this completed.
 
By the way, guys, is there any merit in paying off 1M debt as of yet? (although if it's spoilery just say so, and thanks)
 
By the way, guys, is there any merit in paying off 1M debt as of yet? (although if it's spoilery just say so, and thanks)
When you pay off your debt, Elena is shocked that you pulled it off and asks you if you want to return home. If you accept, you get teleported back and the game simply ends with a message that reads 'Good End?'
 
When you pay off your debt, Elena is shocked that you pulled it off and asks you if you want to return home. If you accept, you get teleported back and the game simply ends with a message that reads 'Good End?'
I see...kinda not what I expected, but thanks
 
Demo finish report: Most of my original post still applies, though I have found the couple of characters that do not have pics yet. I assume that is how pretty much every character starts, so not a big issue.

In regards to the map, I am of mixed feelings regarding the large area you revealed without anything in it. I recommend keeping it covered or putting a side area there. An open area like that makes the world feel much emptier than it should. Good work with the bonus dungeon, rewards players who come back to complete areas properly. LEEROY!

Ghosts are providing me with a considerable challenge with how I built my character, I feel like willpowers defense boost may be underpowered to some degree in the current build. Gonna have to wait a bit and get some magic perks to help clear them out, or respec to be able to use multi target magic. The current end sequence I chose was quite fun. Of course, on the other end, with Heal and Meditate, I have to try to lose anywhere else right now. On that note: Found the other 4+ battle, fights like these are deal makers for me, because Mook Chivalry is for wimps.

The bar: Random events within, possibly with other adventurers or MGs would be a boon and would help liven up the place. The characters there are nice, but it feels too predictable for a bar in a rowdy town for adventurers.

Overall, good work on what is currently here. You have a good base, you just need to breath more life into some areas that are at or near the main places you interact. Looking forward to where this goes.
 
I see. So every time you go to the local bar at night you will always see the exact same 3 people, and cannot interact with anyone else. Not to mention you will only ever interact in any meaningful way with the owner and barkeep, and will never give the staff anything more than the bare minimum. Sorry, but that feels flat to me.

While I have not kept perfect track of the time I have spent on the game, I can say with confidence that I have spent at least 20 hours playing the game, and that number could easily be almost double with how I lose track of exactly when I start and stop. It IS a good game in it's own right, and I'm sorry you are content with giving no constructive criticism or opinions on how the game can be improved. If you notice, most of my suggestions are about building onto things already there. The things that are there work for their function, but I myself cannot call them assets to the game. Again, I LIKE what I see, but as it currently is some facets feel almost generic, and I hope that the game can grow beyond that.

The lack of random meetings within the town, for example, makes the town feel less like a town, and more like an MMO quest/shop hub. Functional, and you 'see' others supposedly doing stuff, but does any of it have an effect on you in any way? Not in the current build, and adding such encounters or conversations outside specific events or locations can really expand the breadth and depth of a world, with the cost of some story boarding and coding. I did it for a game I myself made in VX, and setting that up did not take long. A small investment in time that can really make this facet of the game far more alive and unique. Randomly pooling a larger number of potential bar patrons could also make the nightlife more dynamic and encourage you to interact with it more.

Edit note to creator: The world and characters you have made are great, and honestly I liked this more than the early sections of both MGQ and Paradox (It would be unfair to compare your early game to their endgames). Unlike both of those stories, you have (at least for now) only a single major hub for non-adventuring purposes. This gives you a great opportunity. I rarely think about any of the stuff that happens in city in MGQ and Paradox (Except the boss fights), but that's because the team had to spread the town mechanics and events over so many towns, making them all feel incredibly static. In fact, the store people were a bit of a running gag in that series. With only one place serving this function until at least mid-game, and with how many other adventurers and characters in general there seem to be, it may give you a chance that these games and other adventuring games simply can't take advantage of. You have already created a game that I will most certainly pay for, as it has burned through so much of my recent free time. Regardless of exactly how your game develops, you already have another fan (Admittedly, one who will say if they think something can be reasonably improved upon).

Note: I feel like I should clarify my thoughts about the town slightly more. It works quite well at the start, but I started to feel like I was just going through the motions inside of it about half-way through will-power temple. In all honesty, if it is deliberate, it is a very workable way of presenting things, The human side being as it is, and the real story pretty much happening on the continent. It would be symbolic, in some form, but again, I feel like going down this route and not having the ability to integrate more deeply is likely a waste of chances for other events and worldbuilding.
 
Last edited:
YES!!! Kotone art is finally here! I am downloading now...
 
I see. So every time you go to the local bar at night you will always see the exact same 3 people, and cannot interact with anyone else. Not to mention you will only ever interact in any meaningful way with the owner and barkeep, and will never give the staff anything more than the bare minimum.

There are encounters, though? They're all nighttime encounters, but still. Oh, and how do you know it isn't just the pc and two other people serving the patrons? Why would I care about having a meaningful relationship with people I likely won't meet once my quest is finished? Heck, what's their incentive to talk to me? For the patrons, I'm a quick fuck if the fancy strikes them. For the owner and barkeep, I'm paid labor. If the owner wants to turn me into a tittyslave, that's not really the business of the other workers. Although, there is precendence for the premise that they are equally influenced, thus creating a situation where us tittyslaves mindlessly do our duty for our Goddess without distraction.

While I have not kept perfect track of the time I have spent on the game, I can say with confidence that I have spent at least 20 hours playing the game, and that number could easily be almost double with how I lose track of exactly when I start and stop.

Pathetic.jpg

and I'm sorry you are content with giving no constructive criticism or opinions on how the game can be improved.

The sheer-fucking-hubris of this line alone. Bud, actually read the thread. The last two pages were dedicated positions on ideas and suggestions being pitched. You're late to the party, through fault of your own. Many of your suggestions are bad. I didn't even bother giving your post the "due diligence" you believe yourself entitled to because your observations were very poorly-framed and horribly ignorant. 20 hours to someone who has been here since day one is an absolute joke.

The lack of random meetings within the town, for example, makes the town feel less like a town, and more like an MMO quest/shop hub.

To give it a real-world context, do you approach every person on the street everyday, hoping to strike up a conversation and eventually charm them into an orgy? I highly doubt it, and especially with the current pandemic. It's more likely that at least 30% of them are "speed bumps" to overcome, 20% actively piss you off in some way, and the remaining 50% are either oblivious morons or tolerable presences, usually a combination of both. In a more game-based situation, the same logic applies. How many NPC's would you feel inclined to engage in an rpg or open-world game if the game itself was more densely-populated? I doubt every other child or adult would meet your fancy sufficiently to warrant engagement.

Those numbers dwindle significantly when you consider that, as an adventurer newly-graduated from "Arrow to the Knee University", your skepticism and discrimination for worthwhile encounters is that much more refined, the notion of engaging someone whose existence doesn't result in your immediate benefit financially or otherwise is less appealing. Someone whose new lifestyle is murderhobo/tomb-explorer isn't looking to be Mr Popular via social interactions. We ain't Persona, bub. We're goddamn Jojo's, and our PC can be Joseph or Jotaro. Maybe some Polnareff.

Unlike both of those stories, you have (at least for now) only a single major hub for non-adventuring purposes. This gives you a great opportunity. I rarely think about any of the stuff that happens in city in MGQ and Paradox (Except the boss fights), but that's because the team had to spread the town mechanics and events over so many towns, making them all feel incredibly static.

You fail to understand that in most rpg's, unless Mr Shop Owner is also secretly a kickass monk with the power of an ancient dragon, his life is less meaningful than the rock blocking your path in the desert. Probably even less than the sand you trample underfoot. His existence can probably be summarized with "after I close shop, I go home to eat dinner and then relax before going to bed." Most developers (and self-important "critics" such as yourself) don't get a very basic concept, and I'll link you a clip to position my next point.



The point that is made is that, if everyone is given significance, there no longer exists the notion of the mundane and everything becomes mundane. Bethesda is infamous for doing this in Skyrim. From essential npc's to basic shopkeepers, everyone has a voice and everyone has an opinion on in-game events. It stops being interesting to hear what Belethor thinks about the dragons when his assistant also has an opinion on them. And that random kid. And that other kid.

What I'm getting at is, you don't need everyone or even a dozen people to be interactable in a setting. It even acts as a detriment because now people are looking to complete every interaction in the event something new occurs between characters. It becomes exhausting to look for every little detail and distracts from the main quest.

Note: I feel like I should clarify my thoughts about the town slightly more. It works quite well at the start, but I started to feel like I was just going through the motions inside of it about half-way through will-power temple. In all honesty, if it is deliberate, it is a very workable way of presenting things, The human side being as it is, and the real story pretty much happening on the continent. It would be symbolic, in some form, but again, I feel like going down this route and not having the ability to integrate more deeply is likely a waste of chances for other events and worldbuilding.

What world-building do you need? The exposition at the beginning and the guild leader lay it out. A war happened where monster girls threatened the world until the Goddess came down, said "knock it off you horny cunts" and sealed them on the island. The island serves the dual purpose of keeping the monster girls imprisoned and training future adventurers. Your character is a new graduate who forgot to read the part that said "your education isn't free, grass, gas, or ass, bub" and now you have to either put those skills to use or learn to wait tables. You want world-building for what? The imps who inhabit the caves, employed by one of the lords to waylay adventurers such as yourself? They serve a purpose. Even your precious Monstergirl Quest didn't go as in-depth as to why one big-titty imp inhabited Alice's castle and wasn't simply kicked out long ago.

And, keep in mind, this is a single island in what I suspect is either a medieval or pre-industrial society. I highly doubt there is as dense a population occupying the landmass, let alone a significant group of paired-off explorers who want any business with each other except as a means to an ends. How many other adventurers waited for you to (un)intentionally lose to Nara for the nth time, only to sneak by while she was distracted? We don't know because it's not relevant. What is relevant is your progression. You are the protagonist, and your actions are the only ones with consequence to you. Building anything beyond that is padding. As someone who enjoys comic and anime, and the occasional rpg ("occasional" if it meant "99% of my steam library"), I can tell you that unnecessary padding is the biggest joy-killer for me. Hell, when I read a book, padded chapters annoy me. You don't need to describe every goddamn pubic hair on some dude's scrotum to establish their character. How they act and behave in a situation tells me more about them than a lengthy description of how wide their gait is.

Basically, less is more in a story. The less we're told about some things, the more we are engaged because we (as the viewer) are allowed to speculate and imagine. Remove the mystery, you remove the allure.
 
How do I get kotone to accept the lovey dovey request? I already completed her challenge/talked about feng and her tails, what am I missing?
 
v23.1a is now out to fix bugs.


How do I get kotone to accept the lovey dovey request? I already completed her challenge/talked about feng and her tails, what am I missing?
You need to spend a lot of time with her, lewd her, and also talk about her past relations. There should also be one to ask about her trust in the relationship you have.
 
Back
Top