AGamerPassingBy
Tentacle God
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Re: Monster Girl Island
It is kinda hard to not expect a combat with story premise like that, but have you ever thought that the combat aspect will be more action-puzzle-ish? For example, when a single monstergirl more sinister and enraged try to attack the village, other monstergirls which allied with you will try to hold the attack while you running around activating the village defense mechanism at the correct time, maybe like delivering cannon balls or arrows to the nearest guard post or something.
The inconvenience you said can be adjusted and isn't even final, i'm sure when changes need to done for the better then it will be done. Just patience for now, okay.
Looks like we have different criteria for a "Solid Story". I personally think the story for now quite solid, while not really grand. The main story conversation and its flow is logical:
Even the set up for the sex scene is logical, there's nothing ridiculous with a cocky selfish sadist monstergirl toying with and raping her self-acclaimed to-be-slave.
If you mean about the silly choices available for us to pick during conversation, well even i think those are supposed to be non-canon answers.
I agree with you here, come on guys
, you cannot exactly call that a puzzle. The only puzzle exist in the demo right now is the food gathering, and the hide and seek with slimegirl. Really for a demo where the story doesn't even go that far yet, these 2 puzzle's difficulty are acceptable.
But well, a good and fun designed puzzle ala RPG for a demo will surely improve player impression.
Actually, no.
The impression i get from this game is more of a time-management puzzle reminiscence of Animal Crossing or Harvest Moon without the farming aspect (Unless a farming feature will be available later).
Wait, what do you mean with this? Do you mean i can totally avoid the whole scene with the Slimegirl (for example: now i can totally ignore the purple goo puddle or even don't play along with her hide-n-seek, with consequences i hope), or do you mean i can choose to fight her back or accept becoming her slave during the scene?
Because the game hammers the whole "omg, everyone is DEAD!" message pretty hard, so its only natural to expect some kind of combat mechanic.
It is kinda hard to not expect a combat with story premise like that, but have you ever thought that the combat aspect will be more action-puzzle-ish? For example, when a single monstergirl more sinister and enraged try to attack the village, other monstergirls which allied with you will try to hold the attack while you running around activating the village defense mechanism at the correct time, maybe like delivering cannon balls or arrows to the nearest guard post or something.
Wouldn't know. Depends on the game's long term goal.
The inconvenience you said can be adjusted and isn't even final, i'm sure when changes need to done for the better then it will be done. Just patience for now, okay.
I won't comment on the story, but you need to re-read the dialogue if you think its solid.
Looks like we have different criteria for a "Solid Story". I personally think the story for now quite solid, while not really grand. The main story conversation and its flow is logical:
Deserted in a island->Find out there are natives, moreover they're friendly->Seek help from the natives->Offers help as a trade-off->Surviving the days within island->looking for food at the beach->some of the girls hasn't really trust you so they assign someone as your supervisor->Return home after done with food collecting->met with new face along the way->turns out this new face bears some animosity->met with the new face again too soon->she challenges you->she overpowers you->she rapes you->you're rescued.
If you mean about the silly choices available for us to pick during conversation, well even i think those are supposed to be non-canon answers.
Then I completely and utterly missed it seeing as the hardest puzzle in the demo was "how do I use the fishing rod?".
I agree with you here, come on guys
But well, a good and fun designed puzzle ala RPG for a demo will surely improve player impression.
And it is pretty clear what type of game this will be: A puzzle game/point and click adventure with the goal to fuck.
Actually, no.
The impression i get from this game is more of a time-management puzzle reminiscence of Animal Crossing or Harvest Moon without the farming aspect (Unless a farming feature will be available later).
You can get away from that scene, just removed the option from the demo. The game is not gonna be that linear.
Wait, what do you mean with this? Do you mean i can totally avoid the whole scene with the Slimegirl (for example: now i can totally ignore the purple goo puddle or even don't play along with her hide-n-seek, with consequences i hope), or do you mean i can choose to fight her back or accept becoming her slave during the scene?
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