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RPG Patreon Active [Threshold] Monster Girl Dreams


Threshold

Jungle Girl
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Monster Girl Dreams is a text based BFRPG made in Ren'Py. (The BF stands for Battle Fuck.)
The game is currently in alpha and is in active development, and while primarily text based there is character art for many of the lovely ladies in game.
Erotic content contained within is primarily vanilla, M/F, femdom, and of course monster girls.

In Monster Girl Dreams you play as a male adventurer, freshly graduated from the adventuring school, Adventum!
Now you must venture across the home continent of the monster girls, Lucidia, in an attempt to get rich, or get fucked into submission trying. Also defeat the Demon Queen. Maybe.

At the start of the game you create your character and define their combat stats and weaknesses in a point buy system, and must choose at least one fetish for the monster girls to exploit with their temptations.
Gameplay functions similar to many standard turn based rpg games, but you utilize numerous sex techniques to defeat your female opponents, all while not trying to give into the enticing pleasures they offer.
Monster girls will have an array of status effects and temptations to throw at you, as well as the ability to put you into multiple sexual stances. They will probably also use their numbers to pin you down and fuck you silly!
But you'll be able to get the edge of your opposition by leveling up and choosing perks to help define your play style as well as equipping various items to boost your sexual powers even further, or to help make up for a weakness.
Or you could just say screw that, running forward without any planning, and get ravished into unconsciousness by the lewd monster girls.

You can also spend time getting immersed in the games whimsical setting and (usually) upbeat tone as you get to know some of the monster girls.
They might even hold your hand instead of trying to fuck you silly.



Feedback on what people think of its current state would be appreciated.
And please let me know if you find bugs.
Or typos. Which I'm sure there is.

I have the intent to allow the game to be relatively easy to mod. Which will allow people to make their own enemies, skills and items. Basically everything. Including adding images to enemies and scenes.
Good luck if you decide to try modding it! There's a guide in the game's download for those interested.

v28.1a change log
v28.1a change log
Remember to load your save from the town square.

On desktop (i.e. Linux, Mac, or PC), always install the game into a fresh folder (unless it's patch data) to avoid issues. Saves are stored in a separate location, so they're safe.

On mobile, install the new APK, which will update the old one. Don't uninstall the old APK first, as this will erase your saves.

Qol


  • Reloading mods from the mod menu won't check for validation anymore to prevent confusion. Mod authors, use the validation toggles in Options from here on. By feltcutemightcleanlater.
  • Mod downloader now clarifies HTTP urls are not supported, only HTTPS urls. By feltcutemightcleanlater.
  • There is now a default 'not found' image for mods without a working path for their cover image in the in-game mod menu. By feltcutemightcleanlater.
Fixes

  • Fixed an issue that caused some mod zip files to extract with the wrong base folder name. By feltcutemightcleanlater.
  • Fixed multiple issues regarding malformed viewport IDs, typically when using the grimoire for adventures. By feltcutemightcleanlater.
  • Fixed certain saves having issues for certain status effect removals while adventuring or in combat. By feltcutemightcleanlater.
  • Fixed the example mod calling a skill that wasn't real. By feltcutemightcleanlater.
  • Status Effects with a base duration of 1 now scale up twice as fast with Status Effect Duration bonuses, this will bring the players stun skills back up to how they were duration scaling wise before the Stun changes.
  • Stun no longer incorrectly displays its duration in skill tooltips.
  • A typo fix.
v28.1 change log
Remember to load your save from the town square.

Also be sure to always install the game into a fresh folder (unless it's patch data) to avoid weird issues. Saves are kept in a separate location, so they're safe.

Content


  • The 'Livewire Alleyway Collision' event has been added to a new alleyway in the Starlight District. It can also be included as part of Labyrinth exploration runs. By Threshold, edited by Valentin Cognito.
  • The 'Pedestrian Tunnel of the Pale Light' event has been added to the Capital. Currently, it can only be encountered at night, when traveling between the Starlight District and Phantasm District. It can also be included as part of Labyrinth exploration runs. By Threshold, edited by Valentin Cognito.
  • Losing to two Kunoichi Trainees in the Blowjob stance now triggers a new loss scene making use of their new CG. By Threshold, edited by Valentin Cognito.
  • Camilla now has a handful of conversations you can have with her, with variants depending on whether you're bound up or not. By Threshold, edited by Valentin Cognito.
  • Added 'Camilla's Prey Invitation', a smol event directly leading to combat with Camilla which can be included as part of Mountain or Labyrinth exploration, and is unlocked by confirming in some way that you want to be Camilla's prey during her regular event. By Threshold, edited by Valentin Cognito.
  • Added the ability to get to the Phantasm District and relevant descriptions depending on the time of day, although there is currently nothing to do there yet.
Art

  • The Kunoichi Trainee now has a CG for the Blowjob stance, which is also used in one of the player victory scenes, as well as in the ending portion of Shizu's oral lesson, in addition to the aforementioned new loss scene. Art by Mistimagi.
  • The Bubble Slime now has a CG for the Sex stance, which is also used in her loss scene, as well as in her 'Kiss her'/'Make out in the pool.' scene. Art by Jiffic.
  • Bon Bon Bun now has its very own background. Art by DOPPEL.
QoL

  • From v28.2 onwards, an error will be generated if the game has been erroneously updated by placing a new game copy over an older one. As a reminder: always play with a fresh new copy of the game! Saves are stored and accessed in a separate AppData folder, so you don't need to do anything to keep them from one version to another. By feltcutemightcleanlater.
  • The menu bubbles have been optimized so they behave about 2.5x faster performance-wise, with smoother motion. By feltcutemightcleanlater.
  • Poke the character bubbles fast enough, and something might happen...? By feltcutemightcleanlater.
  • The auto save page can no longer be accessed via the save menu; only via the load menu. This will prevent auto saves from being accidentally overwritten manually. By feltcutemightcleanlater.
  • Mods that have errors on startup are now disabled instead of crashing the game. Users are given notice of whichever mods failed to load. By feltcutemightcleanlater.
  • Mods that have been disabled/uninstalled now have their Items, Perks, and Skills disabled till the mod is active again. By feltcutemightcleanlater.
  • Mods now take roughly half the time to load. By feltcutemightcleanlater.
  • The in-game mod menu has been greatly streamlined for ease of use. By feltcutemightcleanlater.
  • Conflicts between mods will now be notified to the user in the in-game mod menu. By feltcutemightcleanlater.
  • In-game installation of .zip mod files is now much more robust and reliable. By feltcutemightcleanlater.
  • The Inventory menu now directly displays the Runes and Accessories tabs, skipping the now removed Equipment tab. By feltcutemightcleanlater.
  • Stat information in the Character menu has received an overhaul, expanding the 'Derived Stats' subsection and providing up-to-date and hopefully easier-to-read tooltips. By feltcutemightcleanlater.
  • Minor cosmetic improvements to tab styling have been made, and some separators have been added throughout the Character menu for better visual clarity and aesthetics. By feltcutemightcleanlater.
  • Shop code has been rewritten, doubling performance and offering minor visual & UI improvements. By feltcutemightcleanlater.
  • The description of the Overheat status effect now clarifies that it also increases the DC of hellhound-related stat checks by 5.
Balancing

  • Increased Camilla's level from 15 to 25, and accordingly upped her stats and gave her a few new Perks, so that her fight offers a challenge more appropriate to the threat she's supposed to be.
  • Manticore Spikes and Arachne Webbing now have a value of 500 Eros, up from 200.
  • Since Ushris' requirement for using her 'Taming Lockdown' event was recently lowered, the related stat check's DC was decreased from 25 to 20, in order to bring its dangerousness more in line with her other Skills.
  • When Paralyzed during a stat check and unable to resist, the player now regains 5% of their Energy, as if they had waited a turn, which should help avoid inescapable doom spiral situations.
  • When using a Sleep-inflicting Skill, the related stat will now affect the potency of the Sleep instead of its duration.
  • When using an Aphrodisiac-inflicting Skill, the related stat will now affect the potency of the Aphrodisiac.
  • In the case of both Sleep and Aphrodisiac, the stat scaling is relative to the base potency, with each point in the stat equaling to +1%. For example, applying an Aphrodisiac/Sleep with a base potency of 10 while having 100 in the related stat will make for a total potency of 20. And applying an Aphrodisiac/Sleep with a base potency of 20 while having 25 in the related stat will make for a total potency of 25. While this is not exactly a huge buff for these status effects' scalings, I prefer to be careful so it doesn't get out of control, both for the player and monsters.
  • For every 50 potency of Aphrodisiac applied to a character, that character now gains +25% Resistance to Aphrodisiacs, for balance purposes.
  • A large number of enemy Aphrodisiac Skills have had their status chance reduced from 150% to 100% in order to give more relevance to Aphrodisiaic Resistance, including the above effect.
  • The Bubble Slime has had her in-stance Aphrodisiac Skills' status effect chance reduced from 250% to 125%.
  • Amy, meanwhile, has had her in-stance Aphrodisiac Skills' status effect chance upped to 200%, due to the design intentions of her Aphrodisiacs and their very limited duration.
  • Charm Immune now prevents Charm from being applied even during a combat event, which should give more breathing room in some fights, and stop being a source of confusion for players.
  • One exception to the above is some of Venefica's combat events, which now remove Charm immunity, as those instances are supposed to make you Charmed no matter what.
  • When an action is interrupted by a Stun, it now ticks down the Stun's duration immediately, meaning that Stun can no longer end up eating effectively 2 actions depending on Initiative. This new tickdown count also includes extra actions from CallMonsterAttack.
Modding

  • Items used out of combat that make use of |f| style functions should now always work properly.
  • Added a SleepPotencyBoost Perk key, which can be used to increase the potency of the character's Sleep-inflicting Skills.
  • Roled CGs can now check for separate monsters in a group encounter, e.g. 'Kunoichi Trainee 1' and 'Kunoichi Trainee 2'.
  • Added an IfMonsterName function for very niche uses.
  • Added EscapePre as a monster dialogue option, primarily in order to separate escape dialogue and CG removal.
  • Mods are now enabled/disabled without needing to add an underscore before the mod folder's name, making for better UI feedback and user setting persistence. By feltcutemightcleanlater.
  • Mods tested for v28.1+ can now make additions to any key. See the modding documentation for details. By feltcutemightcleanlater.
  • Mods can now alter the addition behavior for any key. See the modding documentation for details. By feltcutemightcleanlater.
  • Mod makers can now use the updated json validator in-game via a 'Debug' menu, in order to look up any automatically detected bugs and oversights within their mods. By feltcutemightcleanlater.
  • The 'Debug' menu also includes an 'Overflow' tab, which lists any overflows automatically found both within the base game and within modded content. By feltcutemightcleanlater.
  • All Set/Change functions now support % values (e.g. 50%) for both the player and monsters, including monster stats, player Eros, player experience, and more. By feltcutemightcleanlater.
  • Added SetArousal and SetEnergy to player Set functions, as well as monster equivalents. By feltcutemightcleanlater.
  • A LevelUpPlayer function has been added. It ignores negative values and accepts percents. Effect is immediate. By feltcutemightcleanlater.
  • Added IfStats and IfMonsterStats, with all greater/less/equal operators supported as parameters. This function compares to monster idnames, as well as to percents wherever relevant. See the modding documentation for details. By feltcutemightcleanlater.
  • Added IfSensitivity, IfFetish, and IfResistances, including monster equivalents, with the same specifications as the above functions. See the modding documentation for details. By feltcutemightcleanlater.
  • Added IfHasFetishes (checks for level 25+ Fetishes) and IfHasPerks as an equivalent to IfHasSkills. By feltcutemightcleanlater.
  • Added EquipPlayer and UnequipPlayer functions for managing player equipment. See the modding documentation for details. By feltcutemightcleanlater.
  • Added GiveTemporarySkill and RemoveTemporarySkill as combat functions to modify the player's available Skills for the duration of a combat encounter. By feltcutemightcleanlater.
  • PlayerMoney and ProgressDisplay markup now splits large numbers with commas by default (e.g. '2,000' instead of '2000'). 'NoC' variants are available to disable it. By feltcutemightcleanlater.
  • GiveSkillThatWasTemporarilyRemoved now accepts the exact Skill you want to restore, as well as "All" for all temporarily removed skills. By feltcutemightcleanlater.
  • SwapLineIf now supports dedicated and base checks for Exp, Virility (added base check), GoddessFavor, and Strain. By feltcutemightcleanlater.
Fixes

  • Fixed losing to Ancilla when sparring not removing the fade-to-black effect.
  • Fixed Relaxi Appel Jelly, Mushmallow Jelly, and Jumbo Mint Choco Chip Clarity Cookie not properly working or displaying incorrect information outside of combat.
  • Fixed an alleyway scene incorrectly being flagged as nighttime even during daytime.
  • Fixed the possibility of some Club Mirage backstage effects not getting turned off properly.
  • 'A Perfectly Normal Walk' now properly resets its variables every time the event has concluded, so that you're not immediately caught no matter what you do whenever you repeat the event.
  • When doing 'A Perfectly Normal Walk' in exploration mode, the event no longer erroneously acts like it's always daytime at the start.
  • Fixed Perpetua's arm vanishing during a scene with Amy.
  • Cleaned up the Temptation Check display so it no longer overflows the textbox with information.
  • Thanks to the Debug Validator, an issue was found and fixed with Opal always repeating her advice to check out the adventurers-only section when she's supposed to do so only once, during her intro.
  • Thanks to the Debug Validator, a number of Livewire Skills now properly target the Breast Fetish, instead of a nonexistent 'Titfuck' Fetish.
  • Thanks to the Debug Validator, Malicia's 'Attack anyway!' scene now properly increases the Monstrous Fetish, instead of a nonexistent 'Monsterous' Fetish.
  • Thanks to the Debug Validator, the Melody & Cadence fight in Club Mirage now properly Stuns you at certain intervals due to Jennifer messing with you.
  • Thanks to the Debug Validator, a hidden tracker in Sofia's 'Ambush her!' scene now properly increases.
  • Thanks to the Debug Validator, an incorrect scene jump in the 'Matango Den' event now properly returns you to Town instead of sending you back to Church via an erroneous Game Over.
  • Malicia's Favor now gives the +1 Spirit it says it does.
  • Shizu's clones can now use solo Titfuck stance moves, meaning they will no longer get very confused if you struggle out of the others' Titfuck stances and they end up being the only one left to have you in a Titfuck stance.
  • Thanks to feltcutemightcleanlater's new Overflow detector and Valentin Cognito's thorough pass, all textbox overflows except for deliberate ones have been removed from the game. (Word from Val: Of course, despite our best efforts, errors can still sneak in, so if you happen to spot non-deliberate-looking overflows in the future, do report them, as well as any typos you might come across!)
  • The CGs of the Minotaur, Vili, the Manticore, Shizu, Nara, and Aiko will no longer stay incorrectly displayed if you use an escape Skill while they're sleeping.
  • Nicci's 'Enticing Invitation' Skill can no longer incorrectly put the player into the Titfuck stance when in the Making Out stance.
  • Gridmap offset functions now immediately reflect changes. By feltcutemightcleanlater.
  • Fixed Beris not gaining some Resistance to Restraints at higher levels.
  • When the 'Rest till dusk.' option is used in the player's room at the Inn when it's already dusk, time will now always cycle back around to dusk, instead of stopping at evening or midnight.
  • Fixed PlayerOrgasm and potentially other functions from eating VFX calls in certain circumstances.
  • Stopped UsesMovePre from playing twice when used with attack Skills that inflict status effects. The issue lay most notably with Sofia repeating sfx and vfx calls, but had potential to cause other weird bugs.
  • Assorted typo and editing fixes.

v28a change log
Remember to load your save from the town square.

Also be sure to always install the game into a fresh folder (unless it's patch data) to avoid weird issues. Saves are kept in a separate location, so they're safe.

QoL


  • Correctly ordering one of Club Mirage's drink combos now gets you a Key Item to act as a reminder of your prize. Additionally, Opal now mentions that guessing more combos won't get you extra stuff. By Valentin Cognito, edited by Threshold.
  • Tweaked the wording of Club Mirage's posters to make the related challenge clearer. By Valentin Cognito, edited by Threshold.
  • When you're in the Capital after Midnight and time passes, any status effects from Club Mirage (such as Tipsy) will tick down even if the day technically no longer progresses.
Fixes

  • Fixed Jennifer's 'Fired Up!' Skill being resistable by the player, leading to a message that shouldn't appear.
  • Fixed passing the hidden 30 Willpower check when searching the staff room in Club Mirage booting you to Town.
  • Jennifer can now lose Spirit and lose the fight to Demon Layer hits.
  • Running away from the Livewires in the Capital's alleyways will now progress time at the rate of the alleyway movement, instead of not progressing time at all.
  • Losing to Kaia and getting snagged back to her home will no longer leave the screen blacked out.
  • Nightmare Mode Ushris now properly interacts with the Sleep status effect.
  • Fixed Skill Additions in mods exploding the game if they didn't have the recently added keys, which are now optional and won't break things if the mod doesn't have them.
  • Assorted typo and editing fixes.

Game screens!












 
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Re: Monster Girl Dreams Alpha v4 (BFRPG)

Hmmm, not bad I'd say so far. I noticed an early bug of sorts, in the intro bit when Vivian gets interrupted, the other girl's dialogue isn't called up. It gets the like, EventFlag text or something instead.

Went and made a version of a character of mine in it though. He didn't last long. As it turns out, being weak to most things, with a sensitive cock, doesn't matter even if his Energy is high, hahaha.
 
Re: Monster Girl Dreams Alpha v4 (BFRPG)

Very nice base for a game.
Some things i found:
1. Can't buy any skill or items even through i do have the right stats and have enough eros. (buttons don't light up)
2. If you go to page 2 in Elena skill buy, you also move to page 2 in Elly skill buy so when you try to learn skills from Elly you get everything empty and nothing to buy
3. More that 1 enemy at the same time is quite impossible, especially if you have oral weakness and fighting against 2 elves.
4. Is impossible to run away if the enemy puts you in a stance each time after you break up. (Especially annoying when fighting against elves and even more if fighting against 2)
 
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Re: Monster Girl Dreams Alpha v4 (BFRPG)

I'm going to test this because it hits upon one of my kinks. If it is disappointing, I'm going to Liam Neeson you.

Don't make me Liam Neeson, sir.

Also, can you people start using goddamn tags? What's the point of campaigning for the search function to be repaired if none of you bother using the one thing that the function requires?
 
Re: Monster Girl Dreams Alpha v4 (BFRPG)

I'm going to test this because it hits upon one of my kinks. If it is disappointing, I'm going to Liam Neeson you.

Don't make me Liam Neeson, sir.

Also, can you people start using goddamn tags? What's the point of campaigning for the search function to be repaired if none of you bother using the one thing that the function requires?
you mean like this?
 
Re: Monster Girl Dreams Alpha v4 (BFRPG)

Hmmm, not bad I'd say so far. I noticed an early bug of sorts, in the intro bit when Vivian gets interrupted, the other girl's dialogue isn't called up. It gets the like, EventFlag text or something instead.

I am super sad I missed that.


Very nice base for a game.
Some things i found:
1. Can't buy any skill or items even through i do have the right stats and have enough eros. (buttons don't light up)
2. If you go to page 2 in Elena skill buy, you also move to page 2 in Elly skill buy so when you try to learn skills from Elly you get everything empty and nothing to buy
3. More that 1 enemy at the same time is quite impossible, especially if you have oral weakness and fighting against 2 elves.
4. Is impossible to run away if the enemy puts you in a stance each time after you break up. (Especially annoying when fighting against elves and even more if fighting against 2)


Combat balance is something I still very much need to work on.
and I will.
I've updated the game to hot fix those issues, as well as some others I found.

I'm going to test this because it hits upon one of my kinks. If it is disappointing, I'm going to Liam Neeson you.

Don't make me Liam Neeson, sir.

Also, can you people start using goddamn tags? What's the point of campaigning for the search function to be repaired if none of you bother using the one thing that the function requires?

Well I hope you like it.
I recommend you grab the fixed ver as turns out, there were some errors.
Possibly still are.
And I am sorry I didn't use the tags when I posted as I had no idea they even existed at the time.
 
Re: Monster Girl Dreams Alpha v4 (BFRPG)

I am super sad I missed that.

Happens to the best of us!
I admit, I'm a bit curious as to how this game would play if you could play as a heroine instead of a hero... but I wouldn't imagine that'd happen.
 
Re: Monster Girl Dreams Alpha v4 (BFRPG)

you mean like this?

EXACTLY that, except with monstergirls. Oh, and on the topic of MGQ...

This game has a somewhat MGQ-esque feel to it. The hero "chosen" by the Goddess, a "demon queen", etc. It's hitting all the tropes, which is neat. Not a huge fan of the sex-fighting gimmick and kind of wish you didn't use it. That said, it's alright for what it is.

Good:

-Status effects.
-Story
-Concept

Bad:

-Very bare-bones.
-Lack of images can be a turn-off for some. Your short descriptions are okay, but rely too much on one's imagination.
-Going back to the first point, the fact that we have only one area and so few enemies (3 is not sufficient, and most devs who have art, etc at least 10 enemies, multiple areas, etc) makes this feel like a rush-job with no perspective on how to garner interest.
-Learning skills and buying/selling buttons don't work.

There are a few issues outside of the listed points I would like to address, as well. You've got a pre-emptive patreon link, which makes me think this was slapped together in an hour with the hope of capturing some of the magic that made Fenoxo big. Your issue is, Fen had more than 3 enemies, one area, and a shoddy excuse for a "main hub" to release to people. He also doesn't paywall content, although free players have to wait for content that paying players already have access to. CoC, Mutant Minx Meltdown, and other such text-based open-world games had a fair-sized chunk of content in their first alpha to entice players before money was brought into the discussion (if at all).

I like the concept (even if the style of combat isn't my cup of tea) and hope you'll continue to develop this game. Unfortunately, I'm also one of those people who, after seeing a bare-bones "proof of concept" and a patreon page, gets suspicious and decides it would be better to invest my time elsewhere.
 
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Re: Monster Girl Dreams Alpha v4 (BFRPG)

EXACTLY that, except with monstergirls. Oh, and on the topic of MGQ...

This game has a somewhat MGQ-esque feel to it. The hero "chosen" by the Goddess, a "demon queen", etc. It's hitting all the tropes, which is neat. Not a huge fan of the sex-fighting gimmick and kind of wish you didn't use it. That said, it's alright for what it is.

Good:

-Status effects.
-Story
-Concept

Bad:

-Very bare-bones.
-Lack of images can be a turn-off for some. Your short descriptions are okay, but rely too much on one's imagination.
-Going back to the first point, the fact that we have only one area and so few enemies (3 is not sufficient, and most devs who have art, etc at least 10 enemies, multiple areas, etc) makes this feel like a rush-job with no perspective on how to garner interest.
-Learning skills and buying/selling buttons don't work.

There are a few issues outside of the listed points I would like to address, as well. You've got a pre-emptive patreon link, which makes me think this was slapped together in an hour with the hope of capturing some of the magic that made Fenoxo big. Your issue is, Fen had more than 3 enemies, one area, and a shoddy excuse for a "main hub" to release to people. He also doesn't paywall content, although free players have to wait for content that paying players already have access to. CoC, Mutant Minx Meltdown, and other such text-based open-world games had a fair-sized chunk of content in their first alpha to entice players before money was brought into the discussion (if at all).

I like the concept (even if the style of combat isn't my cup of tea) and hope you'll continue to develop this game. Unfortunately, I'm also one of those people who, after seeing a bare-bones "proof of concept" and a patreon page, gets suspicious and decides it would be better to invest my time elsewhere.

Well the buying issues are now fixed, I am really sad that was in this update.
Damn pre-build change that I didn't check because I was sure it wouldn't break anything.


But you still make a lot of good points.

It is still very bare bones, retrospectively probably should've waited one or two more versions before making a patreon. Maybe even a few more than that.

For the hub town, I really, REALLY need to add onto that.

Technically there are 5 enemies. But your point still definitely stands.

Will definitely be looking into expanding the space I have to work with for character descriptions given the lack of character art.

Overall I have a ton of work to do.
 
Re: Monster Girl Dreams Alpha v4 (BFRPG)

Well the buying issues are now fixed, I am really sad that was in this update.
Damn pre-build change that I didn't check because I was sure it wouldn't break anything.


But you still make a lot of good points.

It is still very bare bones, retrospectively probably should've waited one or two more versions before making a patreon. Maybe even a few more than that.

For the hub town, I really, REALLY need to add onto that.

Technically there are 5 enemies. But your point still definitely stands.

Will definitely be looking into expanding the space I have to work with for character descriptions given the lack of character art.

Overall I have a ton of work to do.

I don't mean to come off as harsh, so I apologize if it sounded that way. I don't mind things about the hub town as much mostly because it's, well, just a hub. Buy and sell shit, maybe a few events happen, etc. It's probably the least on one's list of things to improve, so don't feel pressured to make it exciting or shit.

My main issues are lack of encounters and areas to explore. At least one dungeon to accompany the forest would show some dedication to continuing the project. Also, art isn't a primary focus for text-based games so long as scenes and such are sufficiently-detailed. Hell, for the time being, I would even suggest just grabbing some widely-available art from places like e621 and Gelbooru and uses them as placeholders while you build the game to a more "functional" state.

The patreon thing is definitely a red flag, and I can respect someone who recognizes that they might have been a bit quick in their rush to "cash-in", regardless of how innocent their intent. The dev I'm supporting did the same thing as you did with having little more than a proof of concept and a promise. The deciding factor (for me, anyways) was his dedication to the project and the style of content he produced. He's now a year in, re-working the models, and adding more each month. I would give it another year before we have a full game.

Point is, I like what you're offering, but wish you'd put a bit more into it before releasing an alpha. Text-based stuff is pretty common nowadays, although good text-based content is sparse. I checked your patreon page and saw that your goals are realistic and you plan to dedicate a questionable amount of time to this project. Biggest hurdle for any developer is meeting deadlines and producing worthwhile content at the same time. Have praise-worthy goals, but don't be unrealistic. Writing isn't as easy as some people think, and it's not something you're always going to feel the motivation to do.
 
Re: Monster Girl Dreams Alpha v4 (BFRPG)

There is definitely some MGQ influences/references in this though. The Angry Lizard Girl event might feel like a certain someone you may know and love from MGQ...

Something I've thought of from playing some more, but shouldn't there be some kind of dialogue/reaction from the opponent if the hero cums?
 
Re: Monster Girl Dreams Alpha v4 (BFRPG)

So am I unable to edit the threads name or its tags after I have created it?
Or am I just unable to figure out how.

I don't mean to come off as harsh, so I apologize if it sounded that way. I don't mind things about the hub town as much mostly because it's, well, just a hub. Buy and sell shit, maybe a few events happen, etc. It's probably the least on one's list of things to improve, so don't feel pressured to make it exciting or shit.

My main issues are lack of encounters and areas to explore. At least one dungeon to accompany the forest would show some dedication to continuing the project. Also, art isn't a primary focus for text-based games so long as scenes and such are sufficiently-detailed. Hell, for the time being, I would even suggest just grabbing some widely-available art from places like e621 and Gelbooru and uses them as placeholders while you build the game to a more "functional" state.

The patreon thing is definitely a red flag, and I can respect someone who recognizes that they might have been a bit quick in their rush to "cash-in", regardless of how innocent their intent. The dev I'm supporting did the same thing as you did with having little more than a proof of concept and a promise. The deciding factor (for me, anyways) was his dedication to the project and the style of content he produced. He's now a year in, re-working the models, and adding more each month. I would give it another year before we have a full game.

Point is, I like what you're offering, but wish you'd put a bit more into it before releasing an alpha. Text-based stuff is pretty common nowadays, although good text-based content is sparse. I checked your patreon page and saw that your goals are realistic and you plan to dedicate a questionable amount of time to this project. Biggest hurdle for any developer is meeting deadlines and producing worthwhile content at the same time. Have praise-worthy goals, but don't be unrealistic. Writing isn't as easy as some people think, and it's not something you're always going to feel the motivation to do.

Well my personal problem with the hub is that the NPC characters in it are kinda non-existent, I mostly just want to expand on them for the hub, at the very least give them proper introductions.
And let the player work at Vivian's Inn/Brothel.

Content like more enemies, quests, events and the first dungeon should probably be what I should be focusing on for a bit. Probably just content period.

Also thank you very much for your feedback.

There is definitely some MGQ influences/references in this though. The Angry Lizard Girl event might feel like a certain someone you may know and love from MGQ...

Something I've thought of from playing some more, but shouldn't there be some kind of dialogue/reaction from the opponent if the hero cums?

I do plan on adding more to monster dialogues, so it's definitely something I'll work on in the future, as well as allowing enemies to react to certain attacks used on them.
 
Re: Monster Girl Dreams Alpha v4 (BFRPG)

So am I unable to edit the threads name or its tags after I have created it?
Or am I just unable to figure out how.

Don't know about the tagging issue, but pretty sure you have to ask a moderator to edit the thread name. Your account doesn't have too many posts to it, either, so you'll run into issues posting links.
 
Re: Monster Girl Dreams Alpha v4 (BFRPG)

Yes, edit your first post in advanced mode to change the title iirc. Hit edit on the post in question and in the bottom right corner of the text box click the Go Advanced button.

As for tags, scroll down to the bottom of the window while viewing the thread, there should be a box labeled tags, and click the edit tags button.
 
Re: Monster Girl Dreams Alpha v4 (BFRPG)

So am I unable to edit the threads name or its tags after I have created it?
Or am I just unable to figure out how.

I think you need more posts.

I do plan on adding more to monster dialogues, so it's definitely something I'll work on in the future, as well as allowing enemies to react to certain attacks used on them.

That's good to hear!
I imagine this is a longshot, but any chance of playing as a heroine in this, or will it strictly be playing as the hero?
 
Re: Monster Girl Dreams Alpha v4 (BFRPG)

Seems great so far, i love the approach with the random events, has a combat system somewhat similar to Succubus Rhapsodia where you get put into different states with various holds and weaknesses.

I'd really love to see more traps like the Inn.

Great job so far, keep it up.
 
Re: Monster Girl Dreams Alpha v4 (BFRPG)

This looks really interesting. I'm going to have to keep an eye on this!
 
Re: Monster Girl Dreams Alpha v4 (BFRPG)

Yes, edit your first post in advanced mode to change the title iirc. Hit edit on the post in question and in the bottom right corner of the text box click the Go Advanced button.

As for tags, scroll down to the bottom of the window while viewing the thread, there should be a box labeled tags, and click the edit tags button.

Thank you!

That's good to hear!
I imagine this is a longshot, but any chance of playing as a heroine in this, or will it strictly be playing as the hero?

Short answer: Male protag only.

Long answer: To be honest it isn't completely outside the realm of possibility for me to add in a female protag. But a female protag would basically need her own story, own versions of events and/or new events, and a bunch of changes to the combat system. It would basically double the amount of work I'd need to do, if not more. So for now, and probably a long time, I am going to stay focused on improving and expanding on what there is now rather than spread myself thin.

Seems great so far, i love the approach with the random events, has a combat system somewhat similar to Succubus Rhapsodia where you get put into different states with various holds and weaknesses.

I'd really love to see more traps like the Inn.

Great job so far, keep it up.

I'm glad you like it!

On a sort of related note, I'm considering fusing events and traps in to a single events category given they are very interchangeable.
 
Re: Monster Girl Dreams Alpha v4 (BFRPG)

Some initial feedback;

-I like the setup. It's pretty amusing and creative and a fun plot twist. Seeing the MC and especially lizard girl's ways of dealing with it is really fun.

-Might just be I can't find it yet, but it doesn't seem like there's much interaction with the Blowjob status. Making Out you can (in theory) use for deep kiss, Sex has Thrust and Pound, but BJ doesn't have anything like a throatfuck, grabbing dem elfin ears and trying to take control, etc. Speaking of making out...

-Deep Kiss hasn't actually worked for me yet, even when I'm in the Making Out status (not exactly hard with elves...) I always get the message it failed.

-Also on the note of elves, considering how well they tag team you - one just hoovers your dick and the other hoovers your lungs - it's a bit of a letdown that when you lose, one of them stops existing while the other fucks you. Seems like a prime opportunity for a messy threesome.

-Have I mentioned I like the elves a lot?

-Alraunes are great too, especially their loss/surrender 'endings'

-Two-enemy battles are REALLY fun for the H possibility, but very non interactive after a point. With one elf glued to your dick and one facehugger, most of your actions are sealed, you can't really interact with either of them with most of your moves. I actually like the idea a lot, just feels like I should get some new options there since they're both latched onto me and not going anywhere. Throatfuck, double grope, give in to the thiccness, whatever.

-I like the Inn mini plotline and the choice you can make on the second time around, but it doesn't seem to effect much, you still get drained/drugged the same. That section seems like it has a lot of potential though and the innkeeper is interesting.

-There's very little fanfare for cumming in battle. No one reacts, you just get stunned for a turn and enemies get to pile on some free lust, and then everything continues as normal. I'm not saying there should be major out of battle losses to it (kinda annoying when you lose permanent stats for trying to enjoy the content in a h game) but larger consequences in battle, like setting the enemy you came on in a lust frenzy or something, could be more interesting to play against!

-Not sure if this is a bug or I'm just unlucky, but I've NEVER seen the second elf use Blowjob Assist and neither of them uses Magical Binding

-I can't seem to get images to work when customizing stuff, are there any special rules for that? Either nothing shows up at all or it gets an error saying it can't find the image whether I give the full location, including file type, or just move it into the images folder and use "name.png" still gives the error.

-4+ monsters in one location breaks the scroll bar
------

Overall it seems like a great start to a game that I can see myself enjoying enormously - the framework you have down now is fantastic! Writing is solid too, which is the part where these games make or break. Definitely looking forward to seeing more. Spent a few hours today messing with the modding and adding a few new enemies to mess around with, those damn commas keep getting me! haha
 
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