Re: YOU design a platformer RoR game: need opinions!
Advice from the master, will definitely take all that into account
a lotta good advice
Advice from the master, will definitely take all that into account
a lotta good advice
Just an enemy that spanks you.
Don't think this was suggesting but if you want to reach as wide an audience as possible you could have an option screen where people can turn off things they don't want.
eg. If somebody doesn't like vore, they can just turn it off and no vore enemy's will appear.
You can even have it block out that content in any gallery modes that you might add. Also, if you add any kind of story element please let it be skippable along with non-escapable animations.
instead of just "U GET FUKED OMG U SO BIG ME CUM NOW" etc.
You seem to have mostly everything covered, so my only suggestion would be this,
Avoid including things like clothing destruction, pregnancy, passive effects, alternate animations and positions, etc. These are all things that people will always ask for and want in an H game. However, the reality is that these things take a lot of time, and focusing on them rather than the core of the game will make the project drag on longer than you can afford.
Instead, decide what the most important aspect of your game is, focus on that, and keep it simple. As long as you have competent gameplay, decent graphics, in game sprite sex, and CGs, your game will sell on DLsite simply because of the niche it fills. Even a modest effort will make you enough profit to continue working on H games. Finish your first game, and then focus on including other features once you know you can afford to do so.
Also, I'd also hold of on the story, for now. It could potentially take more time to develop the game, and with your largest source of potential income being DLsite, it wouldn't help you make any Japanese sales. After completing your first game, you should be able to afford to pay for an English to Japanese translation, if you choose to make your next game more complex.
Edit: And no, I wouldn't include content from the start. If people are that eager, they'll just get a save file or look at a collection of CGs. For everyone else, it may just tempt them to spoil content that they would probably enjoy more had they experienced it naturally, as you intended.
What I'm talking about is set up a Doujin/Sex Manga. An original of both your work, it will serve as practice for writing and pacing for any future game. As well as test the waters of cooperation in brainstorming.
You get a chance to put out and practice a design you guys like. A character or characters you can easily draw and work with.
Test the waters in what design seemed most appealing in the work if you feature multiple females. Free market research and reception to what art style works with what design.
You can also make a profit off this by selling it online via Dlsite and/or independently, just check back here and a few other websites for reviews, ask for a vote on the favorite design.
The observation that H-games that aren't godawful will sell is correct, but I loathe the suggestion that the amount of work that one needs to put in should be adjusted accordingly.You seem to have mostly everything covered, so my only suggestion would be this,
Avoid including things like clothing destruction, pregnancy, passive effects, alternate animations and positions, etc. These are all things that people will always ask for and want in an H game. However, the reality is that these things take a lot of time, and focusing on them rather than the core of the game will make the project drag on longer than you can afford.
Instead, decide what the most important aspect of your game is, focus on that, and keep it simple. As long as you have competent gameplay, decent graphics, in game sprite sex, and CGs, your game will sell on DLsite simply because of the niche it fills. Even a modest effort will make you enough profit to continue working on H games. Finish your first game, and then focus on including other features once you know you can afford to do so.
Also, I'd also hold of on the story, for now. It could potentially take more time to develop the game, and with your largest source of potential income being DLsite, it wouldn't help you make any Japanese sales. After completing your first game, you should be able to afford to pay for an English to Japanese translation, if you choose to make your next game more complex.
Edit: And no, I wouldn't include content from the start. If people are that eager, they'll just get a save file or look at a collection of CGs. For everyone else, it may just tempt them to spoil content that they would probably enjoy more had they experienced it naturally, as you intended.
The observation that H-games that aren't godawful will sell is correct, but I loathe the suggestion that the amount of work that one needs to put in should be adjusted accordingly.
While it wasn't a platformer, but rather a graphic novel, I really enjoyed the concept of losing special battles in Monster Survive where there was a complete story after you lost. For instance, if you lost to the monkey thing, you are shown being fucked by the monkey, getting pregnant, she talks about getting married and she ends up loving the monkey and raising its children.