Tentacle_advisor
New member
- Joined
- Oct 8, 2018
- Messages
- 16
- Reputation score
- 23
This is a really nice piece of motivation. Thanks.Do it.
I decided to make games because I felt like sexually the vast majority of adult games did not appeal to me. Not only are the minority of adult games female assertive, but the minority of them also have engaging mechanics that pressure the player into feeling like they're being overwhelmed by the girls that appear in them.
So I started working when I was in between jobs. Now I'm in a new job that's not so good on my work-life balance, time-wise because of downsizing due to covid so my progress has slowed down, but that same sentiment you feel is what I felt in order to get started. And that's the hardest part! Getting started. SO DO IT.
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That being said I do disagree with a lot of what you said XD
Variety in girls isn't really that uncommon I'd say. Circle Teckua does it, that recent game by Etching Edge, Incubus Castle does it, and Poring's games do it. In fact, most works have quite a large variety in girls. I can only a think of a few works like Succubus Academia which I genuinely dislike anyways, Incubus Quest, and Succubus Reborn off the top of my head.
If you're talking about ACT games mostly... I see your point. ACT is harder to do than RPG because ACT takes more programming knowledge while RPGs don't really. RPGs mostly just require time investment.
I have zero positive feelings towards Quail, Full Flap and especially Kooonsoft so I have no clue what you mean regarding those devs. ExcessM is doing exactly what a dev should be doing. Creating versatile works to spark his passion so he doesn't get burnt out.
If he wants to make a card game, I hope he makes a card game, and he searches deep within himself to bring out the possible eroticism from the mechanics of the game he's pursuing. The experience would be useful for future works, and working on something he's passionate about is a way for the game to get completed. Not only that but variety in genres is how you get more users to join your community.
Who's fighting against their success? A lot of the bigger developers are just increasing the scope of the projects, which is a pain they need to pass in order to view their scope limit. ROBF's developer saw his scope limit in ROBFEOY, and downsized his games because of that experience. Kamichichi saw the scope limit of their works and are now burnt out. They might actually be a dead circle now.
This isn't fighting against their success, this is meeting production roadblocks. Game devs have to wear a lot of hats, and one of them is "producer" after all.
Frankly, I too got fed up with cheap H-games, with the H-ACT games market stalling for the past year or two. I remember how well this was starting, and I don't want this to end, so I was thinking to contribute with something of my own making. That being said, I'm very limited on time and energy, so if this project actually gets to be released, it's no less than two or three years from now. It's really hard to do all this by myself, but at the same time I remember that many of the great H-ACT games were developed by 1 or 2 people, so it brings some hope for the distant future.