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(2 edits)

Ok so now after the high level positive feedback here is a shopping list of fixes I believe are needed. In no particular order. Most of these are technical rather than fundamental.

'Random' special attacks - on Android at least it's really unclear whether, or how, I'm supposed to target these multiple target attacks.  Given the description being 'random' targets, I'm surprised that it appears that I need to select a target to commence the special attack.  From trial and error that's what it looks like. Like I select one target like a normal attack or single-target attack, then the special attack engages random targets. (Sometimes the same target twice or even three times, which is unexpected and can be frustrating). So this could be clarified better. An issue of explaining the combat UI I guess.

The enemy slowly advances in combat - does this have any effect?

The Guard option seems essentially useless unless you have multiple characters? Even if it wasn't the case that your attack ability exceeds your defend ability, Guard just means you take damage while doing no damage, so it's kind of the same as a "Lose Slowly" option? Still it's in keeping with the game vibe that encourages fearful male/slave behaviour so that's cool. In party combat it's fine.

As mentioned earlier it would be nice to have dialog feedback after combat that actually reflects who did the killing and who took the hits. Filtered through appropriate layers of Femdom arrogance and scorn of course. This could also influence affection/disdain.

It was great to be in combat alongside the Mistresses and see how bad-ass their stats are. I wish I'd seen that before as it really makes them feel scarier and more powerful. Just an idea - the game could begin with a mini combat in which you fight them as a lowly L1 male and are easily subdued. Just to establish how much more physically powerful they are. The artwork and dialogue does a great job of that, but reinforcing that via the game mechanics would not hurt.

A lot of the dialogue options repeat and that damages the immersion in the characters. It is pretty simple to set a binary flag on each dialogue option and turn it off once it's been said. Also, remove the menu item that triggers it. This kind of housekeeping adds polish to the game. Certain phrases will get repeated, that's fine. But even eg the repeated message about being searched could do with being slimmed down after the first time. For messages that are helpful hints, maybe give the option to ask "again", just as long as the game is making it clear it understands this has been asked and answered before.

There are some minor spelling and grammar errors that are slightly intrusive. Ingredients, and Definitely the main examples, and sometimes the wrong preposition. I can proofread all of these if you want to send me the strings file or something.

It would be good to have a key explaining what the different affection state icons mean. I am mostly guessing. It's often unclear if the icon shows her current state, or her *change* in state (friendly to unfriendly). Also, the colour coding on the name, seems to be significant - red blue green grey - what's the significance? (Again I can guess but I hate to have to guess the meaning of a UI feature).

There are some instances of what feels like inconsistent affection state. Eg Astrid gives me a hand job - success due to Endurance - but then won't respond to Talk, saying she is private. While that is a possible personality, it's an odd one, and would probably need more explanation ("just because I wanked you off doesn't mean I trust you with my feelings" or something). I suspect it's a glitch rather than character design?

 I love how their responses depend on where they are, their current duties, and who's watching!

The Dismiss Druuna option needs to be on the dialogue with Khadra to trade, not just with the mine exit dialogue. Also, both of those Druuna dialogues - the Khadra one is very hot! - repeat endlessly. The Druuna - Khadra one in particular should only run once. Then simplify into just a glare and "..." etc.

Druuna's dialog when she begins to protect you for the day should be clearer about how to dismiss her. Her saying "leave me here" is too ambiguous- I was trying to bring her back to her start point and mashing the screen there. She should say something like "we will part when you do trading with little mage girl" or something like that. Bearing in mind that having Druuna as companion totally blocks trading or any other interactions with Khadra. Khadra is hot by the way. And very kinky!

Ok, I'm reading through the 2nd part of your detailed feedback now...again thanks for the detailed feedback. Some things are a bit demanding so I will try to explain that I'm

a) A one man army. This game is made by me and me only.

b) not doing this as a full time job.

While you are saying "Some of the dialogue options get repeated, you could easily just do a binary flag and make different dialogue." I say that it's never just that easy and takes a lot of time. I don't think Elorae needs to change up her dialogue because it ruins the experience when she says "Spread your legs" over and over again. Plus the way dialogue is handled in RPG Maker is mostly through events, and you can't just do binary flags in an event with multiple choices. Of course, you can always have more dialogue in a game. True. But I have to be effective with the limited time I can spend on Captured by Dark Elves. I have another game that I'm working on (a Visual Novel - Raising Simulator called Femdom City MANTIS that can already be played) and I'm learning a new game engine. Time is always an issue.

I think I have stated it already above, but you can dismiss Druuna right on the rock that she's been mining. That rock even starts to blink when she's in your party.

I can't send you the script, since the basic dialogue script is written in german and the translation by me happens in-engine. If you can tell me where you found the typos I will happily fix them :)

On battling the Dark Elves: What if someone just cheats? Something like infinite health, unlimited stamina? Cheating in RPG Maker games is quite popular...so what happens if suddenly you defeat one dark elf that you were not supposed to beat?

I totally appreciate you're a part time one man army. The results are impressive! I totally get that you need to prioritize your time and I didn't realize the dialog flagging is a limitation of the RPG Maker architecture. Makes sense. 

I am now incredibly pleased with myself because I suspected, from the nature of the very tiny number of minor grammatical errors, that your native language is German. :-D 

You really are nearly native-speaker perfect, and that's incredible. My German is terrible. Awesome job!

Dankeschön ;)

Bitte! 

Is there any way to get a German version of the app? That would be useful for my education. I hate it when I have to do BDSM with German-speaking girls using English. :-D

Unfortunetly there is no german version :(

For the repeating dialog, apparently the technique in RPGMaker is to use a 'switch', basically a global variable. See this tutorial

https://rpgmaker.net/tutorials/601/

I appreciate that even this does require writing the replacement dialog to follow on from the original dialog.

I do like the repeated "Spread 'em". :-) However it does not need the prior full explanation of the consequences of the search to be repeated each time. I'm not even sure the player needs a second chance every time as to whether they really want to leave the mine.

I know that RPG Maker is using switches, I'm using it on a daily basis.

Thanks for trying to help me, but sending me basic tutorials for a program that I'm using for two years with decent success now is a bit...insulting, don't you think?

Don't know if you have experience with that engine yourself, but if you do, you do also know that the amount of ingame switches is limited.

You're questioning basic design mechanics like whether the player should be questioned again if he wants to leave the mine or not, but where is that question coming from? You want to tell me that the experience of the game will be better if the player is not asked anymore?

Again, I appreciate your feedback, but you don't need to question every small design mechanic with minor impact :)

Yes darktoz, and while you are at it, please use this tutorial on "how to make rpg maker games for complete morons!" :D

Thanks for turning the public comment section into a mess, spikez! Can't even find my own comment anymore, lol.