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Questions regarding the game.

A topic by DepravedHedonist created Oct 07, 2022 Views: 710 Replies: 10
Viewing posts 1 to 7

Hello,

I just found out about this game, and it looks amazing! I have some questions before I buy or pledge, though.

1.the choices

Will they be game-relevant or merely cosmetic, as in I want to play a degenerate or a chivalrous guy, but it only changes dialog lines and has no real impact on quest resolutions or character development, such as shaping my MC and how the world reacts to me?

Will the way I resolve the quests have any impact on the story and the world itself, or will it just be a case of being a perv, a killer, or a knight, but it doesn't really matter because it has no effect on anything other than the quest I'm currently taking?

2. female orcs
Apparently, it has been addressed before. The green one is a futa with no variation, and the grey one is a female.
The question is, will there only be two orc girls or maybe more? female ones, to my preference.

3. supported platforms

As of now, there is only a Windows version; I'd like to know if a Linux version is planned, or if it is simply a matter of "if" there is time, interest, and so on.

4. Is the story linear or branching ?

I know there's a main plot, and I'm not referring to it, but it's as if I can choose how I'll reach the end of the story when we get there, by choosing what to do, people to meet, recruit, or romance, or there will be things already set in stone and I won't be able to change them, like being forced to save, kill, or recruit someone to advance the story.

Those would be the main concerns making me refrain from supporting the game. I really want to. The art is amazing, and the idea and plot of the game are really interesting. I've been looking for a lewd RPG like this for a long time, but these concerns must be addressed first.

In any case, I wish you guys all the best and good luck with the project. It really is a gem and has lots of potential!

best regards,

-Depraved Hedonist

Developer (4 edits)

Hello DepravedHedonist, glad to see you're interested in our game! :)

I'll do my best to answer your questions...

1. The Choices

Game choices (and the Captain's Archetypes) are all meant to have an impact on your character, as well as how the world and its NPCs react to you. The main takeaway is that certain variables in the background track how much of a good/bad guy you are, and will subtly influence everything from companion reactions to merchant prices to which quests you'll be offered when you enter a new map! The Archetypes system is there to give you robust role-playing options and let you act out whatever type of Captain you want to be (good, evil, cruel, greedy, benevolent, helpful, amoral, diplomatic, lecherous, etc., or any mix of them), with all the ensuing consequences of your actions!

You can read more about it in these devlogs we posted here on Itch:

ToLLA Devlog #6: Gameplay Mechanics (Renown & Karma)

ToLLA Devlog #2: Roleplaying & Protagonist Archetypes

ToLLA Devlog #9: Gameplay Mechanics (Party Morale)

As to quest resolutions, it all depends on the type of quest: small and local tasks will have an impact only on the person (or group) offering them to you, while larger and longer story missions will influence the main plot. Keep in mind we're a tiny indie team -- and there's limits to what we can do and how much we can branch the game's outcomes -- but our aim is to offer a good mix of gameplay options. For example, talking to a depressed soldier in an attempt to help him resolve his war-induced trauma is an example of a "cosmetic" quest that doesn't impact the world, since it only concerns a single individual. On the other hand, entering a new location in pursuit of your primary mission and having to pick between two warring tribes of shifters will greatly impact who you'll be able to work for, shop from, and the outcome of that part of the story.

There's also the Crisis System and all its details - you can read more about it here:

ToLLA Devlog #13: Storytelling & Narrative Mechanics (Crises)

2. Female Orcs

Those two she-orcs are companion characters, but there will be many more female orc NPCs that'll cross your path. Greenskins feature prominently in the game's story, and will get their dedicated areas you'll be able to visit and explore. Your party will run into many of them while pursuing the main quest, and you'll be able to fight some of them, trade/negotiate with others, and sleep with quite a few of their females (she-orcs find human men irresistible). It's basically like in any RPG where you infiltrate an enemy town or encampment, and can then immerse yourself in its content. So yes, there will be lots of orc women for you to seduce! Some will even offer quests, and will reward you with sex (alongside material rewards like trinkets/weapons/gold). The green orc and grey orc mentioned above are recruitable partymembers, but apart from them you'll run into tons of other female orc NPCs once the main story takes you to greenskin-held areas. Also, futas/dickgirls are planned to have about 5% of the overall content budget as far as lewds are concerned; the other 95% of lewd scenes are with regular women (orcs included).

If you're interested about lewd content in general, you can check out the accompanying dev log:

ToLLA Devlog#4: Kinks & Fetishes & Lewd Scenes

3. Supported Platforms

We definitely want to release for Linux/Mac/Android, but the problem is that some of the core scripts and plugins we use for the game are interfering with that, and causing problems. It's not a simple matter of removing them either, since they impact core functionality. Resolving this issue is definitely on our to-do list, but it's not a current priority (right now we're focused on generating more content for the game: more maps, quests, lewd scenes, NPCs and miniatures, etc.).

4. Story Choices & Consequences

The game has certain story beats that are predetermined (like the main villain, plot-critical locations, important NPCs, etc.), but we want to give players as much freedom as possible. So while you'll definitely be gently nudged in the direction of the main story, you'll always be able to tackle it at your own pace... and in between you'll get to visit other locations and undertake secondary quests. We're huge fans of the old Infinity Engine games like Baldur's Gate 1&2, and are building ToLLA to have a similar structure: basically a world map with self-contained areas and quest hubs you can travel between at your leisure. Or to give you a new(er) example, the Pathfinder games from Owlcat. The best way to describe it would be as a semi-linear sandbox: you can pick what you want to do and when, but there's certain story points and character you'll always run into (though it's up to you how you'll interact with them and progress their content). As for companions/partymembers, we won't force anyone on you - you'll get to pick who you recruit and take into your party (the only exception being Meredith inside the start areas, but that's because she has history with the Captain, and she's there to help players learn about the world and setting - you'll be able to ditch her after the Fort).

If you'd like more info, you can read about choices and consequences here:

ToLLA Devlog #1: Choices & Consequences

There's also an interesting devlog about Captain Hale's retinue here:

ToLLA Devlog#7: Gameplay Mechanics (Captain's Retinue)


I hope I've managed to cover everything. If you have any more questions don't hesitate to ask! :)

~Frenzin (Crimson Delight Games)

[Edited for formatting and typos.]

Good day

Thanks for taking the time to answer my inquiries. I appreciate that. :)

"Keep in mind we're a tiny indie team -- and there's limits to what we can do and how much we can branch the game's outcomes, but our aim is to offer a good mix of gameplay options. For example, talking to a depressed soldier in an attempt to help him resolve his war-induced trauma is an example of a "cosmetic" quest that doesn't impact the world, since it only concerns a single individual. "

I'm well aware of the limitations that might come with being a small indie team. It wasn't my intention to suggest any Witcher level of sidequests or lots of branching paths. If it was possible, it would be amazing with this game! But I'm glad there will be some branching and consequences. One of my fears was it being a total linear story without any input on my side about how to play or what to do. but now I know I will be able to do that, so I'm relieved.

The "cosmetic" term I used for choices was about the quest resolution being the same in the end regardless of the option I chose through the dialog.

I'll use the soldier example you gave. Having an impact on him and shaping how he sees me wouldn't be a cosmetic quest as it has an actual impact, if not on the world itself, then on the individual. A cosmetic one is one in which you finish it and when you return to that person, they act as if you have never met before, despite the fact that you may have saved his life.

No impact on the world or the individual related to the quest with different dialog lines that lead to the same outcome no matter how you act or what you choose. That is cosmetic to me.

So if I see things changing, even if a tiny bit, because of my choices and actions, then it's a plus in my book!

The game is meant to have 3 acts. I hope they are long acts because the game looks so good and has so much potential that I would be disappointed and sad if it was only 3 short acts. I want to experience this world for a long while if possible.

I made up my mind about supporting the game! The question now is, are there any advantages or disadvantages if I choose to buy it instead of pledging on patreon? Is there anything I'd get if I pledged that I wouldn't get if I bought the game?

I'm glad the game is so well documented and I liked your answers; they soothed any doubts about many aspects of the game.

best regards,

-Depraved Hedonist

Developer (3 edits)

Hi again DH! :)

Going by your definition of "cosmetic", we don't really have anything like that in the game. Even the shortest dialogue encounter with an NPC will have them remembering what you said to them... and most quests require that you pick a decision on how to finish them (which is then stored in the game and referenced later if you ever run into that NPC in another area). Once we've got a few more maps completed, NPCs from one area will remark on what you did in another - basically a form of rumors and gossip that follows your (mis)deeds in the game world. Like I wrote above, we don't have the manpower to branch every single encounter into a dozen separate directions, but we'll still do our best to make the world feel alive and reactive to your choices. That's one of the hallmarks of any RPG.

As for support, it really depends on what you prefer. If you want to purchase the game once and be done with it, you can do so here on Itch (the base game is $10 right now, and the optional art pack is another $15 on top of that during checkout). Our Patreon is more a form of recurring donations where people can support us with a bit of extra money every month in exchange for perks like access to earlier builds of the game, development art, voting polls, monthly devlogs, the ability to DM us, etc. It's a good choice for folks with disposable income who want to follow the game as it develops while being more involved in the process. Some people hate the subscription model and want nothing to do with it and buy only finished games, while others love it and are very hands-on, sending us frequent DMs and suggestions.

Buying the game and art pack here is $25; getting an annual subscription on our Patreon at the lowest tier ($3/month) is about $30, which is a bit more but gives you 12 months of access to our feed and the entire (lewd) art archive. It all depends on what you personally prefer.


~ Frenzin (Crimson Delight Games)

P.S./Edit: I forgot to clarify about the 3 Acts you mentioned: yes, they'll be plenty big! We're shooting for about 25 hours of content per Act... probably even a bit more once combat is implemented. But we want somewhere around 25 hours of pure story content without factoring in things like battles and itemization. Also, lots of diverse lewd scenes that depend on the type of location and NPC you're interacting with. Most of those will be tied to the main story and various quests, so they fall into the overall assessment mentioned above.

[Edited for typos and formatting.]

(1 edit)

Hello Frenzin,

Game related.

It's great to know that the game will be alive and reactive to my choices. Now I'm even more excited to play!

Does this estimated 25 hours per act have the sidequests included or just the main plotline?

By the way, would it be possible to make the choices have different colors, like the depraved choices being red while the chivalrous ones being blue, for example?

because they sometimes don't make it very explicit what they actually mean or look similar to each other. I believe this would make it easier to keep track of the path I'm following. 

Buying/pledging

If I buy the game instead of pledging, how can I get the updates? Will I be charged per update or how does it work?

Is the lewd art archive included in all the tiers?

Thanks for your time,

-D.Hedonist

Developer (4 edits)

Hey DH! :)

The 25 hours per Act is a rough estimate for all the story content inside the Act once it's finished, across all the maps. That includes the main plot and critical path, all the side-quests, lewd scenes, character encounters, special missions, storybook events, and companion dialogues. Combat and crafting will probably add another 5-10 hours per Act when implemented, but right now we're not counting that since we're focused on generating story content. We have everything outlined in our master design doc, and are now implementing it bit by bit.

Your suggestion to add color-coded choices is already implemented, but we use it to signify specific actions instead of thematic outcomes. What I mean by that is that the game will tell you what kind of specific action you're picking, but not what the outcome of it will be (which is the opposite of what you want, if I'm reading your question correctly). Here's an in-game screenshot to give you a rough idea what I'm talking about, right-click and open in new tab if you want to read the text:


We actually had color-coded outcomes in one of the earlier prototype builds that acted like you suggested, but we took that out because it felt cheap and made the separate choices too game-y. It basically reduces conversations to point-gathering, and that's not what we want since it's against the spirit of role playing and immersion! We want players to actually read the options and think what each of them means and could lead to in the context of a particular conversation. Sometimes this can take you down a path you're not expecting, but that's a plus in our book! :)

On the other hand, we always try to keep everything fair for players during conversation segments; it's not our goal to trick you into doing something you don't want, or to lead you down hidden paths into a bad end that you couldn't see coming. We want players to have fun, so the dialogue options are written to give you plenty of choices and let you pick what you think is best... but you still have to consider and weigh the decisions, and how they can impact the overall outcome.

As for buying/pledging: you can buy ToLLA once on Itch, and get all future updates for free (regardless if you bought only the base game, or the base game + art pack). It's basically like Steam's Early Access; once you have the game, you can download any future updates we put out at no extra charge. Patreon is there if you want to provide monthly donations and get a more hands-on experience and sneak peeks as we build the game release by release. As for the lewd art archive, you can get it in one of two ways: (1) purchase it here on Itch during checkout for the game; (2) get an annual subscription on Patreon at any tier (the lowest one is $3/month, which comes out to about $30 overall after the -15% annual subscription discount is factored in).


Lemme know if you have any other questions! ;)

~ Frenzin (Crimson Delight Games)

[Edited for typos and formatting.]

Hello again,

25h plus 5–10h with combat and crafting seems like a really nice amount of stuff to do in the game. It's the first time I found an actual lewd rpg and I want it to last as long as possible , especially one that looks that good and has so much potential. :)

Colors

I believe I wasn't very clear about what I meant. I did not want the choices to give me the outcomes; what I wanted was to somehow let me know what archetype the choice was. For example, I want to roleplay a lecher captain, but with only the choices without a way to know which archetype it represents, sometimes it is hard for me because the meaning is lost as English is not my first language. I didn't want hints, outcomes, or anything like that, and I read everything; why would I want to play an RPG if I just wanted to skip the entire text to get to the lewdies? It makes no sense, and there are easier and faster ways to achieve a quick fap, haha. As much as I enjoy the lewd bits, I enjoy the choices, story, and character development.

So, in my resume, I didn't mean colors for choices as indicators of outcomes or hints, but rather as a way to determine what archtype they represent.

It's not a problem if it can't be added; I'll just work harder to understand the meanings of each option. Another option would be to put the archtype name in front of the choices so it was easier to know. It is not a request, merely an idea, as the game is still in development.

Pledging/buying

OK, I got the idea, but where and how do I get the updates after I purchase the game? Another question: I saw a post about an SFW version today. If I buy it today, I won't get any lewdies in it? Are there different versions of the game?

Thanks and have a nice day!

-D.Hedonist

Developer (1 edit)

Hi DH,

We're developing ToLLA as a fully functional RPG, and the 25h per Act is a rough estimate for the amount of content we'd like to have for each section of the game. It may turn out a bit more or bit less in the end, but our goal is to have a fully fleshed out adventure with at least 75h of story content.

As for the Archetype, these choices are already color-coded when they appear in conversations:

Archetypes are special and rare options that directly level up the Captain's score in a particular personality, so the game always lets you know which one you're picking. Most of the dialogue options, however, are not tied to Archetypes, so we don't color-code them except in special situations (like RED for hostile actions, BLUE for skipping ahead in the dialogue, etc.). You can always choose whatever options you like, and can choose different ones through different conversations, but it's more efficient to pick a path and stick with it since we'll be adding Difficulty Checks later on that will require higher and higher scores in an Archetype to pass them.

As for pledging/buying: you get the newest update by simply downloading the latest version of the game from Itch here if you've bought it (or via Patreon links that we put up, if you're pledged there). Like I wrote above, Itch is better if you want a one-time purchase, while Patreon is better if you'd like to follow the game as we develop it.

Also, yes, we recently put up a SFW version of the game. This is identical to the regular version but without any lewds - everything else is the same. So there's now two versions of the game: SFW is for general audiences who want a regular RPG with a bit of romance, and NSFW is for mature players who want fully detailed adult scenes with lewd art. I'm guessing you'd like to see the sex scenes, in which case you'll need to get the NSFW version.

Cheers! ;)

~ Frenzin (Crimson Delight Games)

Hey Frenzin,

That picture is exactly what I had in mind! I understood the clarification on colors and choices as well. I have no more doubts about that.

Okay, so there are NSFW and SFW versions. I'll be getting the NSFW version, of course. :)

I just need to find some free time to get into it properly.

Thank you for your time and all the explanations. May the development journey be smooth and without any major setbacks. This game is a gem and deserves to shine.

Best regards,
-D.Hedonist

I just bought the same version of the game twice while trying to get the version with the most content, what do I do?

Developer

Hi HormoneMonster, thanks for getting the game! :)

Tell me, at what price points did you make your purchases?

The latest build always has the most content. Currently, that's Build#2-B. Did you receive that version?

~ Frenzin (Crimson Delight Games)