(I sent the link to Alexwon & ADefeetist)
oneortheother, your input is fantastic!
I also thought that "earth" should have been capitalized, but I looked it up online, and apparently not so in this context! If you find something that explains otherwise, please let me know, because "Earth" looks better to me, too.
I don't know much about X-Com, but elements of base management might be really fun in this game, huh? That's a suggestion that I'll have to look into...
I think that a sentence at the beginning of the run guiding players to look for models could be good. I'm also planning on including optional tutorial encounters when the player first ventures toward town, so perhaps the sentence of guidance should go there, instead? What do you think?
Your comment about over-repeated dialogue echoes one that was made earlier in this thread, I think. I definitely have to add multiple flavor texts for common situations.
My rationale for only allowing one video to pay per day is that I don't want players to be able to get rich quick by spamming mid-quality videos. I want to force players to be strategic and selective. I also want to encourage them to spend their in-game time doing more than just farming models -- but, of course, there isn't yet much to do besides farm models, I know, so the pacing is somewhat off currently. Also -- once I implement experience points throughout the game, then every completed video will yield XP, regardless of whether it pays or not. So there's that to consider! Lastly, I will note that I may allow the player to acquire more than one Cameransmitter at a time later in play. That would at least double their earning power, so I'd have to make sure that it wouldn't unbalance the game too much...
I'm resistant to including an explanation of stat mechanics throughout the game, because I'm worried that it might break immersion. That said, you're probably right that there should be an explanation of stat mechanics somewhere in the game. I'll have to figure out where to put it. Any ideas? This is what you mean by "it would be really appreciated if you knew why you weren't able to convince the models," correct?
The algorithm for video payment is pretty finely tuned to reflect my personal porn preferences -- and why not? It's the only system of preferences that I'm well familiar with! Since I'm a tickle fetishist (if you couldn't tell lol), tickling videos will naturally earn your character the most money. Also, shoots that have a greater chance of failing (like tickling shoots) will earn your character the most money when they succeed. If you think that this makes the game unbalanced -- well, it does, but only until I implement experience points. Quicker and easier shoots, like the candid posing shoot you completed, will be necessary to level your character up in time for the more life-threatening challenges that they will face.
Regarding the "strange contradictions" that you mentioned: a number of things could be happening. Some of the women will lie about their level of ticklishness. Some of the women straight-up don't know their level of ticklishness, so they'll just say what they think you want to hear. Sometimes, your chemistry will be off and the woman will lose her ticklishness in the moment. Sometimes, especially if your character's DEX is low, they'll just tickle poorly. As for why some of the women are flirting with your female character, well, assuming that the woman in question is straight, she is just flirting as a means of social interaction! She doesn't want to date you. She probably realizes that there's some kind of money-for-sexual-gratification thing going on with you, and she wants to play along. She might do the same thing if your character was male, even if she wasn't attracted to him, either.
You kept getting lost, so you'll be glad to hear that adding map functionality is near the top of my to-do list 🙂
For longer and less random-feeling interactions: let me know what you think of the new stuff added in the next release. Once you're able to contact models for repeated shoots, there ought to be more of those kinds of interactions. But we'll see what you think!
I'm happy to include more possible reactions from models! There actually already are ways for models to end up clobbering you. What other reactions would you like to see?
I agree about the current lack of a sense of urgency. My plans include physical antagonists, both earthling and alien, who will come after you over time and try to end your game. As for financial urgency -- food, outdoor survival, illness, etc. will be important, and those things are expensive. You should also get the option to move into an expensive apartment, too, and I'm thinking that about half the game's content will be kind of gated behind being able to afford the apartment. How does all of that sound?