Comfort Eagle
Level of Cherry Feather
- Joined
- Apr 21, 2003
- Messages
- 10,265
- Points
- 48
Lol, elaborate? I'm not sure I follow.
Lol, elaborate? I'm not sure I follow.
Ok I want some serious feedback; the quests in the first game, too long? Not long enough? I'm trying to balance everything out and don't know what the sweet spot between "too much ancillary bullshit that has nothing to do with tickling" and over in 6 minutes.
Ok I want some serious feedback; the quests in the first game, too long? Not long enough? I'm trying to balance everything out and don't know what the sweet spot between "too much ancillary bullshit that has nothing to do with tickling" and over in 6 minutes.
That said, I don't see anything wrong with a bit longer quests for bigger payoff. Maybe have a quest like Lindsey's, where there are a lot of gears and cogs building up to a final point. Have some shorter quests here and there that are lower, but quicker payoff.
Depending on how much you want to work the financial side of things into the game, you could make it so that there are tools or opportunities that are only available based on how much money your videos are making.
Or, make it so that completing side-objectives enhances the video and increases the payoff. Like, say you have Tickle Video A. You can start it immediately, or you can do a few optional things (get fuzzy handcuffs, buy a disposable hitachi, get lotion), and if you use those things in the video, it increases the payment received for the video, allowing you more opportunities later.
IE: Having enough money to convince a local celebrity to do a video, being able to rent a certain venue, being able to afford costumes to get a popular cosplayer or something.
Things like that don't necessarily have to add length, but can add depth for sure. Make it so that the pay-off for taking on a longer quest line is worth the investment.
Plus, the way I see it, given that you built a game that is strongly based on the interactions between the two protagonists as a couple (in a real-world scenario), there is simply no reason to shorten or cut dialogues, narrations or descriptions; the emotional set-up is at the heart of this game... it's one of the things that make it unique. I guess 10 minutes per quest is reasonable, but if you had the inspiration to insert more non-tk content in one or more quests, and bring them to say 15 or 20 minutes, I would hardly complain.
- explore more of the local world of the protagonist. Of course new characters are welcome, but many of the old "background NPCs" have potential and could be exploited for excellent secondary quests.
- the male protagonist apparently has a past as a huge pervert, and that could offer many opportunities. I'm not just thinking of comedic dialogues, but also of flaskbacks, small revenges, reconciliations... and who knows, perhaps somewhere there is also a girl who has discovered her own fetish thanks to him...
- increase the "juiciness" of the tickling sessions by making each of them longer and richer of internal dialogues, verbal teasing, descriptions; the overall number of sessions is fine though, as I said I never felt the game lacking in terms of tickling content, I'm just wondering how to make the most of it. I think this would be a good way.