Well I'll give you some decisive points (this is based on the only bibliography of the game in the wiki since I can't play).
You know there are rumors that in the outskirts of the city(tutorial) there is a citizen that if you help him he can give you a potion of courage(???) which can give the protagonist a boost in his worst moments(only this potion has a small problem).
And I think we should accept the gift of the silver one so we can even the situation, however we have to be careful because he might not have the mental strength to keep the beast.
And if we mix amber it could be a fun recipe that could lead to a unique direction giving a "reverse" touch to the story.
The rest is your choice and if you want I can give you more details here or talk to you privately about it to leave it as a special route.
Thank you for your ideas. As mentioned, the suggested changes would significantly deviate from the core principles and mechanics of our current game. At this stage, incorporating such changes is not feasible.
I have already integrated numerous suggestions from our supporters who have “played” the game, ensuring that their feedback aligns with our vision and keeps the game cohesive.
In terms of game dev and resource that I have, your suggestion is suitable for another game: prequel, sequel, or even its own game.I appreciate your understanding and interest.
Well unfortunately I don't have the knowledge or the resources.
However, I will tell you what both ideas are about.
There is no such thing as courage potions, this is actually a failed alchemical project (essence of Berserker) this is made with physical remains and fragments of the soul of a Berserker who was brought to misfortune by a friend (yes a reference to berserk) this is divided into ampoules which can only be used during the events of the game (the first one will make you confess your feelings).
This will make him act in events like the one about his love and the suspicious wolf.
The potion not only gives him the mental strength but also gives him physical strength and improves the technique of the sword (by the Berserker) also degrades his consciousness and merging it with the protagonist.
Now the gift of gray, is something simpler this would have 2 versions.
After the first encounter either with if the vial was used (which in that case would be released when fighting the wolf). During the encounter with the gray wolf almost at the end of the arc simply have the protagonist let himself be wounded (making his Hp reach 0) at the end of combat and in the moments after this will manifest slight symptoms of lycanthropy (normal if you are not under the effect of the vials of courage, or a more aggressive version which can not control).
Like I said these 2 ideas revolve around this game specifically because as I said they are ideas to create routes there ends my idea and that's where you decide whether to use them or not.
I don't play these games but I've seen most of them are the same, why not add a route with an aura of "genosida" like in delta rune that ends up self-destructing the protagonist or another one where we can be better that doesn't feel like a simple road to travel.
A unique thing about fantasy is that generally in literary and entertainment works, in order to carry out such things, it is usually necessary to eliminate or block others.
For example, in horror stories/movies, victims are reduced in meaning and their sense of survival is eliminated to a certain extent, since it would be complicated to adapt to the plot.
In the case of the Netorare genre is easy because being a female fantasy is generally their desire through lust expressing dissatisfaction with their partners and their desire so they seek the maximum benefit not to mention that they choose behaviors very rarely seen in men.
It's easy to bully someone but it's very likely that if you try to pull too much on that point at some point that little fawn can turn into a monster. Putting that aside why not give him a route to dominance by turning your little guy into a monster how far can you go to establish your relationship he already saw that the pure flower he longed for is nothing more than one that gives its nectar to anyone so why wait even if it means killing your supposed best friend, who to your love is weak to submission? Why not submit her even if it means breaking your relationship.
Turn the young hero into an even worse villain.
Yes, I prefer to be ambiguous so as not to get too much of my ideas into the story.
It is an interesting idea. There is certain philosophy behind this game that I’m trying to convey to players. Incorporating your suggestions may stray from that. Perhaps a sequel to the game ?
I’m not sure why but I can’t download the game via the itch app, even by accessing the download page/button. I can see the zip file listed though, and I can download it via a web browser without issue (which I’ve done, but no auto-update for me then :( ).
Right now, no. In the future, absolutely !! It's actually written in one of the dev logs I made a while ago. Basically, just cock-block all Kota's possible moves.
I am always amazed and humbled when I discover other creative people finding inspiration in my games! I'm really happy that I could help spark your own development adventure!
The demo is very promising and you're making some really creative use of the SRPG engine, I've never seen anything like it! There are some rough patches, but I can also see many of the advantages you'll have in using a strategy game core.
I'm impressed by the original soundtrack. Music is the one thing that's out of my own creative reach, so it's always cool to hear original compositions.
A few things to consider:
It will be very important to keep the maps small and offer more positioning options for the protagonist. Even the tiny demo maps feel a little big for the gameplay mechanics. Not consuming a move on giving orders or using items could help. Ending the turn after moving could also help save an extra button press, since you never control more than one unit at a time.
Some additional clarity regarding which ways characters can interact with the world will reduce players needing to send various companions to different places and check what happens each time. Since the enemies cannot pose a threat beyond a time investment of beating them, it may be good reduce their max hp or give retaliation attacks to your companions.
Making the maps end automatically when the victory conditions are met (even if they change) would be good. I spent a while trying to figure out what needs to be done on the first map after getting the 4 dew drops and in the alpha wolf map.
I like that the save option is available at all times, but a load button would also be good to have in the same place.
After reading your dev logs, it's clear that this has already been a very big project to work on. I wish for your strength and fortune to see it through and make it into everything you want it to be!
I'm really thrilled to see your feedback on my project! Your game "Summer Sweepers" has been a great source of inspiration for me, so hearing your thoughts on my demo is incredibly motivating.
Thank you so much for taking the time to play the demo and for providing such detailed and helpful feedback. Your comments on the map size, interaction clarity, and enemy balancing are very insightful. I’ll be sure to work on these areas to improve the gameplay experience. The suggestion about adding a load button alongside the save option is a solid one, and I’ll make sure to include that in the updates!
I’m also glad that you appreciated the original soundtrack. Music is something I love, and it's reassuring to know that it added to the game experience.
Your encouragement means a lot to me, and I’m excited to continue refining NTR:BSS. I hope to make it something that reflects the passion and effort put into it. Your feedback is a valuable part of that process, and I’m eager to implement your suggestions. It’s a big project, but encouragement like yours gives me the fuel to keep pushing forward.
I'm glad I could help! You have set up a good foundation and I'm excited to see the project grow as you move forward! I will try to play some of your future updates when I can, and I will definitely play the final game when everything is finished!
← Return to game
Comments
Log in with itch.io to leave a comment.
Well I'll give you some decisive points (this is based on the only bibliography of the game in the wiki since I can't play).
You know there are rumors that in the outskirts of the city(tutorial) there is a citizen that if you help him he can give you a potion of courage(???) which can give the protagonist a boost in his worst moments(only this potion has a small problem).
And I think we should accept the gift of the silver one so we can even the situation, however we have to be careful because he might not have the mental strength to keep the beast.
And if we mix amber it could be a fun recipe that could lead to a unique direction giving a "reverse" touch to the story.
The rest is your choice and if you want I can give you more details here or talk to you privately about it to leave it as a special route.
Thank you for your ideas. As mentioned, the suggested changes would significantly deviate from the core principles and mechanics of our current game. At this stage, incorporating such changes is not feasible.
I have already integrated numerous suggestions from our supporters who have “played” the game, ensuring that their feedback aligns with our vision and keeps the game cohesive.
In terms of game dev and resource that I have, your suggestion is suitable for another game: prequel, sequel, or even its own game.I appreciate your understanding and interest.
Well unfortunately I don't have the knowledge or the resources.
However, I will tell you what both ideas are about.
There is no such thing as courage potions, this is actually a failed alchemical project (essence of Berserker) this is made with physical remains and fragments of the soul of a Berserker who was brought to misfortune by a friend (yes a reference to berserk) this is divided into ampoules which can only be used during the events of the game (the first one will make you confess your feelings).
This will make him act in events like the one about his love and the suspicious wolf.
The potion not only gives him the mental strength but also gives him physical strength and improves the technique of the sword (by the Berserker) also degrades his consciousness and merging it with the protagonist.
Now the gift of gray, is something simpler this would have 2 versions.
After the first encounter either with if the vial was used (which in that case would be released when fighting the wolf). During the encounter with the gray wolf almost at the end of the arc simply have the protagonist let himself be wounded (making his Hp reach 0) at the end of combat and in the moments after this will manifest slight symptoms of lycanthropy (normal if you are not under the effect of the vials of courage, or a more aggressive version which can not control).
Like I said these 2 ideas revolve around this game specifically because as I said they are ideas to create routes there ends my idea and that's where you decide whether to use them or not.
I don't play these games but I've seen most of them are the same, why not add a route with an aura of "genosida" like in delta rune that ends up self-destructing the protagonist or another one where we can be better that doesn't feel like a simple road to travel.
Can you elaborate of aura of "genosida" ? Also, are there other specific do you prefer to have in this game ?
A unique thing about fantasy is that generally in literary and entertainment works, in order to carry out such things, it is usually necessary to eliminate or block others.
For example, in horror stories/movies, victims are reduced in meaning and their sense of survival is eliminated to a certain extent, since it would be complicated to adapt to the plot.
In the case of the Netorare genre is easy because being a female fantasy is generally their desire through lust expressing dissatisfaction with their partners and their desire so they seek the maximum benefit not to mention that they choose behaviors very rarely seen in men.
It's easy to bully someone but it's very likely that if you try to pull too much on that point at some point that little fawn can turn into a monster. Putting that aside why not give him a route to dominance by turning your little guy into a monster how far can you go to establish your relationship he already saw that the pure flower he longed for is nothing more than one that gives its nectar to anyone so why wait even if it means killing your supposed best friend, who to your love is weak to submission? Why not submit her even if it means breaking your relationship.
Turn the young hero into an even worse villain.
Yes, I prefer to be ambiguous so as not to get too much of my ideas into the story.
It is an interesting idea. There is certain philosophy behind this game that I’m trying to convey to players. Incorporating your suggestions may stray from that. Perhaps a sequel to the game ?
Will there be impreg?
This could be the end result of choosing a certain path in the game. However, it won't be something that happens during the gameplay.
Dang this game is slow burning af. All promises and no action. Ain't nobody got time for that!
I’m not sure why but I can’t download the game via the itch app, even by accessing the download page/button. I can see the zip file listed though, and I can download it via a web browser without issue (which I’ve done, but no auto-update for me then :( ).
This game is awesome and very promising, I love the ideas and the art.
I have so many questions and comments.
Are you open to consider some feedback?
Definitely !!! I'd love feedback. You can write it here or join the discord server.
I have tried to join the Discord server (SLGallery#2887) with no success. Please, can you share a Discord invite link ? Thanks
I believe that was my Discord ID. The following link is the game's Discord server.
https://discord.gg/MYcU43Sh2b
Can we cuck Kota instead by taking both girls and he gets nothing.
Right now, no. In the future, absolutely !! It's actually written in one of the dev logs I made a while ago. Basically, just cock-block all Kota's possible moves.
Well you have my interest then.
I am always amazed and humbled when I discover other creative people finding inspiration in my games! I'm really happy that I could help spark your own development adventure!
The demo is very promising and you're making some really creative use of the SRPG engine, I've never seen anything like it! There are some rough patches, but I can also see many of the advantages you'll have in using a strategy game core.
I'm impressed by the original soundtrack. Music is the one thing that's out of my own creative reach, so it's always cool to hear original compositions.
A few things to consider:
After reading your dev logs, it's clear that this has already been a very big project to work on. I wish for your strength and fortune to see it through and make it into everything you want it to be!
I'm really thrilled to see your feedback on my project! Your game "Summer Sweepers" has been a great source of inspiration for me, so hearing your thoughts on my demo is incredibly motivating.
Thank you so much for taking the time to play the demo and for providing such detailed and helpful feedback. Your comments on the map size, interaction clarity, and enemy balancing are very insightful. I’ll be sure to work on these areas to improve the gameplay experience. The suggestion about adding a load button alongside the save option is a solid one, and I’ll make sure to include that in the updates!
I’m also glad that you appreciated the original soundtrack. Music is something I love, and it's reassuring to know that it added to the game experience.
Your encouragement means a lot to me, and I’m excited to continue refining NTR:BSS. I hope to make it something that reflects the passion and effort put into it. Your feedback is a valuable part of that process, and I’m eager to implement your suggestions. It’s a big project, but encouragement like yours gives me the fuel to keep pushing forward.
I'm glad I could help! You have set up a good foundation and I'm excited to see the project grow as you move forward! I will try to play some of your future updates when I can, and I will definitely play the final game when everything is finished!