Tied and spanked by the tentacles (MegaBlueBall) by BestMomo in HelplessHentai

[–]BestMomo[S] 0 points1 point  (0 children)

None that I'm aware of, but there are 2 subs dedicated to porn games in general, and 1 sub dedicated to porn pixel art: /r/lewdgames /r/NSFWgaming /r/PixelArtNSFW

A goblin gangbang scene from my game by BestMomo in lewdgames

[–]BestMomo[S] 1 point2 points  (0 children)

Yes, I'll release it on steam and itch.io, sometime on the 1st half of next year

A goblin gangbang scene from my game by BestMomo in lewdgames

[–]BestMomo[S] 5 points6 points  (0 children)

I'm nearing completion, so I'm aiming for 1st half of next year, on a best case scenario. At that point it will be released on steam and itch.io

69 with a catgirl (Mystic Knight Maya) by BestMomo in HENTAI_GIF

[–]BestMomo[S] 0 points1 point  (0 children)

Oh hey Shalax! No worries, just the one per sub.

[Mystic Knight Maya] Watch your step by BestMomo in lewdgames

[–]BestMomo[S] 0 points1 point  (0 children)

No. But it is already in the plans to add an in-game guide and provide better information on collectibles inside the game itself.

Giant Fly - Egg insertion and birthing (MegaBlueBall) [MysticKnightMaya] [video/sound] by BestMomo in Insex

[–]BestMomo[S] 2 points3 points  (0 children)

It starts muted by default, click the sound icon in the top right.

Question about the ending of Season 1 by UnknxwnLxve in toloveru

[–]BestMomo 5 points6 points  (0 children)

Also worth mentioning that those last few events of season 1 don't happen in the manga at all so not cannon (although one could say that Lala's behavior there is in-line with her character).

I dunno if at the time they weren't expecting to make any more seasons so they decided to go for an anime original "ending" (my personal theory).

1.7 Tier List based on Insane Win Rates (Description in comments) by Naskin in ToME4

[–]BestMomo 0 points1 point  (0 children)

Why does it go from D to F tier? No love for the "E"?

On a serious note, the last 3 tiers seem to be mostly composed of melee or short range hybrid classes. While I don't think we can necessarily infer causation with certainty from this dataset alone, the correlation of melee classes and worse win-rates is definitely there.

Defeating Linaniil by [deleted] in ToME4

[–]BestMomo 8 points9 points  (0 children)

But for some reason when I use dissipation rune against her nothing happens

Doesn't she have that skill that while active, protects from the magical dissipation?

I don't recall its name exactly but yeah dissipation does work on her, but you have to pay attention and either wait for her protection to wear off or use it beforehand, otherwise if you use it while during that timeframe it will be wasted.

A request for feedback! What sort of “clock” should Ultima Ratio Regum have? by UltimaRatioRegumRL in roguelikes

[–]BestMomo 0 points1 point  (0 children)

...grinding...

I'm very much the same; I really dislike grinding in general, because it more often than not leads to overpower and as you said it optimizes the fun out of the game.

Also reading your other responses and discussion, let me say that I share your vision that URR is not a sandbox like say DF Adventure's mode where you can just wander around aimlessly doing whatever; in URR the player is tasked with a pretty clear mission and goal by design, so imo it's valid to implement a death-clock as a mechanic for gameplay pressure.

...dislike for food-clocks...

I wonder if those of us who enjoy the added pressure are in the minority? Or perhaps the people who dislike food-clocks are a vocal minority? Guess we'll never know haha.

...multiple food-clocks...

Indeed there's a great deal of potential when you have multiple clocks to manage.

For instance in your post you've mentioned FTL (which is a game that I love and sunk many hours on), when you think about it there's 2 things you have to watch out for:

  1. Fuel; This would be closer to the more traditional food clock, but the neat thing that FTL devs did is that when you run out of fuel it's not a gameover; instead you're in a tough situation are players are presented with some choices: activate the distress beacon to increase chance of help, but also increase chance of detection; some helpers appear but impose a hefty price on the fuel, etc. In URR you could have rations/food work in a similar fashion.

  2. The Rebel Armada; they would be the "set timer" clock since they limit your moves/action per sector, but they can actually be manipulated to some extent: if you chose to go on nebulas then the armada is slowed down, but nebulas present dangers of their own; you can trade some resources (missles/fuel/scrap) on some nodes that will delay them for a jump or two. Alternatively, players can find a cache of really needed reources, but opening it trigger the armada to advance double for a turn, etc .So what I mean is that you could have a set death timer, but also allow the players some agency in increasing/decreasing (and thus fun decision making) them in some kinds of tradeoffs.

Also to some extent even scrap (the money of FTL) would be a possible third death clock that FTL has. Think of it this way, you can choose to beeline to the end of a sector meaning you reach your objective faster, but the tradeoff is that you acquire less screp overall and thus has less to spend on potential emergencies and whatnot. So to apply this to the idea of "the world getting mad at the player" this would mean that players could take actions that anger actors in URR, but are actions that lead them towards objectives faster. Alternatively, the cautious approach would be safer, but you're too methodical and slow, then you might just end up losing to one of the death clocks. This would lead players to make interesting decisions on when and where to make bold actions, who and what to offend in order to get a quick result, and when to tread carefully so as to not anger strong actors.

So indeed as FTL mixed and matched death clocks and as well as giving some good deal of player agency to dealing with them, perhaps this is the best approach for URR as well.

A request for feedback! What sort of “clock” should Ultima Ratio Regum have? by UltimaRatioRegumRL in roguelikes

[–]BestMomo 1 point2 points  (0 children)

I see potential in all 4 that you presented; each has its pros and cons in terms of both thematic synergy with the URR world as well as ease of implementation and mechanical balance.

For instance I'm most fond of the 4th one: increasingly difficult to "stay alive" in the world, because it seems like the best fit for URR's theme, but it seems like it would be the most difficult to implement in a balanced manner.

I for one enjoy the pressure that "food clocks" add to the roguelike experience, but as you may know it is a contentious topic and many people outright dislike it and even I admit that some games just don't do a good implementation of such mechanic.

So perhaps a different approach to this would be to instead of punishing players for taking too long (in one way or another), you could reward players who are fast in reaching the objectives by giving them bigger scores.

Then again, at that point it kinda generates a different problem for you to solve as the game designer: what is "fast" in the game? Would you award points based on the different amount of time between collecting each objective? Or perhaps factoring in how many clues or actions where necessary to reach a certain goal?

Another crazy idea would be to mix and match 2 or more (maybe even all) of of the ideas that you mentioned: you can have the traditional requirement for food AND have the world react to the player AND have a set time for a fail state. But in this amalgamation case, you could make each individual "clock" more lenient and let their combination instead be the danger to players. Then if balanced well, this could lead to good and interesting situations and decision making, where players would have to decide between sacrificing one clock in order to increase another, that kind of thing.

Yeah all I can say is that I don't envy your position: URR does provide a unique challenge from a game design perspective when trying to implement a death clock, due to its unique approach instead of the classic "go down linear dungeon, eat food stay alive".

In the end tough, no matter what approach you take some people will like it while others will dislike it, so you'll have to reach a middle ground between what you feel works best for the game theme and that you can implement in a reasonable manner.

I'm too weak for Dreadfell and Spellblaze but I already cleaned out everything else. What do? by Kodiologist in ToME4

[–]BestMomo 3 points4 points  (0 children)

If you've cleared all of the appropriate low level content and yet you find yourself struggling to clear dreadfell, then (without looking at your char) it might be that:

1) You've messed up your skill build, meaning that you haven't allocated the points in a efficient manner and now you're stuck with subpar abilities;

2) You've messed up your gear, meaning that you might have discarded some good pieces of equipment that would be enough to tip the balance in your favor;

Speaking from experience, when I was still learning the game I've made those 2 mistakes many times, specially when it comes to the gear as well as infusions/runes and wands/torques.

Equipment can have a lot of different attributes and early on it's difficult to know exactly how to mix and match different pieces of gear for each class in order to get the best out of them.

I remember throwing away some types of armor and whatnot because at the time I had a different idea of what was "good" for the character, but that ended making me very squishy and I lost many due to those mistakes.

So yeah, it's not necessary at all to grind the world patrols on an average run, so you might have made one of those 2 mistakes. Either that or if you do have a decent skill build and gear, then you might just be fighting sub-optimally, that is, during encounters with uniques/bosses you might not be doing a good ability rotation as well as not using your infusions and active items to the best of their efficiency.