5.00 star(s) 3 Votes

Huninn

Newbie
Game Developer
Sep 1, 2024
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202
There is something about this compressed version that will not work for existing saves and also will not allow you to start over and save. Both cause crashes. I downloaded the non-compressed version and can load/save fine. Sorry, I already trashed the old version, so do not have the traceback to post.
Thanks for reporting the issue! Is there something specific I could (or should) do? :unsure: This is the first time someone has posted an (unofficial) compressed version for my game (which I—by the way—really appreciate!).
 

bamachine

Well-Known Member
Nov 17, 2020
1,642
2,242
Thanks for reporting the issue! Is there something specific I could (or should) do? :unsure: This is the first time someone has posted an (unofficial) compressed version for my game (which I—by the way—really appreciate!).
It really isn't on you. Something they did while compressing it made it incompatible with existing persistent saves or may even be for first time players without a persistent save. I finished the non-compressed one fine. I will download the compressed one again, then post the traceback here, so the creator can check into it.

Edit: posted the traceback on my first post about this and will post it here also

I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/scripts/UI/screens.rpy", line 760, in execute
File "game/scripts/UI/screens.rpy", line 760, in execute
File "game/scripts/UI/screens.rpy", line 764, in execute
File "game/scripts/UI/screens.rpy", line 767, in execute
File "game/scripts/UI/screens.rpy", line 767, in execute
File "game/scripts/UI/screens.rpy", line 771, in execute
File "game/scripts/UI/screens.rpy", line 584, in execute
File "game/scripts/UI/screens.rpy", line 584, in execute
File "game/scripts/UI/screens.rpy", line 593, in execute
File "game/scripts/UI/screens.rpy", line 596, in execute
File "game/scripts/UI/screens.rpy", line 602, in execute
File "game/scripts/UI/screens.rpy", line 605, in execute
File "game/scripts/UI/screens.rpy", line 605, in <module>
NameError: name 'scroll' is not defined

-- Full Traceback ------------------------------------------------------------

Full traceback:
File "renpy/common/_layout/screen_main_menu.rpym", line 28, in script
python hide:
File "C:\Users\bamac\Downloads\Compressed\CoaSG-v0.4-pc\renpy\ast.py", line 827, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "C:\Users\bamac\Downloads\Compressed\CoaSG-v0.4-pc\renpy\python.py", line 1178, in py_exec_bytecode
exec(bytecode, globals, locals)
File "renpy/common/_layout/screen_main_menu.rpym", line 28, in <module>
python hide:
File "renpy/common/_layout/screen_main_menu.rpym", line 35, in _execute_python_hide
ui.interact()
File "C:\Users\bamac\Downloads\Compressed\CoaSG-v0.4-pc\renpy\ui.py", line 301, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
File "C:\Users\bamac\Downloads\Compressed\CoaSG-v0.4-pc\renpy\display\core.py", line 2215, in interact
repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, pause=pause, pause_start=pause_start, pause_modal=pause_modal, **kwargs) # type: ignore
File "C:\Users\bamac\Downloads\Compressed\CoaSG-v0.4-pc\renpy\display\core.py", line 2745, in interact_core
root_widget.visit_all(lambda d : d.per_interact())
File "C:\Users\bamac\Downloads\Compressed\CoaSG-v0.4-pc\renpy\display\displayable.py", line 434, in visit_all
d.visit_all(callback, seen)
File "C:\Users\bamac\Downloads\Compressed\CoaSG-v0.4-pc\renpy\display\displayable.py", line 434, in visit_all
d.visit_all(callback, seen)
File "C:\Users\bamac\Downloads\Compressed\CoaSG-v0.4-pc\renpy\display\displayable.py", line 434, in visit_all
d.visit_all(callback, seen)
[Previous line repeated 1 more time]
File "C:\Users\bamac\Downloads\Compressed\CoaSG-v0.4-pc\renpy\display\screen.py", line 480, in visit_all
callback(self)
File "C:\Users\bamac\Downloads\Compressed\CoaSG-v0.4-pc\renpy\display\core.py", line 2745, in <lambda>
root_widget.visit_all(lambda d : d.per_interact())
File "C:\Users\bamac\Downloads\Compressed\CoaSG-v0.4-pc\renpy\display\screen.py", line 491, in per_interact
self.update()
File "C:\Users\bamac\Downloads\Compressed\CoaSG-v0.4-pc\renpy\display\screen.py", line 697, in update
self.screen.function(**self.scope)
File "game/scripts/UI/screens.rpy", line 760, in execute
File "game/scripts/UI/screens.rpy", line 760, in execute
File "game/scripts/UI/screens.rpy", line 764, in execute
File "game/scripts/UI/screens.rpy", line 767, in execute
File "game/scripts/UI/screens.rpy", line 767, in execute
File "game/scripts/UI/screens.rpy", line 771, in execute
File "game/scripts/UI/screens.rpy", line 584, in execute
File "game/scripts/UI/screens.rpy", line 584, in execute
File "game/scripts/UI/screens.rpy", line 593, in execute
File "game/scripts/UI/screens.rpy", line 596, in execute
File "game/scripts/UI/screens.rpy", line 602, in execute
File "game/scripts/UI/screens.rpy", line 605, in execute
File "game/scripts/UI/screens.rpy", line 605, in <module>
NameError: name 'scroll' is not defined

Windows-10-10.0.26100 AMD64
Ren'Py 8.3.4.24120703
Confessions of a Sassy Girl v0.4
Sun Mar 30 14:12:34 2025
 
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Meabe37

Member
Mar 9, 2023
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Should the focus be more on the emotional journey of falling in love and exploring a relationship with a single character, or is the physical experience
Both ? The problem is that you cornered yourself to do a bit of both imo.

1 - Mechanicely with the stats: Since you let people have the option to have more reserved/uncorrupted/unperverted choices. Other wise the playthroughts with low perversion and high will are gonna be a bit empty no?

2- Also the game is about perversion, naughtiness and corruption (unless i'm wrong) but you present it as a intimate journal of a young woman who is trying to find herself or discovering herself. So imo, the emotional journey and stuff are kinda mandatory too, otherwise what the point of it? Also avoidings feelings, love and relationships when sex is involved is kinda impossible imo, no matter how naughty and perverted you are.
 

Huninn

Newbie
Game Developer
Sep 1, 2024
40
202
Both ? The problem is that you cornered yourself to do a bit of both imo.

1 - Mechanicely with the stats: Since you let people have the option to have more reserved/uncorrupted/unperverted choices. Other wise the playthroughts with low perversion and high will are gonna be a bit empty no?

2- Also the game is about perversion, naughtiness and corruption (unless i'm wrong) but you present it as a intimate journal of a young woman who is trying to find herself or discovering herself. So imo, the emotional journey and stuff are kinda mandatory too, otherwise what the point of it? Also avoidings feelings, love and relationships when sex is involved is kinda impossible imo, no matter how naughty and perverted you are.
Your bring up some excellent points! Thanks for sharing your thoughts :)
 

Dessolos

Message Maven
Jul 25, 2017
14,506
19,071
Huninn Still playing the update had to take a break but I noticed a small bug last night not a big deal but it's there. Shouldn't it say Jessica not Laura for who is talking

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Knight_of_the_lance

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Feb 23, 2020
1,093
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I skipped 0.3 but 0.4 ended on a nice note. Going through the gallery allowed me to see that I missed a scene at first. I went back and made a different choice at one point to get what I missed and was happier with the second choice. It even unlocked a kink that extended an other scene latter. After all that, that brought up some questions in my mind.

I noticed that at some point hornyness stopped appearing in the stats. My impression is that at the start the goal was for that stat to represent Ami's immediate needs rather than the base line of hornyness, but the idea was dropped since it didn't fit well with the pace of the story.

There is also the self depreciation stat that popped up when spying your mother have sex. It seems that this stat for now is locking the BBC porn watching. On the other hand refraining from going all the way and spying and instead masturbating in the park unlocks exhibitionists tendencies. Both the bbc porn and exhibitionism could be said to go beyond simple vanilla porn or behavior so I'm not quite sure exactly what the self depreciation stat means. The name of the stat imply that it's worsening her self esteem like she thinks lesser of herself. I have some difficulty understanding the relation with BBC porn. The only link I could see is a kind of implied power dynamic, implying the black dude is a dominant person by default. something going somewhat beyond simple large insertions part of it.

Continuing on stats willpower feels weird. I feel it would be more natural if instead of willpower lowering it could be impulsivity raising. Willpower to my non English speaking mind is force of will. Which to change is verry much needed. Ami has her habits and zone of comfort, to leave it and try new stuff she verry much need willpower. Willpower to me is the ability to make your will be known to others and either impose it upon others or act upon it. Impulsivity and willpower would combine to someone deciding in the moment to put their hand on the stovetop and willpower would allow said person to ignore the warnings that she will burn herself. Or in this case to decide to masturbate in a park on a whim because she's horny and ignore the social norms dictating her not to do it. So to me even if the stat itself is lower and lower Ami verry much still has willpower.

On a completely different subject, I'm surprised we don't see more of Ami, Brenda and Jessi together. Is Ami ashamed of having Jessi following her when she wants to have sometime with her friend? Beyond the scene where Brenda and Jessi meet we don't see verry much of them interacting. I'm curious as to how much the dynamic is different between Brenda and Jessi compared to the one between Ami and Jessi.

At this point I verry much understand people wanting Ami to get on with Jessi. It verry much feel like Jessi is hitting on Ami with the visit to Paris. I'm not a specialist about girls friendship, but at this point I very much would feel like warning them that it wouldn't work between us if I felt like I wasn't into them. Perhaps this is a more normal things for girls to do among themselves than boys. (I must confess that I let Ami be open to women's charms in the beginning of the game so that decision might have influenced what I saw.) Anyways Jessi feels like she is more than just interested in Ami as a person at that point. Enamored maybe? I doubt it since it feels like she is still hiding something, but still possible.

On an other note:
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The modern incarnation of chess boxing is inspired by the comic book Froid Équateur by Enki Bilal which featured a chess boxing championship. It's the third book in La trilogie de Nikopol I hilly recommend great story with amazing artwork.

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I can't believe you are satisfied by the character sprites overlapping like that. I understand that they are either sitting or close to one an other, more than normal at least, but having them directly one over the other rather than side by side and overlapping only a little feels awkward.

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It's just a small typo where the word from repeat itself.

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Here if Jessica is supposed to be bad in French leave it as is, but when talking to a woman mon chéri becomes ma chérie.

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That table is literally in the wall. Some furniture are sometime part of the house like a countertop so it's possible that that's just the asset, but it doesn't look verry practical or convenient. Imagine being the fifth person at the table, you can't really interact with the person across you. By the way that bonus story was verry touching. With today's social media they could both find one an other if they are so desperate for one an other. The tragedy feels a bit like it's of their own making, it's still touching.

That's it for me for now. I really enjoy my time with Ami I'm just left wondering which boy or man will pique her interest and how will her relation with her friends and foe will evolve with her changing personality.
 
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Meabe37

Member
Mar 9, 2023
342
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I noticed that at some point hornyness stopped appearing in the stats.
I think it's a bug, it become empty at the end of 0.3 after the bench event.

There is also the self depreciation stat that popped up when spying your mother have sex. It seems that this stat for now is locking the BBC porn watching
No i think that stat is just a joke because she watch her mom get railed. What make available the BBC path is just a the "tag" "watching mom" (that the game give you, yes it's hidden, like in most renpy games) but yes it doesn’t change the fact that it's hard to see the link with BBC porn and kink. It's not like the mom was with a black man or something. The player also gain a "BBC" tag after the porn (if i remember correctly, i uninstalled the game already can't check) so it might also block other stuff related to that in the future.

Here if Jessica is supposed to be bad in French leave it as is, but when talking to a woman mon chéri becomes ma chérie.
As a frenchman myself, it triggered me too lol but i think it's on purpose^^
 

Dessolos

Message Maven
Jul 25, 2017
14,506
19,071
I finished playing the ending was great. I love how the animations looked can't wait for it to happen for real. They were all great , I think my favorite was watching the porno and masturbating but I think the context of just masturbating and the FMC imaging someone was watching her was alot hotter scenario.
 
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Huninn

Newbie
Game Developer
Sep 1, 2024
40
202
I skipped 0.3 but 0.4 ended on a nice note. Going through the gallery allowed me to see that I missed a scene at first. I went back and made a different choice at one point to get what I missed and was happier with the second choice. It even unlocked a kink that extended an other scene latter. After all that, that brought up some questions in my mind.

I noticed that at some point hornyness stopped appearing in the stats. My impression is that at the start the goal was for that stat to represent Ami's immediate needs rather than the base line of hornyness, but the idea was dropped since it didn't fit well with the pace of the story.

There is also the self depreciation stat that popped up when spying your mother have sex. It seems that this stat for now is locking the BBC porn watching. On the other hand refraining from going all the way and spying and instead masturbating in the park unlocks exhibitionists tendencies. Both the bbc porn and exhibitionism could be said to go beyond simple vanilla porn or behavior so I'm not quite sure exactly what the self depreciation stat means. The name of the stat imply that it's worsening her self esteem like she thinks lesser of herself. I have some difficulty understanding the relation with BBC porn. The only link I could see is a kind of implied power dynamic, implying the black dude is a dominant person by default. something going somewhat beyond simple large insertions part of it.

Continuing on stats willpower feels weird. I feel it would be more natural if instead of willpower lowering it could be impulsivity raising. Willpower to my non English speaking mind is force of will. Which to change is verry much needed. Ami has her habits and zone of comfort, to leave it and try new stuff she verry much need willpower. Willpower to me is the ability to make your will be known to others and either impose it upon others or act upon it. Impulsivity and willpower would combine to someone deciding in the moment to put their hand on the stovetop and willpower would allow said person to ignore the warnings that she will burn herself. Or in this case to decide to masturbate in a park on a whim because she's horny and ignore the social norms dictating her not to do it. So to me even if the stat itself is lower and lower Ami verry much still has willpower.

On a completely different subject, I'm surprised we don't see more of Ami, Brenda and Jessi together. Is Ami ashamed of having Jessi following her when she wants to have sometime with her friend? Beyond the scene where Brenda and Jessi meet we don't see verry much of them interacting. I'm curious as to how much the dynamic is different between Brenda and Jessi compared to the one between Ami and Jessi.

At this point I verry much understand people wanting Ami to get on with Jessi. It verry much feel like Jessi is hitting on Ami with the visit to Paris. I'm not a specialist about girls friendship, but at this point I very much would feel like warning them that it wouldn't work between us if I felt like I wasn't into them. Perhaps this is a more normal things for girls to do among themselves than boys. (I must confess that I let Ami be open to women's charms in the beginning of the game so that decision might have influenced what I saw.) Anyways Jessi feels like she is more than just interested in Ami as a person at that point. Enamored maybe? I doubt it since it feels like she is still hiding something, but still possible.

On an other note:
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The modern incarnation of chess boxing is inspired by the comic book Froid Équateur by Enki Bilal which featured a chess boxing championship. It's the third book in La trilogie de Nikopol I hilly recommend great story with amazing artwork.

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I can't believe you are satisfied by the character sprites overlapping like that. I understand that they are either sitting or close to one an other, more than normal at least, but having them directly one over the other rather than side by side and overlapping only a little feels awkward.

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It's just a small typo where the word from repeat itself.

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Here if Jessica is supposed to be bad in French leave it as is, but when talking to a woman mon chéri becomes ma chérie.

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That table is literally in the wall. Some furniture are sometime part of the house like a countertop so it's possible that that's just the asset, but it doesn't look verry practical or convenient. Imagine being the fifth person at the table, you can't really interact with the person across you. By the way that bonus story was verry touching. With today's social media they could both find one an other if they are so desperate for one an other. The tragedy feels a bit like it's of their own making, it's still touching.

That's it for me for now. I really enjoy my time with Ami I'm just left wondering which boy or man will pique her interest and how will her relation with her friends and foe will evolve with her changing personality.
I sincerely appreciate you taking the time to provide such thorough feedback! :love:


I noticed that at some point hornyness stopped appearing in the stats.
I've been thinking about removing it... as it doesn't really do much.


About the Self-deprecating stat:
i think that stat is just a joke
Is correct.

The game is only tracking two stats, and I’ve honestly considered removing the stat panel altogether. I originally included it to help players sense Ami’s personality shifts based on their choices throughout the story. However, it does feel a bit too game-like and might create expectations about making 'optimal' or 'correct' choices to maximize certain stats. It might be more enjoyable to explore the game/options organically.

Continuing on stats willpower feels weird...

That’s a fascinating argument, and I really like the idea of substituting the keyword 'willpower' with 'impulsivity.' I’m open to the change if it feels more intuitive. Here are my thoughts on 'willpower' (feel free to disagree!): From a gameplay perspective, my reasoning behind the 'willpower' stat is that consistently making choices that lower her willpower increases the likelihood of her giving in to impulsive desires. In these cases, she might act in ways she would otherwise object to if her willpower were higher.

You could argue that even someone who is naturally impulsive can still exercise restraint if their willpower is strong enough. For example, when willpower is low, she might choose to watch Netflix instead of doing homework, but when it’s high, she can prioritize homework over Netflix. In this sense, her impulsivity and temperament reflect her personality, while willpower serves as the mechanism that helps her resist acting on those impulses. You could therefore argue that her impulsivity is a fixed part of her personality.

Another point is that lowering willpower makes certain choices feel more natural in specific scenarios, like when Ami faces peer pressure or when a friend asks her to do something she’s uncomfortable with. Low willpower might make her more agreeable in those situations. However, as you’ve pointed out, the opposite could also be true: Ami might act impulsively not because of a lack of restraint but because of an inherent tendency toward impulsivity.

Another point of view: why not simply add both? :p However, I believe it might be a bit too late to make such drastic changes at this point...

I’ll need to think about it some more, but 'impulsivity' does have a lot of merit, it’s straightforward and easy for players to understand. Thank you for sharing your perspective!

I'm surprised we don't see more of Ami, Brenda and Jessi together. Is Ami ashamed of having Jessi following her when she wants to have sometime with her friend?
I hadn't considered that until you brought it up, and it's a fantastic point! Initially, I wanted to leave some space to explore Ami's relationship with Jessica on their own before involving Brenda in a more organic way. This approach is similar to how I've introduced other characters early on, but haven't yet had the opportunity to delve into their relationships within the larger narrative. It's definitely something to think about! :)

The modern incarnation of chess boxing is inspired by the comic book Froid Équateur by Enki Bilal which featured a chess boxing championship. It's the third book in La trilogie de Nikopol I hilly recommend great story with amazing artwork
Thanks for the recommendation!

I can't believe you are satisfied by the character sprites overlapping like that.
That's a solid point! I'll fix them in the next update :)

when talking to a woman mon chéri becomes ma chérie.
Thanks for pointing out the correct form. Will be fixed in the upcoming update :)

That table is literally in the wall.

Oh, I hadn’t noticed that! It is part of the asset, but I can render the scene from a different angle to conceal the imperfection. :)


I hope I’ve addressed all your points. Once again, I truly appreciate you taking the time to provide me with your feedback!
 

Meabe37

Member
Mar 9, 2023
342
1,875
I've been thinking about removing it... as it doesn't really do much.
The build up to "stop asking me" was pretty funny tho. Made my laugh.

However, it does feel a bit too game-like and might create expectations about making 'optimal' or 'correct' choices to maximize certain stats. It might be more enjoyable to explore the game/options organically.
It is indeed on his current form not really needed. Also people who really want/"need" to know (like me) will have URM anyway. Can't play any AVN without it, i'm addicted^^

Thanks for pointing out the correct form. Will be fixed in the upcoming update
Oh so it wasn't on purpose. And here i was thinking you were some kind of evil genius messing around with french players. It is highly bothering and triggering for us lmao. Keep it :devilish:
 

damnedfrog

Well-Known Member
Nov 11, 2020
1,877
3,794
Oh so it wasn't on purpose. And here i was thinking you were some kind of evil genius messing around with french players. It is highly bothering and triggering for us lmao. Keep it :devilish:
Personally, as long as one doesn't violate the rule of agreement of the past participle with the auxiliary "to have" when the direct object complement is placed before the verb, I'm fine.
:D

More seriously, and not just to drive us French-speaking crazy :), I think Huninn that you can keep "mon chéri". Because I suppose Jessica is a native English speaker not a French one, and that sort of mistake about gender according is common from English people speaking in French.
It seems to me normal that Jessica will make that kind of error.
 

Huninn

Newbie
Game Developer
Sep 1, 2024
40
202
Personally, as long as one doesn't violate the rule of agreement of the past participle with the auxiliary "to have" when the direct object complement is placed before the verb, I'm fine.
:D

More seriously, and not just to drive us French-speaking crazy :), I think Huninn that you can keep "mon chéri". Because I suppose Jessica is a native English speaker not a French one, and that sort of mistake about gender according is common from English people speaking in French.
It seems to me normal that Jessica will make that kind of error.
That's a good point :)
It adds a subtle comedic effect, likely noticeable only to those who speak French :p
 

Knight_of_the_lance

Well-Known Member
Feb 23, 2020
1,093
2,029
to come back to the willpower lowering. A criticism I often see about adult games is the lack of agency of the different MCs. They don't have a will of their own, everything is falling on their lap, they are a doormat, everyone is using them....etc,etc. And frankly while I usually don't agree with those critics, I still can see where they are coming from. Usually from the verry beginning of a story where the MCs havent experienced growth yet, but the problem I have is more about when that situation persist even when the story has progressed quite a bit and that doesn't change. No that's not quite right. What I really hate is when as a player looking for sexy time I get rewarded for making the MCs make decisions that are detrimental to themselves and make them seem gullible and stupid while the other choice punishes the horny gamer that I can be. As if the MCs could not have their own desire or willingly seek pleasure for themselves. That is why I usually have little interest pure corruption games with FMC and also sometime MMC. Seeing willpower as a stat that decrease is just leaving a bad taste in my mouth as if the story would inevitably end-up in this situation. Even if I find Ami's current personality unique and quite refreshing, seeing her go down a path that would make her a brainless subservient bimbo to others like so many others is not for me.

I'm personally much more interested in seeing Ami leave her cocoon, explore herself, find her desires and reach them. to my interpretation of the current state of things in the story Jessi is a catalyst for that. Where Ami wanted to leave her small town while siting on the roof of her school daydreaming. Jessi helped her put words in that desire and make it more tangible with her Paris in the park. That pushed Ami to think about how to realize that goal of leaving her town maybe to go visit Paris or even go to college on the other side of the country. Ami is also currently looking for a job because of that, something she chose to do on her own. Where she will end up, we will see, but she is proactive in her own story and that is something that I really like.

Having said all that, could I also consider that Jessica is manipulating Ami? Sure 100% considering that Jessi's motivation and goals are still mysterious to the player. But everyone can be manipulated even ex CEOs of big companies. (For the small story my late grandpa got his email account hacked and said CEO in his contact list sent 200$ to scammers.) That doesn't mean that Ami is doing others will at the expense of her own. If she is, in fact, being manipulated by Jessi you could consider that she is making that manipulation her own will. If (now it's speculation time) she's manipulated and end up finding out it's much more interesting, for the sake of the story, having Ami be upset, question things and act upon her decision than simply accept it and go along with her master/blackmailer/torturer.

Doing what others want to achieve your goal in most people's life is called having a day job. Even if you have your dream job and are the boss you still have clients and expectations.

Anyways sorry for having puked all my thoughts like that and I'm not quite finished, but now I have a totally different kind of argument that is more on the technical side.

I always find weird for games in development to have stat that start at 100 and go down to zero. Like have you already plan everything so thoroughly that you already know how much point every decision in the game will remove and at what point in the story you want the player to be at zero? In my head it makes more sense to have a stat be raising during development, then it can go further than a hundred and you can easily express how significant every decision is compared to one an other with the numbers and you can go as hi as you want without care and then by the end of the game or the point you consider that said stat has reached its maturity put it all back on 100 and express it as growing or lowering numbers as you want. In my head that way of doing things feel like you would only have to go back once at the end to put everything back as you envisioned rather than constantly tweak the numbers or doom the stat to irrelevance after having maxed it early. For example In my game Ami is willpower 46 and pervert 64 if one is minimized at zero and the other maximized at 100 I feel that I will have maxed the stats before Ami loose her virginity. (Unless it's like experience for levels and once 100 is reached Ami levels up!)

Anyway I feel I'm near the end. Nothing of what I just wrote is that important in the end. I simply like to read about Ami and the stat named willpower is filling me with apprehensions even if it's a stat that has this name in many games, it doesn't mean you'll do the same thing as the others or that by the end an other name won't fit the stat better. I mainly don't want Ami to loose her sassiness and lose initiative or you to feel you must conform to the stat's name. While impulsivity is a stat that would be rising, inhibition, repression or gard could be names for a stat that decrease that I feel would fit with her personality.

While writing all that I started to imagine futures for Ami. Like one where she becomes a glob trotter camgirl, OFgirl and/or stripper doing work all over the world. Or scenarios where she start answering with insults and denigration to comments on her first video/stream and everyone being put off except one asking for more. I look forward to Ami's next adventures.
 
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damnedfrog

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Nov 11, 2020
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to come back to the willpower lowering. A criticism I often see about adult games is the lack of agency of the different MCs. They don't have a will of their own, everything is falling on their lap, they are a doormat, everyone is using them....etc,etc. And frankly while I usually don't agree with those critics, I still can see where they are coming from. Usually from the verry beginning of a story where the MCs havent experienced growth yet, but the problem I have is more about when that situation persist even when the story has progressed quite a bit and that doesn't change. No that's not quite right. What I really hate is when as a player looking for sexy time I get rewarded for making the MCs make decisions that are detrimental to themselves and make them seem gullible and stupid while the other choice punishes the horny gamer that I can be. As if the MCs could not have their own desire or willingly seek pleasure for themselves. That is why I usually have little interest pure corruption games with FMC and also sometime MMC. Seeing willpower as a stat that decrease is just leaving a bad taste in my mouth as if the story would inevitably end-up in this situation. Even if I find Ami's current personality unique and quite refreshing, seeing her go down a path that would make her a brainless subservient bimbo to others like so many others is not for me.

I'm personally much more interested in seeing Ami leave her cocoon, explore herself, find her desires and reach them. to my interpretation of the current state of things in the story Jessi is a catalyst for that. Where Ami wanted to leave her small town while siting on the roof of her school daydreaming. Jessi helped her put words in that desire and make it more tangible with her Paris in the park. That pushed Ami to think about how to realize that goal of leaving her town maybe to go visit Paris or even go to college on the other side of the country. Ami is also currently looking for a job because of that, something she chose to do on her own. Where she will end up, we will see, but she is proactive in her own story and that is something that I really like.

Having said all that, could I also consider that Jessica is manipulating Ami? Sure 100% considering that Jessi's motivation and goals are still mysterious to the player. But everyone can be manipulated even ex CEOs of big companies. (For the small story my late grandpa got his email account hacked and said CEO in his contact list sent 200$ to scammers.) That doesn't mean that Ami is doing others will at the expense of her own. If she is, in fact, being manipulated by Jessi you could consider that she is making that manipulation her own will. If (now it's speculation time) she's manipulated and end up finding out it's much more interesting, for the sake of the story, having Ami be upset, question things and act upon her decision than simply accept it and go along with her master/blackmailer/torturer.

Doing what others want to achieve your goal in most people's life is called having a day job. Even if you have your dream job and are the boss you still have clients and expectations.

Anyways sorry for having puked all my thoughts like that and I'm not quite finished, but now I have a totally different kind of argument that is more on the technical side.

I always find weird for games in development to have stat that start at 100 and go down to zero. Like have you already plan everything so thoroughly that you already know how much point every decision in the game will remove and at what point in the story you want the player to be at zero? In my head it makes more sense to have a stat be raising during development, then it can go further than a hundred and you can easily express how significant every decision is compared to one an other with the numbers and you can go as hi as you want without care and then by the end of the game or the point you consider that said stat has reached its maturity put it all back on 100 and express it as growing or lowering numbers as you want. In my head that way of doing things feel like you would only have to go back once at the end to put everything back as you envisioned rather than constantly tweak the numbers or doom the stat to irrelevance after having maxed it early. For example In my game Ami is willpower 46 and pervert 64 if one is minimized at zero and the other maximized at 100 I feel that I will have maxed the stats before Ami loose her virginity. (Unless it's like experience for levels and once 100 is reached Ami levels up!)

Anyway I feel I'm near the end. Nothing of what I just wrote is that important in the end. I simply like to read about Ami and the stat named willpower is filling me with apprehensions even if it's a stat that has this name in many games, it doesn't mean you'll do the same thing as the others or that by the end an other name won't fit the stat better. I mainly don't want Ami to loose her sassiness and lose initiative or you to feel you must conform to the stat's name. While impulsivity is a stat that would be rising, inhibition, repression or gard could be names for a stat that decrease that I feel would fit with her personality.

While writing all that I started to imagine futures for Ami. Like one where she becomes a glob trotter camgirl, OFgirl and/or stripper doing work all over the world. Or scenarios where she start answering with insults and denigration to comments on her first video/stream and everyone being put off except one asking for more. I look forward to Ami's next adventures.
About Willpower, what I wonder if there will ever be some choices to regain some?
Because, all "naughty" choices lower it. But "resisting to the lust" choices don't increase it.
Does it means we can only end with no willpower, unless always choosing non lewd option?
 

Huninn

Newbie
Game Developer
Sep 1, 2024
40
202
to come back to the willpower lowering. A criticism I often see about adult games is the lack of agency of the different MCs. They don't have a will of their own, everything is falling on their lap, they are a doormat, everyone is using them....etc,etc. And frankly while I usually don't agree with those critics, I still can see where they are coming from. Usually from the verry beginning of a story where the MCs havent experienced growth yet, but the problem I have is more about when that situation persist even when the story has progressed quite a bit and that doesn't change. No that's not quite right. What I really hate is when as a player looking for sexy time I get rewarded for making the MCs make decisions that are detrimental to themselves and make them seem gullible and stupid while the other choice punishes the horny gamer that I can be. As if the MCs could not have their own desire or willingly seek pleasure for themselves. That is why I usually have little interest pure corruption games with FMC and also sometime MMC. Seeing willpower as a stat that decrease is just leaving a bad taste in my mouth as if the story would inevitably end-up in this situation. Even if I find Ami's current personality unique and quite refreshing, seeing her go down a path that would make her a brainless subservient bimbo to others like so many others is not for me.

I'm personally much more interested in seeing Ami leave her cocoon, explore herself, find her desires and reach them. to my interpretation of the current state of things in the story Jessi is a catalyst for that. Where Ami wanted to leave her small town while siting on the roof of her school daydreaming. Jessi helped her put words in that desire and make it more tangible with her Paris in the park. That pushed Ami to think about how to realize that goal of leaving her town maybe to go visit Paris or even go to college on the other side of the country. Ami is also currently looking for a job because of that, something she chose to do on her own. Where she will end up, we will see, but she is proactive in her own story and that is something that I really like.

Having said all that, could I also consider that Jessica is manipulating Ami? Sure 100% considering that Jessi's motivation and goals are still mysterious to the player. But everyone can be manipulated even ex CEOs of big companies. (For the small story my late grandpa got his email account hacked and said CEO in his contact list sent 200$ to scammers.) That doesn't mean that Ami is doing others will at the expense of her own. If she is, in fact, being manipulated by Jessi you could consider that she is making that manipulation her own will. If (now it's speculation time) she's manipulated and end up finding out it's much more interesting, for the sake of the story, having Ami be upset, question things and act upon her decision than simply accept it and go along with her master/blackmailer/torturer.

Doing what others want to achieve your goal in most people's life is called having a day job. Even if you have your dream job and are the boss you still have clients and expectations.

Anyways sorry for having puked all my thoughts like that and I'm not quite finished, but now I have a totally different kind of argument that is more on the technical side.

I always find weird for games in development to have stat that start at 100 and go down to zero. Like have you already plan everything so thoroughly that you already know how much point every decision in the game will remove and at what point in the story you want the player to be at zero? In my head it makes more sense to have a stat be raising during development, then it can go further than a hundred and you can easily express how significant every decision is compared to one an other with the numbers and you can go as hi as you want without care and then by the end of the game or the point you consider that said stat has reached its maturity put it all back on 100 and express it as growing or lowering numbers as you want. In my head that way of doing things feel like you would only have to go back once at the end to put everything back as you envisioned rather than constantly tweak the numbers or doom the stat to irrelevance after having maxed it early. For example In my game Ami is willpower 46 and pervert 64 if one is minimized at zero and the other maximized at 100 I feel that I will have maxed the stats before Ami loose her virginity. (Unless it's like experience for levels and once 100 is reached Ami levels up!)

Anyway I feel I'm near the end. Nothing of what I just wrote is that important in the end. I simply like to read about Ami and the stat named willpower is filling me with apprehensions even if it's a stat that has this name in many games, it doesn't mean you'll do the same thing as the others or that by the end an other name won't fit the stat better. I mainly don't want Ami to loose her sassiness and lose initiative or you to feel you must conform to the stat's name. While impulsivity is a stat that would be rising, inhibition, repression or gard could be names for a stat that decrease that I feel would fit with her personality.

While writing all that I started to imagine futures for Ami. Like one where she becomes a glob trotter camgirl, OFgirl and/or stripper doing work all over the world. Or scenarios where she start answering with insults and denigration to comments on her first video/stream and everyone being put off except one asking for more. I look forward to Ami's next adventures.

seeing her go down a path that would make her a brainless subservient bimbo to others like so many others
Only if you choose to let Ami follow down that path (but I don't intend to let other characters "use" her freely for their own pleasure) :p
That said, I admit that most of the choices in the game so far feel rather "black and white." It seems like there are only two paths for Ami, and opting for the "good" path means missing out on the more risqué scenes. However, with version 0.3, the story is beginning to branch out, albeit somewhat.

Balancing scope and vision has been a challenge for me. I want to avoid overwhelming myself with work since my time each week is limited. Instead of creating multiple "half-baked" paths, I’d prefer to streamline the game into a more linear experience while focusing on delivering something enjoyable and polished. My goal is to craft a cohesive narrative that players can immerse themselves in, rather than spreading my efforts too thin across numerous divergent paths.

I also consider that Jessica is manipulating Ami?
:unsure::ROFLMAO:

I always find weird for games in development to have stat that start at 100 and go down to zero.
That’s an excellent point. During the initial development of the game (v0.1), I had to decide how to track player choices effectively. The simplest solution, in my view, was to use a numbering system instead of managing dozens of boolean flags (true/false), which could become confusing over the course of development. This system was originally intended for internal use, to help me track how many "good" or "bad" choices were implemented and determine which options players could unlock at specific levels of these stats.

Initially, I didn’t plan to expose this system to players, as it was primarily a tool for balancing gameplay progression. For example, it wouldn’t feel natural for Ami to suddenly engage in highly risqué behavior if all previous choices had been relatively tame. The numbering system helped ensure a logical progression in her actions and the overall narrative flow of the game.

Like have you already plan everything so thoroughly that you already know how much point every decision in the game will remove and at what point in the story you want the player to be at zero?
Another perspective is that at "0," (but it doesn't have to be exactly zero) the player gains access to the naughtiest choices at specific story forks, rather than the number reflecting Ami’s current state or personality. However, this raises the question: is there any real benefit in showing these numbers to players, given that they primarily serve as an internal tool for balancing gameplay? But I also like to use the numbers as a visualizer in my head when I write the story. However, it is as you aptly pointed out, causing more confusion than streamlining the point across to the player (at least how they're being implemented at the moment).

This is why I’ve been considering removing the numerical display entirely and instead representing it through text-based cues, such as “Ami feels particularly naughty today.” Such an approach might feel more natural and immersive while still conveying the same information to players without exposing the underlying mechanics.

I feel that I will have maxed the stats before Ami loose her virginity
One way to counterbalance this issue is by slowing down the rate at which choices impact the various stats. Over time, only significantly "bad" choices would continue to influence these stats. This approach helps ensure a more gradual progression.

the stat named willpower is filling me with apprehensions even if it's a stat that has this name in many games, it doesn't mean you'll do the same thing as the others or that by the end an other name won't fit the stat better. I mainly don't want Ami to loose her sassiness and lose initiative or you to feel you must conform to the stat's name. While impulsivity is a stat that would be rising, inhibition, repression or gard could be names for a stat that decrease that I feel would fit with her personality.
I can definitely see the merit in your argument. Changing the stat from "willpower" to something like "impulsivity," or another attribute that increases rather than decreases, is fortunately something I can implement fairly easily given the current state of the game. However, I would need to carefully consider potential issues that might arise, particularly how I track these stats internally as a developer, since the system is currently built around a scale ranging from 100 to 0.

The simplest solution might be to remove the numerical display entirely and replace it with flavor text, such as “Ami feels particularly impulsive today.” This approach could make the progression feel more natural while avoiding complications with scaling. I'll have to give it some more thought :)

Once again, thank you for your valuable input! It’s given me plenty to think about and consider moving forward. :)
 

Huninn

Newbie
Game Developer
Sep 1, 2024
40
202
About Willpower, what I wonder if there will ever be some choices to regain some?
Because, all "naughty" choices lower it. But "resisting to the lust" choices don't increase it.
Here's my reasoning behind how I initially design the stats in the game:
During the initial development of the game (v0.1), I had to decide how to track player choices effectively. The simplest solution, in my view, was to use a numbering system instead of managing dozens of boolean flags (true/false), which could become confusing over the course of development. This system was originally intended for internal use, to help me track how many "good" or "bad" choices were implemented and determine which options players could unlock at specific levels of these stats.
I originally didn’t design the system with the intention for 'willpower' stat to increase, but it would make sense for it to change if the player chooses to play Ami in a more "safe" manner. :p
 
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damnedfrog

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There seems to be enough interest in a lesbian path, and since players have been interpreting the story as having girl-on-girl undertones since v0.2, I’ve decided to include a dedicated girl-on-girl route. :LOL: That said, I’m still figuring out how detailed this path will be compared to the others, particularly in terms of NSFW content.
Personally, I don't mind if there are less contents in a lesbian route.
It's usually the case in game with female protagonist that aren't pure lesbian.

I’d really appreciate some feedback on what players would like to see in a girl-on-girl path. Should the focus be more on the emotional journey of falling in love and exploring a relationship with a single character, or is the physical experience (e.g. Ami having sex with one or multiple girls) more important?
Like Meabe37 wrote, it seems difficult to have only one aspect on a lesbian path.
For what we can see, Ami question herself when she has some naughty thoughts about Jessica. So I think she had always consider herself as straight until now. Which mean, for having a lesbian path, she has to question what she has always thought of herself and her sexuality.
I believe it's need more than just having some fun with some girls. Falling in love with a girl seems the strongest thing that could lead her to that path.
But it's seem also believable that the physical experience is important. And I think it's normal if she want to experiment with more than one girl. Not to mention that it's an AVN, so players will enjoyed more lewd actions ;)
 
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damnedfrog

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Here's my reasoning behind how I initially design the stats in the game:


I originally didn’t design the system with the intention for 'willpower' stat to increase, but it would make sense for it to change if the player chooses to play Ami in a more "safe" manner. :p
It's just that having the willpower stat only decreasing gives the impression that the game can only end with Ami becoming some sort of cumslut.
 
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