Poll: Which is more important graphics, text/dialogue, gameplay, ...

I’ve been working on my new project for the last couple of weeks and implemented most of the systems therefore entering the content adding phase. The development has been going pretty smoothly so far, but there is still a ton of stuff to make and polish. Moreover the story is on the slower part, building up to (hopefully) surprising twist, with the first fetish scene probably about half hour mark.

I would like to have a demo up by the end of the month, at latest, so I’m asking which aspects of a game do you find most important for a fetish game. For context, here’s a short pitch for the game:

»Slimocalypse« is a combination of Visual Novel story segments connected by a Quest-like (text games) navigation system with Tactical Combat fights.

Here is an explanation of all the available choices:

  • story and world building — the overarching narrative, consistency of the world, location descriptions, etc.
  • scene descriptions — detailed descriptions of the fetish contents, feelings (like how the belly feels), etc.
  • scene images — images that were specifically made to fit a certain moment in the story and unusable otherwise
  • assets — reusable images, like character portraits
  • environment drawings — the drawings of locations
  • gameplay — balancing and ensuring that there are many different options to win, etc.

Which aspects of the game do you not care about?

  • story and world building
  • scene descriptions
  • scene images
  • assets
  • environment drawings
  • gameplay
0 voters

Which aspects of the game is the most important?

  • story and world building
  • scene descriptions
  • scene images
  • assets
  • environment drawings
  • gameplay
  • none, I’d rather have a little of all done to a lower standard
0 voters

Pick one.
I’m specifically asking as in »a game that I could financially support«.
For context, it takes me about 4-5 times longer to make an illustrated section.

  • text — more scenes written overall, images only sporadically present for the most important moments
  • images — everything gets illustrated
  • balanced — scenes get varying amount of images, supporters decide which
  • text
  • images
  • balanced
  • not interested in supporting financially
0 voters

Comments with more details are welcome.

1 Like

I picked scene descriptions as the most important. After all, they’re unique to a fetish game. If you aren’t describing fat and feeding, then you’ve really made a regular game that may happen to have fat characters.

Good point. The results so far have been quite surprising for me.

I want to wait a bit longer before drawing any definitive conclusions, but I’m already thinking about implications and how I can use them to get as many people to enjoy the game as I can.

But specifically when it comes to scene descriptions, those are not only quick to make, but also I personally very much enjoy writing them. Even 10% of votes would more than justify adding more content for people who enjoyed the game so far and don’t mind if the scenes are not illustrated.

First of all, thank you to all who cast their votes. I’ve thought about the results for a bit and I think I know how to use them to change the game better.

There were some surprises for me, and the biggest among them was how many people voted gameplay as the most important aspect of a game. I always was under the impression that most people here see the gameplay as an obstacle to the fetish content.

So, I’ll take a bit more time than I planned balancing the fights in the game. I will probably be tweaking things between versions though, since it’s the first time I’m doing this.

Moreover, it made me realize that I looked at the Quest-like part of the game like a navigation system instead of a gameplay mechanics. I’ve already started working on adding some quest/puzzles. I’ll probably gate keep some of items/skills behind puzzles, to better integrate the both parts of the game.

Beyond that, I’ll either do quick blurry backgrounds in the first version(s) or skip them entirely. Instead I’ll focus more on scene drawings or assets. I’ll see how much time I’ll have left and do a couple for the first version. The subsequent releases should have more of them, as most of the programming will be already finished.

As for the world building, I’m not really sure how to interpret it. I completely forgot that the “lore dump games” exists and that’s not what I plan on doing. When it comes to story games more generally, I think many people appreciate it, when you can feel that the world makes sense. Even if most are not interested in deciphering the lore from hints the developer left.

Once the game is out, I’ll be doing more polls in the future, to see if the results change for my target audience.

Cheers!

1 Like