OffBeatr unlock system deactivated

I’ve taken down the link on the Edit Account page for automatically claiming OffBeatr rewards. Looking at the count of upgraded accounts, I’m pretty sure everybody has their OffBeatr rewards by now.

If there’s anybody left who’s eligible for OffBeatr rewards but hasn’t received them, please let me know at jack@fleshcult.com with both your OffBeatr and Fleshcult accounts and I’ll sort it out.

Release v0.50 – New Writer

I’d like to welcome the very talented Porpentine to the project! Her first contributions are the 28 new body part and building descriptions, and we’ll be seeing lots more of her work down the line.

You might know her as the author of Cyberqueen (Trigger Warning: All of them), from her Rock Paper Shotgun column, Live Free, Play Hard, or as one of the contributors to freeindiegam.es.

Other stuff in this release:

  • Renamed the Status page to Diary. Now it always shows what happened to you on that day, rather than reverting back to a stock description if you revisit it.
  • Internal changes to make sure old profiles can see any new concubine transformations I add.
  • Fixed some spurious error messages that were clogging the logs.

Release v0.48

I’ve been making big changes to the metagame. I’ve removed the production cap from concubine/beast pairs and replaced it with a more interesting system.

Concubines

  • As you progress in the game, you meet characters that are harder to recruit, but more valuable. Previously, harder concubines were more valuable because they started out with higher production, but now they’re more valuable because you can apply a larger number of transformations to them.
    • It creates an interesting trade-off between short term benefit and long term benefit. Do you keep the early game concubine that’s maxed-out at 3 upgrades, or do you swap them out for one that can take up to 8 upgrades and start from scratch?
    • Before hand, getting higher production out of a given number of minions was mostly about replacing them with higher level minions. Now you actually need to upgrade them to get higher production, so apprentices have a much bigger role than they used to.

Apprentices

  • You can now select concubine transformations that require multiple steps (e.g. E-cup breasts, via C, D and DD-cups). All the intermediate transformations go into a queue and are worked on one-by-one. When each upgrade step finishes, the remaining upgrade points are transferred into the next step.
  • This means that rather than getting to a point where you have so much apprentice power that everything takes one turn, (rendering extra apprentices useless) instead you can set them multi-step goals and upgrade minions at a higher rate than once per turn.

Beasts

  • As you upgrade your beasts, the production multiplier goes up in 50% steps rather than steps of 1.
  • Higher level beasts still start out with a higher multiplier, but now that bonus comes in 25% increments, rather than 100% increments.
  • To compensate, I’ve made late game items and buildings cheaper. Building upkeep has also been reduced.

The late-game explosion in mana production is well and truly under control. I might’ve actually gone too far, but I like these systems as a first cut even if I have to tweak some numbers down the line.

Other miscellaneous stuff:

  • More unsubscribe links in e-mails. Hopefully this should help with spam filters eating account confirmation e-mails.
  • The account upgrade page now shows Unlimited Characters even if you don’t have Unlimited Turns first.

Missed out on OffBeatr? The new donation system is live

I’ve just switched on the new payment system, so even if you missed out of the OffBeatr deadline you can get sweet donation rewards. It takes credit cards and debit cards. If you don’t have either, e-mail me and we’ll sort something out with Paypal.

Rewards:

  • Unlimited turns for $10.
  • Unlimited character slots for $5.

All money collected will go towards further development of the game. If you’re interested, log into Fleshcult and go to Edit Account. (If you don’t see anything new, you might already have all the rewards)

Release v0.47

New stuff:

  • Can select a custom name for your incubus/succubus.
  • Added exhaustion to invasion combat to limit runs of good or bad dice rolls.
  • Tweaked attacker vs. defender odds in invasion combat.
  • Extra front page links.

I’m continuing to work on the new donation system. I think it’s basically done, but it needs more testing before I can open it up to the public.

Rough schedule

Here’s a really rough schedule of the major milestones I have planned during the development period. Bug fixing will take place throughout. I’m also counting on final paintings getting delivered at some point, although it’s hard to know when that will be.

The OffBeatr total has dropped below $12,000 and is fluctuating due to failed transactions, but that’s OK, I’m still committed to achieving all the stretch goals that we reached.

I’ve decided to accept donations during development under the same terms as the crowdfunding campaign: $10 gets you unlimited turns during development (and after development, everybody gets unlimited turns), and $5 extra gets you unlimited characters. I want to be transparent about this, so I’ll do a weekly update showing the total donations collected, the money spent and what the remaining balance of project funds is. I’ll do the first balance update when I receive payment from OffBeatr.

v0.50

Mid Feb

  • Set up forum.
  • System for donations outside of OffBeatr.
  • Ability to start research on upgrades that have a chain of dependencies (ala Civ).
  • Less randomness in invasion combat.
  • Arbitrary player character names.
  • Beast multipliers re-balanced.
  • Apprentices can research tomes.

v0.60

Early March

  • Survey results announced.
  • NPC names integrated into game.
  • First new player skills.
  • First new NPC skills.
  • Testbed for writers to test in-game messages on.
  • Placeholder text for existing transformations replaced.

v0.70

End of March

  • Plot arc fleshed out.
  • Wider variety of concubine upgrades.
  • New unique characters, based on which fetishes were chosen in survey.
  • Placeholder text for minions replaced.

v0.80

Late April

  • Mobile UI.
  • Test on Android, test on iOS.
  • Improvements to desktop UI.
  • New unique characters.
  • More variations in encounter messages.

v0.90

Mid May

  • New unique characters.
  • New chance events.
  • Some dialogue snippets for unique characters.

v1.00

Early June

  • Remaining new player skills added, based on which fetishes were chosen in survey.
  • Remaining new chance events added, based on which fetishes were chosen in survey.
  • Gender effectiveness rebalanced.

FAQ: How did I arrive at the figures for the stretch goals?

You might’ve noticed that the stretch goals are in tidy $3,000 increments. Rather than being an incredible fluke of the budgeting process, this does mean that they are in fact arbitrary numbers. While the features for each goal will cost less that the $3k increment, I will be spending every dollar that I raise working on the game, frequently on things that I haven’t listed in the crowdfunding pitch.

By under-promising in my goals, I have room to improvise new features and fix unforeseen problems during development. Trying to completely fill the budget with promised features means that I have to plan absolutely everything up front, which will lead to a worse game because I won’t be able to respond to feedback and interesting new ideas. Lair structures are an example of a feature that I didn’t have planned, but emerged as a really good way to solve a couple of different problems. In my planning I’ve padded things by doubling the budget, so if everything goes to plan I’ll be working 50% on the stated goals and 50% on unforeseen things.

With that said, what’s my best guess of how long it’ll really take me to do the “6 player skills, 3 opponent skills” stretch goal? I’m thinking about just posting my budget spreadsheet, but a back-of-the-envelope calculation is way easier to follow: After tax and OffBeatr’s cut, $3000 gross represents about 6-7 weeks of living expenses for me. That’s 42 days. 21 days with 2x padding.

I’ve listed 9 skills in total to design, code, write text for, test and balance. What happens if some of them turn out to be shitty and no fun? Well, I’ll throw them out and write new ones. From prototyping I know I can try out about 2 skill ideas in a day, so let’s say I throw out half and I’m producing one good skill per day on average.

The prototype has extremely repetitive text in the encounters. I only have between 1 and 3 variations on the skill messages. For the real product, I’d like to have at least 10. Let’s say that contracting writing for this costs an equivalent of half a day’s living expenses. Probably less, but I haven’t contracted any writing yet, so it pays to be conservative.

How long will I spend fixing bugs that are due to the new skill, and how long will it take me to balance it against the other skills? This is really hard to know, but I’m going to say half a day per skill.

This all adds up to 2 days per skill, so we have a total of 18 of the 42 days, working on the stated goal rather than miscellaneous stuff. Add 1 rest day per week on average and that’s 21 days.

Release v0.46

Just miscellaneous fixes this time:

  • The Sanctum page will now tell you if replacing a body part will also replace connected body parts. e.g. The option to grow a pair of balls will now mention that it replaces a pussy and lists anything you’ve attached to the pussy. (tentacles, piercings, etc.)
  • On the visit surface page, the difficulty of each NPC is listed instead of just appearing without any explanation.
  • Fixed second difficulty level of NPCs so that it no longer produces apprentices with a zero bonus to research.
  • Fixed formatting of word-wrapped headings.
  • Hopefully Googling for ‘Fleshcult’ should allow you to find the game now. Previously googlebot couldn’t make it past the age warning page, which wouldn’t have helped.

Mutant Minx Meltdown

Recently I played Mutant Minx Meltdown. It’s a pretty entertaining freeware erotic RPG (for Windows, Mac and Linux) aimed at straight men. You explore a locale infested with monstergirls and lust-crazed women, most of whom are illustrated. It hews closely to RPG conventions (random battles, attack/special move/wait combat and so on), and while the combat is fairly perfunctory, at least it doesn’t overstay its welcome.

Too many porn games get bogged down in their own lore, but it doesn’t take itself too seriously, which is a refreshing change. For instance, the Attack button is labelled ‘Shove’ and you can upgrade it to ‘Lightning Shove’. It’s good to know I’m not hurting all those over-friendly nymphos.