

Sex-wise, I've already mentioned the CGs, but I like players can see CGs without having to intentionally lose to bosses this solves the GOR problem, and also lets players who LIKE the corruption style lose intentionally as well. This is a huge point to make, but there's really nothing I can say other than keep it up here. I'm not crazy about some of them, but you'd keep a wide demographic pleased. Not only are there a lot of them and not only are they high-quality, but you've got a smorgasbord of diversity in fetishes.

Obviously, the CGs are a step above most JRPGs, both in quality and in quantity. Hell, you've even thrown in joke or two that I chuckled at, like the soldier hitting himself while fighting. Rudolf has a very formal, noble speech, while Meltys has a modern girly-girl feel to her Kogal archetype). It's not just that the game has stellar ENG grammar, which in itself would make the game playable, but you've taken into account each character's personality into dialogue, making for a much more immersive experience (e.g. The dialogue is far superior to other JRPGs. The aesthetics and sound are all visually excellent while in battle. Gameplay is absolutely stunning in terms of mechanics, the player has a typical XP and slut level, but the costume XP/abilities is a innovative feature that invites sex. But do note that there are multi map dungeons later on in the game. For the time being, we're taking a wait and see approach to see how other people feel. Sachinama has already saw your post and told me what he thought about the length of the dungeons. It's just too much of a feature creep that will vastly increase development time.
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If we add a second or even a third full sex scene to each enemy encounter, you're looking at a game with 70+++ sex scenes, not to mention all the new CG variations that would need to be drawn. I hesitate to ask Sachinama to write any additional scenes longer than a single text box because the game already has a lot of text and scenes for its asking price. Like the one you're seeing right now, they are all single CG with a single text box. There are two more short variations based on slut level for each monster after you lose and saw the first sex scene. I worked with Sachinama to create the current three short variations. Meltys and her sisters are smoking hot, especially DaliahĪs for the variations, originally before I joined there was only one generic message for every monster after the first sex scene which was something along the lines of 'Meltys was attacked by xyz.' Otherwise, I really loved the demo and I can't wait for the release of the game. These suggestions could help Sachinama in the development of his next game then. If any of these changes would delay the release of the game too long, then no worries.
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I don't know if these changes would make it so that the demo wouldn't be compatible with the full version anymore however, if that's the case, it'd be worth taking the time to make these changes as they'd immensely improve the game, and more than negate having to play through the demo portion again. For example, I think the quarry should've been at least three times as large as it was, and Noosel Plains to be at least twice as big. If he could increase the map sizes or add more maps to each individual dungeon, it'd make Meltys' progression seem more earned. I know Sachinama received a lot of criticism for the size of the maps in Minako, but I think his response to that might be too extreme. However, I think since Sachinama was going for a more Monster Girl Quest feel when he created these bosses, so much like that game, I think it'd add to the eroticism of the fights if the bosses were doing attacks that hinted or mirrored what their H-scenes will be like.Ĥ. More boss dialogue during the battles, like how Esmeralda had some during each turn during her fight. It'd be as if she's losing on purpose so that she can have sex with the enemies.ģ. Different dialogue depending on if Meltys gives up during a fight like the first suggestion, it'd require more writing, but it'd help add to Meltys' character as a slut. Even giving the illusion that the scenes are ramping up helps a great deal with immersion.Ģ. This would require a little more writing as the CGs are already there, but I think it'd immensely improve the experience. More variation when you lose to monsters and bosses a second and/or a third time. Here are some suggestions if it's not too late to work on them since I think these changes will help make the game a lot more immersive.ġ. while I loved it, there were several things I think you and Sachinama might be able to work on if it's not too much trouble. Re: Meltys Quest (Official English Demo out now!)
