SakeTami
WildMan Games
WildMan Games

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Stranded In Space Insight #1

As I make my first post on Patreon, I thought I'd give a little insight into one of the core game design decisions implemented within Stranded in Space, while sharing a few unused images that were once meant to be in the game. One thing I want to say before I begin: these are just my thoughts and opinions!

The biggest difference in my game is what I would call "Choice Overhaul." The first release of Stranded in Space has a total of three decisions and no stats or affections to level up.

In most games, even beyond the erotic visual novel genre, I feel decision making and dialogue choice-wheel options haven't ever been implemented all that well. Mostly choices devolve into good or bad, and rewards/gameplay are typically weighted towards the good choice. It's generally a more satisfying experience to play through a game as the good guy. An example:

You could rid the cellar of its infestation of rats beneath the tavern to enjoy a discount at said tavern, or you could just threaten the barkeep to get the reward instead. One route involves combat, a new area (the cellar), and the feeling of "earning" your reward. The other way is given because you put a few points in a stat. It's shorter, less interesting and altogether less fun.

In the case of an erotic visual novel game depicted in renders, this problem is only enhanced from a logistical perspective, because it means more time spent rendering images that most players won't choose or enjoy all that much if they do. If I'm going to commit to rendering extra scenes, I at least want the path and experience in its entirety to be significant, and not because you said "You're hot" a few times throughout the course of the game.

Now, that may seem like an oversimplification; sometimes being the bad guy can be fun, after all. But because the first release of my game has 16 girls, tracking and managing various stats and different reactions the MC might say to a girl throughout the course of an event is a nightmare. There's also the idea of "realism" which will be another insight post I make at some point in the future. Suffice to say, although some girls sleep with the guy who is rude and treats them like shit, most tend to prefer being respected.

But choices still matter for Stranded in Space. I want the choices I present to be impactful. I want by the end of the game, after all of its updates, for one person's playthrough to be as significantly different as I can manage, given all the extra rendering that'll entail.

The three choices made in the first release of Stranded in Space will branch in different directions. If you choose choice A over choice B, you will not see choice B later on in the game. The decision is final and meaningful.

Anyway, here are some unused renders that were meant for a different version of the game.

Stranded in Space's first release is due sometime in December! I hope you'll consider lending me your support when the time comes!


Stranded In Space Insight #1 Stranded In Space Insight #1 Stranded In Space Insight #1

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