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Poll

GROUP Poll : Quest Length.

  • Option 1 (Small Quests) 6
  • Option 2 (Big Quests) 264
  • Option 3 (Mix) 175
  • 2025-03-05
  • 445 votes
{'title': 'GROUP Poll : Quest Length.', 'choices': [{'text': 'Option 1 (Small Quests)', 'votes': 6}, {'text': 'Option 2 (Big Quests)', 'votes': 264}, {'text': 'Option 3 (Mix)', 'votes': 175}], 'closes_at': None, 'created_at': datetime.datetime(2025, 3, 5, 2, 9, 42, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 445}

Content

Do you want :
1. Many smaller Quests (more characters, less growth per character)
2. Bigger quests (Less characters, but more growth per characters)
3. Just mix some big some small.

Comments

CHili_420 _

Bigger or smaller guests ?

Morgana

If we were to get characters who grow through quests instead of the regular method I think that would be a cool way to add powerful characters that get stronger over time Or even split some into different versions that get different moves as they evolve

anything5000

Would guest characters also get longer quests?

Orachigames

Guest characters will keep the same system. Start of quest Stage 1 -> Quest completion based on the commissioned owner. -> Stage 2 | Done. If the owner of the guest character gets another spot that story will continue

shadowP

Longer Quest of course. The interesting part of "growth" is the process of a character grow from tiny to giantess. Short quest making all these stop too quickly, and making the character less impressive. And I hope can make the quest guide more clearly, not just language problem, but also walking around blindly without clue to search a thing, and the thing turn out to be buggy or less interesting really killing the passion And at the end of the story of GG, when having combat with the boss, boss will have a comment when they grow. I think it's interesting to add it back in Tom, making the combat more emotional By the time I played GG, it's really shocking to see when open a floor, there are three gigantic girls burst out the windows. I feel in Tom, this feeling is harder to find because the "growth" performance has been reduced, such as the "heights" UI and "worship" skill are all deleted

Tiomatt Necros

Bigger growth is the best growth

Orachigames

The effort, between GG and ToM is also a lot different. ToM requires a lot more effort. As example : GG | ToM Dialog per Recruit | Girl : 30 | 70 Dialog for Story : : 15 | 105 Image per update Avg. : 30 | 80 + (100 skil icons for total of 180) World Map : 0 | 20+ Sprites : 1 | 7+ Skills : 0 | 100+ Minigames : 3 | 4- (for V0.2) Quests : 0 | 2 ish. Secrets | Puzzles : 1 | 1 Cutscenes : 1 | (depends on which update) This is not completely accurate numbers cause it depends on which update. But it's guidance why some things might got backburner cause the amount of work has increased so much. Growth is actually more in ToM it's just more split and more things in between, why it looks less. But thanks for your concerns, as I see your post got some traction I will take this in consideration.

shadowP

Glad to see your reply. Quality is always the top thing at the top place. Please don't let the malice of others drag you into the chaos of endless maelstrom. Wish everything will be ok

synystargreen

I like a good mix personally. Maybe a new character you want to introduce but not dive in deep with a short quest, but like the main character you want to focus on for the quest is a big quest, and we circle back to the newer character after the bigger quest for maybe the next big one, or another smaller one. The mix of the two can always help you progress the story how you want it to go, and flow together.

Giankeshi

Bigger is Better pal. You just sold me the second I read "more growth"

Saakyra

I will assume when you say "More" or "Less" Growth per character, you refer to the number of instance of growth, not the ending size (as in, a short quest can end up in one wharacter being Really big, but in one shot, kind of like the dream CGs, while a long quest gives a more granular growth by getting more steps, thus more images, to the growth). I think some people are confusing "More growth per character" as meaning "Bigger characters", which is obviously the only right answer, Bigger is Better :P Concerning quest length, I think a mix is the best : Longer quest-lines, using recurring characters that "grow" over time through multiple quests we do for them would be a good way to parallel the main cast's own growth (maybe some form of quasi-rivalry ?) As example : - Hieri's quest feels like it could be a easy, reccuring event .... Each time we meet her, we need to fetch X,Y,Z Ingredients for a new growth potion (and each time, getting extras nets us a potion of our own). (Yes I do know the fact this is a guest character thus commission-based, but it was for the sake of example ) One-shot quests : caracters that are here for one quest only to "fill" the areas with some quests to do, maybe to nudge players toward exploring side zones or beating optionnal bosses, beyond the recruit prospects ? kinda expanding on the Bounties there are in New Teropo for example /textwall :P