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Hi!

The weekly update has arrived!

This week, I delved into creating visuals for the upcoming game update. Initially, I contemplated leaving it at that, but I can't overlook our engaging brainstorming session. Many of you actively participated, making it a delightful experience. During my absence last weekend, the marketing team conducted a small survey revealing that the title "Special Request" lacks significance for those unfamiliar with the game. This realization threw me into an analysis paralysis as I pondered potential titles. The discussions on Discord were instrumental, and the tipping point came with the Patreon poll. While the options didn't quite resonate with me, your collective preference for the keyword "corruption" was unmistakable. Although pairing it with the MC name felt somewhat clichéd, the perfect solution emerged from the comments. Therefore, SR's full title today is "Special Request: In the Web of Corruption". A heartfelt thank you to all who contributed to the Discord discussions voted, and shared their opinions! Your support has been invaluable.

Another essential aspect is my overall thoughts on the game SR.

Firstly, in recent updates, the length of events in the game has been shortened, typically comprising around 40-60 images along with some animations. This adjustment is primarily influenced by my full-time job, which serves as my primary source of income. Consequently, my time for game development is limited, restricting the number of images I can include in each update to around 400-500. Additionally, the game features a considerable number of events per update. If I were to allocate approximately 100 images to each event, the development cycle for each update would extend to around four months. However, given that 3.5 game weeks remain, such an approach would indefinitely prolong the time needed to reach the end game.

Secondly, the protagonist, Laura, is experienced; therefore, extensive introductions detailing her feelings for each event are no longer necessary.

Am I concerned about shorter events? Yes and no. On one hand, it enables me to maintain a sustainable work-life balance. Gone are the gruelling 16-hour workdays, allowing me to enjoy quality time with my family during holidays. However, I do yearn for more substantial events in the game.

Next, I'm considering integrating other female characters, such as Laura's colleagues, into the game. I aim to showcase events involving them outside of the typical office routine and unrelated to Laura's personal story. While this may not be necessary from a strictly story-driven perspective, it could enrich the gaming experience. Considering the narrative coherence, I'm brainstorming how to execute this seamlessly.

I know how to add colleagues to the NTR series (I acknowledge that the term might not sit well with everyone, but it's an element I enjoy. It will remain optional). However, I'm also open to involving colleagues outside of the NTR context.

Lastly, I anticipate that some players may advocate for Beatrice's return. While I have planned some events involving him, I'll be transparent - I dislike this character. It's a sentiment I find challenging to articulate.

Reflecting on the abovementioned considerations, I face a dilemma - the need for more images per update that I simply cannot accommodate. So, what's the solution? Should I reduce the number of events? Perhaps opt for fewer events but make at least one per update longer? These questions weigh heavily on my mind, and I'm unsure of the best course of action.

Which events should I consider eliminating? I intended to launch a poll today to gather your feedback on your favourite event series. This would have provided valuable insights into the room temperature. Unfortunately, I won't be able to do so today as my wife is eager to take advantage of the beautiful weather outside and put me to work.

Therefore, I'll postpone the poll for a few days. In the meantime, I encourage you to share your thoughts and insights in the comments. Your input is precious to me as I navigate these challenges.

Have a great holiday!

Nemiegs

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Nemiegs

You may have noticed that her pubes are slowly growing back. At the end of the week, she will make a hairstyle.

Dennis

Glad to know that you already have an ending in mind and we are not facing an "endless" story that dimnishes in insignificance. Regarding your time-scene-problem: At first, I think, you could do both, sometimes smaller scenes, sometimes larger scenes as they both have their advantages. Maybe how about a schema were you choose one or two paths to give a larger event and the others receive minor ones, maybe even without concrete sex. If you have 500 renders and 6 events, use 200 on the first, 150 on the second (maybe building it up for being the next big update and then arounf 40 for the other 4 paths. This way, you have big scenes but also the other paths do not get forgotten. With 3 times 40-images, you could even build them up (40), let them happen (40) and show consequences or stuff (40). But whatever you do, shift the percentages as you feel them fit. Regarding your scenes-toleave-out-question: I do like the idea of having other girls in the game. You should make a decision though if you want the game to be about the main girl or a buch of girls. If it should be around the main girl, I don't know if it is a wise decision to broaden the game even more. Maybe it would be wiser to slim it down a little bit first. Because you do have a strong story and a intelligently designed web (not so stupid as in other games), but you also have many only loosely connected "fat" that adds some side-fun, but also add a slight sandbox-feeling that cripples the strong narrative a lot. What could you leave out - what "fat" am I talking about? For example the circus scenes: Yes, they are fun and horny, but what good does it do? It is completely unconnected to the story. They even not use the game's drug but hypnotize her. But you are dumping a lot of time in it. I have to say I am here for the story with porn, not for porn alone. I feel that everything is hotter if it has story that touches the "heart" of the chacaters. So the circus does not give me anything. Other example: the priest: Ok, you integrated him nicely(!) into the story. But hey, what are you doing with it? Getting spanked in his office - mean, but "believable". But slut-walking her in church? Too much and it destroys the believability: He has to do everything not to loose his job and not risk such madness. And additionally, what "hot" does it bring? She is showing her crotch in public as advertising, but she should be humilated by showing her body with her face hidden and only slow progress in showing more? The walk in the park with the officer was a good idea, also good integrated in order to get to know the drug. But afterwards? Your fantasy's were funny, but you could have done much better with your time after one or two episodes. What about her regularly getting in the rain-storm with the tourists? Too late in the game, nothing to do with the story and nothing too hot for a already corrupted girl. Same for the beach episodes...v even though some of them were hot. But you could have connected them with the web - why not let them be drug smugglers for the boss? Don't get me wrong, you have a lot of good thoughts in the game, only some are not good "at all" (slut-walk in church), some do not fit in nicely (circus) and some are overused (park). If you do like your additional ideas, why not put them in your next game? Why not make a game about a girl that dreams about being part of a circus and then get's corrupted there? Why not tell the story of a believing woman hiddenly discovering her sexuality in the community? You could end this game a little (or a lot) faster and tell another very good story rather than putting everything you have in this one. Not about some side-stuff, but there is a lot unneccessary side stuff that does not help much with a consistent story development but takes your precious time. If you had all the time in the world, you should keep those events but maybe cut some edges. But if you are concerned you have too little time, try to concentrate on the outstanding parts of your story (for example her travel by stolen bike was very good, her trying to get the private detective on her side by playing his and his friend's servant was great). You have too much good story in your game to make a sandbox-like-game with too many randon events. Thinking about a conclusion: Maybe concentrate 350 of your 500 renderers on one or two main story events, 100 on one or two side-story-events and allow yourself only 50 renderer a game for all the "fat" that you want to experiment with. But hey, no hard feelings please: I like your game, your humor and your style here. Just gave you honest advice because you asked for it and saying "do what you want, everything is perfect" does not help at all. But I am also aware that this is only my opinion, maybe even based on my fetishes. But I hope that I can help you thinking - even it it brings you to believe that you want to to the clear opposite of what I am suggesting. Maybe think about what your game should look like if you had the possibility to start again with exactly the time budget you have invested. Would you concentrage more on the story, would you go more sandbox, would you streamline the corruption or make it slower or more mercurial? Good luck and thanks for asking - wife is calling and saying the same about good weather and stuff ;) .

Nemiegs

Thanks! Very valuable. I will take my time to read it once again in a few days.

Nemiegs

First and foremost, I express my sincere gratitude for the constructive criticism you've provided. Your insights are invaluable, and I genuinely appreciate your willingness to share them. Acknowledging that no game is perfect is essential, and constructive feedback is instrumental in driving improvement. A few years back, I initiated a discussion on Patreon titled "Roast the Game," where I encouraged players to voice their negative opinions. While positive feedback undoubtedly uplift, constructive criticism fuels growth and development. I am confident that I harbour no hard feelings whatsoever. Instead, I view your feedback as an opportunity to reflect, reassess, and refine various aspects of the game. Over the past few days, I've carefully considered every word of your feedback and the concerns expressed by other players who reached out to me privately following your comment. Firstly, let's discuss the issue of "big" events and time management. It's essential to recognize that gamers have diverse tastes and preferences. While some players may appreciate two to three significant events with many images in a game update, others may feel disappointed if their anticipated events are omitted entirely or only feature a minimal number of pictures. This could lead to dissatisfaction and a sense of waiting indefinitely for the next update, hoping to see their desired events included. Currently, the game features approximately ten events per update, which aligns well with how much time I can dedicate to crafting each update. While many events may not require additional visuals beyond what is currently provided, some storylines could benefit from more extensive coverage. Therefore, one potential solution is reducing the number of storylines from ten to around eight per update. This would allow for more emphasis on a couple of main events. Ultimately, it's about a couple of storylines that should be dropped. Regarding the involvement of other female characters in the game. While Laura remains the central focus of the storyline, relying solely on her character for every event can lead to a sense of stagnation and overuse. In the initial stages of the game, especially when Laura's corruption progression was slower, I occasionally incorporated events featuring other female characters to add variety and prevent Laura's corruption from advancing too rapidly. For example, events involving Leina's punishment on the first Friday or interactions with Beatrice served this purpose effectively. However, expanding the presence of other female characters through separate events could enhance the depth of the game's narrative. Regarding the concept of "loosely connected fat," I can see where you're coming from. Initially, my intention was twofold: to address the game's dark and intense nature by infusing it with moments of levity and a lighter atmosphere and to honour the suggestions of players who held the CEO Tier patronage by incorporating their recommended events into the gameplay experience. Regarding the specific events you mentioned: Circus: I've decided to discontinue this storyline. Plenty is happening at night, and adding more could lead to narrative clutter. The priest: This clashed with the taste of other players, who privately urged me not to abandon this series. I've decided to keep this series in the game. However, I'll revisit it to ensure it aligns more closely with Laura's character development and the overall narrative arc. While some aspects may seem implausible from a realistic standpoint, it's essential to remember that "Special Request" is meant to provide entertainment in a fantasy setting rather than mirror real-life scenarios. Laura's reputation in Fancy Suburb will also suffer consequences, as hinted at by the villagers' gossip about her involvement in church rituals and interactions with villagers in the town centre. Detective in the park: While it may sound unbelievable, this event is related to the game's main story. Laura will have helped capture that nefarious water seller. Then it will be Pecker's turn to help Laura deal with The Web. The last event with the tentacles was the result of a failed collaboration. We will see at least one more event in the game that ends with the villain's capture. This event will be in the style of early events. I will only continue this further if the patrons insist. Students in a rainstorm: I agree. But that story is already over. Therefore, Laura had the opportunity to bond with one of the students on Saturday by getting drunk together in the park or a bar. If I need to revisit these characters in the future, I can pick up from there. Currently, there are no plans to revisit this storyline. Beach events and smugglers: These events are indeed related to The Web but in a slightly different manner. Their connection to the overarching storyline will become clearer soon. While the events in ruins involving the poet will conclude, I see no reason not to continue with beach events, especially since they are enjoyed by some players and require minimal time investment on my part. I would also mention Donald and Bumdolf. It's a common challenge with specific episodes where earlier events are exceptionally well-received, making it difficult to match their level of excitement in subsequent ones. The event at Laura's home, in particular, stands out as a highlight and may be challenging to surpass. At first, I decided to discontinue this series. However, I've ensured that the storyline is linked to The Web, allowing it to continue depending on Laura's character progression, whether she remains proud or becomes more submissive. Episodes I'm thinking of giving up on. Ritvar, Harvey, and Lolita: While some players expressed interest in continuing this storyline, it has run its course. After one final event, this plotline will end permanently. Beatrice: The entire soft series (Beatrice vs Adolf) has reached its conclusion. With Laura's current circumstances, the distinction between their storylines has blurred. I plan to merge them into one main storyline, with Beatrice being freed. Circus: This event consumes considerable time without adding significant value to the game. I intend to remove it, as a night on the town can stand alone without this event. Officer Pecker in the Park: I'll conclude this storyline with one final event before discontinuing it. Nancy Nuts: Initially introduced to pair Laura with Pecker, I've struggled to come up with fresh ideas for this character. I'll either close the park or move some main story events here to fill the gap. Students in the rainstorm (Fancy Suburb): I've exhausted ideas for this storyline, and it no longer aligns with the game's pace. Poet in Beach Ruins: After one final event, this storyline will conclude. Whether there will be additional events at this location remains uncertain. Other conclusions and what has been done in the last few days. I spent time transferring the entire game from my Excel spreadsheet to Google MindMup, which allowed me to visualize the interrelationships between events more effectively. The new game subtitle, "In the Web of Corruption," has proven to be very fitting. It encapsulates the interconnected nature of the game's storyline. Redundant plot lines crystallized very clearly. Actually, from that point of view, the Jean and Regina events should also be dropped, but some players like them, so they're staying. I prefer the plot with Regina, but my inner feelings sometimes make me think of exhaustion with Jean. Next, I want to make this MindMup file more detailed soon, but I need more time now. I've taken two days off from rendering, so it's time to get back to it. The previous weekly update and the ensuing discussions proved to be remarkably productive. I'm sincerely thankful for your valuable input and engagement. Through this collaborative effort, we continue to refine and enhance the game together.

Dennis

Wow, that was a lot to read and it gave your words “I'm sincerely thankful for your valuable input and engagement.“ a lot of support. You are the first creator I encountered that not only was not offended by constructive criticism, did not only think about the arguments but said „thank you“ by really discussing(!) the points I mentioned. Thank you very much for taking the time and putting some real thought into it. “Regarding the involvement of other female characters in the game. While Laura remains the central focus of the storyline, relying solely on her character for every event can lead to a sense of stagnation and overuse.“ If you put it this way, you are absolutely right. I was thinking you wanted to implement other girls more or less unrelated to the web. But if they are entangled as well, this could be a good way to fight the actual feeling of stagnation and overuse in some parts. It will be even harder for you to keep up with all story-lines, but if you make it right, it will be worth it. Maybe this is even the point, why the priest-part did not feel well for me: It was too much for Laura – at least the second, the church-public part. If the priest had forced another girl in the web to “confess her sins” in public, this could have felt fresher, less overused. Yeah, thinking of it, you “should” have implemented other “MCs” even earlier – but a strong connection to the web is even more essential in this paths, I think. To not let it feel like “And now to something completely different…”. “The priest: This clashed with the taste of other players, who privately urged me not to abandon this series. I've decided to keep this series in the game. However, I'll revisit it to ensure it aligns more closely with Laura's character development and the overall narrative arc. While some aspects may seem implausible from a realistic standpoint, it's essential to remember that "Special Request" is meant to provide entertainment in a fantasy setting rather than mirror real-life scenarios.” I can understand that some might like this fetish, but yes, revisiting this concept would be nice. But I have to say I am not agreeing with you that the game is more in a fantasy setting than in a real-life-scenario. Well, of course, your game is not literally “realistic”, but I think almost all of the good story stuff is more on the realistic side. There could be this drug, there could be a company selling it, there could be a boss like the boss, there could even be a Laura that gets corrupted like you tell it, a brothel like you created it. The circus-part instead was right on if not over the boarder into unrealism, as well as the park-investigations. But they were not that far fetched that I could not turn a blind eye to it. So for me, your game is so much more on the realistic-side than on the super-hero, knights and dwarfs or space-Vns. But the thing with the priest… not that a priest could not do the blackmailing-stuff. But putting her on display in a public mess and all believers being completely ok with it? You did so much better in the office part where there is this workers-rights-girl… but the boss has her in her pocket. But the church-scene hat no such elements at all. But I want to be constructive, right :) ? Is the special fetish in this part explicitly nudeness in the mess, or just unspecific “bad things in church”? If the latter, maybe you could parade her in a more intimate circle like a church-extremistic group the pries is leading that thinks all women are sinners. Or you could let her parade in the mess with clothes, but showing her face. Like “I am a sinner, I want to confess in front of you all!” “What are your sins?” “Must I say it?” “Yes!” “I toughed a man’s cock” “Oh, you cheap whore…”. You know, more humilation, less publically visual porn. You can exaggerate this with every confession and let her get reactions after the mess. Women spitting on the ground before her. Men toughing her secretly after she has confessed she “likes” to get touched, … . Maybe you already have thought about this when writing “Laura's reputation in Fancy Suburb will also suffer consequences, as hinted at... “. Just one additional suggestion for this: It would have more impact if there were one or two scenes with her having just a immaculate relationship with some friendly church-goers before – having her ofer for a coffee, chatting with her on the streets or so. But having said that, please don’t think it is that important to me. As you said before, not everybody likes the same things and if you want to keep this scene with public nudity, I won’t like this much, but still think you have a great game :) . I am just trying to show you my perspective. I can also understand why, but it would have been more producticve if the ones that told you not to abandon the priest would have made their wishes public. Maybe they'll read and share their opinions as well. “I occasionally incorporated events featuring other female characters to add variety and prevent Laura's corruption from advancing too rapidly. For example, events involving Leina's punishment on the first Friday” Oh yeah, this was one of the first times that I thought: Oh, this game is not as stupid as I might have expected :D . The usual B-movie-VNs would have taken the chance to let Laura be punished on this day. But you find a very good way to delay this – the boss had really good reasons for it and it was nothing like a delay that felt artificial. For my taste, you even could have waited a week longer before showing such a drastic punishment – but keep in mind that I am writing from the perspective of someone who played your whole game at once since I just recently discovered it. So it might feel different for someone who followed the development process over the years. Oh, and I also liked it that you took the chance to portrait her boss as some guy that it hard, but might even have a decent or at least a not that brutal core. He seems to care for her sometimes. But you also made clear that he is not love-fool either, but he takes pride in his business as well. Maybe a bit far-fetched, but he reminds me a little of the “good thugs” in The Godfather. “Initially, my intention was twofold: to address the game's dark and intense nature by infusing it with moments of levity and a lighter atmosphere and to honour the suggestions of players who held the CEO Tier” Thanks for explaining. For my taste, you overdid the “lightening up the atmosphere” a little – too much of a contrast for my taste, for example the circus. I would have liked some lighter methods like having her make a vacation-week where she can take of her mind of the web or something. But I have to confess it is hard to come up with good ideas. Maybe let her find a good friend in the business that “loves” her, drinks some coffee with her and talk about light things… a little like you did with Brute in one of the storylines. But anyways, thanks for explaining! “Detective in the park: While it may sound unbelievable, this event is related to the game's main story.“ Oh, very glad to hear and a good idea. You should not have spoiled too much though now ;) . For the next game, I would suggest not spending too much time in such a side quest (two or three investigations would have been enough I think, you have much more interesting to tell instead). But I really liked the beginning: This unforeseeable crazy-tits-girls, the police involved, investigation, … . It just felt a little overused. “Nancy Nuts: Initially introduced to pair Laura with Pecker, I've struggled to come up with fresh ideas for this character. I'll either close the park or move some main story events here to fill the gap.” Just one insight from my perspective: Closing the park or at least removing her after all is said and done would be fine. I visited her countless times afterwards because as player you never know if the developer has a trigger that shows new content it the main story continues. “Beach events and smugglers: These events are indeed related to The Web but in a slightly different manner. Their connection to the overarching storyline will become clearer soon. While the events in ruins involving the poet will conclude, I see no reason not to continue with beach events, especially since they are enjoyed by some players and require minimal time investment on my part.“ Glad to hear that the poet’s events will conclude but even better that they are also connected to the main story. Maybe here the same as above: Good to have them, but also good to not let them grow too much. And good to know that the beach events are not taking much of your time. “Students in a rainstorm: I agree. But that story is already over.” :) So, thank you for being so open-minded and listening. And good luck with your mind-map.