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Hello everyone!1.6 is going well, I almost finished the new event and now I'll focus my work on the post-wedding content.I wanted to provide a feedback about how I see it.To avoid having all my energy spent on the post-wedding content, I'll focus on having it feel like a routine. I also think it will serve the game better as it will show the married life of Zoe and the MC about 1 year after the wedding.To achieve that, most of the events will be short, and the post-wedding part should feel a lot more "fast-paced", showing what life is like now, but not focusing on the character development any more.The counter-point to that is that it will allow me do add a lot of mini-events a lot faster to cover as much content as possible.This also means that my energy will be used to add more content before the wedding to focus on Zoe development. The idea is the fix boundaries to the game and make sure that the post-wedding part feels more like a soft-ending and not like a whole new game within the game (otherwise I'll never get back to Emily ^_^).I wanted to know how you feel about it, if it seems reasonable to you or if you had other wishes for the post-wedding game? Let me know about it in the comments!Stay safe,FWG

Comments

gxypatr01

Will it be just watching events one by one and then the game ends? I hope the game doesn't end automatically after seeing a series of events, i.e. you can keep playing the game and see random events.

hyper8217

i agree with gxypatr01, i am looking forward to it, but i want to keep playing afterwards. Really Looking forard to this update, keep up the great work :)

Modsognir

Perhaps an idea would be to introduce medium to long term "moods" in the post-wedding game. What do I mean by that? For one, I think the concept of having the major character development happen before the wedding is good. However, it might lead to a rather static gameplay after the wedding. What I propose is an underlying variable that slightly alters the post wedding events according to Zoe's mood, and potentially takes certain events out of the pool temporarily when they conflict with Zoe's mood. A specific mood state might last for a day or a few days or a week or two. Mood and mood duration would be somewhat random, but perhaps average duration of a specific mood might be dependent on the nature of this mood. This average duration could be influenced by Zoe's stats, for example if her dominance stat is high compared to other stats it might shorten the average duration of "loving" mood and increase the average duration of "annoyed" mood. Suggestions for moods: Playful, loving, annoyed, uninterested, nymphomanic (esp for cuckold route), demanding, pity (could lead to significantly easier treatment of the MC for a day or two) etc.

Владислав Гулий

Please add positive and negative success rates everywhere... For example, if you have a chastity cage, then the chance of removing it will be 50% (x), if worn for a long time it will become lower (x-5)% ... And some answers among the dialogues should also affect - "I like to wear a chastity cage" - you will have a chance to remove it (x-5)%, an independent offer of obedience - (x-10)%, and of course some useful bonuses, for example, in a restaurant you can talk, and the dialogue will change your chances a little. Many will be able to go to zero chance to be free from her desires and actions.