XaiJu
fetishlocator
fetishlocator

patreon


We want to hear your opinion!

I hope that most of you have played Fetish Locator: S&M Studio. We want to know what you think about us taking a different approach with this game. First of all; we have already discussed and made the decision that in future updates we will introduce an option to disable minigames. They are quite an important part of the game, but we understand that not everybody wants to play them. We also want to hear how you feel about the sandbox (free-roam) nature of the game. When we were designing this game we wanted to expand Fetish Locator from a college game to something that gave the feel of a big city with lots of characters to meet and places to explore. Of course, it will take time before this will be a full working experience. We have planned tons of great new characters, locations, and things to explore.

Given all that, we want to hear your thoughts from all of you about the direction of the new game.

Comments

Just adding my two cents. I think the coding minigame need a skip or be simplified. Just a a suggestion add fetish choices back in. Maybe free roam allow us to use the girls.

Phillip Chappell

Huge-huge thanks for the feedback! It matters a lot to us! We have many plans for things that we want to add to the game. Right now it was done intentionally linear because we wanted only to make a small introduction for the game and only implement a limited amount of systems. It was our first implementation of a free-roam game with a quest system, day-time and week-time cycle system, logic minigame, etc. With every update, we will be adding more systems to the game. Great thanks for your feedback and support!

ViNovella

This is might seem highly critical, but I wanted to give my entire feedback, knowing full well that I am just one person and not everyone will agree. Most sandbox games have more elements to them. So far, it is very early, but there is also no indication that there will be expansion. For instance, if you are exploring a room, there might be a chest with an option to look through it. Even if there is nothing there yet, it will still be obvious that because the chest exists then at some point there will be things inside, and you will have to pay attention. Simply having the chest as something you can click on--even if a popup informs you that it is empty--will teach the player what to expect. Going around the room so far, there is little that indicates further development in mind. You guys are probably still deciding on all that, and that's fine, but it would be awesome if there was more to click on and engage with to show that you guys have planned for different elements in the rooms to one day lead to something. A notice board, a chest, an option to look in a drawer, look at certain apps on your phone, open a door to the bathroom, open your wallet, etc. There a million possibilities of options, buttons, and clickables that may not do anything yet, but will indicate to the player that you have something planned. Right now, exploring the appt feels like a letdown. Four (?) areas, with arrows that are a little hard to get the feeling of, all of which lead to only two places. (You can't click on the door to leave the appt, etc. You must click on the map. Many games would have the map popup when you click the door, for example.) The office isn't sandbox, and so that detracts from the feeling: you can't go exploring, you can't just randomly talk to people to explore the conversation and see if it is going anywhere in the future; it is all linear right now. It would be nice to have an indication that there is where it's heading. The focus on money seems strange. (No big indicator of your wealth that popups whenever you earn cash, as one example) Usually when a game has monetary elements, then there are multiple things to spend money on, multiple expenses to keep track of, and more choices and thus a penalty for failing to earn enough. Which leads to choice gameplay of spending your evening with a character for a fetish, or working at the delivery place to earn extra cash that night instead. I hope that the money aspect opens up and reveals more gameplay options. Money management is very fun, sometimes so much fun that the rest is just a bonus. Like Something Unlimited, for example. Is this game going to have options for fetishes? FL largely let you choose fetishes, although of course it was encouraged to do everything for points, but you could skip through what you don't like. If this one doesn't have a villainous app forcing you to do things you ordinarily wouldn't, then it would be nice to have clear choices. I personally am a fan of clown porn, but only when the clowns are pretty--when their makeup enhances their looks rather than makes them look scary. I wasn't a fan of that 'jumpscare' as I would call it; there was no choice given to let us skip over it. (Like showing her at the computer about to click on something, then asking you if you want her to click on it, and only then showing the freaky clown--as an example). Obviously that might not be your plan, but I just wanted to share my perception. Also, this one isn't as tense as the last one was. Tension keeps you engaged, and it comes from caring about the characters while also having a feeling that anything could happen at any time, anything that would affect them. It is harder to have tension in a sandbox game, but by having more interactive elements, it will help. This still feels very linear. There is also less conflict and anticipation of conflict, which is another way that stories keep you engaged. Whenever you would have the option to peek at a character, sneak into a room, take a risk, or make any choice that could have negative consequences, it increases that anticipation of conflict, and it keeps us engaged. FL was a master at that. I am confident you will have more of that in the future, but it is a little stale right now. On a positive note, the graphics are excellent, and the game shows a lot of promise. It is great to see these characters in new situation. I love the minigames and would love to see more (maybe with an option for easy or hard versions of them, though, in case they get too tough). Thanks for all your hard work.


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