XaiJu
enlit3d
enlit3d

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Proposed Grab QTE

The previous poll on button mashing is pretty interesting. What I gathered is that:

So here is what I am considering. I will add a QTE system (yes I know, I said I wouldn't. This is just another thing that goes to the "things I didn't plan to do but I did it anyways" pile). Details below - done quickly with MS paint so please be gentle.

There is going to be a escape bar with a sweet spot zone (yellow). Hold down the button to have the bar fill up. This is so that:

Holding the button all the way to the end works just like before:

However, when you let go of the button:

If you let go during the sweet spot: quick escape. Saves time compared to holding it to max.

If you miss, bar will reset so there is a risk.

Do you want the current grab system replaced by the QTE? >= 65% votes and it will be done.

Comments

Difference in my words after taking a test; I certainly approve. I noticed it still does normally but the new system lets one hold-to-target to break off of an enemy quickly even faster. This is more convenient.

Lord Ara of Shikigami Force MKII

I don't like button mashing. QTE also makes it obvious when the player has achieved something which makes escape easier: bigger sweet spot and/or slower bar for QTE vs faster bar filling for button mashing.

VaSh

Please be reminded it's H-game and escaping system is the most attractive part. If not balanced properly, it will either fall into "can always escape" or "can never escape". My suggestions if apply this new system, you just need to press the button until you escape, this is too simple and enemy should have a way of interrupt you or reduce your progress, making your progress bar never run to the end if enemy is too strong. Then you're forced to choose the sweet point, but please make the punishment really serious if sweet point is not hit. Maybe you'll become faint for one minute then you'll probably just cum multiple times and lose.

NoobStatements

Ah, this backfired against me and my earlier comment majestically. With how HR2 currently is, the more aroused a character is, the slower the bar progression gets. This, in turn, makes the QTE easier to deal with, as opposed to harder. And while yes, you most likely plan to shrink the QTE strip's size in relation to arousal, the smooth bar progression will most likely make it a relatively easy way out for anyone with average hand-eye coordination. Without the potential drawbacks of missing the QTE ever coming to play. So with this proposal, unless there's something else I'm still missing, you're essentially halving the struggle meter for all grabs. And their effectiveness. And the time most people will see the characters struggling. Still, I do hope I'm wrong. But that's how all QTEs in games went for me.

Cathrao

I like it. I think it could open up the possibility of filling it all the way to escape, but nail the perfect spot for a reversal instead.

Zjoee


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