This is a patch release (meaning people who pledged $5 last month will still have access to it), but it's the size of a major release. Without a doubt, this is the most complex scene I've ever written, and when I say that, it includes my previously completed game. There are so many choices that have so many consequences (some big, some small).
I'd really love to hear what you think, because this is a new style of scene for me. To get to it, you gotta play through the scene were Amy sleeps over your house. When you are asked if you want to continue with butt stuff, say no, and you'll get this scene as an alternative path. Enjoy!
Normally, major releases come out on the 10th(ish) of each month. That only leaves me three days, but I still plan to make that date. The above scene is for pledges. In the next three days, I'll be adding a multi-path quest into the demo. I hope this will give people a sense of what type of quests I want to have in the game in the future.
Also, a new image of Amy the ant girl will be included.
I may not have time to add more than that, but if I do, I'll add more.
Please let me know your thoughts. You can chat with me on discord: https://link.monstergirlfarmer.com/chat_with_me
2021-11-07 22:35:51 +0000 UTC
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2021-11-07 22:27:14 +0000 UTC
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Hello all!
I wanted to let you know that I've been trying to write shorter passages with more choice, and so far so good, but I find myself having to reel it back in. My natural tendency is to go into heavy detail.
Right now I am completing Amy's scene from the last release. Believe it or not /s, it's much more work than I anticipated. I said it would be done in 7 days around the 12th... Well, I guess it goes without saying that it's going to be late. In fact, the scope has increased along the way, mainly because I'm still trying to figure out a good compromise between passage length and choice.
So here's what I'm thinking of doing: I'm going to complete another path of Amy's lewd scene and release that as v0.20.04. That means everyone who's paid for this version will gain access to it. It includes lift and carry, tickling, and a unique oral scene.
Now, the question remains, what about the other paths? I'll either release them on the 10th or some future month, depending on how much time it takes. I really want to write some early game quests for the next release. Something for the demo players so I can get lots of feedback on the concept.
Please let me know if you have any questions or concerns. I appreciate all forms of feedback.
2021-10-30 23:26:48 +0000 UTC
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TL;DR:
Do you like the long scenes as they are?
Pros:
- Scenes have more depth.
- Characters' personalities are well defined.
- If you are really into a scene, there'll be a lot more of it.
- Long scenes could be a defining characteristic of the game.
Cons:
- Too much, and it turns into a CYOA instead of a game.
- Higher odds of getting bored.
- Less interactivity.
- Less replay value.
Do you want shorter scenes with more choice?
Pros:
- More content per release.
- More interactivity.
- More choices that make a difference.
- More replay value.
Cons:
- Short scenes cannot be as in-depth as long scenes. Story, character development, etc. may suffer, or be inconsistent from player to player.
- There will probably be more bugs. More choices means more possibilities, and the more possibilities, the more chances there are for me to not anticipate one.
Hello! I'm still on a long journey to make the game more game-like. As far back as my first game, I've had a weird relationship with scene length. Compared to most textbased games, my scenes are relatively long with relatively few choices. I think this makes them unique, but unique doesn't equal good (doesn't equal bad either).
Let's take the latest scene for example: when it comes to the lewd part, I spent considerable time on it, and it only has one path: butt stuff. If you're not into that, the lewd part poses no interest to you. What if instead of going about it the way I did, I spent half as much time on the butt stuff and used the remaining time on lewd non-butt stuff. One release would appeal to a wider range of people's interests.
This doesn't just mean more content, it means more choice. "Do you want to see this path or that path?" Reducing scene length to the extreme, the text/choices could look like this:

This is a GIF from a textbased game named Sorcery 4 that I really enjoyed. Notice how short each response is. Notice how many choices you get after each response. This is feasible because each response is 1-2 paragraphs and each paragraph is 1-3 sentences. It's also worth noting there is less character development. You don't get a sense of the personality of the trader or of the main character.
Compare that to Monster Girl Farmer. excluding encounter reactions, I bet the average response to a choice is over a thousand words. When it gets that long, the sunk cost fallacy comes into play: "I spent so much time writing this, do I really want to give players a choice to skip it?"
It's possible to have some long scenes and some short scenes in a single game, but you'll only be allowed to make one choice. That's because it's useful to me to know which of these two is more important to you. Regardless, I don't plan on a major pivot, just thinking about what to do in the future to make the game more enjoyable to people.
2021-10-17 02:02:06 +0000 UTC
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Have you ever done something so stupid you couldn't help but laugh at yourself? Last night, I worked my ass off because the release was running later than usual. After apologizing every night, I finally finished! Exhausted, I typed out an announcement post and went to bed. Today, I just noticed I forgot to hit the submit button! Oops.
I worked on a lot of things, but the naughty feature that made me so late was a new scene that was way too ambitious. It has it all: wholesome interactions, gambling, lots of choice, and -- most importantly -- lewdness. But not just any lewdness. A scene involving you, Amy, and Eva. Yes, Eva gets lewd.
I even plan to add more lewd paths this month. Why? Because I've been informed there are people out there that aren't into butt-stuff. Crazy, I know. Full disclosure: the scene doesn't have color-coded dialogue yet, but that will also be added soon.
If you want see what else I worked on, check out the changelog.
Enjoy!
2021-10-14 06:01:08 +0000 UTC
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Sorry, I worked all day long, but this turned out to be the largest scene I've written for the game. Some of its scope even increased today. It has a mixture of wholesomeness, gambling, and more, with lots of choices along the way. I know I said this yesterday, but I think I'll be done tomorrow! I'm really looking forward to hearing what people think about it.
2021-10-12 06:35:41 +0000 UTC
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Hello all. I really tried my best to meet today's deadline, but I hadn't counted on myself screwing myself over. You see, the reason I couldn't release today is there's so many choices in this scene, it's taking 3x the effort of my usual scenes. Hopefully, when you see the final product, you'll think it's worth the wait. I'm making that bet with myself.
I think I can get this out tomorrow, but I don't want to promise that, because as you can see, I'm pretty bad at estimates and I want this lewd scene to be great. Weirdly enough, the lewd part is the easiest part to write.
I think I already mentioned it's a scene with Amy, but I also threw Eva in as a side player. While she doesn't directly involve herself, she's up close and personal while you and Amy get it on; one might even say she plays the role of referee. Actually, everyone should say that, because she plays the role of referee.
Again, I apologize for the slight delay, but when you see the final product, I think you'll agree it was worth it.
2021-10-11 06:16:15 +0000 UTC
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Hello all! Just wanted to let you know I've been working hard and will be releasing on the 10th unless some sort of emergency occurs. This post is about something I've been thinking about for a real long time, even before I started working on the game. It's about my philosophy on the game's priorities.
On surveys, I get a lot of feedback from users who want me to focus on more content, and I can understand why: the reason you play a lewd game is primarily for the lewd content. That's also why "more pictures" is a major request. I completely agree with these players, and I'll get there. Allow me to humble brag as a form of reassurance: my previous game is over 415k words. That's the size of 4+ novels, and I think I pumped that out in 1.5 years.
That being said, it's debatable whether my first game is even a game at all. Most of it is like a novel where you get to pick the order of the chapters. That's an unfair oversimplification, but my point is, it focused on content instead of game mechanics.
I want Monster Girl Farmer to be different: I want it to be fun. A lot of survey responses say it already is, but for me, it's just not there yet. Some of this is a lack of balancing, but my gut tells me, even if it were balanced, it wouldn't be as fun as I want it to be.
Like in my first game, I think the overarching problem is a lack of player agency. I am aware that player agency does not equal fun -- it's merely a component. And there is a sweet spot; too little or too much can be a bad thing. That being said, I think the game currently has too little.
What is player agency, anyway? When you google it, one of the first links breaks it down into three points. Here's my perspective on how these points apply to Monster Girl Farmer:
1. The player has control over their own character's decisions.
I have the illusion of this in some places, and there are some mutually exclusive paths you can choose in the lewd scenes. You can avoid any lewd scene you aren't into. Some people mentioned they don't like the main character's personality, but I'm okay with that; I plan for them to have a story arc anyway. You won't be the same person at the start of the game as you will be at the end. Here, I think I'd give myself a C+ (relative to where I'd like to be). In my mind, the major issue is there simply isn't enough choices to make.
2. Those decisions have consequences within the game world.
Picking your gender at the beginning has a big affect, but otherwise, there's a lot to be desired. I'd give myself a D/D-/F rating on this one. I'll elaborate below.
3. The player has enough information to anticipate what those consequences might be before making them.
I think one survey response said they didn't know what they were getting into for Olivia's lewd scene, but I haven't heard any other complaints. On this, I think I'd give myself an A on both of my games.
The encounter system that's already in place was built to improve point 2. I think it shows potential, and so do a lot of others. And that's without even spending time tweaking or balancing it. I don't see any reason to get rid of it, but even if I could bring it to its max potential, I don't think it's enough to turn my D/D-/F rating into an A.
What I'd really like to add are quests. Think about those non-generated quests you get in open world RPGs like The Elder Scrolls, Fallout, and The Witcher. I want textbased versions of those in Monster Girl Farmer.
But the complexity always seemed insurmountable for a one-man shop. Sure, it's straightforward to add one quest, but once you have two that involve the same character, you've got to think about how the quests interact together: what happens if you complete quest B before quest A? What happens if you are halfway through quest A then you start quest B? What happens if you start quest A, complete quest B, and never go back to complete quest A?
That's just two quests, but it's already hard to think about. I think companies like Bethesda deal with this by not having the problem in the first place. By and large, their quests are independent from each other. The NPC of one quest usually doesn't know anything about the state of the other quests. An exception to this rule is the guilds. In them, the quests affect each other, but you have to do them in order. It's just another way of avoiding the problem: it prevents you from doing quest B before quest A.
So how do you deal with this when you have returning characters and you want to give the player the opportunity to complete some quests in any order of their choosing? I've been thinking about this for months. Maybe it's not possible? That's the conclusion I came to over and over again.
But!
I recently found this game design video that could help. It gets technical, but suffice it to say, it gives me a way of having interacting quests that can be completed in any order. It's quite clever really, and it confirms my suspicion that this was a really hard problem to solve. They completed five games before they figured it out.
For what it's worth, it is not hard to implement their idea. In fact, I built the whole thing from start to finish yesterday, and I didn't even spend the whole day working on it. Of course, it doesn't change anything at the moment because I haven't spent any time writing quests. And that brings me to my question: Do you think the game would be more fun if it had open world quests?
PS: If you'd like to discuss this with me (I'd prefer that because polls don't contain nuance), please let me know! Message me on discord or comment below.
2021-10-04 04:20:34 +0000 UTC
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Hi all! I'm really tired. It's a long-standing tradition for developers to suck at estimates, and I'm a traditional developer. So, I'm 10 minutes late from the deadline I made yesterday. See, I thought I had like four hours left to release this, but I spent like eight editing the latest scene. I think it's really good. It's certainly the most wholesome scene in the game right now, that's my opinion at least.
For more information, check out the changelog here: https://link.monstergirlfarmer.com/change_log
You can play the latest version here: https://monstergirlfarmer.com
And you can download the latest version here: https://link.monstergirlfarmer.com/archive
Enjoy!
I'll be promoting this a little more tomorrow.
2021-09-12 07:21:24 +0000 UTC
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It's 5 AM here and I've been working all day trying to get this release out on the 10th. Unfortunately, I missed the deadline. I've got a little more to go, but I'm pretty confident it'll be officially released today? tomorrow? I mean EOD of the 11th.
By the way, I hope you like your scenes with extra wholesome sauce, because this one... Well it's really wholesome. Sorry, I'm so tired. I really hope y'all like this scene ( oh and there's also 16 new random ones ). I'd love to hear what you think!
2021-09-11 12:08:36 +0000 UTC
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Hello all! I'm happy to report that there is a new Monster Girl Farmer release. This one focuses on farming mechanics, scenes -- both random and focused on your pet monster girl -- and some brand-new artwork.
Regarding the new artwork, there is a new logo for the game featuring Eva the dog girl as the center of attention. And let's not forget a new image of Sophie where she is the centaur of attention.
There is a new scene when you unlock the ability to use your field, and there are over ten new scenes to discover while you explore the forest.
Some of the scenes give you seeds which segues nicely into the major gameplay mechanic of this release: you can now find seeds scattered throughout the world and plant them in your field. When they grow into crops, you can sell them for money or gift them to monster girls to gain their affection.
In addition, you can now enrich your field with soil you purchase at the general store. This'll give you a status effect that increases your crop yield.
There are lots more features in this release, so check out the change log or continue reading below:
Characters:
- Added a logo as a game splash page. Check it out, Eva is the star.
- Added a new picture of Sophie the Centaur!
- When you unlock the ability to use your field (see more below), you also unlock a short scene with Eva.
Features:
- There are now three different types of items in the game: Key, Seed, and Commodity. Key items are unique and necessary for progressing in the story. Seed items can be planted in your field, where they grow into crops. Commodity items can be bought and sold. They can be used in certain quests.
- Your inventory can be filtered by item type.
- It is possible for a seed to be "unlimited." This means you can plant it as many times as you want and you'll never run out.
- The field tutorial unlocks unlimited carrot seeds.
- Certain seeds cost more energy than others to plant and harvest.
- You must have your first encounter before you can use the field.
- You can find seeds when you explore and grow them in your field. This was a big change and it opens up a lot of fun opportunities in the future. I'll discuss one of these ideas at the end. Seeds can't be sold or gifted to monster girls, but the crops they grow can. At the moment, seeds can be discovered by exploring the world.
- There are a lot of webpages hosting old versions of my game. Like over a year old. I've reached out to them to ask them to update, but in the meantime, I have created a white list: if a domain is not in it, there is a pop up warning you that you may not be playing the latest version. It won't pop up if you are playing the downloaded version of the game or on the official site (https://monstergirlfarmer.com)
- The last version of the game had a survey after the latest transformation scene. This has been removed because it's no longer the latest scene.
- I put most of my important links (chat, support, etc.) behind a link redirection service. That way, if I accidentally delete the access code page (again), I don't have to have an emergency release for every version of my game to point to different URLs: I can just change where the redirect URL goes.
Bug Fixes:
- If you zoomed in really, really close in your browser, the active click area for the encounter log would shift. This wasn't game breaking because the hit box was still on-screen, but it was a poor user experience.
- If you entered an access code on a paginated page, full game buttons weren't re-rendered -- they still appeared to be locked even though they weren't. This is really obscure and probably hasn't happened to anyone: the only way I think you could notice this is if your access code expired and you loaded a game on a paginated page and then entered a working access code.
- If you had cheats on (available to $5+ pledges), it was possible to give yourself multiple key items of the same kind (e.g. multiple dog collars). This is no longer possible as it could lead to undefined behavior.
- In surveys, lots of people told me they thought soil was supposed to be used on the field, but they couldn't figure out how. Actually, before I had an encounter system, soil had a different purpose that no longer exists. But I figured, since people think you should be able to use it on your field, I may as well make it something you can use on your field. It increases the number of crops that grow when you harvest. It'll also remove the bird status effect.
Random Scenes:
- Added 4 random exploration scenes for finding cabbage seeds. One of these can refer to a lewd choice you can make at the beginning of the game.
- Added 2 random exploration scenes for finding blueberry seeds.
- Skulldust returns to write 6 new random exploration scenes to the game. You may remember him as the contributor that wrote the Doe girl scene.
Here's a couple of things planned in the near future, ideally in the next release:
- You should be able to invest money into shops so they can level up and offer unique seeds/commodities you can't find anywhere else.
- There should be a lot more random scenes. I'm thinking of looking for freelance writers.
- You should be able to assign Eva to your field to reduce the energy cost for harvesting crops.
- More artwork!
- I want to write the next scene in the main storyline, unlocking more monster girls, some of which will set up shops in town.
- There should should be many more uses for money.
2021-08-10 15:52:26 +0000 UTC
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2021-08-06 22:23:37 +0000 UTC
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TL;DR: Here's a link to the scene
Okay, getting to my actual question is going to require some set up, so bear with me:
Imagine you just finished the intro and Eva says she's hungry. You visit the field along the way, but it says you can't use it yet because you have to buy dog food first. (This is new: you used to be able to harvest before you went to town, if you wanted.)
When you feed Eva, you get the scene that's already there where you put the dog food in a bowl, and she feels like a princess. At that point, you unlock the ability to increase her affection.
- If you win the encounter, it will unlock a scene where Eva zooms around the yard.
- Alternatively, you can use the map and explore the world (sans the forest).
Either way, the next time you visit the field, you get this scene I'm about to share. It functions as a tutorial. Of course, the whole thing could be written as an actual tutorial like this:
You can now harvest unlimited carrots in your field. When you find other seeds, you'll be able to harvest those too.
Okay, that's a ton of set up to get to my actual question: Do you think this is too many scenes in a row, without enough gameplay? My biggest fear about adding this scene is players will think there's nothing to do in the game but read.
I have a variety of ideas of how to address this concern of mine, which is why I would like your feedback on the poll. But first, here's a link to the scene. Remember, this happens the first time you visit the field *after* you give Eva dog food. Also remember, you can comment on any part of the google doc and you will be anonymous.
2021-08-01 21:46:08 +0000 UTC
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2021-08-01 20:25:39 +0000 UTC
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Before I try to implement a farming mechanic, I think it would be smart for me to ask for feedback so I don't put all this time and effort into building it, and nobody thought it would be a good idea in the first place.
So I came up with a poor man's design document. I'd really appreciate if you opened it up and read it and told me what you think. I'm also open to any alternative or complementary ideas.
I just want to reiterate how important your feedback is to me: the only reason I'm even thinking about working on this is because so many people in the surveys said it would improve the game.
You can open the image by clicking here.
And here it is embedded in the post:

Update:
After gathering some feedback, I've come up with another implementation:

2021-07-19 03:43:14 +0000 UTC
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What is up! Well it's the 10th, and that means a new release of Monster Girl Farmer. Let's get right into it shall we? Here's what's new in this release:
-I wrote part 3 of the Eva transformation scenes. I don't know if this type of transformation has its own term, but it's a mixture of possession and body swap, I guess? You are in Eva's body, but sometimes your thoughts are hers and sometimes they're your own. Also, as Eva, you interact with the main character, but he/she/they act as themselves.
This may be the most difficult scene I've ever written. It took around three weeks of effort, and it was an emotional writing experience. Most people who proofread it loved it, so it seems like the effort was worth it. This scene is only available in the full game.
The following will tell you how to unlock it. SPOILERS: After you give Eva a collar, there's a random chance you'll start this sequence when you sleep. If you play until the end of each scene, the next part will randomly start when you sleep.
- I was told that Eva's first transformation scene was a little too 'vivid' for some, so I created a new path: now you can decide if you want a 'dark dream that goes into heavy detail' or a 'lighthearted, fun dream where nobody gets hurt.' This was the first thing I worked on after the previous release so my memory is hazy, but I believe the original path got some new additions; the new path certainly did. This scene is in the demo, as is the 2nd.
Features:
- If you purchased the full game then completed the demo characters' scenes, you would still get a demo survey. This was confusing -- some even thought their access code wasn't working. Hopefully I prevented that confusion in the future.
- I made it possible for certain random scenes to be full-game only.
- At the end of the 3rd transformation scene, you'll be given an optional survey to give me feedback on it. I'd love to hear your thoughts!
- I put game links that may change in the future behind a configurable link shortener.
- My demo is featured in the itch "Steamy Summer Hentai Bundle". You should google it because it contains 16 games, and you can choose your own price.
Bug fixes:
- The doe girl scene had a code typo that suggested you had boobies when you didn't, and vice versa.
- The 2nd Eva transformation scene had a passage where all the text was on one line. I've fixed this and edited some sentences too.
So! What's next?
I think I'm going to work on some features, but I'm also torn, because there is some planned content that would be really cool. I've been putting off the former for a while now, so I'll probably work on that, specifically adding some depth to harvesting your field. Regardless of what I work on next, I hope you enjoy this new release!
2021-07-11 03:26:03 +0000 UTC
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This post is updated every release with the latest access code. I recommend you save the codes somewhere so you'll retain access to previous versions when/if you stop pledging.
These codes are case sensitive. If you're not sure which version you are using, you can find that information in the sidebar:

The codes below are in this format:
version = access code
As an example, let's say you want to unlock the full version of v0.17.00. Below, you'd find "v0.17.xx" in the list, then copy "2d323489-5c74-4e05-b226-860138680107" (without quotes) into the game's Access Code text box and click submit.
Access Codes
v0.36.xx = 3883168a-ab92-4080-bb67-4199475287df
v0.35.xx = 3883168a-ab92-4080-bb67-4199475287df
v0.34.xx = 3883168a-ab92-4080-bb67-4199475287df
v0.33.xx = f583be2f-0f23-4731-b047-5c509ef970b4
v0.32.xx = fc4137a2-2a27-4a3c-991d-ae88815617e5
v0.31.xx = fc4137a2-2a27-4a3c-991d-ae88815617e5
v0.30.xx = 169de130-b132-412a-938d-1e4c7cf3c7c2
v0.29.xx = 293c3068-c73c-48bc-af15-c8bbe3e6871e
v0.28.xx = 293c3068-c73c-48bc-af15-c8bbe3e6871e
v0.27.xx = 0c97bcb7-599e-47be-a117-e9752eeaf62b
v0.26.xx = 8bfecf09-8bc7-42f2-8bda-ea921a6635d7
v0.25.xx = 8bfecf09-8bc7-42f2-8bda-ea921a6635d7
v0.24.xx = 00165e49-58c0-4489-b899-7cd0bfa380b8
v0.23.xx = 9c0318d6-90ff-4d17-aaff-08372a34f708
v0.22.xx = 7b2c640d-3330-42ca-b500-7e62f72d1972
v0.21.xx = 99f082d8-f2c8-4f24-ae90-91d0c797d664
v0.20.xx = 36216174-6b70-4b56-a3f7-3a836b253685
v0.19.xx = 8f08f141-f7c5-4e2a-af31-e0a2b0de99de
v0.18.xx = 5267286f-1afe-4b79-bbd4-2628f6cea526
v0.17.xx = 2d323489-5c74-4e05-b226-860138680107
v0.16.xx = Second access code. W00t!
v0.15.xx = Eva Fern Olivia
Looking for cheats?
Find them here
2021-06-21 00:38:07 +0000 UTC
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2021-06-19 02:31:43 +0000 UTC
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Hello everyone! I'm excited to tell you that I've just released Monster Girl Farmer v0.16, and it has three new scenes in it. The first two are written by me.
Scene #1, you transform into Eva the dog girl. To tell you the truth, I don't have a transformation fetish or know much about it, but I did some research and had multiple experts read the final version. I'm happy to say they've told me it's great.
In the second scene, you... have fun with your new body. Check the change log to see how to unlock it, but I don't think you'll have any trouble finding it.
You'll randomly run into the last scene when you explore the forest. I don't want to spoil anything more than that. This was written by a new guest author, Skulldust. I like his style, so hopefully I can get him to write another scene, possibly a follow-up to this one.
I also updated Fern's lewd scene, so it factors in some of your previous choices and your main character's... equipment.
The other things I worked on aren't as sexy and don't directly affect the game, but they were really important to work on:
First, you may have noticed I have a new name! I kicked the tires on a bunch of others, but this is the one that fit the best. Mmm. New name smell.
The game is now live on https://www.monstergirlfarmer.com The previous URL still works, but it will no longer be updated with new releases. Remember to transfer your old saves to the new website! If you go to the old one, it'll give you a warning and tutorial that explains how.
Some people told me they didn't know how to find their access code after they signed up so I've sprinkled more links on my Patreon. The top of the about page description links to the access codes, as does the $5 tier description. Finally, and probably the most important one, when you sign up to become a pledge, you'll receive a message with a link to your access code.
There was one bug fix for this version: The "Popup blocker pro" browser extension incorrectly blocks some of the libraries from loading (they've had a ticket to fix this problem that's been open for years). If you are using this extension, I figured out a way to give you an informative error message instead of one that makes the game appear broken.
I really hope you enjoy the new scenes. Please send me feedback, it keeps me going!
Update
Sorry about the double ping, but I just fixed a bug that would prevent most people from seeing the second transformation scene. Please refresh your browser or download the latest version here: https://www.patreon.com/posts/51143336
2021-06-11 02:46:57 +0000 UTC
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Hello all! I hope you're doing well. I just wanted to let you know what I'm planning for the next release. I may not be able to get all of this in, but I'm going to try! The order of this list is the order in which I'm going to work on these things. Meaning, the higher something is, the more likely it will be in the release.
- A dream sequence where the MC transforms into Eva. This will be two scenes. In the first, you will transform into Eva. In the second, you'll be able to do fun things as Eva. You know what I mean by fun things, right? Both of these will be available in the demo.
- A random exploration scene where you run into a Doe Girl. This is a lewd scene from another author! The Doe Girl has a taur body (human torso attached to a deer body). I'm undecided about whether this will be available in the demo. I may limit it to a location you can only access in the full game.
- Either adding care activity cooldowns OR adding complexity to the harvesting minigame.
I am aware of the biggest issue with the encounter system: once you discover the most effective care activity, you can just spam it without thinking. The simplest solution is to provide cooldowns for care activities so you can't use them over and over again.
I haven't fleshed this out completely, and I'm concerned I could make the game less fun by adding this feature. It can't be as simple as, "You can't use the same care activity two times in a row." That wouldn't really solve the problem: you'd just spam the same care activity every other turn instead of every turn. But if you start with only two care activities, how could I do anything other than "You can't use the same care activity two times in a row."? e.g., If I make one care activity have a 2 turn cooldown, you'll get stuck (until you learn a third)!
I've considered making items the solution. Imagine if using an item decrements each cooldown. Therefore, if you can't use any more care activities because they all have cooldowns, eat some carrots until you can. If you run out of items, the only thing you can do is leave. On one hand, I like the idea that this would discourage hoarders. On the other hand, my gut tells me this wouldn't be fun. Does anybody reading this have any of their own ideas or opinions on this? I could really use some help.
The other feature I could add is a more complex harvesting minigame. You could have more than one field (probably by digging new ones), and instead of randomly getting carrots or cabbages when you harvest, you could discover seeds in the world and plant them.
Which of these two features would you rather I work on first? In other words, which one sounds more fun? Select both if you don't have an opinion. I may not choose the winner, but I will be influenced by the winner.
2021-05-20 21:42:24 +0000 UTC
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Hello all! I'm sure this title is making you feel déjà vu, but in this post, I'm going to explain what's new in the latest version of Monster Girl Farmer:
I've enhanced and extended Fern (the dryad's) lewd scene. Fans of my previous game should appreciate it; this is now the kinkiest scene in the game. I've turned her into a contortionist. Before the scene was pure voyeurism. Now you can join in on the fun! Of course, the voyeurism route is still there.
The major feature of this release is splitting the game into a free demo and a paid full version. This took a lot of work because I had some technically complex requirements I needed to fulfill. In the end, I decided the best way to go was to have the demo and the full game be the same executable, but you need an access code to unlock the full game:
This means your saves are backwards compatible, unlocking the game is a seamless experience (you don't have to download a new game), and it's easy for me to develop both versions and parallel. What I am saying with that last point is, both the demo and the full version are a work in progress and both will continue to improve.
Also, as was commonly requested on surveys, now if you try to go to town and you have Eva with you, right then and there you can decide whether to turn around or to leave her behind.
I think I should point out that there will now be downloadable versions of the game.
Play Monster Girl Farmer!
2021-05-11 20:43:28 +0000 UTC
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Okay so, I guess I kind of broke my promise: It was two minutes after midnight when I actually released. And I also kind of cheated: I haven't written a change log yet, and I'm going to do the promotion tomorrow. But if you ignore those details... I'd really appreciate it!
Sorry! Next month I'm going to shoot for a release much earlier in the day. Version .16 will be on June 10th (give or take a couple of minutes?). I hope you enjoy playing it!
2021-05-11 07:06:13 +0000 UTC
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Hello! To tell you the truth, I was going to release today, but some game related things came up:
- As of today, the only major feature in this release is separating the demo from the full game. If you're not already a pledge, I've effectively removed features instead of added more. Whether you're pledge or not, that's a pretty lame release. It's been a while since I've written a scene, and I'd like to add one (or more?) so there's something new to offer. To do that, I need a little more time.
- I told some game developers how I was implementing the demo, and they pointed out a few tweaks that are really worth implementing. I think it's a day or less of work, but they're really important changes that improve the user experience. After receiving the feedback, I'm confident you wouldn't want it released in its current state.
- I'd like to switch to consistent monthly releases. I'm shooting for releasing on the 10th of every month. People like consistency :)
Hope that makes sense and is good news! I'm brain-dead tired right now, so let me know if this is confusing. <3
2021-05-01 05:42:38 +0000 UTC
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UPDATE: Due to your feedback, I won't be implementing this idea. Thank you for voting!
Hello all!
I'm going to get right into it: IMO, this is the encounter system's biggest problem, elegantly worded by an anonymous saint in the survey:
Once you know what a girl likes, it's just a matter of spamming that one thing, and there's no challenge to it.
There are many ways to solve this problem. Most solutions come from you (please suggest more!):
- Every time you use an action, it is less effective next time
- There are punishments for using an action too frequently
- etc.
In the end, a combination of ideas will likely be used to solve the problem, but I thought up an idea that would take me down an interesting path:
What if, instead of a JRPG encounter system, it was more like a deck builder: you have a choice of three random actions drawn from a pool each turn. Actions like "head pats", "use item on self", "leave", "use item on monster girl".
This solves the problem because you couldn't choose "head pats" over and over again even if it were the best choice; next turn you are dealt new actions. Of course, you'd be able to customize your deck to have influence on which actions are more likely.
Hopefully I've explained that well. If I haven't, let me know and I'll clarify. And if you have better ideas, let me know that too!
2021-04-23 04:45:54 +0000 UTC
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There comes a time in everyone's life where they must split their lewd game into two pieces: a free demo and a paid full version. If you haven't experienced this, you'll understand when you're older.
First -- why? Why am I doing this? Honestly, I don't want to.
Most of you probably don't know this, but I quit my job to work full time on lewd games. That was over a year ago, and -- with my stratospheric cost-of-living -- you can imagine my bank account looks... well, let's just say I don't even want to look at it. For over three years, my games have been free to play, but the definition of insanity is trying to sell a free lewd game year after year and expecting different results; even Einstein knew that. Hope that explains my predicament.
Back to the topic at hand: the current game has over two hours of content. But lewd demos, like fish, begin to stink after 30 minutes; even Benjamin Franklin knew that. For this reason, the demo will contain a subset of content, maintaining most (if not all) the current functionality. Keep in mind, they'll continue to evolve in tandem because I want to show an accurate representation of the full game and enough information to answer, "Is this worth paying for?"
At this point, you're probably wondering something else. Namely, how much will the full game cost? Short-term, $1. But at the end of next month, the price will be $5 dollars. I'm not going straight to $5 because this is big news on short notice near the end of the month. It felt unfair to make this change so close to its announcement.
I also want to announce a shift in philosophy. I'll no longer be "holding features hostage." e.g., If the game should have music, the game will have music. I won't wait until I have x pledges first. In that spirit, I've removed all goals. Pretend there's only one left and it's already been met: to make the best game I possibly can.
I'll also be making some changes to the tiers.
At the end of this month, I'll be modifying some of the $1 rewards:
- For promotional purposes, I may need to share artwork before it's available in-game. Therefore, artwork will still be available to $1 tiers first, but as early access. In extreme cases, I may need to use the art as promotional material the next day.
- Feedback is a crucial to me and the game -- the more, the better. That's why I'll be making more polls publicly available. But don't worry, there'll still be pledge-only polls in the future.
If you follow the history of the game, I've had a lot of trouble finding a reliable artist. Sometimes this is because they don't like sharing their source files with the public. For that reason, at the end of this month, I'll be removing the $10 tier reward that allows you to download the Photoshop files. The ones that are already there will remain.
Thank you for your understanding and support. In closing, I'd like to leave you with one last quote:
Lady Astor: "Winston, if I were your wife I'd put poison in your coffee."
Winston Churchill: "Nancy, if I were your husband I'd drink it."
... nothing to do with this, I just like it.
2021-04-19 17:40:32 +0000 UTC
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Version 1.03.00 is the FINAL release of Academy of Fetishes. It adds two new pictures and fixes typos.
For those of you who haven't heard of my game, it's over 415,000 words of adult interactive fiction and over 80 images. I've been working on it for over three years and it contains almost every realistic fetish you can think of.
As a special thank you for all your support, encouragement, and kind words over the years, I'm making the tier rewards for this game public--soon. I'll be doing that on reddit at the end of the month so as not to screw over my existing pledges; if you pledged this month for the rewards and feel cheated by this news, contact me and I'll happily give you a refund.
I highly recommend you download this version, even if you don't plan on playing it right away. The reason is, at the end of the month, the game will no longer be downloadable or mentioned on my Patreon. There are many sites where you can download my game, and I have no control over that, but I'll be cutting my ties with the game and no longer want to be associated with it.
I know this is sudden and perhaps upsetting, but if you've read the rules of this site, you'll understand this game is a huge liability for me. I'm putting all the effort I can into becoming a full-time NSFW developer, and it doesn't make sense to be sitting on a ticking time bomb at the same time.
BTW, I'll still be working on Monster Girl Farmer, don't worry about that. Again, I appreciate all your support over the years. I put my heart and soul into this game and hope you've enjoyed it as much as I enjoyed making it. Thank you for everything.
-AoF
2021-04-16 01:42:26 +0000 UTC
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Hello all!
This release significantly improves the Encounter System: last release--to give an example--when you chose to have an intimate conversation with a character, she'd respond with something random like a game of pattycake. Okay, it wasn't that jarring, but you get the idea.
Now, monster girls react with relevant responses for all sorts of things: when you use care activities, use items, run away, fail to run, win a battle, lose a battle, and win with a cheat (cheats available to $5 pledges)! That's a ton of new content and I'm proud of it all--especially Olivia's.
Try experimenting; it can be fun to lose on purpose or pick bad choices just to see what they'll do. e.g., give Eva the dog girl some chocolate. I dare ya.
In addition to this, two highly requested features were added:
- The ability to replay scenes.
- A field guide containing monster girl lore.
There's lots more in this release, so check out the change log.
The next release will introduce the official demo. Soon, I'll be posting more details on Patreon.
2021-04-14 16:00:07 +0000 UTC
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What do I mean by unofficially? I mean I'm not promoting it yet, but it's available to play. Check out the change log to read what's new and different. I'll go into more details early next week, including what I'm going to work on next. Please let me know what you think!
2021-04-10 10:00:03 +0000 UTC
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Hey all! I wanted to start with the status update:
I've written all the specific content for every character except for Olivia (I'm halfway done with her) and Sophie. I've also completed all of the default reactions; these will be used in circumstances where a character doesn't have a specific reaction--generic responses, as it were.
After that, I gotta color code the dialogue in the reactions and update the CSS. Neither should be too difficult or time-consuming.
So barring any unforeseen circumstances, I should have a release in a couple of days. I say that with 69% confidence. Actually, this directly relates to the poll:
I've been shooting for two releases a month, but I've noticed that lately I do two releases every five weeks. That additional week is filled with guilt and stress. Something else I've noticed: most of you don't seem to care that much about consistent release dates. Most care about quality and completeness.
Guilt and stress aren't fun, so here's two ideas:
- I could just say releases will be every five weeks instead of four, predicting how long it'll take based off of previous trends.
- I could just say, "No more estimates: it's released when it's ready."
I'd prefer the second option because estimates are estimates: if, down the line, it takes me six weeks instead of five, I'll feel how I do now.
Now I'm letting you know my personal feelings on the matter, but I care just as much about yours. Estimates will never be perfect, but it's perfectly reasonable for me to accept that as just a part of life. Anyway, let me know which one sounds better to you.
PS: I hope you're having a great week!
2021-04-06 07:55:51 +0000 UTC
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Hello everybody! The title kind of says it all; I'm going to need a few more days before I can release. I'm working on "Monster Girl Reactions". That is, when you perform an action, the monster girls have an appropriate reaction to it. In the current version, it's literally a random response.
I thought the majority of working on this feature was going to be spent writing the content. As it turns out, I've spent the whole time writing code, so I'm going to need a few more days to write the actual content. Thank you for your patience!
Just you know, the next version is going to give you background information on each character and the ability to replay scenes. None of this is new functionality--it existed in the previous version, but I didn't have enough time to implement it given the massive change I did last release.
The care activity system has been simplified in some ways:
- Monster girl reactions don't affect your energy anymore--only monster girl affection.
- ∴ No energy will be drained from a monster girl reacting to a care activity, item, or run attempt.
- Items still cost nothing to use, so you can use as many as you want in a battle. This will probably require balancing.
- Run attempts will now cost energy.
Also, I think I have found two people I'm interested in working with for new written scenes. We haven't signed anything yet, so cross your fingers.
Hope you're all doing great! Feel free to reach out with me on discord: https://discord.gg/kpEFKft
2021-04-01 04:57:55 +0000 UTC
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