New Version - v 0.5.0 (29-07-2022)


Hi All,

I've uploaded a new version of Delivery Pilot: Dreams and Debts, version 0.5.0. You can play it on your browser, or download a windows desktop version.

Here are the changes:

  1. Added a new Doll. Currently, it only has 1 view, but we will add 2 more over time. Also, the "Flip" button is now relabeled as "Switch". In addition to changing between different views, it will also show the main character with and without her outer layer of clothing.
  2. Rewrote the Cargo bay scenes and included 2 new silhouettes. Please let me know what you think of this writing style!
  3. Added a confirmation check, when ending the early by having enough credits to pay off the debt. Now if you click on the button by accident, you can still go back by saying 'no'.
  4. Added text to the 'self' section in the main menu, which shows your total incomes for the last few weeks, and your best week. This can help you judge if you are keeping up with debt payments.
  5. Rebalanced the harassment chance, such that officer personalities don't impact it as much (down from 3% base to 2% base).
  6. Updated some obligation text, to reflect the new doll art. 
  7. Updated some morning scene text too, to generally make them less dark.
  8. Added extra weight to makeup obligations, so they are a bit more likely to occur.
  9. Nerfed base pay for missions from 1,000 to 800, to see if it's more fun or not. I played up to day 100 on medium, and it felt challenging but exciting. I'm willing to update this again if it is too hard, though.

Let me know what you think! In the next version, I plan to focus on 4 things:

  1. Write scenes for transporting passengers. I've already began writing this.
  2. Re-write scenes for officers inspecting the main character's lingerie. I've begun this, too.
  3. If possible, add the 2nd view angle to the doll.
  4. Update some of the underlying code. In particular, I want to update how the game reports changes to the sexual counters and morale loss.

Links:
NewGrounds: https://www.newgrounds.com/portal/view/851919
Itch.io: https://acacgames.itch.io/gid037

Credits:
Check out more of MutantPrawn's artwork here! (NSFW)
https://www.hentai-foundry.com/user/MutantPrawn/profile


Cheers!

Get Delivery Pilot: Dreams and Debts

Comments

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(+1)

Hey again, thanks for release !

1. I'm still not 100% sold on MCs hair/face, though compared to previous version it's still a big improvement ! Makeup finally looks somewhat attractive, rather than uncanny valley stuff. Her body looks finally more feminine. New clothing design is perfect !

I especially liked:
Tank Top - Being thin, transparent, small, and generally good design

Black/Red Lingerie - Finally lingerie which doesn't look too bulky, I like the lace details, and how smaller each panties tier gets

Stockings - Gigantic plus for garter belts ;)

Meh territory:

Pink Blouse        - Looks somewhat off compared to rest of outfit pieces - perhaps it's the color ?

Leather Jacket    - Shoud stretch over top layer and beginning of bottom layer I'd say.

2. Absolutely loved the new writting style ! Liked how reaction changed a little depending on clothes MC was wearing. In general liked different perspectives - MC thoughts, thoughts of harassers, or banter between loaders.

3. Working - though as I've said before I don't see a point of it - goal for player it to get as many deals as possible, while early ending of game feels more like punishment than reward...

4. As an experienced player, didn't help me much.

5. Didn't notice bigger change.

6. All right.

7. Liked morning scenes text update - Definitely a step in right direction. Enjoyed new remarks between technicans/men. Hated that 'too dark' parts from earlier release.

The biggest offenders in earlier release were:

High-heels         - Good - Liking that regret/boldness dynamic

G-string        - Good - Focus on embarassement and excitement is awesome

Pink Blouse     - Meh - Not a fan of doubting her feminity. I'd change 'chest' to Bust/Cleavage

I like:
Tank Top    - Description of thinness, breath, visibility of lower layer are great !

Red Bra        - how she feels it being so revealing it's even worse than wearing nothing at all, and being excited about it with goosebumps

Mini Skirt    - Excitement, and awareness how small the coverage is !

8. Makeup deal was showing a little too frequent in my opinion.

9. Felt more challenging in the beginning, but managed to clear it on medium difficulty. Overrall - good choice.

Focus on next update:

1. Transporting is the last wip thing, so waiting for update :D

2. Felt a little off, good call.

3. Can't wait to see all those new beautiful clothes from other angle :P

4. Could you elaborate more on those changes ? What's the purpose of them ?

+ liking the new art assets sneak peeks ;)

(+1)

Thanks for the feedback! Sounds like my writing is in the right direction, now. That makes me feel a lot better, because this is what I was worried about the most.

In regards to Makeup deal, yeah I agree. I tweaked it up, because I like how drastically it "beautified" the main character. Maybe I'll tweak it back down to what it was before, and see how people feel about it.

In regards to sexual counters and morale changes, that's what I'm thinking about the most, right now. There's kind of two issues with it right now. The first issue is that when you skip the scene, it goes to the last message. Because of this, I tried to make the last message a summary of the scene, like the main character earned so many credits. Other times, if the main character lost morale, then that is the last message. I think this is good, because that's what the player really needs to know, even if they skipped the scene. However, I'd like to bundle the sexual counter changes (like number of times catcalled +1) to be reported in this last message as well, if possible.

The second and more long term issue is that I'm not really sure what sexual statistics I want to track. I always find them interesting in other games, but I think there's such a thing as too much clutter. If I have the right set of data to track, I think that will also help guide me on what kinds of scenes I want to create, what kind of variety is productive, and what kind of variety is just adding too much complexity. For example, should the game track how many times the main character gave an officer a blowjob? What about how many blowjobs were given on a station, to people who are or are not officers? Do we want to know how many times she spat and how many times she swallowed? What about how many milliliters of cum she spat or swallowed? Or how many milliliters were bukkake'ed on her chest? I don't think all of that should be included, but some definitely should be, and I'm trying to refine that balance, now.

This exercise is also making me think about what kind of language I should use. Do I want to be more prudish and say "Chest Groped: ", or more sleazy, like, "Tits Molested: "? Should I used the same language for her chest, butt and vagina, or make them somewhat different? I drafted a list of things to track and what to call them last night, and then I added them to the code. I like this, because it gives me some helpful limits (or "guardrails") on how I should construct scenes going forward.

Btw, I didn't choose Vagina. I chose "Womanhood Fondled", because I think vagina comes off pretty strong, haha. I also like that "Womanhood Fondled" is differentiated a bit from her chest or butt being molested, which I wrote as "Chest Groped" and "Butt Groped". If I have it implemented by next week, then maybe I should post a screenshot of it and collect some feedback.

(+1)

I had a quick first test yesterday. Here are my impressions.

1. I like the new doll, the artwork is greatly improved to the old version. Seems like also MutantPrawn gets better :-) However, what I did not really like is the perspective, because the lower part (pants/skirt) is only partly visible and the shoes aren't visible at all. As other views are in planning, this is ok. What I also disliked is the "Switch" button. I think you should first earn the underwear view, maybe temporary remove the shirt when an officer checks the bra.

2. Cargo bay writing is pretty good :-)

3. Couldn't go that far, but I think it is a useful additional check.

4. I don't really need this info (anymore), but might be useful for noob players.

5. The harassment frequency felt good on my run. However, I cannot really judge it yet, because I played with the "friendly" bonus, so I preferred missions from friendly officers. With this, I never had problems with morale, it was quite stable during the whole game. This means also that I only got a few obligations and the harassment chances did not change very much. I have to play another game with other bonuses before I really can tell whether the harassment chances are good now.

6. I did not really realize this, maybe I wasn't deep enough into the game.

7. Same

8. Same

9. From the money curve I had in the old version when playing on medium, I can confirm that this is managable on medium and feels ok as medium difficulty. However, on hard it now feels similar as your first version, I could only make it until day 120. I think the problem is that the differences between the difficulties are too big. I would suggest to bring them closer together, either by giving all difficulties the same week length, and/or by having less differences in the mission probabilities (maybe 70/80/90?). The mission probabilities make a huge difference, because you have a higher probability to get a mission from your favorite officer, and you have a higher probability to get a mission to your favorite starport. Both effects result in getting more money and faster unlocking the higher ranks.

Looking forward for your next updates :-)

(1 edit)

Thanks for the feedback! I'm glad to hear that the new cargo bay writing came out well! I think that's what I had the most anxiety over, but now I feel a lot more confident about stuff I'm writing now for the next release. :D

No worries about the current perspective. I knew this perspective wouldn't be able to show her footwear. That was a sacrifice I had to make, to get a better zoom of what she's wearing above. To work around this, we're also working on 2 more perspectives, one from behind, and one from the front but further below. That last view should capture her footwear, but at the expense of not showing much of her upper half. I get what you're saying about "inner view" not being available until the player has unlocked a relevant obligation. I'd have to think a bit deeper about how to implement it, though. It's not just a case of checking if an officer has such an obligation. I'd also have to find a good way to notify the player that they now have this extra feature. Do you think the inner view should be usable in every station, or just station that have a lingerie obligation?

In regards to difficulty levels, I get what you're saying. Honestly, I think you're right. However, I think I'm sentimental about the hard difficulty, so I feel reluctant to change it. I think I don't want to change it, because it hearkens back to version 0.1, and the miserable settings that version had, lol. I think for now, my mindset is that hard isn't meant to be beaten. It's more a test to see how far you can go. Easy is more of a tutorial difficulty, where a new player can find their bearings.

Also in regards to hard version, I realized some ways to really cheese the game. I think you probably found them, as well. I think I'll leave them in the game, as fun things for the player to find. Maybe they will help make the current hard difficulty feasible (but maybe not with the 60% mission generation rate).

Edit: Oh yeah, and temporarily removing the shirt when her bra is inspected is exactly what I was planning for this month's release, as well! :D Definitely on the same wavelength, haha.

(+1)

About unlocking the inner view button, I would only unlock it on stations where you have a lingerie obligation. And you're right, it is difficult to tell the user that the button is unlocked. So maybe leave it like it is until you have a good idea how to solve this.

Sure I know where the overpowered stuff is :-) Problem is, on hard mode, you won't reach it fast enough. But if hard mode means "see how far you can go", this is okay. Nevertheless, I vote for increasing the mission chance to 70%. The reason is, with 60% you often get only one mission. You cannot afford to take no mission in the early game, so there is not much choice. With 70%, there will be more decision making without reducing the difficulty too much, which would be more fun to play.

I'm on my second run, this time on medium. After day 120, the morale pressure is still very high, but I have already unlocked the good stuff and can easily afford the breaks I need. However, I watch morale carefully, and do not ask another officer for a mission if I already have a good option, in order to not risk morale loss. In other words, morale currently feels well balanced in mid game.

I just had the idea that I should try to beat the game on hard again, with carefully selecting my bonuses (reroll until I got the desired bonuses). So far, I never rerolled, but with the right bonuses, I might survive long enough to unlock high value missions.

Gotcha, thanks! Also, I'm glad to hear you are enjoying the game. :)