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The Big Beyond [v0....
 
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The Big Beyond [v0.08] [Tjop]

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[#1486]

The Big Beyond is NSFW point-and-clickĀ adventure game with RPG elements.

 

The Story

You play as a young elf who upon reaching adulthood decides to follow in the footsteps of his father who's a legendary adventurer. You start by making a name for yourself in the kingdom by completing various quests and exploring the big beyond in the process.

 

Gameplay

The Big Beyond is a point-and-click adventure that has RPG elements. There is a combat system with cards.Ā It has a work-in-progress class system that will affect the play style in combat.

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Developer: Tjop -Ā Twitter |Ā Patreon | Itch | Discord | Picarto |
Censored: No
OS: Windows, Mac, Linux, Android
Language: English
Genre: 2DCG, Animated, Male Protagonist, RPG, Combat, Big Tits, Big Ass, MILF, Masturbation, Anal Sex, Oral Sex, Titfuck, Creampie, Taboo, Vaginal Sex, Point & Click, Voyeurism, Combat, Sandbox, Monster, Futa

Installation:
1.Extract the contents of the zip file to any folder you want.
2. Just run TheBigBeyond.exe!

v0.08

-Remade the combat system
-The first half of Helena's (MC's mother) storyline
-5 main story NSFW animations and a few side ones
-Remade the quest system
-Added Helena's sister and another side character
-The forest part of the Beyond now uses the new navigation system
-Made navigating to town and desert outpost much easier
-added a new "danger zone" mechanic

 

v0.07

-A bigger storyline with the Queen
-Added a new explorable temple
-Added 6 new animations
-Added 5 NSFW scenes
-Added a secret bonus character
-Got rid of lots of typos and remade some dialogues in the earlier parts of the game


34 Replies
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Garibaldi, huh

This dev is a Babylon 5 fan, and that's reason enough for me to give this a shot, lol


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2 Replies
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tell me you know nothing about italian history without telling me you know nothing about italian history

babylon 5 is pretty cool tho


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Yes, of course...

American TV show invented the name Garibaldi


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Very mixed bag of a game.

The artwork style is absolutely stunning and mature. Though the writing of characters like the "mc sister" sounds like it was written by a 12 year old anime fan. It just doesn't fit into the game.

Progress has been super slow, this update is already 6 weeks old and the content really wasn't worth it over the previous version.


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Great hand-drawn art, ruined by absolutely horrendous writing, sloppy game design, and jarringly childish humor. Feels like some 15 year-old convinced a professional artist to illustrate their computer science homework. What a waste.


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15 Replies
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 Tjop
Joined: 4 years ago

Posts: 1

I'm very sorry you wasted your time. Could you tell me specifically what was so horrendous in the writing, and in the game design that you didn't like so I can improve it. Please give some detail because speaking in general term doesn't help me - and some suggestions about how you would do that thing better. Thank you in advance! (ps, I'm working on the game and it's nowhere near the final design and I'm not a professional in any way - that's why I'm trying to improve)


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Stand in front of a mirror, and read the text lines of the sister to yourself.

Notice anything weird?

That's probably because no real person talks like that. At least no person outside of slums / trailer parks, though even those have some minimal standards of conversation and dignity.

And because it is a fantasy setting, it sounds entirely alienating.


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 Vir
Joined: 4 years ago

Posts: 1

Don't worry bro your game is nice but we would appreciate more if the game is less Grindy. thank you šŸ™‚


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The best thing you can do is pick a tone and stick to it. Currently, the game is torn between taking itself seriously and being a complete parody of itself.

You have gorgeous art, more unique and distinctive than most of the games on this site. Additionally, you're asking players to make a long-term investment by grinding through RPG-like stats and higher-difficulty zones. All of these things indicate a game that wants to be taken seriously, and can reward players with...


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(cont'd)
...a quality experience if done right. The problem is that this beautiful setting and complex structure is populated by ridiculous charicatures and dumb instagram jokes. None of the characters sound like real people, and that Shrek sound byte had me literally groaning in frustration. If you want to make a parody, commit to making a parody. But, like I said on my original post, that'd be a shameful waste of some truly first-rate artwork.


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(cont'd #2)
The feeling I get is that you're very eager to publish a quality game, but are insecure about your writing and worried that people won't take it seriously, so have gone overboard with the forced humor. This is very common when starting out with all kinds of writing, from books, to movies, to games. But it just cheapens the whole experience. The result is always something that takes itself just seriously enough to be a bad parody. And those are never fun.


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(cont'd #3)
Get rid of all the dumb humor, rewrite all the characters to sound like actual people in an actual world, and give the MC an actual reason to go on an adventure. Take your own creation seriously, and your players will respect you for it, even if it falls short. Make it overly trite an corny if you have to, but don't be afraid to commit to your own world. It might no be Shakespeare at the end, but I guarantee it'll be better than this.


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(cont'd #4)
As for the game design, I know this is an early build, so won't comment on the UI, but the big thing you should fix as early as possible is how the player navigates through the world. Just moving around the house-town-lake-frontier scenes is a vertigo-indicuing headache. This is due to 2 reasons...


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(cont'd #5)

  1. The clickable hotspots for navigating between scenes is very inconsistent. Clickable doors are fine, but clicking on the edge of the screen is always a crap shoot. Do I click anywhere along the edge of the screen, just on the corner, just on this one bush? And you can't even see if an area is clickable until you hover over it and squint to see that reeeeally faint highlight. You've turned the simple act of moving between zones into a pixel hunt. Not fun.

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(cont'd #6)
2 - The other issue with moving between zones is how the "camera" perspective is completely inconsistent between scenes. As an example, once you step out of your house, you're given a long-shot view of a building on the left, an archway leading to another building in the center, and some greenery off to the right. And you can also click on the bottom edge of the screen. So... where did I just come from? Ironically, the camera position has us leave our house...


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(cont'd #7)
...run 50 yards down the road then do a 90-degree turn to the left, so that we're essentially at an equidistant "crossroads" between every destination. This is horribly disorienting, and I spent the first 5 minutes just mapping out a mental image of how each zone is supposed to kinda connect to each other. There's two ways to fix this. The difficult, but more elegant way, is to add another scene connecting the outside of your house to this crossroads area.


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(cont'd #8)
So instead of immediately teleporting from your living room to the "crossroads," the player goes living room (click on door) > house exterior (very close to door) > crossroads. The other, much easier, way to solve this is to simply label each clickable navigation hotspot. An arrow pointing left and clearly stating "HOME" near your door. Yeah, it's jarring and breaks the immersion, but no more than a goofy Shrek sound-byte coming from nowhere.


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(cont'd #9)
What I would do, in order to preserve the beautiful artwork, is allow the player to determine if they want the labeled hotspots to be visible always/never/when prompted (with Alt or something).

The other big issue is the massive wall of text you dump on the player when entering the explorable areas. I would get rid of all that and incorporate it into small popups that appear on your first outing -- turn it into a proper tutorial.


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(cont'd)
Alright, that's all I got for ya, in what I feel are the most to least important issues to be resolved. I really appreciate you asking for constructive feedback on your game, and hope that this helps in some way. Will definitely check it out again in a few builds to see how it's going. Best of luck! šŸ™‚


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I wrote out a 10-part response that seems to have gotten lost in the ether, so here's the short, short version:

  1. Pick a tone and stick to it. If you want players to take your characters and world seriously, you have to do it, too. Get rid of all the horrible humor and write them as real people in a real world. Give the MC a real motivation.
  2. Make zone transitions more intuitive.
  3. Turn the wall of text instruction manual into small popups that appear on your first outing.

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Great Art but extremely grindy..


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Try this. Act 2. How do I eat? How do I access my portal scrolls? How do I get rid of the garbage in my backpack? How do I access the other tabs in my backpack?


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never mind on the toggle thing


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How do I ACCESS the items in my backpack to use? Got a whole lot of food that I can't even use or set up a camp in Act 2


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Would be nice to move along ALL LINES OF THE COMPASS AND ACCESS ALL MY SUPPLIES WHILE IN ACT 2!


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A walkthrough PDF file would help in some cases. Lovely game, with great art but the quest system may need a bit refining. Other than that, keep up the great work mate šŸ˜€


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how do i find the blacksmitj


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