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This poll is about the Futinahri 3.1 update. Did you enjoy the new "directional keys" minigame, or do you prefer the "pressing two buttons" minigame? I'm curious to know your choice as I'm planning to update all the futas to the 3.1 version for the upcoming Ikemen screenpack.

For the 3.1 update, if the "directional keys" minigame wins, it will get some code cleanup. If the "pressing two buttons" wins, I'll make the UI simpler and adjust the minigame to be easier but get harder as you get grabbed (and the opposite when playing as the futa).

For the 3.1 update, I will be making an additional version without minigames.

Comments

Anonymous

Summary: Two buttons but it gets harder/easier sounds best to me. Arrows but it gets harder/easier could also work, but Three Strikes needs to go. Long explanation of why I think the current arrows minigame is bad (but the previous one used with Demon Mai and several other BT edits is fine.) Full post: I think the idea of escalating/de-escalating difficulty is probably the most balanced solution. If the grapple is easy to escape then no one will get to see the animations in "normal" gameplay and there's no real point to it. But if it's too hard to escape then the whole sequence just plays out regardless of what the player does, and there's no point having a minigame at all. Escalating/de-escalating difficulty means that, even if the minigame starts out easy, a persistent attacker will be able to overpower any defender eventually - which has the additional benefit of adding a sense of mounting tension as it becomes more difficult for the defender to resist. The problem with the arrows minigame is not so much that it is "too hard," but rather that there are too many different factors that are combining in an unhealthy way. 1) The timing is strict: This, on its own, is not actually bad. In fact I think it's actually pretty good; the fact that an "average" player will miss or fail several inputs means that skill can be expressed by missing fewer of those inputs. 2) The red/opposite arrows are confusing: Again, not actually a bad thing when taken alone. It punishes players that lose focus or are not fully paying attention, and allows for expression of skill by responding correctly. When taken together, these two factors feed on each other to produce a much higher level of difficulty than either offers alone: You have only a very short amount of time to a) process both the direction of the arrow and the colour of the arrow, b) to combine these two pieces of information to determine the correct input, and then finally c) to physically press the button. This is how it was for most of the "FutaBT" releases, (ie. Demon Mai,) and I think the minigame works reasonably well there. The current minigame, however, adds a third factor. 3) Failing an input three times results in instantly losing the minigame: This would be reasonable if the inputs themselves were relatively simple, or at least predictable. The inputs are, by design, neither simple (reverse arrows mean you have to pay full attention at all times) nor predictable (there is no fixed pattern, and the arrows get faster so it isn't really possible to get into a good rhythm.) There are already two factors - the strict timing, and the reverse arrows - that make the minigame very difficult to perform perfectly, but reasonable to perform with a few mistakes. The addition of this "Three Strikes" rule makes those mistakes far more punishing than is reasonable, and removes - or at least drastically reduces - the possibility of achieving "imperfect success." It also makes the cum bar a little bit meaningless, particularly when playing as the defender: You either win outright, or miss three times and fail outright. Anecdotal evidence/subjective opinion: I, personally, have won the current minigame exactly ONCE, after something like seven or eight attempts, and frankly it took so much effort that I don't want to even attempt it any more. The current minigame is not only unreasonably difficult, it is also mentally exhausting and, ultimately, not fun to play. EDIT: Tried the minigame with Juri on a whim while testing something else, won it first try and on about two-thirds of further attempts. Definitely wasn't this easy when Three Strikes was first implemented for Felicia, so either I've suddenly gotten better or the difficulty has already been adjusted. This seems much more reasonable, but I still think it suffers for being either total win or total loss, with no real in-between.

Huh Wait What?

I'm a fan of the new minigame. I don't mind the difficulty since it feel more gratifying when you suceed. Still anything beats mashing buttons.

jhonny

I like the minigame I just wish there was an option to turn off the reverse keys, the screw with rhythm when I'm doing it leading to distraction meaning even when I win, I sometimes forget to press the final button and still lose. Given how majority of the mugen ai are that then means I get my ass beat and lose that match too. I like it but would like either an option or version without the red keys and vice versa where there's an option to have only the red keys and none of the blue. if removal isn't an option then I say make the reversed keys do more damage or fill the bar more than the normal ones