Coffee for Keisha

Complete and totally free games (the author can request a non-obligatory financial contribution in thanks or to help him to create new game)

Re: Coffee for Keisha

Postby Franco » Sat, 13Feb16 04:58

Thank you, very good game. I especially liked the kind of cinematic quality in how you included flashbacks in the game. Congratulations on an extremely successful accomplishment.
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Re: Coffee for Keisha

Postby jardel77 » Sat, 13Feb16 05:24

Thanks for the feedback Tlaero=)

And that's how I believe people listen and understand more and I also don't see any reason to reply critical comments unless they're in a constructive way.

Also I love your games and I really admire the time and effort that you put into this and the results are clear: in my opinion you make the most amazing games of this type and that can only be due to that.

I understand what you're saying and in my opinion I was just trying to help really, because I just love your work and since you usually reply to your posts I've tried to show you my opinion.

You're right about the branch part but that's not all, I mean GTKC and LWK are amazing because of the branches yes but also for the ammount of sex scenes, foreplay and interaction with the other characters (even if not sexually like keeley asking around for ideas) and in this one there's "only" the handjob, the sex part that can be different according to the path chosen, the 2 flashback scenes and eventually the yacht scene. I loved the game really and really admire and thank the effort you made creating this but after playing this game in every possible finish I've played the other 2 once again and even knowing the options that I want and like the most it still took more time to play them to the end than this one and that's the reason why I said that it felt kind of short.

My point is that in GTKC there are the flirt game in the bar, the shower scene, the spy scene, the blowjob scene, the lesbian one, the sex scene, the threesome and the foursome with multiple variations in it and eventually the secret ending. And in LWK there is the strip scene, the blowjob scene, the flash scene, the quickie one, the sex video, the phone call, the 2 dreams, spying on Sandy, the cinema, the bar and motel, the bondage, even the Christine scene (made me very happy=P) and the final scene also with multiple variations. I believe I didn't miss any scene but you know them better than me for sure. I've just put them here because when comparing with CFK there are a lot fewer endings and since I loved those games so much I felt the need to let you know that and if possible of course be in consideration for some of your next ideas, but still respect your decision and work and specially admire it. As i said before I'm a huge fan. But do you understand what I've tried to say, Tlaero? I'm not really complaining but it's just something that I want you to know in my opinion at least and it is the branches but also the number of scenes and number of people with we interact in the game. But, hey I'm just a foreplay and seduction kind of guy so this can only be my opinion.

For me, as you make the most amazing and incredible games of this kind, I always love to play them over and over and I never get tired of them. So for me that's not an issue but I understand what you've said.

And I'm not tired of saying: I loved the game and I love your work and hope that you continue doing it.

Also, just for curiosity, I know it's still soon after this game release but in your opinion are any of the characters that I mentioned in the previous post good for the next game or you haven't thought about it yet, dear Tlaero?=)

Thanks again
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Re: Coffee for Keisha

Postby rabbie » Sat, 13Feb16 06:59

I don't like the scoring systems used in these games, i kind of feel they force you down a certain path until you are just second guessing what the author thinks is the best response. The two attitudes you can take with Keisha go some way to make help this.

A better system in my opinion would be to give 1-3 points for each response and use the points total to change your relationship with the girl rather than just gate off content - so a low score is "friends" and you move on to the next stage as friends with the chance of making up them points later...you could scrap the difficulty levels and use a more dynamic way of judging the players success, higher score means better content while lower score does not equal failure. I don't see this needing extra scenes or branches....just a few lines to label the relationship as you go.

But that is just me rambling hoping someone at least considers it, since i sadly don't have the skill or time to make something myself [img]images/icones/icon15.gif[/img]

I should also say i did really enjoy this game, more so than "Life with Keeley" I really like Keisha's look and personality, she is confident without being straight scary like Christine was.
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Re: Coffee for Keisha

Postby jfrancois323 » Sat, 13Feb16 07:33

i think i got a bug : after looking at Keeley rack, when i try to talk to Keeley, i got a bug screen, can't back up !!
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Re: Coffee for Keisha

Postby P-Slayer » Sat, 13Feb16 08:27

captainx wrote:
Rikwar wrote:
captainx wrote:
caravaggio wrote:you have to open the start file with your browser :)


It automatically tries to open with my browser when I click start.

If you have Windows then try using IE as your default browser instead of FF then try the start.html
also make sure you have the subfolders of Coffee - files- images-sounds


Thanks...I'm finally in. With several suggestions from Lagooners and tweaking my security settings. Thanks everybody.


Glad you got that fixed, i'm still haven't been able to play it. I'm not very tech savvy, so I'm not sure what i'm doing wrong.
Sucks, because this is the game I've been waiting for.

Guess I'll wait till there is some sort of online play option or something. I'll be patient!
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Re: Coffee for Keisha

Postby ExLibris » Sat, 13Feb16 09:16

Did anyone else find it a bit odd that Keeley called Christine a psychopath? While Christine has some of the signs of being a psychopath in a clinical sense (lack of empthy, risk taking), Keeley was using the term in the sense of violent. Christine may have her faults, but to the best of my recollection she never threatened Adrian with physical violence. Also, judging from her appearance in Life With Keeley, Christine and Keeley are friends so it seems a bit two-faced of Keeley to call her a psychopath behind her back.
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Re: Coffee for Keisha

Postby Dakutis » Sat, 13Feb16 09:29

It's very cool game. A story is great. And I liked the new technology used in the game. When I played it I was often have the question; how she did that.
http://dakutisgames.weebly.com/
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Re: Coffee for Keisha

Postby Thrain » Sat, 13Feb16 09:59

ExLibris wrote:Did anyone else find it a bit odd that Keeley called Christine a psychopath? While Christine has some of the signs of being a psychopath in a clinical sense (lack of empthy, risk taking), Keeley was using the term in the sense of violent. Christine may have her faults, but to the best of my recollection she never threatened Adrian with physical violence. Also, judging from her appearance in Life With Keeley, Christine and Keeley are friends so it seems a bit two-faced of Keeley to call her a psychopath behind her back.

I think Keeley use Christine's name as a shield again Sam possible action, when she doesn't know him. I don't think she see Christine as psychopath but more as unpredicable person, who is maybe able to protect against unwelcome action. Call her psychopath, in front of Sam, is just scarier.
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Re: Coffee for Keisha

Postby ExLibris » Sat, 13Feb16 10:45

Thrain wrote:
ExLibris wrote:Did anyone else find it a bit odd that Keeley called Christine a psychopath?

I think Keeley use Christine's name as a shield again Sam possible action, when she doesn't know him. I don't think she see Christine as psychopath but more as unpredicable person, who is maybe able to protect against unwelcome action. Call her psychopath, in front of Sam, is just scarier.


I understand Keeley's intention, but it just seems out of character for her to be threatening Sam with violence. I could maybe see it if he was some random guy that they'd met in the bar, but Keisha knows Sam from the coffee shop so there doesn't seem to be any justification for Keeley to see him as a threat. I could also buy it if she was half-joking, but she's not and when Sam asks Keisha about it, she doubles down on the fact that Christine is a dangerous psychopath. If that ever happened to me, I'd be looking for the exit. YMMV.
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Re: Coffee for Keisha

Postby pH Cockatrice » Sat, 13Feb16 10:52

Thrain wrote:
ExLibris wrote:Did anyone else find it a bit odd that Keeley called Christine a psychopath? While Christine has some of the signs of being a psychopath in a clinical sense (lack of empthy, risk taking), Keeley was using the term in the sense of violent. Christine may have her faults, but to the best of my recollection she never threatened Adrian with physical violence. Also, judging from her appearance in Life With Keeley, Christine and Keeley are friends so it seems a bit two-faced of Keeley to call her a psychopath behind her back.

I think Keeley use Christine's name as a shield again Sam possible action, when she doesn't know him. I don't think she see Christine as psychopath but more as unpredicable person, who is maybe able to protect against unwelcome action. Call her psychopath, in front of Sam, is just scarier.
Also, it's a callback to a game a lot of people know. I'm not a big Keeley fan, but I remember Christine, and at the word psychopath I figured it was her.
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Re: Coffee for Keisha

Postby pH Cockatrice » Sat, 13Feb16 11:07

I've played this to the end of medium difficulty, and tried it on hard a couple of times. Having a really hard time with the minigames. I hadn't noticed the unassuming path. Interesting.

Edit: OK, I just went through the first scene on unassuming after doing it on aggressive. That actually explains some things about how this one works. If you're having trouble finding hidden points in later scenes, I recommend going back to the beginning and trying to get to 7 of 7 points both ways. It shows what tlaero has done here.

This is going to be a challenge.
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Re: Coffee for Keisha

Postby Thrain » Sat, 13Feb16 11:54

ExLibris wrote:
Thrain wrote:
ExLibris wrote:Did anyone else find it a bit odd that Keeley called Christine a psychopath?

I think Keeley use Christine's name as a shield again Sam possible action, when she doesn't know him. I don't think she see Christine as psychopath but more as unpredicable person, who is maybe able to protect against unwelcome action. Call her psychopath, in front of Sam, is just scarier.


I understand Keeley's intention, but it just seems out of character for her to be threatening Sam with violence. I could maybe see it if he was some random guy that they'd met in the bar, but Keisha knows Sam from the coffee shop so there doesn't seem to be any justification for Keeley to see him as a threat. I could also buy it if she was half-joking, but she's not and when Sam asks Keisha about it, she doubles down on the fact that Christine is a dangerous psychopath. If that ever happened to me, I'd be looking for the exit. YMMV.

In other hand, Keeley is in odd situation. She is here only to test Sam, not to seduce him. Scare Sam a little, may be part of her test strategy.
To be honest, be tested like that, will make me looking for the exit, what ever Keeley said about Christine or not ! :lol:
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Re: Coffee for Keisha

Postby kessie8yl » Sat, 13Feb16 13:54

First of all I must say congratulations to the team on producing another entertaining game.

Speaking generally though - and I emphasise that the following is not specific to this particular game - I find this thing about "different paths" annoying.

After countless failures you manage to play a game through to a "good end" but then get told you're missing a lot more stuff... There's no real indication in the scoring to show where you may have done things differently. Using this game as an example for a moment, I've tried several different responses on saved games and none makes any difference to the score or to the next page I see - so how are we supposed to judge which path each response goes with? I end up playing the whole game trying different responses only to get back to the ending I've already seen. The points don't tell me the path and I only seem able to get the required number of points by following the same path.

I guess some people find that a source of amusement but it always feels just a little too random to me. It's impossible to get immersed in the story because of having to select more and more contrived responses in an attempt to switch tracks with little or no outward signs to show you if it's working.

I totally accept this is better than having 2 out of 3 responses resulting in a screen saying "Oh dear. You failed". I also accept that to offer a different page depending on each response would make games too huge for an individual or small team of amature developers. The thing I find annoying is that any effects of a response can only be read by hacking into the code and seeing which variable has changed (I have also stumbled upon another method in this particular game which I won't share here) but the point is, I consider both as cheating and that spoils the game for me.

The mark of a good game is to become immersed in the story - isn't it? It's certainly where the best games writers seem to have the edge over the rest. Great graphics will never turn a turkey into a masterpiece, which is why I am so full of admiration for this team (you guys should come up with a name lol), Shark, and a few others. I'm always a little disappointed when the mechanism seems to get in the way though...

The only thing I can suggest is that instead of saying "You need X points to continue" plus this unknowable attitude path, if would be better to say "You need to score below X to be on Path A", "Between X and Y for path B" and "Over Y for path C"... The prompts would have to be consistent, so saying "I only want you" on one page shouldn't be on the same path as "Your friend is totally hot! Let's have a threesome" on another... Not impossible, I'm sure. At least then we're all on a level playing field and able to keep tabs on which path we're on and able to replay the game several times without it becoming a chore and spoiling our enjoyment.

Oh and that's another thing about this board - the first thing some people do with any new game is get under the hood and start messing around until they've found out how to get every ending - they then write a critique of the game as if they've actually played it. The opinions they arrive at are often totally divorced from my experience of actually playing the game "straight". I'm starting to think there should be a separate board for developers and another for people like me who just want to enjoy playing the games for the sake of it... Oh wait! That's this one, isn't it? [img]images/icones/icon14.gif[/img]
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Re: Coffee for Keisha

Postby moogly » Sat, 13Feb16 16:32

New poster here [img]images/icones/icon13.gif[/img] Just wanted to say thanks to T & P for another great game! I think the mechanical aspects of the series are really coming together now - the prompts for alternative actions were generally very intuitive (less waving my mouse across the screen to try and highlight hidden stuff), whilst the scores and save system retained from LwK made the game feel a lot more accessible. I didn't actually have any trouble with the minigames on hard, but I can see why a lot of people aren't so keen on them, and I'm honestly not sure if I like the increased level of interactivity over the vanilla system.

Ranking it within the series, I'd probably put it after Keeley & LwK (for writing) and Daydream (purely for sex scenes [img]images/icones/icon14.gif[/img] ) - not because I thought it was worse as a game (although I do really like the less linear approach you guys experimented with in LwK), but just because

I personally prefer J & K as leads and the focus on a monogamous & comparatively down-to-earth relationship. I also thought the depiction of Keeley (already hinted at in Life) didn't really gel with how I felt she was portrayed in her own games - the way she reacts to stuff like the porn tape seems even more absurd (even hypocritical) when stacked against the threesome, briefly stealing Keisha's boyfriend, and krypto-group-sex with Ken and Randall. Finally, I found it a bit hard to empathize with....uhh....whatever his name was. Regular office types James & K were just easier to identify with than jet-setting-polyglot and underrated-rock-star-with-tons-of-groupies :p But again, this is all mostly just personal taste - please don't take it as actual criticism! I know you guys work hard to hit a lot of varying tastes & fantasies.


So again, thanks for all the unique and engaging games you two have brought us (for free no less :D)! And I'm sorry to hear about T's hand/wrist issues - I really hope things improve for you. Even though I'd love to see you write more stuff, always put your health first [img]images/icones/icon13.gif[/img]
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Re: Coffee for Keisha

Postby tlaero » Sat, 13Feb16 18:00

Jardel, I understand your feedback. Thank you for taking the time to give it.
I currently don't have any plans for more games with these characters. The most important part of these games for me is that they have to make sense. There has to be a reason why it's a challenge to get to the sex scene. Christine 2 doesn't work because they've already done it. Why would she resist him again? I like Sandy and especially Thais, but they're too loose to make into games. Who would believe that a woman who consented to jump a stranger in the shower for a friend would say "no" to a guy hitting on her, etc.

Robbie, I'm not really following yours. Early in the game you're friends. Do the right things and you become more. I assume you don't want them to have sex if they're just friends, so the points are still gating the outcomes. As for making up missed points later, that's the intent of having easy and medium options.

ExLibris, Keeley didn't mean for Sam to take the psychopath line literally, and I feel that both Sam's and Keisha's responses show that neither took it that way.

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