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Stratezo

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A member registered Oct 02, 2021 · View creator page →

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Ok, then i'll still be fair about all the things and will consider these points, and i'll rate it with a 3/5.

Playing version 1.0, not as patreon sub/follower, on a windows computer.

  1. Itch description : "Choose from a wide selection of languages and jump straight into the fun!". There isn't a single line of text in the game, beside the menu. So not worth mentioning. I don't consider HUD as game language.
    1. Because of this, and due to the game be a "discover everything by yourself", I'll pay extra attention to all the things that made no sense/go against usual game rules/intuition.
      1. PS : I lied, there are actually 3 texts : prices and listings button, keep in stock button, offer for sale button. No idea why suddenly theres text and not on the others. and congrats translation works for them, cheers !
    2. Almost all the pictures are only if subscriber. Let fairy handle the rush ? Patreon option. 600+ Cg? Patreon option. Dreamy retreats ? patreon option. I can understand that people needs money, but promoting what's behind a paywall is not very honest.
  2. Main menu : 
    1. The "play" button should act like a continue, loading the most recent save. It's bigger than the other button, so people want to click on it when opening the game. It shouldn't be a "new game" button.
    2. The "load" button is not the correct pictogram. An arrow into a book is "save" button, in any game, load is an arrow from the book to the outside.
  3. Living room, first screen of the game : 
    1. The parchemin button, which looks like a quest, is actually a gallery (which is usually represented by books). be it the first button on the left is pretty weird.
    2. Second button is room decoration, okay why not. They are patreon locked, fair enough. 
    3. The cooking button is the most important, and its the last of the list. Why? Dunno. I'll come back on this next paragraph. Would probably have been either first button on left, or bottom right button, arrow like.
    4. The clock in the middle of the top. I'm sorry, but this is probably the worse way to indicate "start your service". 1st because when you have button on the left and the right, you don't expect one in the middle, especially one that is smaller than others. And a clock usually means "pass time", not "start your day". So it should just do that, pass a day, to allow us to go back to mining/fishing, not start a service without going through the stock. Especially if I have enough money and just want to fairy grind, not to sell food for more money.
    5. Map, cf paragraph related.
    6. bedroom : cf paragraph related.
  4. Cooking screen, second most important part of the game. And so much things on the HUD that needs improvement : 
    1. Positive point. The way of trying to find out recipes is fine, recipes make sense, the count is working and intuitive.
    2. Purchasing buttons on the ingredients, no issues either, pretty intuitive.
    3. Once I figured out a recipe, I can see how much I have in stock. thats great... and it would be better if there wasn't a come back to the ingredient page each time I create a bunch of something.
    4. "prices and listings" button. The screen itself is clear, beside for 1 point i'll come back on later.
    5. Clock purchase time, clear... beside for some reason, the tick appears below the price, and if you go max time, there are 2 ticks for no reason.
    6. Now HUD on the right side... and the main issues. Buttons are clickable... but please make a real difference to know which option is selected. Just a slight change of a 1px on the border ? Really ? That's for the x1 / x5, but also for the "offer for sale". which is tricky to know what's actually for sale and whats not (and there is actually no use of not putting everything on sale anyway).
    7. The arrow button is probably the best thing, leading you in the game, at the bottom right, proper place.
  5. Serving game : 
    1. Ok, so this is supposed to be the main game... and the fact I had 3 questions on it is already an issue.
    2. The coin face, starting price too high. I haven't changed a setting in the game, I just went it, and they were already complaining. Quite tricky, to loose reputation, and therefore get even more angry face, first run, because base settings are not suiting default reputation. You lost reputation because it's too expensive, alright.
    3. the wallet face is just a coin face said another way, but worse. From the description, given, it means "i'm too broke to be here". Therefore, WHY LOST IN REPUTATION ? If the customer is broke, it's not "the price is too high". And same, because you start the game with starter price, you instantly lose half your reputation. Fair start, welcome to the fun (as it loops down, cause low reputation = consider too high until you reach 0).
    4. The "You gave the wrong dish face". I'm sorry, but maybe 1/4 of the customers pour this without interacting with them. just they go in, put the X face and leave. So I'm again losing reputation without doing anything but watching them complain. Actually similar to real life, but not game suited.
    5. Random scene while serving. When I do find the idea positive.... it would be better if the scene was related to the specie I served. if a catgirl was happy, why is a demon showing up ?
    6. beside that, giving food to the ones who wants it, reputation increase, these are intuitive.
  6. Map and outdoor area:
    1. CG house : Well, 150/678 CG are available. And... please make a "purchase multiple" button or something. I only had to get 150, which means 300 click. Poor people having to unlock all the CG with 2 clicks for each.
    2. Bedroom stuff : Well, you come here first with no money, you understand there are things to purchase, despite having no idea what they are for. And they are full cosmetic, so I won't say much about it. It seems to reset every day, an indication "you already have this item x time" would be great though.
    3. Fishing game, just move the mouse across whatever. I havent seen penalty for picking wrong things so kinda whatever. I think Ive been able to do a click once to avoid items, but havent been able to do it again. And right click stopping the game is a bit annoying.
    4. Mining game : with explanation, I believe you're either playing game on phone, or with a little screen, or you're an OSU master. Play the game on full screen with a 20"+, and clicking on the star when its up becomes near to impossible
  7. Bedroom : 
    1. And here comes the fun. First, if the fairy is free, let it be free, not "follower only". Because this lead to many issues.
      1. The fairy is removed each time you start the game and pick up the load. Meaning the game must reconnect to patreon each time I close the game.
      2. The connection request permission to access patreon every single time.
      3. Once the connection is done, you need to click a second time on the game for it to detect the subscription.
      4. I can understand the "but what if someone paid the game and then share the save" or whatever kind of fear, but at some point thats more than annoying.
    2. The thing you purchased blindly at the bedroom store actually have affection effect, not stackable. Could have been nice to know there where multiplier somewhere to know how to invest properly.
    3. When moving a piece using the special menu for it... Please make it so clicking outside of the item close the item range. Make sense in the button, the X when putting an item down is to cancel and delete the item, when the item is already here its to close the menu. Make it two time a bin, its clear, rather than whatever it currently is.
    4. I havent tried much to grind the fairy, gave her 5 (3 foods, 2 shells) items, got a displeased face for the 5, stopped there. Being able to give one per day and doing all the mini game again to try to give her once more.... well some like that, I dont.
  8. CG
    1. Art is pretty, haven't seen big AI mistakes.
    2. "Special moment", which I assume are the special rewards we get from serving customers are not saved in the CG, so a bit disappointing.

So yeah, overall, I see two games in once; The first being the tavern game which is passable but need big HUD improvement and bug correction. And a kind of house/decoration game which seems to have almost more effort than the main game

Regards

Ok, I'll ask few questions, and if I can understand how to go through, maybe I wont pummel the review and rate my own dumbness instead :

  • When selling things, what are the coins with angry face supposed to mean ? Lower prices ? On which items ? No way to know. And why are the starting prices already too high ?
  • What are the kind of credit card symbol with angry face meaning ? That I must unlock something to let them pay ? I've tried to purchase everything in the game, but half is room decoration, other half is CG. I've also unlocked the 8 recipes (unless the 8/8 is for "how much can be displayed" and not "how much exists").
  • What are the food x angry face meaning ? They want to purchase multiples and there isnt enough food on the board ? That's the only that might make sense, yet even with x5 available it seems not to be enough.
  • How am I supposed to mine ? Clicking on the shining star isnt working.

The fishing game might be the only things without anything to understand after the first lost, collect valuables, discard shitty things.

Really cute story ! I like the naive/innocent charm and jokes going on around that, the arts are nice, it almost follows the lore (even if I think there should be only 7 dwarves for some reasons).

  • Would it be possible to have :
  1. Downloaded version for offline play / not in browser ?
  2. Movements through WASD and not mouse only ? 
  • Not too sure why she only removes the skirt and not the top for showering (as she does have a bra), lets say because its magic.
  • also, maybe because im a bit dumb, but at the well quest, I was like "Ok, I have no bucket. clicking on the well do nothing, I must find a bucket, or find something to do with this frog" because all previous puzzle scenes were solved in one click only. Maybe something like "I can see the bucket at the bottom" or hinting that it is a multi-click issue would be useful.
  • The camera angles are sometimes going wild for no reason (like at the bucket, deep view in the forest), or too close (at the house door, moving to the well could have a better camera adjustment).

Curious to see how it will go, nice to see a kind of "adventure novel" !

Cheers,

Ok, so I played it, and it was a pleasant surprise. Still many things to share : 

  1. Suggestion itch : Please keep the versioning using number, not "demo". As I mentioned previously, "demo" usually mean "the game exist, but you have a limited version, pay for more". When saying "this is version 0.1", people understand "ok, the game is on going, I will try it, or I will wait until official release", and it also help tester to know "Ok, I played version 0.1, its now 0.3, lets see the change", which cannot be done with "demo".
  2. Bug : There is a text translation issue in a random event. a white line appeared on map screen in Russian saying I earned +20 something. No idea what it was nor how to reproduce it.
    1. Suggestion : Some more event would be welcomed. And with better reward (the mushroom event with +4/+8/-2 food is a bit cheap when encountered at day 40+)
  3. Potential bug with food. Be at 30/50 food. Take 12 goblin, send them for food gathering. have them come back... get +5 food. When I agree than goblins may eat a lot, my daily consumption is around 9, I'm supposed to bring 44-130 food, I should reach 50. I think if the total is above the max quantity, the game just fuck it up. (or maybe they ate it all on the way, who knows).
  4. Softlock in the game : 
    1. Clear assault 2 with near max threat.
    2. Village start a raid against lair within 2 days.
    3. breeding takes 10 days, impossible to have more than the remaining troops.
    4. After assault 2, the raiding troop has over 8 people, making it difficult to clear with 10- goblins (as you just did the previous assault, you aren't really ready for full scale war).
    5. You cannot win the fight, and auto save is the day before the fight, on which you can do nothing. Only way is to pick up an older save (assuming you haven't saved right after the assault being successful) and pray.
    6. Suggestion : When assault is still on cooldown, do not allow the villagers to attack the lair / reduce threats (they just got their city destroyed, they should focus on themselves, not on taking revenge, damn peon).
  5. Suggestion : For the merchant, I would like an option to sell the food. In early game, you struggle with money, not with food.
  6. Suggestion : Difficulty/lore wise, it would make more sense to attack the farmstead before attacking the village. Weak goblins shall be afraid of cities, when a farm is more accessible to plunder. (and maybe put some cows in the assault). And it would reduce the death risk from 5% to 3%, which matters a lot in the very beginning. (yet it would still make it with even less gold incomes).
  7. Suggestion Auto pickup option : The option will always take the first goblins. When I agree this is the easiest way, its not the most optimal, as thin goblins grants less success change than large goblins.
    1. On the same note, due to goblin difference in strength, a way to sort them would be welcome, and thus would make it easier to place them on fight scene.
  8. Suggestion wording : For more consistency, "axe goblin, spear goblin, mass goblin" should be used instead of "thin / normal / large" (or the opposite). The death screen after assault doesn't use the same wording. Unless this mean we could, in the future, change the weapon for the same kind of goblins (like giving slings/bows to thin/normal goblins) ?
  9. Suggestion Captive : When doing assault 2, there was a female huntress I couldn't keep due to my captive room being full (I wont start an assault before having enough troops, so I have 2 captive to breed them). I'd suggest having a way to "release / change captive", so maybe some "NPC captive" could be taken, if thats a future idea. if all captive are forever the same without interaction, then no point.
  10. Suggestion Captive : After enough breeding/days, captive could be "freed". Kind of Stockholm syndrome / maternity love, leaving room in the prison, allowing us to send them do errands, or maybe even spy in village or such. Might be some requirements like "breed 5 times and always well fed" but putting the idea here. it might also unlock "willing sex scene".


Overall, promising game. Need a bit more of content to not feel the "I'm just passing days to get children", but that's normal in early version so not a worry.

Couldn't clear everything and get every codex inputs due to the softlock mentioned early (and obv I was running with a single save so RIP). Also I dont know if its intended or not, but the gallery havent loaded anything. Maybe it requires the huntress to be captive, or its for future dev or idk, but that's secondary.

Regards,

2. How to trigger idler mode : Get 4 ranged heroes. Put one at each spawning point of the road instead of putting them near the castle. gg wp. If you stack the heroes one near each others, there is always one doing nothing. If you put them near the castle, they end up doing weird thing. Alone with only one road to cover, they just clear 95% of it, leaving only 1/2 elites sometimes which get cleared when the rally triggers.

3. About the camera, playing on windows computer, moving it with wasd on keyboard.

5. I'm talking about bond yes, but the "remaining before next bond" is unclear. I did notice you needed to have the hero clearing a level for it to level up, and thus making the War room even more useless (as you could neither level up your hero bound nor get enough useful ressources).

6. You may respec, loosing all your ressources (which in early is way too much when you struggle with scraps). And in "late game" you can't see if there could be more interesting nodes because you're limit capped at 50, and you cant see the "higher tier augment" without unlocking the starting nodes. So if I want to explore the whole tree, to know what kind of build I want, I have to fully explore it, lose all my ressources to make a map of it, and then choose what's the most interesting. Pretty ineffective. And again, difficult to justify having 200+ nodes when you have to choose 50 among them (and the heroes tree have more than 50 nodes in itself).

7. So there's 2% chances to summon an SSR (not featured), there are (at least) 20+ SSR, so that's 1/1000 to pray getting one I want. That's pure gatcha mechanic. i'd rather have a "leveling reward" with heroes (which makes it easier for the story to make sense), or at the very least a "pay your ressources to summon tier", so I might pull an SSR for 150k craps, but I would know its one, and choose to sacrifice leveling heroes/upgrades for a pull, rather than pray on luck. But that's my personal opinion and I agree to disagree on this point. 

8. Well the story boss got wiped in afk mode, probably some adjustment to do, as it got killed without me having to look at my screen and notice he was there. And I know the sit together is a shared scene with heroine. But please put some effort in the written scene itself, when Alula and Rufina are supposed to be the starter heroine, having a blant "yeah, you won, you killed more monster than me. thats fire. lets write a page about it". Sorry but its lacking for a bound 8 event in a NSFW game x)

(1 edit)

Question, is the demo a demo, aka a presentation of the game but not fully available, or is the "demo" an early version still in dev, aka "beta, 0.1, pre-release" ?

Holà,

I'll give a quick review, as the game has some interesting points and some way more questionable. To sum it up, as it is now, it's a kind of gatcha game with an idler tower defense to collect ressources. rating 3/5, playable, but no purpose.

  1. Wood into plank into useless.
    1. The castle building is understandable and common to any mobile game, to give little boost etc. but you can complete all the castle before wave 15, and then you have wood and cant do anything with it.
    2. Please add a button to convert all plank at once. when you convert 35k wood by 700/click... a bit annoying. (and that's the amount earned in the stage, not like I stacked them).
  2. Is this supposed to be an idler ? 
    1. At first, you play the game, you try to understand, you spam your spell to clear, you struggle at the first change of map... and then you unlock the magic mastery saying "reset spell at each use" because killing 50mobs is a joke to get the refresh. and then you start to understand that leveling heroes at lvl 40 and auto rely makes it an idler where you can afk. And so, starting map 15, it just becomes an afk farming, without being able to speed up spawn rate / skip the battle.
  3. Please fix the camera.
    1. Why is the camera stuck to follow the road? We're having a drone view, being stuck because there's an house on the ground make no sense and is pretty annoying.
  4. Why are the "afk ressources" kind of thing so long? This is a single player game, in which you collect ressources by thousands starting some levels... and in the war room it takes 4h to collect 250 wood. I don't understand the use of the war room at all beside locking units out so you cant up the bound to collect gallery.
  5. Bond level : How is it working ? There are gifts you can give once a day, some you can purchase using real money... or you can just spam games and it goes up on its own, and doesn't follow the "17 left" as i have no idea what im supposed to do 17 times but clearly not 17 runs (as I have 5 heroes lvl 10 at lvl 23 when unlocking some midway).
  6. "200+ nodes to build your perfect castle" is said in the description... well this would only be if we werent limited to 50 nodes in game. And as I said earlier, the game quickly become an idler with heroes, so nodes like HP, wardens (seems to be some traps, not even sure what they do), magic quickly become useless. And the "respec" which doesnt refound any ressources... "the 740.000 scrap metal they cost stay spent". When it's supposed to be the main money, that's not cheap.
  7. The "featured summon" last for (at least) 2 weeks ? And what I'm supposed to do in the meantime, if I want to see other summons, as some scene are locked behind the summon requirement, and I have absolutly nothing to do anymore ? 
  8. Where's the story linked to each summon ?
    1. The main story introduce some char you might never have seen. Like the kind of orc, havent seen her (and she appears on chapter 5, so I would have expected her to be a R/SR at best). The garden girl is an SSR, assuming she wont be there in 2 weeks, people wont know who she is either. Even Rufina/Alula are not given right at the start of the game like the story suggest.
    2. Why is there boss fight in the story and not in the game? It would make sense to have mosses at some waves/stage and not only "bigger elite" who get OS like anyone.
    3. The "bond sit together" is probably AI generated and with a bad one. Like, between Alula and Rufina, which are the first important heroes from the story... well you know whats inside and low effort it is.

So in the end, im left with a bitter taste, because what could have been a castle defender became an idler/collectible gatcha, and the whole construction/personalization/spells just become useless.

If you lost it before fighting against vesper, it's a bug. If you lost it after fighting vesper (the slime fight you lost), it's normal, that's part of the story, and I invite you to read the lore for the explanation. 

Holà,

Played the game quickly, and when the idea is interesting, there are many things that might need improvements. 

I'll assume we aim for an "idle auto-battler" for the suggestions, which means I should be able to put the idling mode on, go grab a coffee, come back, and enjoy the auto grinding. Thus : 

  • A way to turn off "auto use ultimate move". because using it on a mob with 5% hp is a waste.
  • A way to turn off "auto use heal pack". Because when I'm grinding for stats to take down the next level, I don't want my heal packs to be used. 
  • A way to set "preferred route choice", or just a way to loop at current battle level. Else it's not really idling if I have to check every 5s for next route
  • When I can understand the idea of minigames to level up, the "must heal before going back" is against the idea of an idler, as you have to be here to heal yourself.
  • A way to auto-grind cleared level / stop going to next round. Without the "auto grind", we just watch ourselves die again and again and again on a mob we know we can't kill before farming 20 times the previous levels. And there's no way to leave a fight in the middle.
  • Currently stuck at lvl 5 so it's fine, but assuming each girls act the same, the "banana grind" will be even worse than the xp grind without a way to auto-farm (105 banana per girl for lvl 15, with assuming each level cost level banana).
  • (Inventory related) : Please remove the red dot due to crystal use in the inventory.
    • First thing, I don't know why the "use crystal to get stronger" is in the inventory and not on the char tab
    • Second thing, if I want to wait to earn 20 crystal to upgrade an item, I don't want a red dot because I have 6+ to get stats
  • Please remove the red dot on patreon / don't display gift if not patreon.

Beside this, the graphics are pretty and funny. The animations are fine and already display possibilities for future updates (like use of different weapon, different power, etc).

On the side, when I can understand the idea to promote the patreon, seeing my inventory locked with half "patreon-items" is more annoying than something else, Id prefer them invisible.

Regards,

Holà ! 

Little feedback on the 0.15 demo version. Honestly interesting game, even if I suck at infiltration things. I found out 3 endings, propably missing some as I haven't been able to get neither of the 2 pets CG even when doing the pet end.

Yet a lots of things I've noted as feedback for the future version : 

  • I don't mind seeing Ai cinematic... but there are lots of issues with matchcut. Take the scene where she moves down the carriage. Carriage goes past the fountain, then it move back when kira steps down from it. Or the weird mumbling when they are speaking, between each lines, when they don't say a thing but their mouth move. Some adjustment could be done on this.
  • Menu top corner isn't working. If you open the menu, it will only trigger "take off/equip" when clicking on the tabs on the side, instead of actually showing menus. Esc menu seems to work.
  • Please increase the font size. I don't know what kind of screen you're playing on, but the font is really small for a big screen (might be an "no scaling" issue or smth).
  • If you turn portrait off, then turn full screen on/off, portrait goes back to on.
  • Optional : for the shop, a "all" category, to see everything at once, could be interesting. On the shop as well, there is no "click to lock option", just a "last hovered". Making it difficult to buy the first items in the accessories.
  • The $1 necklace should actually give force to be a better "trick/scam". At first I just ignored it because there were no stat displayed, when others at least gave +1 def.
  • The entry of buildings should be moved 1 square further. not in the street, but when the player try to go through the door. Else you can pass in front of a building and enter it without it being the intention.
  • The dialogue are really robotic. Understandable once in assistant mode, a bit when in puppy mode, but "normal Kira" sounds robotic as well, and so does the researcher and such.
  • Watchman defeat dialogue "you recover $12" is wrong, the gain are the ones at the combat end screen, not what the dialogue says after.
  • After reaching bad endings (both assistant and pet), the NPC sometimes goes in moonwalk when walking from different point, especially if they gave an order to Kira and then moved away.
  • "Fight the doctor" at hypno 3, first thing asked is to open up the coat, when the player is naked at hypno 3. Also, in this fighting at hypno 3 => Translation issues, the little lines are in spanish even with game in english.
  • When playing Molly to save Kira, journal doesn't update properly in the task list. And I haven't been able to find the "formula" to save Kira in any room. I thought it would be in the room with all the chairs, but nothing shines and when I tried to select on different things, never got anything.
  • Actually, journal doesn't update if you reach a bad ending.
  • As it seems there are different endings, a gallery would be nice to know which endings are missing and such (as I haven't found out how to get molly into petmode to have them both like shown on this page)
  • Petplay, music masturbation scene, no more tail/collar/ears on the artwork.
  • For the petplay bad ending, the "find the vial" objective is a bit tricky. I once had it on the 2nd room, used it, failed to escape... and then no idea where it went. And it's almost impossible to reach the 3rd room without triggering bell/night/dance event.
  • Some way to skip dialogue/fast forward could be great, especially because there are multiple ending, so doing things again is a bit long for some dialogue/walking time.


Overall this is a promising game, lots of funny ideas for nsfw/corruption content. Some clarification about the "what to do/where to go", once leaving the "human path" would be nice, or a gallery to make sure we aren't missing anything. Little animations are fun, CGs are great. Combat would probably need some improvement (as I don't see the purpose of the skills without weapon if we're going for the winning route).

Cheers ! 

Some people takes hours making games, I can take few minutes to write back what, I believe, could be interesting for them :)


Reading back what I said, and there's something I was wrong about. I said "Aphrodite can kill everyone". That's not true, Aphrodite doesn't win against Ophira, making Ophira the strongest card in the deck with 3/7+life steal.

Also, when I like the idea to pick between Waifu or Tactics, to get a 3* battle score against multiple foes your first turns are necessarily waifu/waifu to cover the 3 lanes, as you can't pray for the lure card with a 1/3 chance to avoid taking summoners damage, mobs starting with 2 waifus down and filling the 3rd line the next turn.

An idea to change this, and give Aphrodite a little more than just be " you're a card", would be something like "free roamer", allowing her to change slot once per turn/combat. Lore option: Hermes boots, as Hermes is one of Aphrodite lovers. (She would still lose to Ophira, but it can gives more opportunities in the future. Idk if "switch position" for allies/enemies was planned in future tactics)
and makes Rosie fight even harder to balance, sorry

Another thing I thought about but it's more "lore accuracy" than something else. Vesper fights with 5 mobs, when our deck maximum is 4. If we consider "she is more experienced than us", that's a justification enough, yet she doesn't use any tactics to "show experience", but keep on teasing us how better of a trainer she is. But I can also understand that turning a NPC into an AI smart enough to use tactics properly is another level and probably not the priority :')


If i can help with anything else, let me know, else good luck for the 0.3 ;)

(1 edit)

Holà !

Version 0.2 is public, so Rosie is dead again, thanks ! :P

The battle system change makes more sense lore wise, waifus fighting and us giving tactical command. And it looks less like a "slay the spire", more like a TCG.

Full feedback below.

  1. Summoners : Exclamation mark if 1 point even if all upgrades cost 2
  2. Even with the "4th get your waifu" unlock, with 3 waifu in deck, there is a chance to have the 3rd waifu instead of the 1st in your hand (and the waifu is not necessarily top deck either)
  3. Lure isn't cyclic : A waifu on 3rd slot can't jump to 1st slot even if it's empty, if 2nd is taken. Lure doesn't allow to choose left/right if two option are given, and always go left if possible. This make the waifu placement way harder, I dunno if that's intentional or not, so I noted it.
  4. Max level 10 is annoying, we can't get the full upgrade (especially can't get both the card upgrade + the auto sex). Max level should be 18 for all the unlock.
    1. Not sure what the "bed travel" unlock is supposed to do, the fast travel already exist in the map. (haven't been able to unlock it so really not sure of its use).
    2. PS : no n00b no arnak zap Astrub no test avant (I swear this is a Dofus zaap)
  5. Leveling : With current system, it requires 3 night for lvl 1->2 and 2 nights for 2->3, which goes against all the logic for leveling up.
  6. How to win rosie fight :
    1. Nyxara 3 vs Nyxara 3 = stalemate. Second Nyxara in row never comes down.
    2. Ophira 3 vs Rosie = Ophira win. then stalemate with ophira 3 vs ophira 3.
    3. Aphrodite 3 vs Ophira 3 => Let aphrodite hit twice, Ophira 3/5|Aphro 4/1. Then shield aphrodite, Ophira 3/1|Aphro4/1. Retreat Aphrodite, Ophira hit the player 4/4. Put back Aphrodite, Ophira dies. No one left in row, Aphrodite kill vesper.
  7. Meeting Rosie at the gym : The dialogue must have been from the v0.1 before the whole rework "I spent half the fight hitting you shield", when Rosie only shield turn 1.
  8. "Survive a day without Aphrodite" => go to sleep instantly complete the quest. hardly surviving. but this quest made me laugh. I don't know if I missed some event this way or not.
  9. I was expecting something with the "don't go in the forest with only one waifu", a bit disappointed.
  10. Titania cowgirl looks more like anal doggy. And titania anal is a pussy fuck (even if I understand the "anal" behind).
  11. Card balance :
    1. Slimes ! Mochi is 2/10. Rosie is 3/7. Both start with shield, so let's ignore it. Without any tactics, fairy or other things, Mochi wins against Rosie (so the "normal slime" is stronger than a rare slime).
    2. Succubus : Ophira is 3/7 with life steal. Nyxara is 2/10 with lifesteal. Ophira wins against Nyxara (again, normal card being stronger than the rare one, even if there are more nyxara now than in 0.1). As lifesteal is a stat scaling hard with the damage, i'd swap the two. Ophira becoming a "tanky version low damage", Nyxara being "agressive version less hp"
      1. Why does Ophira heals on PvP (when Vesper's ophira hit the player, she heals) but not when hitting in PvE (when mine hit wild mobs HP, nothing) ?
    3. Aphrodite is 4/7 which is overall fine (able to kill everyone, fitting her description).
    4. Kiki 4/6 + leap... overall I believe this is a bait card, you do at best 12 damage without killing your opponent, when any sucubbus will just outsustain given enough turn, if not in a stalemate.
    5. Fairy : 0/10 and +1 surroundings is alright. I might have given her a "1/10" at level 3, so she can at least break shield and not just be a punching ball.
    6. Change suggestion (Rosie x Kiki) : Rosie Shield refresh every other turn (give a real buff compared to Mochi). For Kiki instead of leaping as a "counter", bring back the "double attack". So the shield is meaningless in front of her. For stat, if we want kiki to be able to kill rosie, 2/7 is enough (real value 4/7, might need to buff aphro a little). 2/6 with dual attack would mean loosing to rosie, so not a real counter.

Next month let's win the Arena and win Rosie (even if I believe Vesper will just lose before the final, so we don't meet her and she doesn't have to do her bet, vile vixen).

Regards

Time for a second feeback.

Overall, the game is a solid 4/5 (did around 12h, haven't cleared slaver/outlaw route), but I've got a mixed feeling with "The game was supposed to be a visual novel with lots of story/scene and some exploration content in the between" and "The game is a not-balanced RPG with a detailed story", as it quickly turn in "who act first to OS the opponent", both from our side or monster side (on F8+). 
I especially got this feeling during the "search from the cult" scene, when it turned into full story mode without interactions anymore.

Some points I've noted during the run that could be criticized : 

  1. A way to know where to go/ what to do would be nice, once the manor is unlocked. I see in the option "Fialeja guidance"... except Fialeja is nowhere to be seen. So at this moment, I've done a meeting as mercenaries escorting the princess, and I have no idea if i've reached the end of the current version, or if I must spend 5 days sleeping to expect something else to happen.
    1. back to previous comment, I can understand that "the gallery is for patreon", but the gallery is also a way for people to know if they've finished a game or not, especially in a "explore by yourself" kind of game. Or make some achievement, or anything.
    2. Once the game turn from a "explore and find" to a "sleep and wait" kind of game after unlocking the manor. I spent lots of time turning in the city until I've ended up spending a night to see there was change, when time never mattered before (beside for an afternoon chimera).
  2. Sex animated scene : 
    1. Please allow a skip button / make it so pressing space skip the scene.
    2. Please do something about the sound effect. half the time it sounds like a camera Shutter effect.
  3. Arts issues : I know it's Ai generated, but there are still some issues. 
    1. In the long story scene, when the Chaos attack the main city, before helping them escape with the princess, the MC ends up wearing the same armor as the attacker.
    2. In the sex scene with stephanie, she turns from a harpy (feather on forearm) to an angel (wings on the back, normal arms).
  4. Music : I do like the fact there are lots of music available... but please make it so they don't stop as soon as we change area. Else we are stuck unable to move if we want to listen to a specific soundtrack (both in inn or using items).
  5. Video : I'm not sure of the added value of the voiced video when finding back your friends in the capital.
  6. When picking a route, it would be nice to let the quest symbol above the NPC if we're just "thinking" about the quest. Else you come back later and you have to check every NPC again to find which one was giving the route. Another option would be to Create quests "join the mercenaries/outlaw" and make it failed if we're joining the opposite faction.
  7. Melissa and Sasha HP pool are too low. I can understand for Sasha, she's a regular mercenaries. But Melissa is the only healer (and viable mage with base intel), she can't have a HP pool so low she get OS by any late game mobs on F9/F10 (especially when her passive says "max hp bonus")
  8. There are some invisible wall in the forest making pathing troublesome (Especially one on the left side of the mercenaries camp, aligned with the 3 little trees).
  9. No ranger/gunner ? I saw in the game a whole building for selling spell/weapons for gunner/archer, but unless we turn our MC into one, there doesn't seem to be one native in game (maybe one of the gun who's said to be a dragon hunter, but I haven't seen her anywhere in the game, and you get a gun when clearing the Mine camp, so way before that).
  10. Mobs level are totally meaningless / wrongly adjusted. Mobs on floor 8-10 are around lvl 20, they can OS lvl 40 hero/arokha. And some "late game quest", such as the one with the slaver, NPC are way too low level to match the player progression.
  11. Leveling : 
    1. Stats choice possible in Strength, Intel, Wisdom, Charisma, Agility. I believe Def should be available and not Charisma (especially when Charisma is used to convince souls / earned through sexual favor / quests).
    2. 3 points are quite meaningless when dealing with value in the 100/200 from the start.
    3. Loop issue: when leveling up, you have to "assign 0 point". The end condition is wrong on the loop (should be >0 or >=1 point left not >=0).
  12. Quest issue : 
    1. Taken by the outlaw. I'm pretty sure I've never taken this quest, but it got completed when dealing with the kobold for the "stolen supplies" quest (as you just past in front of her).
    2. Book shiny effect : The shining book in the manor is always shining even when there is no quest, after receiving the firsts one. but the book is not shiny right at the start, and it's still shiny when there are no quest available, making it unsure if there are actually something to check or not.
    3. it would be great if NPC were repeating their last quest hint when talking with them again. Sometimes you talk with someone, you save, you go sleep, you go back, and you're like "the fuck Im supposed to do". Especially during the anti-slaver quest, when the main quest is "help xx", without creation of a detailed quest.
  13. The customization is overall a good idea, but it's way too difficult to manage. In the end you end up using gems on item you're sure to keep and can't put them on armor/weapon that may change at any time :
    1. If you put sphere on a gear, then change gear, the sphere remain on the previous gear.
    2. No visual clue if a gear has sphere on it or not
    3. No way to quickly clear a gear slot.
    4. The "weapon augment" appears like a slot, making it unsure if there are other things to augment a weapon or not.
    5. The whole idea of "item breaking" becomes  meaningless when all the important gear are unbreakable.
  14. Items issues / recommended change :
    1. The gloves of Waves, which are meant to be an item for caster (sole item with MP regen), give too little intelligence boost
    2. Every items for cooking (ingredients), crafting (ore, gemstone) weapon/armor part => No way to craft anything in the game. Purpose ?
    3. Healing ring probably has a bug with its healing effect and should be 1% instead of 10%, as the "ring of life" which is supposed to be a better version gives 2%.
    4. the waygate crystal shouldn't ask to be used on someone.
    5. Veria shop : missing Tonic of Agility. Tonic in constitution is available 2 times. ==> Tonic of constitution should give more than 7HP when the average value is 4000.
    6. Should mana pots work x2 on Melissa ? Her passive is "healing effect x2" but...
    7. The "Sword of the blinding light" is way overpowered from how fast it can be looted (I think I got it on F3 or F4), the light element just carrying all the story after. On another hand, the "Light sword" from killing the slaver is the downgrade version, which you acquire after (unless there was another way to grind 100k gold without climbing/looting the dungeon).
    8. The Chaos stone to sell at the adventurer guild are sold at the same price at the merchant, making the guild useless (as it's more bothersome to try to sell them by 1-5-10-50 when you can just sell all at the shop).
    9. The key item listing is messed up : Veria floor 1-4, Setto training ticket, Manor deed, little black book, Veria 5-10, chronicle heart. Same the waygate crystal is lost in the middle of everything. It would be nice if the waygate, little black book, emergency button and chronicle of hearts (and cheat dice) were at the top, and whatever else could go down. 

Hope this can help for future updates,

Regards

(2 edits)

Holà,

Was trying the game v0.8.5, got a softlock with this situation : 

Day 11, Richard 2/12 asking to wait for the weekend, Rose 9/17. I found richard at the tavern in the evening, which triggered Rose "cheating oral scene". This scene ends at night... and I instantly triggered the bbq scene (even though I'm on thursday). But the BBQ scene require you to bring Rose outside (which is not possible because at night Rose is in her bedroom and locked). And I can't sleep because "I must help richard".

EDIT: Added the game version

(2 edits)

Thanks for the quick answer ! 

Tried to play a little more with the explanation, so not much more but :

  1. For the step speed, default value to 4 is way better than 10, and to know this option means "you'll struggle when walking" isn't clear. At least it's more comfortable, thanks ! 
  2. For the softlock : Equip ring of vitality (the one recovering 10% hp/turn). Then in the minotaur cave
    1.  floor 2 : Treant Entangle. The group might end up killing you, but if you've killed one of the 3 mobs before getting paralyzed, the other 2 are not enough to kill you.
    2. Floor 5, the Chaos Priest does no damage, it spam control effect. Both Chaos Insanity and paralyze can lead to a soft lock as you heal way more than its damage. (and so i'm currently unable to get my own minotaur horn without buying it, as I can't pass the floor 5).
      1. EDIT : Been able to pass after 5 tries, praying hard enough on crit/agility strike and no use of para.
    3. Floor 6 . Random chaos monsters have para/entangle spell leading to softlock anytime one is used.
  3. Maybe I'm old/with bad eyesight/ the only one playing on TV, but the minimap is quite small (after purchasing the map at the merchant to collect the orbs).

Holà,

I haven't played a lot, mostly the intro and a bit after, but there are already so many things to say.

On the positive note, the songs are really nice, graphics are nice (even if AI made). Story is really detailed (maybe a bit long in the intro ngl). Multiple games mode can be challenging.

Now on all the things that need attention for improvements : 

  1. Why is the game so laggy ? Every time I change zone, the game is stuck for like 2s to calculate all the light effect and such. On the same note, trying to move with WASD on the world map is like there's a 0.1s stop between each step making it full shaky. So moving with mouse button is mandatory not to throw up.
  2. Opening the menu is laggy, for no reason, taking 1-2s to open, which is pretty annoying for people who like to save often, or just look at stats, or try to understand what Im supposed to do when I'm lost and the quest is "go find your family".
  3. Some stats cannot be increased when leveling up (def/hp), making the initial build and "build who you are" unfit. Some stats are totally hidden and can't be checked (crit%? It's mentioned in the "dummy guide for stat, no way to read it).
  4. Soft lock in the minotaur cave (and the reason I've stopped playing atm) : Going it at lvl 9, exploring down... until I face a chaos priest as floor boss. Stun, stun, para. I have 4000 max hp, I take 5-30 damage per hit... but I can't play because I'm paralyzed 100% of the fight.
    1. If there are conditions to do something, like "Cannot progress until having a mate" or "You need to have XYZ item in your inventory", it would be great to be warned, instead of just putting a boss taking 30min to kill you.
  5. Still in the minotaur cave, why are enemies displayed as human when they are monster? I get there's an illusion spell or something going on, but some monsters are shown as monsters, some are not. That's sad, considering the effort put to display monsters during the tutorial to know what we will face.
  6. Please change the default binding for dungeon crawling. In any kind of these game, you go WASD for moving, and QE for the other movement (if A is rotate, Q is sliding, and reciprocally). But here, we have WASD, Q and.. R, because E open the menu (and lag when doing so).
  7. For dungeon crawling, I saw there were a map at the shop, so I understand we don't have a fully revealed map when entering the area but... would it still be possible to have a map when crawling through the dungeon? I'm pretty sure any crawling game show the path you're going through at the very least, to avoid turning in circle and not knowing where the exit is (especially when the only other ways to exit is dying or using the "broken game" item).
  8. When I went into the swamp, I got a warning for tentacle scene. Okay, understandable... except there are two things going on with this map :
    1. If you say no to the warning (because I thought it was a boss and wanted to save), you can't trigger the scene anymore
    2. If you say yes, and there is a mob alive on the map, the mob will trigger the fight during the animation, leading to a bug at the end of the fight (scene on display, but character movable, scene not progressing anymore).
  9. Maybe it's a side feature because I didn't go deep enough, the crystals are said to be some kind of teleport point. I activated two (one of each side of the river)... never found how to use them.
  10. A bit unsure why some mobs get OS and some mobs takes 5 hit to die in the same area at the normal level (with a hp/tank build, and not boss monsters).
  11. No idea why sometimes monsters or myself hit 2 time (Me/mobs/me or mobs/me/mobs) in the same turn, making some fight totally random about the output. Counter attack chances? in DE1 counterattack was "negate damage and counter" not "take attack then attack back". And there's no line saying "XYZ counter attacked" for clarification.
  12. no idea either what the big square is about under mobs HP. I thought it was for actions, but then I've been able to "break" one during a fight. Some clarification about these would be welcome.
  13. Bonus : Some explanation about routes would be great. You have to choose pretty early between at least 3 routes. there's a warning "careful, if you do that, this route become impossible"... but does it mean I can still take the 3 option or can I have only one route at a time ? Are they all mutually exclusive or can some be done at the same time until later on ? Maybe a kind of "roadmap"/gallery on the title screen, to show all the possible outcome (as the gallery already exist as an in-game item, something on title screen sounds more logical given the multi route).
  14. In the intro, after gathering people, the story goes "let's kill slimes". okay, let's kill slimes.. and kill them... and again... on an infinite looping map. And only after some time wondering why I've seen 3 times the same char when going only on my left I've went back to town, to learn there was ANOTHER quest "pick berries", which was what was actually required.
  15. Still in the intro, I get that MC was training since young... but why do I have 1k HP when other have 30 in the tactical battle, and I walk at 50% of their movements ? Why do I OS every single mob, so I don't know what's the difference between a skill and a spell (and I think it's written skill twice in the tuto). Why are all my allies playing on their own in all the games mods ? Does it mean any ally in the future will play on their own as well, or shall I learn how to play different kind of things ?
  16. The debt quest... the debt is far for being enough (even if +2 char as reward doesn't seem much). I was able to pay back the debt just with the loots from the tutorials

I might play again at some time to see how the real game goes, but I'm surprised there are so many issues with less than 3h of gameplay for a game over 4 months old.

Regards

Some answers from the previous comment and some more things with a second run.

Haven't tried full fury yet, but F&Monster is working on image generation. Just that "special traits" you acquire through the game gets buggy quickly.

Combat + stats : I would review the whole purpose about the meaning of the stats : 

  1. The stats are meaningful. So there should be some "hard code" about them, like "floor 0-10, expected stats 0-50, floor 10-20, expected 50-150" etc. Then if the player doesn't grind the stats in town, they get crushed further in dungeon. On the opposite, someone taking time to farm, to use the story to gather gold and such, will have an easy time to reward them for the efforts. An OP char is OP because people worked hard to make it OP.
  2. The stats are mostly for show. Then remove the hard grinding through the guild. And like many D&D like, actions are based on a dice roll. The stats would be kept within 10-100 range, slight modifier with level/gear impacting dice result (like 30 agi = +3 for trap detection, 50 intel = +5 runes trap, etc). And then, there is no OP char anymore as there are barely any grinding, mostly luck/dungeon leveling.
  3. For skills and such, the Ai is capable of saying "generate a skill based on strength/agi". then the "combat Ai" shall use the description of the skill to determine output based on player stats.

Servant stats : 

I understand the AFF, NPC_COR, Desire and obedience stats for the servants. But then, in their card, all the "combat stats" makes no sense (str, agi, etc.). In the same way of thinking, the "warrior path" sounds like it would be helpful in fight, when its not. Maybe change to "training path" or something. And it's once again related to the previous part, "are stats meaningful?".

Resting : 

If resting is also a dice roll, then the AI should adjust the way it's generating the text around it. Sometimes I got "disturbed" to be told "The area is clear / you got protected by X / The monsters surged and bowed at you" while resting... well then I should have been able to rest. I understand the "you're in a dungeon, therefore rest is random". But if I spent 5 turns trying to secure the area, putting people on guards, building a nest, putting my own traps, I'd like to feel rewarded by a sucessful rest, not to be disturbed by a winning text (even tho it sometimes gives gold when trying to rest, so not a big lose)

Narrative scene : 

If we keep the option to interact with the people, then I'd like to suggest a dual path based on the "forced fight" : 

  1. We fought and win. Then the scene is no more "Clash with a Standard Guardian — there is no way past them." but "Clash with a Standard Guardian — they are defeated"
  2. If we avoid the fight/go past them, then its no more "no way past them" but "successfully avoided" or something.

But the "no way past them" is not accurate as we just fought/avoided them the second before

NSFW : 

I wasn't talking about the "adult protection" which is legitimate, more about the "choice of words". Using a prompt like "Use explicit, direct, crude, and obscene language for anatomy, acts, and sensations. No metaphors, no euphemisms, no purple prose. Prefer raw terms (cunt, cock, fuck, clit, ass, etc.).", I managed to have a sex scene that sounded like a sex scene, and not like "The merchant embraced your heat and leaned into your body, accepting intimacy as a way to seal the exchange", when it was asked to "fuck my pussy like a slut because I'm broke". That's something to deal with in the core prompt, to adjust language based on the scene I believe.

Mimic : The picture generation of mimic is often hilarious. I had a chest opened with a kind of big cat head surging from it with open jaws. That mimic change form to lure people, that's fine, but the lore image generator should be trained to know what to do when reading "mimic", be it to keep the chest form, or to move to whatever other form was taken.

base construction :

  1. When you follow the story/goals, you're sent into the dungeon. Then you're asked to come back (the goal for going in dungeon  and coming back at base don't update btw). And once you're in your base, you see the "build your base"... ... ... and nothing, because coming from the dungeon is at evening time, and you can't build at evening.
  2. I wake up. I'm broke, because I've updated my gear after coming back to the dungeon, etc. Then I go in the town. I spend time earning money through the lore mode, I go back to the base.. and I can't do anything either, forcing me to sleep. And thus I'm never able to know *how much money* I need to upgrade the things I want before going to sleep.

-----------------------------

Menu/display issues : 

  • Lore menu :
    •  Summary works.
    • Hero and gear is written half in english half in polish (base skills are in polish, things earned through exploration are in engish). Sometimes everything translate back into polish.
    • World library, the world rules are 100% in polish (and hard coded it seems). The other features are random, sometimes english, sometimes polish.
    • Characters are 90% polish. Sometimes I get them translated, but rarely.
    •  The "back" doesn't work. You need to close the tab and opening it again to change from hero & gear to the world library.
  • Please put a warning when using the guild/base menu when in dungeon "do you want to leave the dungeon?" or something. It happened multiple time that I wanted to check something and just ended up out of the dungeon.
  • Need a menu to interact with the whole interface. Currently the way is "Guild > go back" so we can use the market and other things. I also once managed to go on a "outskirt" menu, no idea how I managed it, and never been able to move back on it.
  • the "GM is writing" is "GM pisze".
  • The "servant job" menu is not size adjusting / scrollable. With 4+ servant there are size issues.
  • HP bar issues : There is 2 HP bar. The "100%" from the HP bar displayed is not the real "100%". I start fights around 95% hp even when fully rested.
  • Mana consumption doesn't work, skills are used for free. Mana traps do reduce mana to 0 sometimes though.

Lore generative issue (random appearance) : 

  • (rare) In the proposition : Player STR: T1] "xxx"
  • (common) In the lore DIALOG [Mercenary Leader]: xxx
  • Got a "FX SKILL | xxx" once

Dungeon exploration : 

  • Some more "save point" would be nice. I went from 11 to 31, and the "go back to town" still says I would lose all the progress. Also, I haven't met any boss/elite to turn into a servant from all way between these floors, despite story mentioning "BOSS" multiple times.
  • Some sentence trigger a "next level" without being the purpose of it. exemple : "Arch my back and press myself deeper into his grip, letting the humming warmth consume me." ==> moved to next floor

"How to beat the game" : Go on a side, spam click until you pick ghost to have all the fuse. After the first win, take the 1500 gold upgrade "merge with a size under". After that, just spam click on a side, auto-win.

Maybe something to do about it, maybe the ghost augment shouldn't put the "big fruits" back on top which allow them to merge right when the augment end. And the "merge a size under" is too cheap for its efficiency.

Artworks are nice though.

Well like every AI game, it breaks as soon as you try to do more than just click on the "pass" button.

Prologue situation :

  •  Start with a girl MC. Give her cat ears and cat tail as anatomy. Make the "people you save in the forest" a girl too. Turn on F&F option. and then... 
  • the girl you save switch between being an elf and a catgirl, sometimes MC turns into an elf too. Then during the sex scene, 50/50 if you still get two girls or if it turns into a M&F scene for no reason.
  • Absolutely no idea if, during the "write the scene", you're supposed to give short tiny instructions/keywords, using long detailed sentences, so I tried both, both failed. 
    • Tried again after defeating some boss, it seems the F&F generation doesn't properly work when it comes to more than kissing.
  • Even on "normal pictures", there are some heavy generations issues with 3-4 arms, 6 legs and such.

Combat : 

  • Want to use my skills. They aren't translated into english. And they are barely doing more damage than normal attacks.
  • During the game, earned some other skill, which seems to be totally useless.
  • The victory painted art makes no sense, displaying two futanari (with futa off) while having a male (defeated) vs a female char (MC). 
  • The "continue" button is bugged, need to use the "scene" button to actually continue. 
  • The "scene" totally ignore the MC physical description.
  • Mobs and traps are based on my own stats. I tried to raise my stats, then go back from floor 1... and just met mobs with more HP and traps with higher stat check, making all the stat grinding useless.
  • It would be nice if the servants were coming to fight along, why do they have fighting stats if to stay at home?

Random narrative scene : 

  • Moving onto mercenaries, I'm asked to give them coin... I have 6 gold. I give them coins. I now have 24 gold. 
  • It would be great if the story was fully displayed without having to check on the log for each round. Especially when doing custom made actions.
    • Thinking further, the "story mode" shouldn't be accessible between dungeon level, it leads to wtf situation as you can input whatever you want for as long as you want.
  • After defeating a knight, the game says I loot "longsword + shield", but they don't appear in my inventory. it appears in a kind of "lore inventory" which is totally useless.
  • Talking to a vagrant/courier triggered a "map revealed" feature... but it doesn't reveal anything on the map. No idea what it's supposed to do. Same issue with "boss weakness revealed", no idea what it's supposed to do.
  • The "rest option" triggers mob spawning 75% of time, even if you clear the situation, avoid the traps, clear the mobs, clear the story or whatever there is to do on the map. It's actually easier to heal yourself saying "I breath through the poison gaz and heal thanks to a parasitic slime" than to heal by resting.

AI generation :

  • The "NSFW" content is a "nudity displayed" at best. You can hardly generate a real sex scene.
    • Text will try to use every metaphor to avoid mentioning a sex scene.
    • Picture will display genital but no sex act.
  • The picture generation needs a big fix to stop displaying "chamber" as an actual chamber and not something in a cave or wherever the previous story was.
  • No idea why almost all the char in scene ends up with the MC characteristics. Half the char I met ended with cat ears/tail, especially other girls, but some random men as well. Or they ended naked (because my char is naked when moving in the dungeon).
  • Almost every "fantastic" scene with hybrid humanoids turn into wtf pictures. Mimic (which you encounter often) are bugged in lore picture generation as well.

Back at the "main game" : 

  • The base construction is only available during morning after sleeping, making it bothersome.
  • Honestly no idea how to raise the servant stats. Chatting with them during visit does nothing. Chatting with them outside does mostly nothing or lower affect. Giving them gift seems to raise their affinity, and they just lose it the day after
    •  Fun fact: your servants hate you if you try to do NSFW with them in the dungeon even after doing a sex scene to seal them, making no sense.
  • Lots of translation issues. Try to read the world lore, the summary, char card, and it's 50/50 english or polish. Give gifts to the girl they like, and its displayed in polish.
  • Gears stats are way too low the be useful, when any training give +15 to a stat. Yet back to previous comment, stats are meaningless so...
  • The "visits" are too short to be meaningful. even after raising affection and unlocking the "girl looking for you", it still ends before being able to do anything.

Personal feedback:

  • Absolutely no idea what is the purpose of the game. If you go for floor exploration, the template is "Run into a floor, trigger a trap/fight/story, then you can interact" meaning you interact with traps you already triggered/dodge, or with people you already killed in the fight. 
    • It would be nice to either enter the floor, get the story, and based on the interaction choose to trigger fight/traps/story. Or remove the story when going between the floors.
  • The "outside story" is totally random as you can input whatever, which would be great... if the memory of the AI didn't forget everything after a dungeon run, wasn't so slow to generate text (that you can only read in logs due to size issues), and wasn't always accepting your input (except when AFF is triggered).
  • The dungeon exploration is way too long for the AI capacity. You start at floor 1 doing random things. You end up floor 7 the AI totally forgot what you did at floor 1, especially because actions remains in the same room. Each floor having 10+ room, you can spend hours on the same floor.

Overall, it's fun if you want to do a kind of "create your own story and generate pictures that will be wtf" during the dungeon, but I don't see what the outside is about, which is sad as its supposed to be the main game. There is potential for this game, but it needs more structure in my opinion to have a true meaning.

Recommendations: 

I'd focus on either the "outside dungeon" or the "dungeon run", and make sure this works properly before trying to do the other part. 

If the purpose is "outside dungeon", to build the base, raise the servants, etc, then simplify the whole "in dungeon" time, make it a simple "move, fight, move, interaction, move, trap, move" without other things, and explore further about the servant interactions, the economy management, the story about portals, the guild, the shops etc. No AI beside for the picture/scene generation, no lore impact.

If the purpose is "build your story inside a dungeon", then the whole base+guild thing is pretty useless, and the servant relationships don't matter when you're alone in the dungeon. So i'd try to focus on a party system, make sure the lorekeeper don't delete things between floors, maybe something like "each interaction move to the next room" or something to limit the risk of AI overdose. And remove all the AI interaction outside, or make it so nothing is saved, like in the visit.

And no matter the direction, make sure the AI try to do "roll check" on users input. For example, if the user input "strip naked to lure the guard", make a check. if the user says "fuse with the slime", make a check. if the user says "one-shot everything in sight", make a check. At this moment, the AI accepts everything. So you can steal everything from everyone, make infinite money, earn "map reveals" interaction or free healing just because you asked for it.

But the current situation with both an "inside dungeon story" and an "outside dungeon environment" is confusing the AI between what its supposed to save and what it's supposed to ignore.

Regards,

Holà !
Feedback from 0.7 free version

Honestly, a really good game, sex scene are both explicit and fun (Never expected to see a goblin kiss an elf and have the elf laughing), and the game is promising. For a "in development game", 5/5 if you're into old school RPG.

Positioning matters, different weapons doing different things, multiple kinds of set for various effects... really complete gameplay wise.

Few things that I'd like to point out : 

  • Bats are too strong on floor 1. Lifesteal + high dodge rate, it's pure luck if you can pass them or wipe at lvl 1.
  • bug with set effect : the "Fabric, steel, etc." kind of effect currently apply as "Active as long as you don't have another kind of gear" not "active when full effect". So it's not a "5 pcs effect", but a "not two different pcs effect" and active as soon as you have only one, even with only 1 gear. Also, it would be nice if all sets were not "dodge + init", for leather it makes sense, for plates/steel, not sure.
    • Also, not sure if the "steel" + "plates" are intended or if they are supposed to be the same. As the elf is in leather, the Paladin in steel, and the Barbarian in fabric at starts. It seems the two "dlc" char are a wizard and a rogue (from the staffs/daggers we can loot), thus no one to wear plates.
  • Why does the elf level up before the paladin / barbarian ? the elf needs 40/80 when the others needs 50/100 to level up.
  • When meeting the shop, being able to sell items would be great. or a way to destroy multiple item at once, or to have a "press F to confirm", or anything to empty the bag faster.
  • When a set effect (like Arcana) is active, there's a text appearing at the bottom of the screen, but then nowhere to see it. It would be nice to have some indicators about it. (the same as in battle for example, but in the inventory)
  • Floors are totally inconsistent. I had a 3rd floor with only 1 room, and then 4th floor with 8 chests + 1 shop.
  • Mob power scaling is slower than units power scaling. Actually, except for the lvl 1 being hard, as soon as you can full heal at lvl 2 between each combat, you can hardly die anymore (and if you do, you have enough rez scroll anyway). I'd probably nerf the healing post combat (usable once only maybe instead of the 3 charges), so potions still matters a little.
  • The "bonus floor" on floor 5 with a quizz is a great idea, even if the loots are hardly different from the floor 4.
  • From my different runs, the cursed scyth is too strong when available on the first floor. 60 flat AoE damage + life steal, on a char who can heal allies/herself during the cooldown time and build full tank... -30 max HP doesn't really matter for this output. It would make a bit more sense for the barbarian to wear, a kind of "berserker mode", less hp, less defense, more damage.
  • Not sure what the Dazzle is supposed to do. I thought it was a stun, but mobs were still acting even when affected.

More optional things :

  • (might be hard with AI) : The lights are high in the sex scene, it doesn't echo the "dungeons vibes".
  • For charming : Charm being in % remaining HP makes it sometimes difficult to charm instead of kill the target. An idea could be to involve your own hp percent. "Player low hp + monster high HP => Submission/normal scene. Player high HP + monster low hp => Normal/domination scene".
  • A map option could be great, when the rooms start to get bigger.
  • Maybe some background stories, or little cutscene between floors could be interesting, to know why the chars are going down in the dungeon, some relationship between them, etc.
  • A way to know what skills do, with a short description or something, when picking up a new weapon. Picking a weapon, and not being able to know if it change the whole positioning on the first fight is a kind of "die and retry" :D


It's a bit longer than I expected it to be, but the game is really promising ! Looking forward for future version.

Cheers,

Hi again. 

First thing, please do not use "demo" as "beta". A demo is a sample of a completed game to promote a full version. If the game is in early development, then it's a beta, a pre-release, not a demo. It gives completely different vibes between "not implemented/developed yet" and "not in demo version".

Second, hacking is unrelated to "bad NSFW topic". If I hack my neighbors, chance of them being related to something shady are close to 0. There is no correlation between the MC doing bad thing and the target being victim to other bad things. 
If the "bad NSFW" is core of the game, then some context could be "you're a police investigator/private detective looking for proof of shady behavior such as not willing sexual act, embezzlement, etc". This would explain why the girls are being monitored, why they are victims to shady things, and why collecting evidence earn money, without looking like a creep/harasser/stalker.
If the role of a "bad guy" is assumed and core of the game, so be it "you're part of a famous hacker gang. You're commissioned to ensure some people will be compliant and respect your gang policy." And then it turns fully into a dark themed game where anything unwilling is expected from the lore, and the ethics can fuck off (but idk if steam would accept it).

Third, NTR only means "cheating on the official partner". The few dialogue seems to lead in this direction, but if the MC is targeting at random to get out of debts, chances to have a cheating partner are close to 0 as well. And NTR doesn't promote unwillingness either.

Therefore, there is nothing "obvious/to be expected about bad ending" unless more context justify it.
"You are a private detective. You've been commissioned by some husband/boyfriend to track on their SO and find proof of cheating. First target reveals nothing but hanging out with stray cats. Second target as an affair with a childhood friends. Third target was actually planning a surprise with another girl for their birthday".

I hope this is clearer about the expectations one can have with these two themes and no further context.

I don't remember how I moved through it, I think it was with the handjob, by getting the studio to unlock a new position and such. Once the level 2 is reached it gets easier. if I remember properly ExcluFans requires lewdness lvl 6.

Also, the "charisma/intel/physics" stats seems a bit useless at this moment. Charisma unlock some pictures on ExcluFans, but I haven't seen any use for intel/physics (other than for some quests). So not sure about the use to go lvl 5+

Have fun for future updates !

I'll be honest, I have absolutely no idea what the game is about, beside being a creep. With the current version, I'd give a 2/5.

  • No context to explain why we're hacking girls which seems to be totally unrelated to us.
  • No story, be it background or characters.
  • Pictures seems to be handmade and not AI.
  • The "follow people" is just super slow even in x30, and doesn't bring anything to the game.
  • Earning money through selling intel, no warning about a rent to pay, ending the game in a hard lock (if you have no money to pay the rent but got all the intel sold already, it's game over).
  • When unlocking a "story", you first hack it, then sell it, then you can visualize it.
  • The "hacking" mini game is always the same, thus end up really repetitive. Level scaling is really low.
  • the first sex scene is a r@pe, if being a creep about hacking device wasn't enough.

The concept of "hacking to find secret" is not bad in itself, if given enough explanation, background story, or at least building a story after some hack. Here it was "look, here girl detected, hack her, get informations and sell them, move to next girl detected".

And please don't go "look it's a NTR game, it will work".

Regards

Halcyon Bay community · Created a new topic Game feedback

Holà,

Played the game, and there are some feedback/bugs about the game :

  • Feet pictures : If you take all the feet pictures in one day, you get stuck because the xp doesn't go up for lewdness.
  • Burger services : If you unlock the "put the bun automatically", you need to NOT put the top bun... which is not displayed during the game. if you finish your burger by putting the top bun, you get a loses. unclear.
  • Lewdness is a struggle to raise. in the early level, feet pictures being bugged, and available sex not raising it.
    • At lvl 3+, the interface is not correctly sized.
  • Exclufan is not properly sized, text goes out of screen. Parcelly is random, sometimes it displays, sometimes you have to scroll.
  • Pictures : 
    • The picture "vibrator on pussy" is a bit wtf.
    • Pictures during fashion show would be nice, at least with the finished look.
    • Just chatting/gaming could be wearing the current outfit (and thus making sense for correct outfit = more gain).
    • New sleeping pictures, with new studio/flat/lewdness level.
  • Parent's home should still provide the "changing clothes" option, even after getting your own flat.
  • On peach live :
    • Please make more noises option/more realistic.
    • Pictures, when spam clicking, the floor/under desk/background changing makes it really disturbing.
    • Please make a "tip goal" to strip/undress. Else when famous enough, if you start the stream clothed, you can barely undress as you just reach goal on goal to tease
  • A "gallery" button would be great.

Overall it's a nice game to spend time, a bit rough on the edge with AI pictures but the core is there. Quest could be more expended than just "click on people" and sex scene could be a bit more narrated, but it's enjoyable enough.

Regards

(4 edits)

Here is my feedback, from a little run in this 0.0.1 version.

Rating : 4/5, Can become a really good game in the future, after fixing some of the obvious bugs.

Overall, the game already have so many things, it was a pleasant surprise. Fighting/dodging, crit chance, many mini games with level scaling. Different mobs, clothing, stories... There are still many glitches, but I guess that's to be expected from an early release. It really felt like playing an early access for a retro-RPG.

Some little things I've noted (played in the browser version) :

  • The character creation is surprisingly well made (even if the budge option with female char is a bit glitchy).
  • Some issues with the text, right after the char creation ("patch notes 1.0.0", lots of /n visible, Reading a book in the adventurer guild, [i] and [/i] around texts) 
  • Clicking instant skip the text. It would be great to have a "full display text > pass" instead, for fast reading option.
  • The "Path sissy" on the first game pop-up (before the log out) is still present even with a female char start. This pop up should probably appears after the "path choosing". For the "bimbo path", maybe some girls instead of sissy picture could be better (yet again, I know it was a sissy game to start with, so not a surprise).
  • Encoding issues, some char doesn't appear (like the press E becomes a press ?? to speak)
  • Adventurer Guild : there's an "environment issue". If you stick at the door after entering it, you can see the previous design from the outside. And you get the "area discovered" each time you pass the door
  • NPC runs into the walls at night. I assume they want to go sleep or something, but they just end up in walls.
  • the "hand bow" is a full circle instead of a half one
  • "Be kind" to raise affinity level should be a "once a day" option per npc, else you can just raise 100 as soon as you meet them then haggle for everything.
  • Rolling doesn't cost endurance but sprinting does ?
  • Jumping to enter a building is a bit annoying and not smooth
  • When working at the inn, maybe remove the sword in hand when holding a trail. Also I got an event at the end of the 1st work, a kind of event about a tie, but the work mode was still on, so I have absolutely no idea what was said there.
  • The TP to "my home" says I don't have a home, but the house in the beginner city says its my home
  • The pointing arrow for quests point at the closest mob spawn. If you have the goblin quests, it will still point at slimes.
  • Fishing is nearly impossible. There's a delay between the "click" and the bar movement. and the bar length is on two row. Some stabilisation, for the green bar to move slower would make it easier (maybe there are some perks to unlock to make it easier, didn't try long)s
  • Make up : Absolutly no idea what I was doing. And I had to restart the game as I got stuck when "applying powder on left cheek", timer went infinite.
  • Thornhollow, asked to see the queen instead of paying fees, got locked, went through the 100%... and got had to stay there forever. No idea how to get out, defiance raised to lvl 17 and still couldn't unlock the thing so I gave the run up.
  • The hill behind the starting town is pass through.
  • On special note, the picture quality vs overall retro environment gives a weird kind of mixed feeling. A "cubic" char vs high resolution picture... Not a bad thing, just surprising.
  • Furnish home => Menu too big, can't close it.
  • Coliseum : Camera issue. Camera is locked on impressario, when you move in the background. I assume it's supposed to be a kind of "swarm" gamemode, but camera fix + mobs not moving makes it unplayable.

I wanted to progress further in the story, as I didn't get to really progress in the world corruption, but being locked without a way out made it difficult to progress.

On *personal preference*, I'd like to be able to choose between "sissy" and "female corruption". But this is a really personal choice, and would require a brand new batch of pictures to include.

Regards

Feedback on the "0.1 demo". Current rating : 2/5, not worth playing in this version.

For people reading the comment, 1h = 1minute. At each hour change, the scene might change. There is nothing to do in the between. The action to take a picture is a mini game lasting 5-10s.

Here is my first run, using in-game time : 

  • 8-9 : 1 bathroom picture
  • 9-10 : 1 room picture
  • 10-12 : no action possible (girl on her phone, not clickable)
  • 12-14 : 1 room picture
  • 14-15 : no action possible
  • 15-16 : 1 bathroom picture
  • 16-18 : not in rooms anymore
  • 18-19 : no action possible
  • 19-21 : not in rooms anymore
  • 21-22 : 1 bathroom picture
  • 22-23 : 1 room picture
  • 23-01 : 1 room picture

==> In 17min of "game", 7 actions possible, the rest of the game was waiting for the timer to pass.

And not to forget that you cannot mute the sound, so the same loop of lofi music during the whole time. How the "exit" button without verification is at the worse position, considering the "real life interface" existing (where a "stop your job" button would make more sense). There's a load button, but the save might be automatic. not sure what saving is useful for either. You can make money selling the picture, but except for the storyline, I haven't seen a shop. And not to mention the first quest I had was... "hey, you just started the game? Get me a LEGENDARY BATHROOM PICTURE". Yeah sure bro, no issue, they are surely called legendary because they are easy to get.

Pictures seems to be AI generated so I won't comment on them, but I'd still say that the little girls in the rooms are all with subtle animation, not just standing/laying things, which are nice enough to notes (and the reason I'm giving it a 2)

The core idea isn't bad. The realization is WAY TOO SLOW.
I can understand this is a demo, this is a game in early development... but it doesn't change that I "played" for 1min and looked at a screen with nothing to do for 15min.
IF there are other options (and on patreon, I've read there were some more incoming ideas, like boosting hotel perks and such), I highly recommend to push them forward before starting the shift, to at least say "hey, you're not wasting 15min, it's just that the early is slow, look you can purchase the SEXCRET PHOTOGRAPH 6969 for only 1500 for more photos and even VIDEOS"

I really hope that I'm dumb and I've missed the buttons to change the room monitored / fast forward the game, or maybe this game is teaching me patience... or telling me that I should go read a book instead to be more entertained.
Otherwise, quick math, with the assumption you can take a picture at each room change. That each picture cannot be a duplicate. There are 322 images => 322 minutes => Over 5h of waiting. And it's already be proven that no, there is not a picture at each minute change. 

I hope this can be useful for the devs,

Regards.

Question, would it be possible to do a "full female" build instead of a sissy path ? 
The idea of "gender swap into corruption" instead of "sissification"

I can understand if that's not the game goal, but it might hit a larger market if both options exist

Resolution issue : 

Currently playing with the windows version. Start the game, it goes full height, width is wrong. (double black bar on each side). And the down cut is hidden below the taskbar.



auto skip button : 

Would be nice if it was within the chat, and not in the option. Sometimes I prefer to skip, sometimes I prefer to click. Going back and forth in the option ain't ergonomic.

Regards

hello there ! 

The game battle principe is quite advanced, looking more like a normal TCG than other games around.

Some of my personal feedbacks : 

  • During the battle  tutorial
    •  highlight / points at what you're talking about. The text is covering a big part of the screen, making it confusing.
    • When explaining a card, put a card in the middle of the screen, so we can look at it rather than have to wait for explanation to see it
    • Maybe I read it too fast, but I haven't seen a line saying "you can only use one energy per turn".
  • The tussle interaction are weird. Situation : Left : mob2, mob1, pillar. Right : MobA, mobB, player. 
    • If mob1 hit mobA, mobA tussle by hitting the pillar.
    • If mob1 kill mobA, mob2 hit the player and not mob B.
  • Camera unzoom is pretty wide, 40m might be too big. And a way to move left/right when zooming could be interesting
  • No idea what the "hearth/mushroom/brain" are useful for. I saw a card using them, I assumed one was damaging them, but they can go in negative value and move back in positive later.
  • Card interaction : 
    • Torrent text is weird "hand an enemy into the field" rather than "put back an enemy in the field to the enemy hand".
    • "draw 2, put 1 back 1", I would probably invert the option, for "choose which keep" rather than "choose which withdraw". I find it more instinctive to say "I want this one" than "I don't want this one" when clicking on a card.
  • Some visual indicator, like graying unplayable cards, could make it more ergonomic
  • A way to sort card in hand, or an auto sort option by type / cost.
  • Player active 
    • activable multiple time during the same turn, normal ?
    • For "more friendly interaction", some should not be available if useless. Cinder, when having more energy, deals 0 but still cost 6.
  • A way to change/keep starting hand cards; Avoid the "I have 5 energy and 2 actions card, gg wp" kind of starter.

Out of battle improvements : 

  • Camera issues : Going on the side of the map at full speed makes the camera shaky.
  • Movements : If left click triggers the POI, it should teleport the player to the POI. Would make a "full mouse transport" more convenient.
  • Option : Please add option for sound volume asap.


Overall, there's lots of potential, it will probably turn into a really good game with future updates. And it will be a pain in the ass to balance, good luck !

Cheers !

I'd be happy with some "lesbian content", given her proximity with her friend, but it might not fit the "NTR" content. Yet being cheated on by another girl might still be related...

Holà 

Played a run on it, and some feedback :

  • Please add a "Auto skip turn" if no mana/no playable card in hand.
  • Please explain the wardrobe system after the first combat (as we can win a piece of wardrobe after the first bunny).
  • Need a way to explore oponent undies too. to know if we wont trigger hidden effect and would have been better to keep the clothes on for next turn.
  • Flower skirt + Leaf vest, healing "on reveal" makes it weird to play.
  • Rival is too weak for a "boss battle". If she doesn't die, maybe the "red death" animation is a bit too much.
  • The "changing room" doesn't seem to have much importance, as we can access the wardrobe in the wold map to change equipement whenever.
  • With "on drag option", trying to attack a backline by someone protected by a tank lock the card, unable to use them again (card stuck on the enemy but not played, not coming back into hand)
  • Impatient attack is a bit strong as it stacks across turns. Especially in the setup "Goblin shield + harpy"
  • Final scene, we are playing as a girl, why do we have a cock at the end? + ending text version "0.1" is not accurate anymore.
  • Please change "Not developed yet" instead of "not in demo". Many games use "demo" as "things existing but not available unless paid", making it confusing.

Overall it's a "Slay the Spire" like with some interesting ideas. For the deck, there's a need for more block card, or to be able to remove card. I've seen the "hedgedog posture", which seems to be currently impossible to play given the amount of attack card.

I believe there's potential in futures update !

Regards

Holà,

Played the game quickly, really cute story. It reminded me some of "PinkTeaGames" (and made me wonder if the tea scene was a reference or not). Overall it's enjoyable with nice arts.

Few things I've noted : 

  • During the whip scene, there's a "</>" who are visible in the text, and probably shouldn't. "be courageous" |...] between 4th and 5th
  • I'm not sure if it's intentional or not, but the "bed scene" are not in sync with the amount of clothes. She is naked as soon as she got the ears in the pet bed, but only after the tail in the normal bed (and thus not wearing the tail in scene in normal bed).
  • If, after finishing the game on professional route, you click on continue, the game is stuck on the picture and need to be restarted.
  • A way to save would be nice, or a quick forward. As much as I love to mash my spacebar key, 3 x30 days of the same scenes to see different endings is a bit long, I would have been happy to save after the 3rd change to be able to change the ending without doing all the route again.

I'm not sure how many days there are between each "level" (I believe 7), but I felt like it was a bit too long with only two options. As you only need 2 days to do a +3 -3 and go back to your initial position, and the position doesn't matter until the last day... you can get all the dialogue without spending more than 4 days.

Maybe this would feel better if there was a third "neutral" option, or idk, just so the last days aren't just full skipped.

Cheers !

(3 edits)

hello there,

Just starting, and two things to notice : 

  • If trying to play on itch, it's not the same version than the one uploaded on perchance.
  • if trying to play on itch, the char creation is too big, no scroller, had to unzoom to see the option
  • I'm not sure "genital size" make sense for "female" char
  • Does the "suit for X classe" give bonus/malus/ no care? 
  • Does the like and dislike means "only this / never these", or just more/less appearance ?


    I'll play the game a little more and see if I notice other things in the playrun,

    • Start underground, market cavern. Talk to one girl. Ask about magic ==> My question is asked twice, once as me, second with my char name. 
      • You greet them.
        a female Human
        "Good to see you again."She gives a friendly nod.
        You
        You ask where you could learn magic.
        Lena
        Where could I learn to work magic?
        a female Human
        "Magic? Nobody here that I could point you to, I am afraid. Travelling scholars pass through now and then."
    • On a sex scene, female char, still in the beginner town (so no corruption or whatever). Talk to a female gay npc. Seduce her. Undress myself... and options are to "suck my cock". Well I'm a female, I shouldn't have one 
    • A map would be nice
      • I got lost and couldn't even get out of the beginner town.
      • Then I got lost somewhere that might have been a dungeon, still without any idea where I was going and looped until I died.
      • i've been told I was fishy and needed a bath, no idea where my home

    overall, absolutly no idea of what I'm supposed to do, where I'm supposed to go, and how I'm supposed to do it without clicking at random and pray it's a npc that will be useful. I saw one NPC with a star by pure chance, and still didn't know what I was supposed to do with him.

    Regards

    Hello there.

    Please think about people using a non-qwerty keyboard for the inputs, to be mapped on the actual letter, not on the key position.

    I'm using an AZERTY keyboard, so I got every "A" wrong as they got considered as "Q". Also, please translate the menu, I don't speak japanese, so I have no idea if they are difficulty level or what's the purpose of going on higher difficulty.

    If it's a difficulty level, some different reward could be interesting, here the 3 level give the same topless animation.

    And please make a music that's not 3s looping.


    Else there is a potential in the game, a story mode could even be made.

    hey there ! 


    As the game looks like one I played recently (NTRphone, by ShyboxNTR), some feature that were added : 

    • Quick forward until unseen text. Allow to redo run, especially when multi branching
    • Due to the multi branching, a way to see the branch (maybe hidden / later feature when there will be more path).
    • Sometimes the "next chat popup" doesn't open up, when it's "us" initiating instead of answering an incoming text.

    Else I think the basis are here, more content (as we can expect some nsfw even in early release) could be great, but taking time to build the background can be nice too.

    Have fun building your app !

    (2 edits)

    hello there.

    Just started playing the game, already went into an error.
    Change your outfit to casual before leaving home.
    Go to "get the lab coat". Error on grope scene "no image casual_grope".
    Seems like the scene isn't supposed to be played with "scarlet_current_outfit" but a designed one.

    Another issue.
    Before upgrading the ID, strength value = 4. Pick flowers, sell them, get 40$. Go to the gym... get denied, saying I should have 30 (when I have 40 on me). Same issue with the library

    Merlin 3-6 is borderline impossible.
    Little mobs full glitch and go through walls. The boss eat faster than you can cover once past 75%.
    The "boss cooldown" doesn't matter, because 3 laser stuck you in a place longer than the sleep time.

    To make the game more enjoyable to play : 

    • Allow travel on borders even if not revealed
    • Allow to move within the picture once covered, to swap from one border to another and be able to outspeeds the mobs.

    We also need a gallery to review the scene (maybe its the demo not allowing it?) and an option button working (for sound volume at least).

    Regards

    Roxy scene inconsistency. If the belt are on purpose, then the "no belts" one are the issues : 


    Osker picture I was refering to, which ain't really "male chested" : 


    About the "event settings", I meant the "minimum requirements" to see the next event. The event 11 from Roxy requires the act 3 to be done. But among the first line of the event, it says something about classes, which doesnt match the act 3 : 

    I'm haven't found back when Alex is referencing to rag, but its somewhere along the main events, when it's possible to achieve it before alex actually meet her.

    For the others, I might have not paid attention enough, and yeah def not have the reference to Jerma985 haha.

    Thanks for taking the time to answer !

    Hello there!

    I just played the 0.34.3 version, and here are some feedback from my run :

    • There's not enough event in the morning, especially at the beginning of the game. Most are taking place in the afternoon.
    • Roxy dress event : Lots of issues in the artwork on her arm, like many belts instead of her gloves. After she drags the MC to her room once done talking with Vicky
    • Inconsistency in the story. During one of Roxy event, she asks "what could go wrong if we meet our clone", Lizz answers "just a headache". Later, in the main story, when talking about the collapsing words, that if someone can't stay for more than 1 hour if their double exist in the dimension.
    • Sidney font wrong sized, reason? edit : it's actually explained in a future event, but should probably be explained as soon as meeting her.
    • Is Osker supposed to be a boy or a girl? Text says He, one line in Azalae events says he shoot semen, but the artwork of him upside down def show breasts.
    • Act 3 should probably have some better event settings. There's a line about Alex meeting rag in events not mandatory (and actually unsure when she meets rag before the christmas event). 
    • Last roxy event -> Require season meetings, which requires act 3, so "need to graduate" is not accurate (+ old school uniform)
    • Vapor event 1, MC line "I can't teleport within the same dimension". There were some Emma/Rin events saying "I could have teleported but prefer to walk instead" (around excalibur). I think the Melon/osker saving included same dimension teleport.
    • Thursday investigation club "FYI your information" ?
    • Vapor 5th event : clothes suddenly disappear between the animated CG and the "swallow" CG.
    • Where's the board game club within the school? For clubbing on Monday.
    • What happened to the little robot from Monroe? It disappeared from the questline
    • Should the rat trap be for MICHAEL or Jeremy ?
    • Why is Vapor turning blue ?


    Overall it's a pretty nice novel, even if straightforward and little interaction from the player. Lots of references and nice jokes, arts are pretty too.
    I haven't finished 100% of the side character, but I'm curious to see future events (especially around Kit/Rin/Emma and Roxy/Agaia)

    Cheers

    hello there ! 

    Finished the demo version, haven't tried every decks, maybe some things exists in the full version, but here some feedback I had : 

    • Lack of interest to go through elite on the world map. Not sure if they really give "rare" card or not. Giving relics would be more interesting / feel rewarding.
    • need a way to "stay human" through the deck. There are some rare human cards (as we see them in the shops), but it seems impossible to not pick any colored card to progress
    • Some cards are overpowered (instant kill at 70 hp, 105 with vuln, and increased with strenght), some are too weak (gold card are too hard to play mid run, burn cards are unplayable).
    • Some cards dont work if they kill/end the combat (vampire is supposed to heal, but if vampire kill, you don't get the healing)
    • Darkness description is wrong. it's not "hide the opponent intent" but "blur your deck" which are two different things.
    • Some events shouldn't be possible past round 1 (the guys offering gold/heal in human forms, found them after transforming).
    • Traps could be worked further, to not just display an "every monster picture" but be related to the monster encountered.
    • Please keep the color meaningful with decks. Poison is green in the first (for slime) then turn yellow in second stage. Even if I can understand green for goblins, it's not instinctive to change color to keep the deck meaningful.
    • Some animations in the resting areas (past stage 1)/ mystery event could be welcome

    I think it would be interesting to have "angel/demon" and other 3rd tier started deck. cause once you're at the 3rd stage, you don't want to pick random cards to build something (which makes the burn unplayable).

    I'd probably get the full version when it's released.

    Regards,