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theboyintheredshirt

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A member registered Oct 02, 2023

Recent community posts

The game looks really great! But the sound seems to be bugged in the web version for me, very slowed down and stutters. The demo wouldn't work with Wine either...(but that's not your problem)

It's a pretty fun game, and overall I'm very impressed with the amount of work/thought that's gone into the class system, even though it's (as advertised) a Darkest Dungeon clone. 

But to be honest it's just not very erotic. Many game-play elements come off more as silly rather than sexy(which isn't in itself a bad thing). It seems like you're targeting many highly specific fetishes(which may be the best/only viable avenue for monetization, which is unfortunate), but are missing out on some very basic and core aspects of sexuality. The most obvious thing is the lack of male characters, in both your adventurers and the enemies, which makes it difficult to feel any real sexual tension or take any of this seriously. It's not a good thing that the hottest action in the game is bestiality. Why not have male adventurers, and when they get aroused they're tempted to bang the monster girls. That's erotic. Or their female companions? That's really erotic. Currently most of the enemies don't do anything sexual... what's the point? I don't feel any danger facing them: it might be fun if I was trying to hard protect the chastity of my adventurer girls, trying to get my bros laid(or vice-versa), but that just isn't in the current combat system. 

I don't expect the game-play to be well balanced in an early access version, but I do expect you want feedback about it, and so I'll say that the combat is much too easy. I found several combinations which are overpowered: pink feather duster and dust storm on a maid(especially with boots of speed and a suntan-ring because you're pretty much guaranteed to give your whole party a turn before the enemies can do anything), hyper-focus visor with just about anything, the alchemist's cursed broom (surprisingly), and just the alchemist in general. I'm sure there are many more.

As other people have commented, there is a plague of 'anti-fun' game mechanics: random cursed equipment, forced class changes, curios with horrible effects. Some people have complained about the leveling system. I like it, personally, because it adds a degree of difficulty and planning to the combat, as well as making you try different strategies than you would otherwise go for. But some goals are clearly much easier than others, and a lot of thought needs to be put into balancing them. One obvious change is making it possible to re-roll specific goals rather than all of them at once. Also the ability to filter the adventurer roster by goals would do a lot to improve the ease of use, e.g. take a bunch of people who want to complete a lab mission on a lab mission. 

I like the idea of cursed equipment, but it should be rarer than it currently is. Right now it feels like it's mostly in the game to make it natural to pad out your barracks when half of your army is forced into being  a maid, but this makes the cursed equipment frustrating and tedious rather than fun. May I suggest implement a simple fatigue/wound system instead? Adventurers would be tired from going on a mission, and need a day or two to recover, or more if they were injured. The Long War mod for the first Firaxis XCom game does an exemplary job of this, where you have to balance between trying to develop an 'A team' of super soldiers by giving them as much experience as possible, developing a robust roster of decent soldiers that can handle the large number of easier/moderate missions, and saving your best soldiers for the difficult ones. There is A LOT you could pull from that game (specifically the Long War mod, mind you) that would drastically improve the strategical layer game-play loop.

I also like the idea of getting forced into a class, but it should be much more temporary than it currently is. Maybe even just one mission. It makes you do something different with a character for a while, which is a nice mix up, but not so long that you forget who they were before they put on the mask. Maybe have it so that every level you gain in a cursed class gives you a little bit of a permanent bonus. That makes the forced class much more of a welcome event, or at least an unwelcome event with a silver lining. 

I don't like the idea of having to get elite in every class to max out my soldiers, that sounds incredibly tedious and not fun. It's stupid to get an elite soldier, only for the most you can do with them is to change them into another novice class...  Maybe it would make sense for each soldier to have a single base class, and all cursed classes are sort of mix-ins with with varying positives and negatives as you level up? For example, you have a mage who gets cursed to be a cow-girl, so her breasts grow and intelligence goes down, but she has access to some cow-girl abilities while still retaining her mage abilities. That adds a whole new dimension of game-play in trying to mix your classes, while also giving you something to do with a adventurer maxed out in their base class. You could even add 'blessed' counterparts to 'cursed' classes, mix-in classes which the enemies don't force on you but you find as rewards.

Lust currently feels very underwhelming as a secondary damage mechanic, certainly compared to Darkest Dungeon. By default it basically does nothing, because the chance of getting clearheaded is about 100%. I've been able to basically ignore the affliction system in my play-through. I suggest making it closer to Darkest Dungeon's system, wherein at 100 lust you roll for a random affliction/virtue, and at 200 the adventurer abandons the party to join the enemies. Enemy's attacks, particularly the 'grapples', should have an increased chance of succeeding based on the amount of lust of the target. You'd have to give more classes lust healing skills to balance out the increased difficulty, but that just increases the ero-level: resistance is sexy, giving in is sexy.  

Whoa, I ended up writing a lot, and there are still a lot of things I'd like to say. Clearly I find the game interesting and fun and see a lot of potential, and judging by the amount of work you've put in, a good chance that potentially will be actually realized. There's already a good few hours of fun to be found, so if you're skimming through this on the fence of whether or not to play it, I'd highly recommend trying it.

Wow. I made an account just to comment on this game. 

I love it! What a treat: the dreamy atmosphere, Moon's wholesome personality, the hopeful and cathartic tone. Very invigorating for a short and cryptic work of fiction. Your writing shows real talent and inspiration, and the simple art style is cute and suits the narrative.

I don't think I can figure out exactly who/what Moon is or the world she inhabits, maybe some kind of connecting spirit living in a world of sentiment; at some point, she seems to be speaking for someone else, whom the player character knows.

I hope you do continue to develop this story and this style, I'm interesting in the larger world in which you see this transpiring.