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silent_whisper rated The MILF Next Door

A browser game made in HTML5.

Played this game back when it first launched, and must I say, the updated version is quite the improvement! One of the main issues I had with the gameplay style before, was the fact that it was turn based. This made it a little harder for you, as the player, to predict when David was going to appear in the room. Now that it's action based, there are cues that help you predict when to stop and clean.

I noticed that because the game is action based now, the dialogue was rewritten a little and the stages that are meant to increase in difficulty felt more natural. I appreciate how Jennifer gave explanations that hinted towards the player that the stage difficulty was increasing, as well as how to counter it. With this new rewrite though, the players completely miss out on the story that the game had in its dialogue back when it was still turn based. I noticed this as I was playing the game, and I sort of missed it. It gave us a better feel of the characters' personalities, as well as a little lore as to why Jennifer wanted to have sex with us so bad.

So, as much as I really appreciate the new game mechanics, I do think that the bit of story the game originally had got a little lost as it was rewritten. The game itself is more fun to play now, albeit even easier than before, but the charm from all the dialogue we got to read whenever David checked in on us, or whenever Jennifer talked about her sex life with David, is no longer present. If there's a way to reincorporate this old dialogue into the new gameplay style, I think that would be great. This way players can still enjoy a little lore as they play.

Now, to add on to my point about the game being easier. Back when it was turn based, we had to guess when David was going to check in on us. We also got an immediate game over if we checked the hallway and he happened to be there. With this rework of the game, we no longer have to guess and we can just rely on visual (and possibly audio in the future) cues. I think this is great. I also appreciate that accidentally checking the hallway while he's there doesn't automatically lead to a game over, thanks to the new lives system. There's also a point system now, which is pretty neat. The longer we have sex with Jennifer, the happier she is. And the happier she is, the more points we earn at a time. This point system is great, but I think the sex meter may need to be nerfed a little. I noticed that it was really easy to fill up the sex meter, as having sex at all would fill it up rather quick. With the other actions being the only thing that could keep you from filling the sex meter, so long as you balance Jennifer's patience meter, you would only have to have sex with her for less than minute and you'd already be moving onto the next stage. This makes for a little bit poor pacing of the game, because you could get lucky and David would not check on you at all, leading to you filling the sex meter in ten seconds. What I liked about the turn based version of this game was how everything was paced out, the game took its time to move onto each stage, making it feel very rewarding whenever you survived long enough to surpass them. With how the sex meter is right now, it feels like you're speed running through the game a little. You're not really given enough time to actually soak in the stage you're on because the sex meter fills up too fast. With you moving onto the next stage so fast, the game barely has any difficulty to it.

So for this issue, I have two propositions: The first is to make the sex meter fill up slower. I haven't paid close enough attention to notice if the Jennifer sex point buff applies to the sex meter too, but regardless, that buff can remain. It's how much the meter should fill up per seconds of sex you have that should be adjusted. Right now, it's as if the meter is set up to fill up within a certain amount of time that you have sex with Jennifer for. Like, it fills up if you have sex for X amount of time. It'd be better if it had a system, such as filling up 1-2%/sec of sex with Jennifer. I think this system would provide longer gameplay to the game.

The second proposition I have is related to how frequently David visits us in the living room. For the most part, it is random. But, I feel that he appears too often, and only sometimes does he suddenly choose to not appear at all. What would be good is to adjust the frequency of David's visits. Keep it random, but adjust the amount of time in between each visit that allows Ethan and Jennifer to have sex. As I was playing, about 70% of the time I would be interrupted by David in 5 second intervals. A good chunk of the stages had me getting interrupted by David about five times at the minimum, and then suddenly during the garage stage, I got lucky and David stayed in the garage. With how frequently David has been appearing, the randomness that he is supposed to have doesn't really feel like it's there. And the visual cues really makes it easy to avoid him too. It'd be ideal to have the timeframe between each visit change every time David leaves. For example, the chances of him appearing again in 2-5 seconds has X% percent chance, whereas him appearing again in 6-10 seconds has X% chance. The amount of time can be longer or shorter, this is just an example. The point is, there should be a chance system with David's AI or something that allows him to appear more or less frequently, purely by chance.

This particular adjustment for David would go great with the sex meter adjustment, which is why I proposed it along with the sex meter suggestion. It would feel more fair, and more worth your while, to be able to have sex in the different stages for longer while also having a less than predictable David checking on you.

Besides these suggestions I have, this update is pretty great! It was fun to play, especially with the new music and sound effects. It felt so empty without the noise, back when I played this prototype's earliest version. The music really settles the vibe the game is supposed to have now. I look forward to watching this game grow even further, and I anticipate whatever else you have in store for it.