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Others have said what I'd like to say, but I'll reiterate for visibility:
1. The exp curve and gain is abysmal. There is no reason for it to spike up so much past level 30~35 and it makes unlocking new gain stages unnecessarily painful. This isn't an mmo and it's currently an early build/demo, it'd be a better option to make it easier to level and then bring the leveling in line with your vision closer to a full release. Doing this would allow people to experience and experiment more easily with the game itself and enjoy what you have there.

2. The gap in power between some of the zones is real and painful. Going from forest to alley is fine, but alley to beach is rough because it's not just a level spike but an ability spike as well. The Sharks there have buffs and support abilities not really seen prior as well as high stats and it all compounds very fast. Then from beach to Den is even rougher (I know there's a place to level in the wizards tower, but nothing points you there and the only NPC there straight up says she's not canon yet.) The overall curve should be reduced by adding areas, lowering the levels of the enemies or reducing the leveling grind for your own characters.

3. Nothing is sellable outside of a small grouping of items, it's annoying to have a smithing skill (which we are incentivized to level) yet we can't do anything with the products we make after we outfit our characters. I get that eventually this will likely be solved as smithing is relatively new but in the moment it feels bad to have an inventory of garbage I can do nothing with.

4. Expand the shops/services based on the growth level of the employee. Let the general store sell better healing items, more weapons (like the beginner spell book or something, not very 'beginner' if you have to get it from a level 40ish enemy) and buy more stuff.

5. Ease up on the fishing/mining, It feels like I'm opening up aim-labs whenever I want to catch fish and the RNG on the rocks is a bit much especially with nothing we can do with the materials right now. Wood cutting is fine, but we don't have much use for it yet.

6. Give trinkets a purpose, they require so many shards to make yet sell for almost nothing in comparison. Something like the emerald trinket giving a passive regen or hp%+ effect if equipped.

7. More fetishes, a commonly requested one is pregnancy, but how about light smothering, light crushing, lactation, etc. 

7.1 I'd personally like to see some kind of vore(soft) and absorption but I understand that's extremely off-putting for many.

8. More interesting combat, I get that it's a simple fetish game but if we have to grind even 1/4 as much in the final product as we do now most likely won't get out of the first region and see the rest of the game without something (other than fetishes) to pull them onward. A fetish game is nice but at the end of the day without engaging gameplay it might as well just be a gallery of images and stories.


Thank you for making this, I look forward to seeing where it goes and I wish you the best of luck.