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(1 edit) (+2)

SPOILERS AHEAD. Play the game, it good.


I am a big fan of this game, and have been keeping up with it since it was first put here on itch. I love it your writing is absolutely hilarious and the ideas on display throughout are very creative while still being spins on old tropes.

That being said I want to provide some constructive criticism. I want to be clear that I am not attempting to be mean, I really want this game to keep going forward, and I want it to be as good as possible.


Writing: 

I really enjoy it, so not much criticism here. My only concern is you write a lot of dialog referencing the fact the game is unfinished. As the game continues to be developed these stop being witty remarks and instead out of place references to systems that exist. 


Story: 

This is where problems start to rear their head, namely everything feels very disconnected to everything else. There are several different story lines going on that seem to have nothing to do with one another. This can work, especially when with our reincarnations we could end up resolving each of these far quicker in future lives due to some foreknowledge or titles. The problem is that that means you are going to need to make content for each of them, and it will be difficult to drag the game towards any sort of ending. 

Lets look at what storylines we have going on.

1. Lani, the Cat Girl Curse, and the Academy

2. The Prince/Princess and the Stuff Around Town

3. The Succubus Dungeon

4. Martin and Improving the Guild

5. Flora and Learning Potions

6. The Goddess of Time and How We Got Our Gift

7. Whatever the Hell is Going On With The Clothing Store

8. Presumably, whatever the next death event is. 

There is a lot here, and it is possible that a lot of it will play into other parts. That is why I bring all of this up, right now they still can be made to play into each other, and so far, they haven't. You put a lot of time and effort into The Succubus Dungeon and all of its events, but we can see it now in a completed state, completely disconnected to any other set of events. You need to consider if these things can handle being this far apart from each other, and if the time and effort put into the Succubus Dungeon is reasonable to put into each of them, especially Lani, the Cat Girl Curse, and the Academy, which seems to demand much more.

This disconnection also applies to the affection system, with it feeling very tact on top of the previous events, making me unable to progress until I have Marla tell me I am too stupid to talk to right now for 30 more days.


Skilling and Combat:

I am putting these two together because they are irreparably intertwined. Simply put, combat is boring, there is no strategy, and there is only one way to get stronger. 

Nowhere else to put it so ima just put this here, the chicken is just too weak now. In previous versions being unable to kill it was quite likely on your first run, but with the automatic training the first few days (A great system that really makes you feel like you are stronger), it is almost certain you will be able to kill it. The chicken just needs flat some better stats. 

Combat is really simple. It is a flat check how high your numbers are. Throughout my playtime there has been literally 1 instance where I felt actually challenged to beat an enemy, and that was trying to kill a metal slime while at level 10 in order to get a better challenger title. Trained stats contribute far too much to your combat stats. The fact is every enemy regardless of what abilities you give them are the exact same to the player, do I have a high enough stat line to one shot them. There is no whittling down a tough enemies HP, because of how damage is calculated, you are either going to obliterate them in a single hit, or do nothing. There is no in between. This is the key problem, and it leads to the others. 

Gear is useless. The best weapon will add maybe 5% to your damage, and later in the game less than 1%. 

Lani is useless. Her stats are so low even with a high rank of Cat Person that she is only ever going to kill an enemy so weak that they would never come close to hurting you. 

Magic is pointless. (outside of metal slimes) everything in the sneak tree is dependent on pure RNG whether you can get crits/evades, and everything in the light tree is just hit harder. It isn't until rank 7 of the light skill where you get any ability that isn't just do 50% more damage than the last rank. Your MP grows so ridiculously fast that there is no way you are ever gonna run out of it unless you actively try to.

Cooking (outside of double D soup) is useless. There are all these recipes you can make, but none of the effects are worth using. Double D Soup is useful for progressing Lani faster, but everything else requires ingredients far to rare to be worth using, or accomplish nothing.

If I were to give any specific suggestion for how to fix these problems, I would say to change your damage formula to bring things to a bit more of a normalized range.


Thanks for reading my rant, I really hope you continue to work on this game, and you can make it even better.

(+1)

This is all very constructive; I really appreciate it. I'll address some concerns that are related to my immediate plans.

Most plot lines not involving the town (or Threadbare) are connected to Lani. I'm planning to expand that in the next update,  but they aren't intended to be truly connected until much later.

I have some skills intended to introduce some additional strategy. There's a defensive skill tree that focuses on nullification and reflection, and a thunder skill tree for aoe and stun. They're technically in the code, but they have no animations and haven't been tested, but you can see them if you take a look three player skills *.tsv file. They're intended to be introduced at the academy. That said, I agree that combat is wonky. This is largely because of stat training... my solution was to make a stat's influence scaled with level, so a level 1 was soft-capped in combat regardless of stat value, but until the time at home is limited, there will always be a way to just bulldoze enemies.

I'm going to greatly increase equipment availability in the next one. Like... greatly. It's something I've been putting off because I wanted it to coincide with some other improvements.

I'll be writing a devlog about the next update soon. It's intended to address a lot of the things you've mentioned and upgrade the overall polish of the game. 

Thanks again for a wonderful critique!