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(1 edit) (+1)

I like this game's art style and sound design, but it just takes too long to do anything. The speed at which you make currency in the early game is abysmal, and while I do like the idea of having to make things more efficient with air and such. What purpose does it serve to enhance gameplay? Air and electricity just take the incredibly slow start of this game and gatekeep progress by requiring you to wait longer for the girls to generate money. I could get the drone, but what's the point in playing this game if the most efficient method is to get a room that plays the game for me and walk away? As a person with a decent amount of patience, I don't mind slow progress, but when your game has stretches of nothing to do that go on for so long, I end up dozing off or having to spend my time elsewhere just to tab back in. It's frustrating.

Look, I'm not going to say I hate your game. I played the previous demo, and I don't think I had as hard of a time getting through it. And that had given me a good enough impression to get the game as it was released here. So I know you can make a decent game, two solutions I'd offer is to increase the paid out amount for sex. Or add an ability to fast forward time to keep the grind down.

I'm tired now as of writing this, maybe my feelings will change after some rest, but I doubt it. These issues are ones that can plague games of this genre, and I want you to succeed. If you don't belive me or think I'm an asshole thats fine, I'd reccomend going back to games that inspired you to make this one and see what quality of life features they implemented and how your game could benefit from those if it doesn't have them.

Thank you for your time,

(+1)

Hi!

First of all, thank you so much for taking the time to share your thoughts. Feedback like yours is incredibly valuable to me — it helps me grow and better understand how to improve the game.

This is actually my first game of this genre, and it’s still far from complete, so I totally understand that it’s not perfect yet. I agree that the early game can feel slow at times, though it might also depend on the strategy being used. Since this is a management sim at its core, I liked the idea of introducing a bit of challenge by tying performance to systems like electricity and air — but I understand that this might create friction for some players, especially early on.

Your point about the drone and pacing is very valid. I never intended for the drone to “play the game for you,” but rather to automate repetitive actions once you’ve already got a solid setup. That said, I’ll be re-evaluating how it affects progression.

With upcoming features and mechanics, I hope to make the early game feel more dynamic and rewarding — and your suggestions (like increasing payouts or adding a fast-forward option) are definitely being considered.

Thanks again for your message, and please don’t hesitate to share more thoughts in the future. I truly want this game to evolve with the help of the community.