Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(2 edits) (+1)

Alright, so the demo is pretty rough around the edges. I don't know how far I got in it as the last thing I did before getting my autosave got corrupted after fighting a slime was getting the second for the fox character. Right off the bat I'll say you'll really want to turn down the random encounter rate in the next demo/release. There's a decent amount of spelling errors, incorrect punctuation, and using "your" instead of "you're" or "their" instead of there. One that was pretty noticeable was the Slime's attack having an extra W in "forward". I would offer to comply a list of errors, but it's a bit hard with RPGM to do that. There's probably more I could say about the writing, but it's a bit hard to give a useful critique on it as a complete stranger. Simply I would say that the interaction with the computer felt alright, it seemed like it had a certain character to it, but the Fox not so much. It's not so much their personality, but the pace at which they deliver it, it felt like they needed a bit more dialogue and descriptions, y'know?

Combat wise: Again, it's a demo, but the static damage felt painful, especially when you lose your firearm.  I hope the next release will change that.

I would advise you add WASD, and perhaps see if you can alter the equipment screen from the default RPGM one it has, because it feels like it deserves it's own screen, especially since the player's character doll is such a big deal.

Art: Has a charm to it, though obviously amateur, but I think the player character UI is acceptable (though there's a clipping issue with the genitals on some items.) The "rat" the player fights against really doesn't look like a rat, more like a wolf, though it seems like that's a reused asset from Strict Commitment 1?

Oh yeah, and about the player character doll. I think the victory wink was cute, but it would be interesting if there was a bit more to it, like if they did a little triumphant pose if they won combat normally, a sexy one if they won by lust, or a kneel if they surrendered.

 I take it you had some inspiration from Lust Doll Plus? I also enjoyed that game, but really hated that species and body characteristics generally weren't addressed by the NPCs, so I hope your game does something like that.

Otherwise, pretty interesting demo, and I agree with a previous comment on SC1 that it has a certain passion (but please, do a spell check of your script!)

(+1)

Thanks for a review on the whole game, I'll go over some of your points;

- A lot of the assets are from the first game, pretty much all of the scripts for equipping and unequipping clothes are copied. The enemy sprites are as well, they were just placeholders for when I actually made sprites for them. (I am currently rewriting all of the scripts and they will be 100 times better than whatever I had lol) 

- I am also working on an equipment screen, that was really bugging me too! 

- I also like that pose idea you mentioned and with the NPC reactions to the player. I could do something like that, like maybe have NPCs react if you look different or have a specific state?

- The battle system is also something I'm working on fixing. I initially had it so it would check if the player or the enemy was faster, so just; PLAYER (<,>, or =) ENEMY. But that is causing the enemy to attack first since they are always going to attack first if they have more or the same amount of agility as the player. Which means if the player only had one hp, they would be defeated, and it would cause the whole battle to just softlock. I think I'll just let the player have the first turn so it doesn't happen. 

- And yeah I did take heavy inspiration from lust doll. I'm trying to go for something unique but fun at the same time, but also not just copy lust doll lol.

- For what you mentioned before about the space exploration, I could definitely try to add smaller areas for the player to explore, it sounds pretty cool! 

Well thank you for your feedback on the demo! I am working on fixing all of the bugs and writing errors as well as the scripts so thanks for your feedback.