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(+3)

Been playing for quite a while now until it became basically a waiting game.

Few suggestions here.

- Free camera panning and zooming instead of this click on zones (with really weird hitboxes), I sometimes accidentally click out of the Amy mini-game because of how zooming works right now

- Overall income/sec displayed

- % of income contribution to overall on individual listings

- move Amy, she is often covered by having "shop" open, so she is easy to miss

- So far I don't really see how this is a brothel? No customers are going in, no rooms, no one doing the deed (could upgrade/change/unlock positions starting by caressing into service into penetration with allowing you to switch depictions freely after unlocking


I cannot recommend enough to play Magic Archery and Tower Wizard (On steam). They are short and concise incremental idle/clickers that can be completed without much "leaving it on in the background" with a lot of good QoL and features that can inspire smooth gameplay experiences. They improve on things that other idlers make players lose interest in them a lot.

(+2)

Thank you so much for the feedback! I really appreciate it. I've played tower wizard before, great game. I will try out magic archery some time.

I was thinking of going more into the Realm Grinder way of doing things with a couple of different zones. Then feed these zones back into the main brothel for increased production.

You're right in saying that it feels less like a brothel because of having no customers and rooms. So I will go back to the drawing board to see what I can do to help that. Maybe even turn away from the direction I wanted to go into will have to see if I can think up something. 

Also the % is so right. I once experienced it in this nutaku game it's just very good visual feedback. 

Once again thank you so much for the feedback!

(1 edit) (+1)

Thanks for the response! If you keep working on updates, I definitely look forward to them, as we definitely don't have enough NSFW in this genre.

Rather than different zones, given the 2D-Nature, maybe building additional buildings for different purposes (and themes?) and allowing for free-panning camera to quickly move around and look at them would make more sense than actually loading different zones (If I understood correctly)? Maybe more akin to "(the) Gnorp Apolopue" or some management games were you expand the building so you can pan around with the camera. 

If you were to have multiple different buildings, you could put their "tickrate" next to the building (Like right now the green "pop-ups" next to the overall money as well.

A part of it all is looking at all that is happening etc (especially here with the animations) after all, which could be interrupted by having to load different zones.


Just spit balling some more ideas out there just in case for down the line:

- How about an additional category of things to spend money on aside from the regular listings? Like levelling up Amy, not only increasing her effect but also unlocking new "positions" for her during the click-minigame with letting us freely switch around the ones we have unlocked.

- Expansion of Amy mini-game (maybe via upgrades as mentioned in the previous point). Enabling orgasm, by clicking you fill up a bar than when you reach it, Amy comes, popping like a golden loot goblin dropping a lot of dosh with vfx and sfx to reward to effort of clicking. (The orgasm doesn't need to end the mini-game, but could be an incentive to work especially hard on it to reach as many orgasms as possible).

- Some sort of visual (vfx) or auditory feedback on money gain could very much tickle that dopamine production. Some games that are idle/incremental/management will have little coins with sfx pop out of whatever is earning money (maybe not well suited when everything earns at the exact same time rate), others like Tower Wizard or Vampire Survivors will play with "pling" sounds

- Maybe flip either the UI or the map? As it is right now, you have the building in the middle and the "customers" (well, onlookers seems more apt) to the left, but the left is covered by the menus. Nothing is really happening to the right of the building, so maybe have the onlookers come from the right instead?


Well, sorry for the long response, I'm trying not to be too nit-picky but sometimes I just write a lot. :D 

(+1)

Thanks for the long reply! I think what you laid out is awesome. Lot of good points. I will make a bullet point list in a bit with player feedback and see what I can use and how I can make it feel as good as possible. I don't have much time right now so sorry I can't reply with a longer reply but I think what you said about the Amy minigame is great, I wonder how the left side customers will look with a free camera. Was thinking about making like a garden section on the right but still have to design it.

Anyways thanks for being nit-picky it helps out a ton :D

(+1)

Don't worry about not having time to reply! 

I usually just worry that my feedback is misconstrued to have bad intentions or something, since I often write a lot :D

For what you said about the customers and what to do with them, I recently played a brothel management game where you build rooms and hire women for them, then receive guests that have to be appointed to those rooms. It had an upgradeable male reception area, where you could also place staff as "distraction" if the q gets too long. Not fully sure right now what the best way to translate it into a profit/sec idler format would be, but a reception area with customers coming in, a receptionist greeting/delegating them and spicing the waiting line up with some buyable attractions could be nice. 

Could even integrate a customer system into upgrades next to getting the girls (so you have one tree for buying things to make profit and one tree to improve customer base, like frequency/staying time/max waiting time etc), this way you could turn the gameplay into an input/output balancing act like "Finn Dorset's Institute For Livestock Replication". Although this would obviously be a massive undertaking and just something that came to mind.

Something else that could be nice would be something to click on or to do, even if it is only fun gimmicks and not directly connected into the gameplay loop. Most straight up example that comes to mind would be the closed window on the roof. If you could click on it, it opens and you see 2 people going at it for a couple seconds, then noticing it, being shocked and closing the window again would be a nice little gimmick that players could engage with. Also just kinda funny.

Aside from that the typography and formatting in the UI could use some work, but this is something that can evolve and improve over working on the game (like having text be centred optically within an element or better use of inner margins).

(+1)

Haha I read the piece about the clicker gimmick and instantly started working on it. It's pretty much done but I think it will take a bit of time before I will release it. I'm right now looking into making the game more brothel like. with customers walking in and out and having interaction with the employees. 

Do you remember what that brothel managing game was called? I'm interested to see how they handle interactions. 

(1 edit)

I've played a few brothel management sims over time, but the one I was referring to specifically was "Black Market" (by E-Made+). The game does have some more... unsavoury parts to it though (which you can just not engage with). Not sure how explicit you want your game to be, since so far it is on a more vanilla and tame side.

Another game that comes to mind is "Monster Black Market" (by Team-Apple Pie).

I don't know what the etiquette here is on itch in terms of talking about NSFW stuff or links etc (actually made an account just to comment on your game), so I'll refrain from posting links here just in case.