Hello,
Thanks for your extensive post! Your feedback helps a lot to improve the game, so don’t hesitate to leave more. I’ll try to answer each of your points, and feel free to tell me if I missed anything.
The onboarding in the game and the day-to-day scenes may be a bit fast. Also, the most difficult part is creating a good game, and I was unsure if it would have success, so I didn’t implement a heavy story plotline at first. If the game is successful, improving the storyline will be easier to implement and expand further. I’ve initiated some storylines in the game that I can now further develop.
Regarding the lack of description in the story, I tried to be as subtle as possible to achieve a more immersive experience, but I can add more content to make it more comprehensible.
During explicit scenes, you have two options:
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You can choose to move yourself, which is where the rhythm- and timing-based mechanic of thrusting comes into play.
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Or you can let her handle it herself. In this case, you can simply sit and enjoy the gameplay. If you choose this option, descriptive narration text will appear regularly to explain what’s happening, similar to a light novel. I didn’t add this narration when you move yourself because it could distract you while thrusting.
That was indeed the intended effect. The more you improve your performance, the less you can focus on anything else or enjoy it, since you’re aiming for a better score—like an actor focused on his performance. Maybe I should be a little more explicit
The inability to focus on the scenes is indeed the intended effect. The more you want to improve, the less you can focus on anything else or enjoy it, since you’re aiming for a better score—like an actor focused on his performance. Maybe I should be a little more explicit about this
Regarding the degradation of her body during these scenes, there is already a process integrated where she starts clean and can end up messy by the end. Perhaps I misunderstood your point?
I understand that always changing the CG for each thrust reduces attachment and immersion, and I can adjust this. I’m also thinking of a way to let the player change positions and see an evolution to increase immersion and sense of progress.
For using the original demon size, I would like to find a justification for her to handle something that big, to keep the story somewhat plausible.
Thanks for complimenting the artworks! I thought to myself that if I can’t make a good game, at least I can provide artworks that stand on their own and are appealing. I also want to make sure what already exists is fun to play before adding too much content. I would gladly work full-time on this if I could, but funding is always the problem, haha